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Messages - UmbraLux

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31
DFRPG / Re: Statting Up Worm Characters
« on: September 26, 2013, 02:39:10 AM »
In all seriousness, it would be great to have you on board.

I've never played with you, but from talking with you here I know that you know your stuff. Your style is a bit different from mine, but not so different that I couldn't adjust.

I don't want to pressure you or anything, though. If you don't want to, you don't want to.
I like Worm as a story, it's the best web serial I've seen and a well written story in it's own right.  However I'm not sure I'd enjoy a game in the setting.  Fighting not to be a doormat makes a good story and possibly even a one or two shot game.  (I'd suggest using Fiasco.  ;) )  It wouldn't be as fun as a campaign.  I tend to prefer systems/setting biased towards PC success.  Just a matter of preferences though, I'm sure you can find a group who'd enjoy being kicked around by the Simurgh.   :D

32
DFRPG / Re: Statting Up Worm Characters
« on: September 24, 2013, 10:18:56 PM »
So...UmbraLux.


Are you interested in GM'ing?


*coy glance*
Hehe, I do GM...not Worm though.  :)

33
DFRPG / Re: Statting Up Worm Characters
« on: September 24, 2013, 03:34:58 AM »
Feedback would be fantastic.
Given the way both Siberian's and Genesis' powers worked, you might add a discount (perhaps +1 or so) for each power that only applies to the projection.  Perhaps even a requirement for powers to apply only to the projection if you're emulation those two characters.

34
DFRPG / Re: Thaumaturgic duration
« on: September 20, 2013, 04:12:33 AM »
Holy moly, was I ever thinking small!  Thanks for the help and the kick to unimaginative backside.
Sure!  There used to be a thread with ritual aspect suggestions on the boards - probably still around if you can find it.  But it really is simple (if not necessarily easy), just write out the "story of the spell" and add all the details you can think of...once you're done, go back and add some more.  ;)  Every detail you add to it has the potential of becoming a declaration / aspect (and power).

35
DFRPG / Re: Thaumaturgic duration
« on: September 19, 2013, 11:47:16 PM »
I want to set up defensive spells in my sorcerer's workshop/business.  Given that I'll be able to pull in about 12 shifts of power (six plus a few other tags), is there any way I can make a day-long spell that doesn't have all teh shifts eaten by duration?  Or should I just renew the things every 1-4 hours? 
I'd set it up once for a much longer period of time.  Recasting is inefficient - worse, you'll miss one and allow someone in eventually.

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For Example:

Six shifts of power from me. 
+2 for a hand-crafted model of the store (Crafting)
+2 for mystic carved wooden wands (Lore)
+2 for fine silver wire (Resources)
That's about all I can come up with without using FP's to invoke my own Aspects.  Altogether, I get:
Effect: Six (6) shift maneuver attack with two more shifts (+2) added for duration that puts the "Bound in place" Aspect on target, resisted by Athletics or Might.
Trigger: +2 shifts
Duration: A couple hours until triggered (+2 shifts)
Effect ( 8 ) + Trigger (2) + Duration (2)=12.  Is this right?
A couple of things - first, thaumaturgy defaults to a scene (and wards to a day) so adding two shifts of duration to that gets you an hour (or a week for a ward).  Three more aspects would get you to a few weeks (or a few months)...they're worth it.  Second, I'd use block mechanics for locking someone in place - specifically a block against movement. 

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By the way, when do such spells take effect?  Assuming the Bad Guy has a more Alertness than me, does it take effect the moment he triggers it (say, pulls out a weapon or crosses a line?)
You'll need to specify a simple trigger, when that condition is met it goes off.  The intruder's Alertness doesn't affect whether or not the effect is triggered...though it may allow said intruder to see the spell (if he can sense it or how it was set up).  It's two shifts per condition so it's not going to be complex normally.

Here's a simple ward as an example:
(click to show/hide)

36
DFRPG / Re: GMing Tips and Hints
« on: September 16, 2013, 10:44:11 PM »
GM Don'ts:
 - Don't plan PC actions.  PCs are a part of the world you don't control. 
GM Do's:
 - Plan antagonist goals and resources.  When you know those it's easy to figure out how they'll react to unexpected PC actions.
 - Remember to use immaterial rewards on occasion.  Titles, favors, contacts, fame, information, etc...they'll often be more valuable to the PCs/players simply because they're rare. 
 - Make things personal.  A villain harming one of the PCs' friends/allies/contacts has more of an immediate impact than slaughtering an entire town of strangers. 
 - Change the game focus regularly to highlight each PC's expertise.  Don't leave the social adept in the background all of the time by running nothing but combat...and vice versa.

-------------------------

Regarding fudging, I don't think it's necessary* but, if it is for some reason, fudge in the open.  If you're attempting to hide fudging it's probably because someone would object.  In other words, because it's not fun for everyone.  This get's really egregious when the fudging is purely for the GM's fun.

*If failure isn't interesting, don't roll.  Besides, negating any given roll is trivial within the rules.  Just suggest a few Declarations.  ;)

37
DFRPG / Re: Using Weapons as defense?
« on: September 11, 2013, 10:30:42 PM »
I agree with most of the comments here - in general, melee attacks should be something which can be parried by a weapon.  But since the OP didn't mention specifics, it is worth mentioning that using Weapons for defense against melee isn't always appropriate.  Immaterial beings are the obvious exception, you can't parry what you can't touch.  Depending on the situation, you may also have an issue with entities immune to the weapon or material used.

This is why so much is left up to the individual group.  ;)

38
DFRPG / Re: DF in Australia - We're all screwed
« on: August 27, 2013, 10:55:39 PM »
Yeah, could be more to it than just a ghost.  But that's probably just my liking of history showing.   :)

39
DFRPG / Re: DF in Australia - We're all screwed
« on: August 27, 2013, 10:07:08 PM »
I like it! 
[Dammit, I need a good name!]
Names...they could recognize the mix of cultures and call it something like "Altjira Federation" or emphasize the aborigine culture by using "Guruwari".  Naming it after a place or person important to the agreement would also work well. 

Have you considered adding Ned Kelly to your history?   ;)

40
DFRPG / Re: Champions and Thresholds:
« on: August 26, 2013, 10:22:27 PM »
So here's a question for everyone.  How would the Threshold of a home react to someone supernatural who had called the place home but been missing/held captive for a long period of time and was now attempting to return and re-enter?
Two questions:
a)  Is the former captive essentially the same person as when he/she left?
b)  Do the current residents* consider that person part of the family / a member of the household?
If both answers are yes, I'd say the former captive could walk in with no problem.

*The residents being those maintaining and shaping the threshold - even if unconsciously.

41
DFRPG / Re: Is this enchanted item too powerful?
« on: August 26, 2013, 12:15:30 PM »
Nope. Enchanted items contain spells, spells can't do Declarations.
That's one possibility.  Another is simply that the character make a declaration related to items.  This is why wording matters.   ;)

DFRPG rewards creative players. 

42
DFRPG / Re: Is this enchanted item too powerful?
« on: August 26, 2013, 02:30:15 AM »
Though that brings up the question about whether defensive maneuver items can be used as a free action--I've always allowed it, but I'm not sure if that's supported by the RAW.
It probably comes down to how it's worded/used.  Declarations are free until fiat says otherwise so any maneuver you can declare is free game.  Fate Core does a good job of reigning aspect creation in, DFRPG can be (kind of) OP unless you house rule a few things. 

43
DFRPG / Re: Just a simple question...
« on: August 22, 2013, 11:52:58 AM »
Is your pool skill going to matter in play?
This.

Go with the aspect.  :)

44
DFRPG / Re: Two rules questions.
« on: August 18, 2013, 09:58:29 PM »
2) But how Bob is represented in the game mechanics?
I don't know that he is...at least not completely.  Like many of the fictional characters Bob breaks game mechanic limits when appropriate.  Or, since the novels came first, perhaps it's more appropriate to say the game mechanics simply aren't representative of everything in the novels.

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And how exactly Resources influence on the questions?
That's a GM decision.

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And what are that questions? Only "what do I know about... " or Ritual's Complexity too?
Research & informational questions.  Resources may have an indirect effect on rituals, generally through declarations. 

45
DFRPG / Re: Champions and Thresholds:
« on: August 13, 2013, 10:01:13 PM »
They're trapped. 
(click to show/hide)

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