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Messages - Taran

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31
DFRPG / Re: True Fae DFA vs. DFRPG
« on: July 08, 2020, 03:49:21 AM »
I'm not familiar with DFA.  Can you post the description of the Mantle?

I'd say Glamours or Greater Glamours
Sponsored Magic (UN)Seelie
Any powers based on the type of Fae - speed, toughness etc..
Catch: Iron

32
DFRPG / Re: Hannah Asher: How to build?
« on: June 21, 2020, 09:44:29 PM »
The scene you're describing is, simply, a block against the Fire Damage or the Environmental Damage.

For someone who is super-good at one element, you could break it into 3 elements...like:  Light; Heat; and something else...dunno. 

It makes sense that she'd have air, though, too.  ANyways, that lets her build a bigger pyramid but it's all fire related.

(click to show/hide)

33
DFRPG / Re: Resisiting a compel with magic. Can you?
« on: June 21, 2020, 09:36:50 PM »
You could, potentially, tag an aspect to resist a compel if it's relevant....I think.

So setting up a maneuver with Thaumaturgy: Steeled Mind, might let you resist a compel against being influenced.

OTOH,  Turning down a compel for a Wizard could just be paying a FATE point on their High Concept.  "No, I turn down this compel because I'm a wizard and I happen to have a spell that protects me."  pays a FATE point to GM

34
DFRPG / Re: Mental Toughness
« on: May 26, 2020, 12:35:13 PM »
Thank you! But I can't find that in the rules. Do you have a page number for me?

Your Story Page 185, second point-bullet under "The Catch".

" If the Catch is bypassed by something that anyone could reasonably get access to, but usually doesn’t carry on them (like cold iron), you get a +2. If it is bypassed by something only a rare class of people in the world have (like True Magic), you get a +1. If it is bypassed by something only one or two people in the world have access to or could produce (like a Sword of the Cross), you get nothing. Even the mere presence of the thing that satisfies your Catch will cause you discomfort (and may be grounds for a compel or something similar)."

35
DFRPG / Re: Mental Toughness
« on: May 25, 2020, 03:20:49 PM »
Treating a Catch as a compel is in the rules under The Catch (under toughness powers) in Your Story

36
DFRPG / Re: Mental Toughness
« on: May 21, 2020, 07:08:28 PM »
You get a rebate if your Catch is common.  So, he might get a +1 or +2 back.  Here's the other thing: how easy is it to weaponize these things?  Which makes it less common and not worth the rebate.
 But, you know, he might use that rebate to upgrade his power...so....

How it works is, if an attack acts as a Catch, you ignore armour and extra stress boxes related to it.

So he'd still have access to those stress boxes even in the event someone is attacking him with a Catch.

If he is in a place that might 'suppress' his Catch, causing him to lose access to his extra boxes, you might have to offer a compel to have his power be inactive for all attacks. 

For instance, I had a character that had a Catch of silk.  Using arrows with silk feathers, or a spear with a silk sash attached would bypass my toughness.    Being in a textile factory full of silk might make it so all attacks, even regular ones, bypass my Catch.  That would be in the realm of a Compel unless you are using a threshold.

My character with a Catch of Holy might lose all his toughness powers when he walks in a church just by virtue of the fact that the Threshold suppresses all his powers.  Or, just being in the presence of a Church might be a compel to lose toughness and recovery powers, even if I'm invited in.

37
DFRPG / Re: Mental Toughness
« on: May 20, 2020, 05:38:17 PM »
What if it were something symbolic of vanity:  mirrors, reflections, light, certain mental/emotion powers?  Demonstrations of wealth and power and beauty are all aspects of Vanity.  Does he live a very humble existence?  Or Is he Vain?  If so, wouldn't the Catch be Humility?

I don't have lots of experience with Mental Toughness.  I have one character with it but it's a Catch of 'Holy' which is also his physical Catch.  Holy is pretty easy to justify for both the physical and mental track.

38
DFRPG / Need Help Making some connections for an adventure
« on: May 19, 2020, 06:15:03 PM »
I'm introducing some friends to Dresden.  I've made them some pre-gens and I'm setting it in 1994. I need a 6-8 session story arc.  I have lots of ideas but can't put them together to give the players a hook.

Here's what I have:
-Northern City;  gateway from South (civilization) to North (Wilderness) -Theme
-A run-down psychiatric hospital on the outskirts of town, surrounded by lots of bush.  It actually will one get shut down in 2012, so I thought I could use that.  Maybe there's a reason why they want it shut down?
-A University, also just on the outskirts surrounded by bush and lots of trails
-A missing person who went missing 30 years ago from the Psych hospital.  My plan is to make him a BCV.
- Some murders revolving around the BCV
-Organized crime and  a Crooked Construction Company
-A Social Worker/Psychiatrist working with the BCV.   But having a hard time with the connection.  Maybe also using or being used by the mafia.
- A Military NORAD Base  With a 1950s underground complex
-First Nations Spirituality/Mythology

PCs:
Cop (Pure Mortal)
Reporter (Pure Mortal)
Priest (True Believer)
Soldier RC Infected
Student with Cassandra's Tears and The Sight (minor talent)

Background:  In the 50s-60s Organized Crime used charitable organizations to run Bingo scams.  It was big business.  Connections to Sicilian mafia.  Mussolini cracked down on Mafia in Italy at that time.  A Don, also a BCV flees Italy and ends up in our town.  For several months, there are disappearances as the Don tries to set up his Scourge in this wilderness town.  But the local priest finds out about the Bingo scam and stumbles upon the BCV.  In the ensuing fight, The Missing Person from the psych ward who was turned into a Vamp is somehow 'put on ice' for 30 years.  He wakes up and is now working to further his goals. 

How can a BCV go MIA for 30 years?  What prompted him to awaken now?  How is he connected to the psychiatrist?  How does it relate to the hospital?

Any advice would be awesome.

39
DFRPG / Re: Samples of Play: Aspects creation
« on: April 01, 2020, 11:21:08 PM »
That’s great, thanks.  But now I’m a bit embarrassed.  I have 7 years of Pbps in this site that I can find even more examples and I never even considered it. 

Thanks again

40
DFRPG / Samples of Play: Aspects creation
« on: March 31, 2020, 03:28:24 PM »
My group has moved from D&D to FATE and we had our first session.  Since I've been playing FATE as PBP for year, I was easily able to navigate the adventure by creating advantages for myself with my skills: creating and discovering aspects, reading NPCs etc..

The other players were having a more difficult time with the cooperative story-telling aspect of the game and using the mechanics of Aspects.  I was trying to lead by example by doing different actions with my character but I also didn't want to hog the spotlight.

Does anyone have any non-combat sample play-throughs off hand.  I could make one myself, but it's time consuming.

41
I'm not sure if Spirit of the Century is Fate Accelerated but it has gadget and artifact stunts that might work for crafting.

42
DFRPG / Re: Assorted questions
« on: January 28, 2020, 06:05:37 PM »
I feel like the spear should have a curse attached to it.   The shroud already heals, the coins are cursed, the noose gives immortality with a Catch. 

Wasn’t the soldier who stabbed Jesus cursed? 

True Aim fits if it makes ensures victory.  Maybe even temporary immunity but with some kind of backlash.  Maybe tie a Hunger Power to it.  Or give it blood drinker so that it needs to be hated in blood to give you a recovery.  Maybe it compels you to do battle. 

43
DFRPG / Re: [DFRPG] Magic Shields as a Block
« on: January 16, 2020, 04:55:56 PM »
Thank you, Taran!

Assuming you are right, in which Situations would you choose for Harry's Duster to act as Armor? The block seems to be the by far better choice.

A single-attack Exchange block is great for protecting against big hits but is a waste against many small attacks since, even if it successfully blocks an attack, it goes away in the next exchange unless you reduce its effect to put in extra shifts of duration.  Of course, if you choose to make your (Block 6) shield into a (Block 5; 2 exchange) shield, an attack of 6 will get reduced by 5 but the attack still overcomes the block and will immediately destroy it, regardless of duration.  So, the longer the duration you want, the less powerful your protection and the more likely it will be overcome.  The higher your protection, the more careful you'll be to use it because you don't want to waste it.  (Enchanted items don't recover daily, they are recovered per session)

On the other hand, an armour 2 enchanted item that lasts for 3 rounds (4 shifts halved for armour 2 +2 more shifts for duration), will last for all three exchanges and will reduce damage from all attacks and is, obviously, much more useful against many attacks from multiple enemies.  Ideally, you'd want both!  :)  It's also very useful if you have some kind of secondary dodging skill and you often find yourself only taking small bits of damage.

Made some edits.

IMO, most wizards go with a high-value block and save it for a big hit or for being surprised.  If I feel I'm going to get hit a lot, I'll spend an exchange to cast some kind of defensive spell rather than have an armour enchanted item.  That said, if you are playing solo, and expect to get attacked alot, having armour is of value.  But, usually, its more efficient to buy mundane armour than to waste valuable spellcasting/ Enchanted Item resources on it.

44
DFRPG / Re: [DFRPG] Magic Shields as a Block
« on: January 16, 2020, 02:27:45 PM »
An attack of 6 hits and the block is considered a 6 shift dodge.  So, in this case, the attack would only do weapon damage.  If it were a 7 shift attack, the damage would be reduced by 6.  So it’d do: (weapon damage)+1. 

The person can still dodge when using a shield, just take the better value.

So a 3 shift block and a 4 shift dodge vs a 6 shift attack would net the attacker 2+weapon damage.

When they say resolve normally, they mean resolve as if the attack overcame a regular block or dodge. 

 But, essentially, in all cases, once the block is overcome, it subtracts damage and then goes away. 

For summoning, wards work slightly differently than regular blocks.  They don’t go away but are, instead, reduced based on how much damage gets through.  Once they are reduced below 0, they are destroyed. 

45
DFRPG / Re: Monster mash
« on: November 20, 2019, 09:09:49 PM »
I can help you with crafting stuff.  You aim enchanted items with whatever skill is most appropriate.  So, guns with a gun or discipline if you need to focus on the item to trigger it or cast it.

You can have high powered blocking items and weapons but your aiming won’t increase the same way a dedicated caster will.  Which makes them a bit broken at this level of refresh. 
.

7th sons of 7th sons are super lucky so I’d make sure you had lots of FPs to spend on stuff. 

One way to boost accuracy is to make skill replacement items which could let you replace your dice roll with a straight 16 accuracy gun skill.  Ask your Dm if you can combine that with a weapon item.  So a gun that lets you do a 16 shift skill replacement that’s loaded with a weapon 16 bullet. 

It’s powerful but you’re using two charges each attack and enchanted items only refresh at the end of a scenario.

Alternatively, you could give yourself an item of power with True Aim and that will give you a +1 to hit for a total of +9.  Maybe a stunt or two to boost it to +10 or 11 depending on the stunt

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