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Messages - Howl

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196
DFRPG / Re: FATE style Star Wars
« on: February 19, 2011, 09:59:17 AM »
Oh, yea.  Massive Star Wars geek here.

One of the things I have been working on is adding a mechanism to reflect the continued use of the Dark Side on one's body.  Name me a Sith Lord that doesn't have at least scary looking eyes!  My current thinking is that changing a character's aspects as they continue down the path of the Dark Side is the best way


You are not alone!  ;D

Great idea to reflect the use of the dark side on one's body. I havent thought of that myself. And I agree the best way to do that is to change the characters aspect as they dwell into the dark side more.  8)

197
DFRPG / Re: FATE style Star Wars
« on: February 17, 2011, 01:15:58 PM »
Glad I could help.

And Discipline sound like the right skill to control the force, especially for Jedi. Since Sith use their emotions perhaps empathy would be the right skill to use for them. Or just go with discipline for both, so it doesnt get complicated!
Like I already said, I would be very interested to see this idea when developed so if you get SW running in FATE please post it. :)

198
DFRPG / Re: Weapons and Armor forged from X
« on: February 17, 2011, 01:07:46 PM »
If you dont want to make it an item of power, just give it an aspect. That sound right. Or you could say that that special material the weapon was made from satisfies the catch of some supernatural creatures.

199
DFRPG / Re: FATE style Star Wars
« on: February 16, 2011, 09:51:51 AM »
Something I suggested to one of the latest takes on Star wars with Fate on RPG.net was stealing two ideas from Strands of Fate and Fred's Fate blog on the Fate Fractal was that everything need to work like other aspects of the system. So I suggested creating a Dark Side Stress track, and make the the lower three tiers of Consequences persistent, which according to SoF means to "call on the dark side" and gain a bonus to the roll equal to the stress the consequence of that tier would give and taking consequences moves you closer to falling to the dark side.

Thats a great idea and it works like that in SW saga edition. You can call on the dark side to give yourself a boost( spending a force point and rolling an extra 1d6) or you can use dark side powers you dont have usually. But this gives you dark side points, bringing you closer to the dark side.
And you could model the dark side stress track afther the Hunger stress track in DFRPG.

200
DFRPG / Re: Maneuver & effect - how to deal?
« on: February 15, 2011, 10:14:28 PM »
It could be okay with thugs or some nameless NPCs, but it shouldnt work on named NPCs. And you as the GM have final say in the matter. Its gonna make your sessions boring if they use it all the time... I agree with My Dark Sunshine: use the same maneuver on the PCs and they will see it isnt as fun as it looks like ;D

201
DFRPG / Re: Spirit Spell
« on: February 15, 2011, 10:07:20 PM »
•ANIMUS TEMPESTAS
TYPE: Spirit evocation, Block
POWER:  3 +2 for Area
CONTROL: Discipline 3 +1 for Ring and +1 for Spirit Control Specialization
DURATION: One exchange
OPPOSED BY: Discipline
EFFECT: Summons local spirits to scare and harass all targets in an area.  Block 3 on any action except running away.


This spell would work very well, and it is nicely balanced since the target can run away with no problem. And it lasts for only one-exchange. But still a very usefull spell :)

202
DFRPG / Re: Spirit Spell
« on: February 15, 2011, 09:48:05 PM »
You could make it as an block against all actions, or you could turn it into a maneuver placing the aspect "Harrassed by spirits" on the scene which you could tag or invoke for effect.

My necromancer character used two "spirit" spells in our last session. The first was against some crazy npc who thinks hes a warden( the real wardens dont know the guy) and who came at my character with a sword.... So I put up a block against attacks and moving to hold him while I retreated( sounds better than run away  :P ). It was a Superb(+5) block that lasted 1 additional exchange that he tried to resist but failed-so I got away safe( the block was a bunch of spirits that appeared and grabed the guy). And the other spell was a maneuver I used on a couple of black court vampires me and my group were fighting in the sewers; A 5-shift maneuver that placed the aspect "Distracted by spirits" on the vamps( a bunch of spirits appeared and started distracting the vamps by attacking them and moving around them)... an aspect that our Summer Knight tagget quite succesfully to take out the vamps :)


203
DFRPG / Re: FATE style Star Wars
« on: February 15, 2011, 03:12:44 PM »
Im a huge fan of Star Wars, and I played Star Wars Saga edition before and it was awesome. So I would be very interested to see your idea developed. So please keep posting the ideas you have ;)

DFRPG would be a good starting point, but you should look into SoTC 8)

204
DFRPG / Re: Gun Stunts
« on: February 14, 2011, 08:59:58 PM »
Interesting gun stunts. Extremely skilled is overpowering, but the other stunts are well done. I actually created a Double tap stunt also a while ago:

[-1] Double Tap; add +1 to the weapon rating of a gun you are using.

The Gun Kata stunt is awesome. Equilibrium is a very fun movie ;D

205
DFRPG / Re: Could Sponsored Magic cause "mutations"
« on: February 14, 2011, 12:26:29 PM »
I liked the idea even before you posted the whole story, and now I think its even better :)

Flawed characters are fun to play! I like such characters also. You and your GM came up with a really good story for your character.

206
DFRPG / Re: On Evocation Blocks with the Grapple effect
« on: February 13, 2011, 10:39:19 AM »
I would say that the extra shifts cover the spell duration and that the wizard doesn't need to concentrate on the spell to keep it going. And it isnt really overpowered since it would require a lot of shifts to put up a strong block and make it last for a couple more exchanges. A Great(+4) block that lasts 2 additional exchanges would require 6-shifts, and the target can still escape if he gets lucky and rolls good!

207
DFRPG / Re: Ritualists and enchanted objects
« on: February 13, 2011, 10:13:39 AM »
Yes, a ritualist could create enchanted items with evoction spell effects. And it would use enchanted item slots( potions also use enchanted item slots). It depends what he wants to create- if he has a one-use item then I would say it should be treated as an potion, and if he wants an item that has multiple uses/session it should be some kind of enchanted item like a staff,ring,bracer.... something.

208
DFRPG / Re: London Calling!
« on: February 12, 2011, 11:51:21 PM »
I really like your Greenwich observatory idea :) I think I'm going to steal it :)


Sure, go right ahead! Im glad I could help :)

209
DFRPG / Re: Could Sponsored Magic cause "mutations"
« on: February 12, 2011, 11:47:20 PM »
A Knight of the Cross with summer magic actually sounds interesting to me. Especially to roleplay a character like that, having these new powers that you weren't expecting and having to deal with them. Could be fun to roleplay something like that :)

As for the mutations caused by summer magic: Why not? If your group and especially your GM( and the player playing the Knight) think its ok; go with it. It could make things more interesting for the whole group. And there is nothing in the rules that says it isn't possible for sponsored magic to cause mutations!

210
Calendar Event Discussion / Re: Where would YOU like Jim to appear?
« on: February 12, 2011, 11:39:14 PM »
Zagreb, Croatia!!!

We do have a Sci-Fi/ Fantasy convention in April ;D

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