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Messages - Sanctaphrax

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8191
DFRPG / Re: Bag of Holding
« on: September 11, 2010, 06:17:44 PM »
I wouldn't worry too much about giving your players the chance to do something awesome and clever when they're up against a wall. It makes for good times.

Now, if you're planning to make hiding or transporting objects a major challenge in your game, don't let them have a bag of holding. But if you aren't, I don't think it will be a problem. A bag of holding won't let your players outshine each other or waltz through tough challenges.

8192
DFRPG / Re: redone Denarians
« on: September 10, 2010, 09:27:25 PM »
That actually makes sense, vultur. Just because they don't show an ability during their brief "screentime" doesn't mean they don't have it.

Besides, I suppose that I would forget how to fight normally if I spent a few hundred years turning into a giant demon gorilla every time I wanted to punch someone. It actually makes sense for Denarians to have weak combat skills in human form.

8193
DFRPG / Re: redone Denarians
« on: September 09, 2010, 03:13:46 AM »
I have a question about the human forms of some of these Denarians.

How did you decide on skills for the ones we've never seen in human form? Most of them look reasonably optimized, and it gives the more physical Denarians some versatility that I'm not sure they deserve.

PS: I totally agree with you about the Our World's overestimation of the Denarians. They're placed at plot device level, when everything we've seen in the books indicates that a Senior Council member could swat them like flies. (Except for Nick, of course).

8194
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: September 09, 2010, 03:00:42 AM »
You have a point. The discription of entrancing beauty is far from elegant and could use some tightening up. Problem is, I want entrancing beauty to be a persistant effect that requires no effort on the unicorn's part. The unicorn probably won't have any fate points to spend. So what should I do? Reapply the aspect every round and allow a free tag each time? I would really appreciate some advice.

How does it look otherwise? Any other changes you suggest?

8195
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: September 07, 2010, 11:16:08 PM »
Some suggestions for the chimera:
  • Give it a Many-Headed aspect
  • Make poison or lead the catch to its toughness. After all, Bellephoron killed it with a lump of lead at the end of a spear.
  • Give it 3 boxes of social stress capacity, since it has average presence.

Now that that's over and done with, here's my take on the unicorn.


Unicorn
High Concept: Living Symbol of Natural Purity
Other Aspects: Elusive, Beautiful

Skills:
Superb (+5): Athletics, Survival
Great (+4): Alertness, Fists
Good (+3): Presence, Endurance, Might
Fair (+2): Stealth, Rapport, Empathy
Average (+1): Conviction, Discipline, Investigation

Stunts:
Vanish Into The Woods (Survival): A unicorn may use survival instead of stealth for hiding and skulking while in an unpolluted natural forest environment.

Powers:
Inhuman Strength [-2]
Supernatural Speed [-4]
Echoes of the Beast [-1]: +1 Alertness in an unpolluted natural forest environment, leave no footprints, talk to other unicorns
Claws [-1]
Neutralize Poison [-1]: Renders all poison within several meters harmless.
Entrancing Beauty [-4]: All who look upon a unicorn must roll their Discipline against the unicorn’s Presence. Failure means that the character gets the “Entranced” aspect. Entranced characters cannot attack the unicorn. Furthermore, the unicorn gets +2 to all social skills against entranced characters. Entranced characters may reroll their discipline each exchange in order to resist.

Stress:
Mental OOO
Physical OOOO
Social OOOO

Total Refresh Cost: -14

Notes: A unicorn normally lives in the Nevernever. It can only be lured out into the real world by a virgin girl. A unicorn dies if its horn is removed. This horn provides the Neutralize Poison power to the user at no refresh cost.

PS: I’m really not sure about the cost for Entrancing Beauty.

8196
DFRPG Resource Collection / Re: Custom Power List
« on: September 06, 2010, 11:38:28 PM »
I don't think that casting from your physical track needs to cost anything. The vast majority of the time, it's going to be worse than casting from your mental track since you are more likely to take physical damage from other sources and since casters generally have high conviction with unexeptional endurance. However, it could be quite broken with Toughness powers. The solution? It automatically satisfies all catches. It will be pretty good with Hulking Size, but probably not too good.

The Witcher's potions look fine to me, although you should probably clarify the need for medical attention. How long do you have? How difficult is it to clean the blood? What facilities are needed? Can you clean your own blood?

8197
DFRPG / Re: Bag of Holding
« on: September 06, 2010, 04:55:05 PM »
Not to toot my own horn, but I posted a power very similar to this to the custom powers thread. Combine it with an item of power discount and you're good to go. Assuming, of course, that I did my job correctly. I don't think it should be unbalancing, unless the player is actively trying to break the game. And if a player is actively trying to break the game, then you have worse problems than overly-exploitable powers.

8198
DFRPG Resource Collection / Re: Custom Power List
« on: September 06, 2010, 04:59:54 AM »
    Impossible Jumps [-?]

    Description: Gravity doesn't seem to apply to you the way it does to normal people. You can jump like a video game character when you want to.

    Skills Affected: Athletics

    Effects:

    • Superhuman Leap. You get +4 to all athletics rolls made to jump.
    • Limited Antigravity. You are completely immune to falling damage. You never need a running start to jump properly.
    • Double Jump [-?]. You can jump off of empty air. When rolling for jump distance, you may roll twice and add the results. When jumping during a conflict, you can remain in midair for a full exchange. Furthermore, you can dodge normally in midair.
    • Goomba Stomp [-?]. You can hurt someone pretty badly by jumping on them. You can use your athletics skill to attack in melee. If combined with double jump, you may skip an action in order to remain in midair for an exchange and reroll the attack.

    I’m not really sure how to cost all this. Apart from Goomba Stomp, this is less useful then wings. And wings is a 1 refresh power. I’m open to advice if anyone has any.


    Hyperspace Arsenal [-2]

    Description: You seem to be able to fit an entire warehouse in your pockets. No-one’s really sure where stuff goes when you’re not using it.

    Skills Affected: Might

    Effects:

    • Hammerspace. You can carry a full load (as determined by your might) without hindrance in an extradimensional compartment. The compartment exists outside time, so everything in it stays exactly as it was when it was put in.
    • Improved Hammerspace [-2]. You can carry much more than a full load in your extradimensional compartment. Add 8 to your might to determine the capacity of your compartment.
    • Secure Hammerspace [-1]. Nobody but you can access your extradimensional compartment. Metal in it doesn’t trigger metal detectors and so on. If you are unconscious or dead, the compartment cannot be opened at all.


    Special Techniques [-varies]

    Description: Supernatural martial arts moves, more or less. A staple of any decent fighting manga.

    Skills Affected: Fists, Weapons, Guns

    Effect:
    Special Techniques.  When you take this power, choose fists, weapons, or guns.  Then pick a number of techniques from the technique list equal to the number of refresh points you spent on this power. Whenever you make an attack with the chosen skill, you may spend a fate point to add the effects of one of your chosen techniques to the attack.
    Technique List
    • Long Range Strike. The range of this attack is increased by 2 zones. (This works for melee attacks).
    • Armor Piercing Strike. This attack ignores all of the target’s armor.
    • Area Strike. This attack hits everyone in the target zone (except yourself).
    • Rapid Strike. You can make a number of attacks up to your skill with one action. Each attack suffers a penalty equal to the number of extra attacks made.
    • Brutal Strike.  The attack suffers a -1 penalty but inflicts 5 extra stress.

    I’m not certain whether these are balanced. Any thoughts?
    [/list]

    8199
    Very nice stats you have here. You're quite the public benefactor, Deadmanwalking. Still, I have a bit of (hopefully constructive) criticism.

    1. The rules for alertness and athletics are designed for humans. Animals have a completely different balance of senses and athletic abilities. While the sensory part of this is partly represented by the Echoes Of The Beast power that all animals have, I don't feel that it goes far enough. It only gives a +1 bonus to alertness, which doesn't come close to covering the difference between the sense of smell of a human and that of a shark or dog. I would fix this with stunts, if I were you. Same goes for athletics: the animals with the Awkward On Land aspect don't have anything backing it up. Once again, you can fix this with stunts.

    2. It's often not clear what benefits an animal gets from Echoes Of The Beast. It would be most helpful if you could list what you have in mind for each.

    3. It's not entirely clear what the catches on the toughness abilities of the animals are. In fact, I'm not even sure whether they have catches. Should we just assume that the catch is always vulnerable points on the body of the animal?

    Don't take all this as a sign that I think you did a bad job. On the contrary, this is great stuff. But you can always improve, right?

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