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.


Messages - bobjob

Pages: 1 [2] 3 4 ... 24
16
DFRPG / Re: Are there any advantages to Power over Control?
« on: January 20, 2015, 11:20:17 PM »
I'm not disagreeing, but I think it's kinda funny how the phrasing here implies that reflexive shields make Wizards weaker.

I wouldn't say weaker, per se. Just burns up their potential casting juju that much faster.

17
DFRPG / Re: Tell me what you think?
« on: January 16, 2015, 10:02:18 PM »
Not bad, but I noticed a few things that kind of stood out.

Wulfric has a higher Alertness and Survival while in Human form than he does in Wolf form. Did you intend this?

Also, what kind of contacts does he have in Wolf form? How does he communicate with them? He also has Intimidation in Human and not in wolf. Wolves can be pretty intimidating to humans.

18
DFRPG / Re: Request A Character
« on: January 16, 2015, 03:10:52 AM »
Got a weird one for ya.

An emissary of power with an inclination towards hunting (something..Wolfish perhaps)

Dunno if that makes sense. If not ill try and explain it better

Could be an Emissary of the Erlking, considering his penchant for hunting and hounds. Doesn't sound too crazy.

19
DFRPG / Re: The Catch.
« on: January 15, 2015, 04:12:11 PM »
I use HeroLab for SR5 and M&M. I'd be interested in seeing what you get set up.

20
DFRPG / Re: The Catch.
« on: January 15, 2015, 04:08:23 PM »

21
DFRPG / Re: The Catch.
« on: January 15, 2015, 03:54:48 PM »
The catch for Recovery would also count as the catch for Toughness. They're generally tied together that way. If you add on additional toughness powers, depending on what the catch is you might be able to get more of a rebate.

Physical Immunity is going to be a separate catch, which I think they call a Stacked Catch in the book (I don't have them on me, I'm going off of memory). So you could have Physical Immunity that is only pierced by Copper soaked in the blood of a virgin and then toughness/recovery that can only be satisfied by something Holy

Which means I'm going to keep around a copper knife dipped in the blood of a nun.

22
DFRPG Resource Collection / Re: Custom Power List
« on: January 08, 2015, 11:36:23 PM »
I was curious if these powers could be considered for the Wiki.

Rote Mastery [-2]
Your mastery of rote spells is so efficient that you do not tire as easily when casting them.
Skills Affected: Conviction, Lore
Effects: 
Mind Over Matter - You gain two additional Mental stress boxes that can only be used for rote stress. These two boxes may be used before using your normal Mental stress boxes and count as 1 and 2 stress respectively.
Arcane Intellect - Your lore is considered two steps higher when determining the number of rote spells you have access to.

Focused Rote [-2]
You are so efficient at your rote spells, you can cast them easier than non-rote spells.
Skills Affected: Discipline, Conviction
Effects:
Efficient Casting - Your Discipline is considered 1 higher when you cast a Rote Spell
Arcane Brilliance - You can cast a Rote Spell defensively by taking one additional stress. Normally, you cannot cast any spell defensively (Enchanted items or Skill checks are used)

Forceful Rote [-2]
Your belief in your rote spells is so great, they hit harder than normal.
Skills Affected: Conviction
Effects:
Rote Domination - Your damaging rotes negate 2 points of armor for a single target or 1 additional point of armor for multiple targets. If there is no armor, there is no additional effect.
Repetition Breeds Confidence - Your conviction is considered 1 higher for Rote Spells.

23
DFRPG / Re: Help me out? Please?
« on: December 03, 2014, 07:48:44 PM »
Welcome!

Building off what PirateJack said, there will be questions from all parties. This isn't like D&D, although if you've played any Fate-based games you've already got a leg up.

I'd also recommend reading Rick Neal's blog for the DFRPG play test and articles he wrote covering the rules. It helped me wrap my head around some concepts. If you run into something you need help answering, just reach out to the board. There will probably be 5 different interpretations of the rules, but we'll give you options.

Rick Neal's DFRPG Playtest Samples
Rick Neal's DFRPG Articles

Good luck!

24
DFRPG / Re: Paranet Papers Preview
« on: December 03, 2014, 05:11:36 PM »
I'd throw the concepts you'd like on the appropriate thread. When Sancta gets his round to it, he'll work on it.

25
DFRPG / Re: Writers block for time travel game series
« on: November 29, 2014, 04:20:51 AM »
I just had a fun thought. Maybe as fallen angels, the Denarians are cognizant of time alterations. They may not be able to make changes themselves and may not even tell their hosts, but they'll know every time it's altered in the slightest way. I'm kind of drawing inspiration from Dr. Manhatten on this one. He knew everything that would happen to him before it happened and would only react as appropriate.

26
DFRPG / Re: Radiation and Vampires
« on: November 24, 2014, 06:10:40 AM »
Radiation is... Radiation. Heat and the like ... it would hurt anything, modified by toughness and would be recovered as normal since it's not a catch covering thing. Pretty simple.

This is magical radiation. I like Hulk WCs

27
DFRPG / Re: Radiation and Vampires
« on: November 24, 2014, 05:12:30 AM »
White Court would probably get pretty sick, but might be able to recover if they fed. Dunno how it would affect RCs or BCs. BCs would probably be completely unaffected other than making Renfields that are close by sick. RCs are a weird animal in that their bodies completely change to that of the rubbery bat creature and they form idealized ectoplasm suits.

28
DFRPG / Re: Mass compels, Scene aspects etc...
« on: November 24, 2014, 02:39:11 AM »

29
DFRPG / Re: Standard Black Court 'hunter' equipment/items
« on: November 21, 2014, 10:39:30 PM »
I like the Knight order. Maybe an order that specifically combats blampires.

30
DFRPG / Re: Standard Black Court 'hunter' equipment/items
« on: November 21, 2014, 04:43:03 PM »
I created a D&D Vampire Hunter that was also Crusader-ish. He had things like Symbols of his diety attached all around his armor and shield, he wore a gorget to protect against attacks on his neck. He also had holy water, a crossbow, a spear. He would often dip his weapons in holy water before going into battle.

Any items you use should either protect against vampire attacks or to mitigate or negate their strengths (charm, mind control, neck attacks, etc).

Pages: 1 [2] 3 4 ... 24