Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - nadia.skylark

Pages: [1] 2 3
1
The Bar / kinkmeme round 1 is gone
« on: June 24, 2020, 06:20:17 PM »
The Dresden Files kinkmeme hasn't been active for a couple years, but it's still a good place to find fan fiction. Unfortunately, round 1, and with it all the fanfics there, has very recently been deleted. Does anyone know:

A) why this has happened?

B) where I can find any of the fanfics that used to be there?

2
DFRPG / More Inhuman Powers
« on: December 27, 2019, 10:35:03 PM »
So I'm trying to turn each of the inhuman powers into two inhuman powers (largely because I'm bored). Here's what I have so far:

Speed: (reposted from the Assorted Questions thread)

Inhuman Speed [-2]
Improved Initiative: Your Alertness is at +1 for the purpose of determining initiative.
Athletic Ability: All of your athletics checks not to do with reacting quickly to outside stimuli are made at +1 (for example, you get a +1 bonus when climbing a wall, but not when balancing on a log). This includes dodging only when you also move at least one zone. Increase this bonus to +2 when sprinting.
Improved Striking: It's easier to hit someone, and you do more damage, when you are moving fast. As such, you get a +1 bonus to fists and weapons. When using thrown weapons, however, you do not get a +1 bonus, but instead increase the weapons value by 1.
Casual Movement: as in YS
Almost Too Fast To See: as in YS

Inhuman Reflexes [-2]
Improved Initiative: Your Alertness is at +4 for the purpose of determining initiative.
Athletic Ability: All of your athletics checks to do with reacting quickly to outside stimuli are made at +1 (for example, you get a +1 bonus for catching yourself if you fall out of a tree, but not when climbing the tree in the first place). This includes dodging. Increase this bonus to +2 when making a full defense.
Improved Aiming: Your quick reflexes make it easier for you to aim quickly. Gain a +1 when shooting guns or throwing weapons. This doesn't help with sniper stuff.
Ambush Reaction: When being ambushed, your quick reflexes allow you to react better than most people. Instead of defending at Mediocre, you can defend at half your skill level (rounded down).
Obstacle Avoidance: Difficulty factors for moving due to obstacles in the terrain (for example, trees or broken pavement) are reduced by two.

Toughness:

Inhuman Toughness [-2]
as in YS

Inhuman Fortitude [-2]
Musts: you must attach this power to a catch.
Absorb Damage: You gain an extra moderate and severe physical consequence.
Used to Damage: When an opponent tries to tag a physical consequence, they only get +1. It they tag for a re-roll, you can lock down one of their dice.

Strength:

Inhuman Maximal Strength [-2]
Improved Lifting: When lifting things, you gain a +3 to your Might score.
Improved Maximum Lifting: Once per session, when lifting things, gain a +5 instead of a +3 to your Might score.
Improved Efficiency: Gain +1 to athletics, fists, and weapons due to the fact that your body is better at using different muscle groups.
Bruising Strength: as in YS
Superior Strength: as in YS

Inhuman Explosive Strength [-2]
Improved Breaking: When breaking things, gain a +3 to your Might score.
Improved Jumping: When jumping, gain a +3 to your Athletics score.
Improved Propulsion: Gain +1 to your Athletics score when sprinting.
Hammer Blows: as in YS
Improved Durability: Gain Armor:1 against blunt physical trauma (ie things like punches, broken bones, sprains; not burns or cuts).

Sources:
https://www.acefitness.org/education-and-resources/professional/expert-articles/5495/7-different-types-of-strength-and-their-benefits
https://www.24life.com/four-different-types-of-strength-and-how-to-train-for-each-of-them/
https://www.bodybuilding.com/content/3-types-of-strength-everyone-needs.html
https://www.sanjaysoekhoe.com/the-different-types-of-strength/

Recovery:

Inhuman Healing [-2]
Musts: you must attach this power to a catch.
Total Recovery: as in YS
Fast Recovery: as in YS
Shrug It Off: as in YS
Poison Recovery: Your body heals and fights off the damage that poison can do as it is doing it. Gain Armor:1 against poison.

Inhuman Endurance [-2]
Musts: you must attach this power to a catch.
Vigorous: as in YS
Heal the Burn: Once per scene, as a supplemental action, you can clear your lowest marked stress box on your physical stress track.
Face the Pain: Once per scene, you can spend a fate point to clear your highest marked box on your physical stress track as a supplemental action.

Sources:
http://evilhat.wikidot.com/fate-v3:endurance-stunts
https://www.reddit.com/r/FATErpg/comments/3vidjb/need_help_on_healing_stunts/‎

Note that there's some overlap on Speed/Strength and Toughness/Recovery.

3
...Harry hadn't touched Lasciel's coin?

Because the main objection they had was that they couldn't just hunt down Denarians pre-emptively--but at that point, hunting down where the Denarians were hiding would constitute a rescue mission. So I'm wondering how much their concern that Harry was leading them into a trap factored in.

4
DF Spoilers / looking for a WoJ
« on: June 20, 2019, 05:07:02 AM »
I remember reading/hearing a WoJ that Thor, being upset with his father, has decided to spend his time playing college football. However, I can't for the life of me remember where I read/heard that.

Does anyone else know? Or at least, has anyone else read/heard it? It seems so unlikely, I'm worried that I actually dreamed hearing/reading it and got mixed up.

5
...or killed (in any manner that Harry could reasonably have foreseen)?

We hear a lot about how Harry not sharing information gets people killed or injured, but I think it actually might happen less than we, or Harry, think it does.

The two examples I can think of (well, actually, I didn't think of them--they came up in a different thread, and I didn't want to derail it by talking about them there) are Susan in Grave Peril and Kirby in Turn Coat, and I don't think either of these actually qualify, even though Harry thinks they do.

For Susan, I contend that Harry actually gave her enough information to make a good decision, and that she disregarded it. Harry told her (as I recall--I don't have access to my books right now) that the Red Court was dangerous, deceitful, had a grudge against him, and most importantly that they were both capable of and likely to find a way to hurt him at the party despite sacred hospitality. Despite this, Susan forged Harry's invitation and went to the party anyway, acting as if she would be safe at the party that Harry explicitly told her was unsafe. Thus, while Harry didn't share all the information he had, he did share enough for Susan to have made a good decision, had she chosen to.

As for Kirby, I just don't think that any amount of information would have helped him against a skinwalker in that scenario. He knew that he was going up against something both powerful and dangerous--I can't think how specifics would have stopped him getting ambushed. Furthermore, even if Harry had given the Alphas a briefing about the supernatural world (like the one he gave them after Kirby's death) earlier, it almost certainly wouldn't have contained information about the skinwalker, because 1) as I recall, Harry didn't know much about them himself; 2) they're extremely rare, and Harry had no reason to expect anyone to run into them; and 3) there are very good reasons not to talk about them, because being afraid of them actually makes them stronger.

What do you guys think?

6
DFRPG / Assorted questions
« on: June 02, 2019, 04:20:16 PM »
Does dancing fall under Performance or Athletics?

Does cooking fall under Craftsmanship or something else?

Is giving someone a free tag on one of their aspects a reasonable benefit for a stunt? How often: once per scene or once per session?

7
DFRPG / Is this stunt balanced?
« on: May 31, 2019, 08:38:33 PM »
I'm trying to come up with a stunt that would represent a reputation like Harry's, for a character that really shouldn't have high Presence. This is what I've come up with:

"He died doing the right thing"/A Hero's Reputation: Your reputation is based on doing what you believe is right, no matter the situation. When rolling to represent your reputation, use Conviction instead of Presence.

Is this a reasonable stunt?

8
DF Spoilers / First Law metaphysics question
« on: May 31, 2019, 02:31:44 PM »
Okay, I have a couple of questions regarding when the First Law of Magic is considered to be broken that I'd like people's opinions on.

First, what happens if you use magic to deal someone an injury that is fatal, but not immediately, and then kill them with mundane methods before they die of it? For example, what if you blast someone with enough fire that they will certainly die of their burns in a few minutes/few hours/day, but then before they do so you put a bullet through their head?

Second, what happens if you use magic to deal someone an injury that has the potential to be fatal if the person isn't careful, but if they are they'll live, and then they do something careless and die of it? For example, what if you give someone a bad cut on the leg, but if they stay still and try to stop the bleeding they'll be fine, and then instead they keep chasing after you and die of blood loss?

9
DFRPG / Bargaining with demons
« on: May 30, 2019, 07:49:10 PM »
What kind of things would a demon want in exchange for information, besides part of your name, that you don't have to hurt innocents to get?

10
DFRPG / Motorcycle that turns into a horse?
« on: May 30, 2019, 06:49:57 PM »
So is it reasonable for a character to have a motorcycle that's enchanted to be able to turn into a horse? And if so, should they be able to use their survival skill to ride it while it's in motorcycle form?

11
DFRPG / How do I represent this power up?
« on: May 29, 2019, 11:31:09 PM »
The situation is: thirteen magically talented women (one wizard and twelve people with their magical abilities represented as different sponsored magics) get kidnapped one at a time by a seriously overpowered Koschei who is using them as magical batteries that he can draw on. They, naturally, object to this, and end up performing an enormous ritual with the effect of letting all of them draw on each other's magic as well as breaking the links Koschei had to them.

During the fight with Koschei, they have unlimited access to each other's powers, but after the fight, some of the effects of the ritual fade, and while they're still linked, they can only draw on one of each other's powers at a time, and the person who's power they're drawing on has to consent (they have a mental link, so they can talk to each other at a distance--this is mostly only relevant for getting this consent). I'm not sure how to represent this. I was thinking of either giving each of them a -3 refresh "modular magics" power that allowed them to access any one of the sponsored magics and switch them out with an action, or a -2 refresh power that allowed them to access any of the sponsored magics for a fate point. Do you think that either of these would work, and if so which one?

12
DFRPG / Questions about Fate v.3
« on: May 27, 2019, 10:41:25 PM »
I found a list of really interesting stunts from Fate v.3, but the skills seem slightly different, so I have a couple of questions.

Is Resolve equivalent to Discipline or Conviction?

Is the composure stress track equivalent to the social stress track?

13
DFRPG / Fire-related sponsored magics
« on: May 27, 2019, 10:24:09 PM »
What do people think of these?

Stolen Tibicena Magic [-4]:
You have acquired the magic of a dog belonging to a Hawaiian volcano god--or at least, it used to belong to him. Now it's yours, and he probably isn't very happy about it. As such, instead of taking sponsor debt, you have a "stress track" three boxes long (it's not an actual stress track, because each box is only worth one point). Check off one of these boxes to do something you'd normally do by taking a point of sponsor debt. Clear one of these boxes for each scene you spend exposed to direct sunlight.

Tibicena magic allows you to cast spells that fit its essential nature: fire, earth, and hunting and chasing down prey.

Evothaum: You can use divination magic with the speed and methods of evocation. In addition, you can open portals to and from the Nevernever with the speed and methods of evocation, but only when you are in hot pursuit of someone, for the purpose of following them.

Extra benefits: You can utter a hunting cry, attacking everyone in hearing range with your intimidation. This inflicts mental stress and makes people who hear it want to run away in terror. However, this effects anyone besides you who hears it--you cannot shield allies or innocent bystanders.

Firebird Sponsored Magic [-4]:
By drawing on the magic of the firebirds, you can cast spells related to luck, concealment, fire, and creativity. This power comes with standard sponsored magic benefits.

Evothaum: You can use entropomancy with the speed and methods of evocation.

Extra benefits: Once per scene, you can either substitute your Conviction skill for your Performance skill for a roll, or boost the Performance roll of someone in the area by +2.

Phoenix Sponsored Magic [-4]:
By drawing on the magic of phoenixes, you can cast spells related to fire, purification, and healing. This power comes with standard sponsored magic benefits.

Evothaum: ???

Extra benefits: When you or someone else has a severe physical consequence, you can either give yourself the benefits of Supernatural Recovery for one scene or give someone else the benefits of Inhuman Recovery for one scene. However, to do so, either you become so hot that anything flammable that touches you catches fire, or you can't do anything else that scene (because you are too busy controlling the phoenix energy flowing through you, preventing it from setting things on fire).

14
DFRPG / Would entropomancy cover good luck?
« on: May 25, 2019, 01:12:57 AM »
I was wondering, since entropomancy covers bad luck, should it also allow one to give people good luck, or would that be better handled by creating a different "luck magic" thaumaturgy theme?

15
DFRPG / Evocation for focused practitioners question
« on: May 24, 2019, 01:54:08 AM »
So, one of the ways I've seen to represent focussed practitioners with refinement is to give them full evocation, but with their elements being sub-categories of one element--for example, a hydromancer might have evocation with the elements of water, ice, and entropy/disintegration.

What I'm wondering is if it would be reasonable to do this, only instead of evocation elements, to have one or two of those slots filled with related thaumaturgy themes (and if so, should you up the refresh cost)? For example, in Paranet Papers it describes healing and shapeshifting as refined water magic, so would it be acceptable to give a hydromancer evocation with the elements of water, biomancy, and transformation?

And if this isn't a good way to represent this, does anyone have suggestions for a better way? (Besides sponsored magic.)

Pages: [1] 2 3