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Messages - Howl

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76
DFRPG / Re: If someone would like to try and develop some powers!?
« on: December 03, 2011, 08:56:30 AM »
For #2 another option besides A Few Seconds Ahead might be a modified Sacred Guardian power. I used one for one of my characters in the Boston game.

Foresight [-1]: as a slightly modified Sacred Guardian.
**Combat Clairvoyance. Eli may gain a boost to his attack rolls or defense rolls by inflicting a mental stress hit upon himself, gaining a +1 for each point of stress in the hit. This bonus cannot be greater than the maximum length of his mental stress track.
**Psychic? Definitely. Eli gains a +2 bonus to Alertness when rolling against surprise.

You can look at him more here for his build.

I like Sacred Guardian and this is a great way to modify it to represent Foresight. I like it, thanks for the idea. :)

Alright, I've got some rough ideas. Tell me how this sounds:

+1 rebate power, modifies a number of other powers.
You can store a number of "charges" equal to three times the total cost of the powers modified.
Using a power for an action costs charges equal to the refresh cost.
Recharging is fairly easy under normal circumstances, but too slow to work during combat and occasionally not possible for whatever reason.
If recharging is not easy under normal circumstances, further +1 rebate.
If you have multiple powers, you can make them require different fuels. This means that you get multiple types of charge, one for each (group of) power(s).  +2 rebate for 3 different fuels and +3 rebate for 8 different fuels. You can still only carry a total number of charges equal to 3x the total cost, so split them up carefully.

This looks good. About the rebate for different fuels: does it give an additional +2 bonus or does it just roll up to +2. To explain better: the power has a +1 rebate normally. When you use 3 different fuels does the rebate become +2 or do you get an additional +2 rebate, rolling it up to +3 totally?

I also agree that aspects could be used but this power does represent the need to "refuel" more often. And you can still have the player take Allomancy as an aspect of some kind and then Compel him that he doesn't have any steel with him right now so he cant use his powers to Push metals in this scene. He would still have his other powers and he would get a fate point for the compel.
I would be happy to playtest this power with my group Sancta, and afterwards I can tell you if it is broken. We are playing a different campaign right now and I'm not sure when it will end but afterwards they want to play my campaign. And perhaps this power can be modified further if someone gets any more ideas how to do it better. :)

77
DFRPG / Re: If someone would like to try and develop some powers!?
« on: December 02, 2011, 08:15:24 AM »
A few of the metals might work as evocation elements, but most of the effects of allomancy have nothing to do with spellcasting as DFRPG defines it.

So unless you want to use Magical Self-Enhancement, that probably won't work.

Good point. Then we really need a variant Feeding Dependancy to do Allomancy correctly. ???

78
DFRPG / Re: If someone would like to try and develop some powers!?
« on: December 01, 2011, 09:14:18 AM »
What we need is a Feeding Dependency variant. One that represents needing a specific thing as fuel for a given power.

Tack that power onto various powers and stunts and you've got most of allomancy.

Though a few metals have effects that don't translate well.

I was thinking among the same lines. Perhaps Allomancy even being "magic" that doesn't deal mental stress but hunger stress, representing the "burning" of metals. :-\

79
DFRPG / Re: If someone would like to try and develop some powers!?
« on: November 30, 2011, 04:24:21 PM »
Some guys have the power if seeing young ladies in a beautiful light when they have the beer goggles on. My partner always says she's never been to bed with an ugly guy in her life but she's woken up with a few.

Ah yes, the mystical power known as beer googles ;D

One more question: did anyone perhaps create Allomancy as a power using the DFRPG rules? Because I have been reading about it and it sounds awesome. Here is a link where it is described:

COULD CONTAIN SPOILERS!

http://mistborn.wikia.com/wiki/Allomancy

80
DFRPG / Re: The One Ring DFRPG Stats
« on: November 30, 2011, 07:54:53 AM »
Add Wizard's Constitution, and I think you've got it spot on Sancta... after all, Bilbo got at least an extra couple decades out of it, and Golum a few hundred years... mind, they were decidedly worse for wear at that point, but...

Wizards Constitution is a great idea. It does prolong the life of the wearer. And the ring is perfectly done Sanctaphrax.

81
DFRPG / Re: If someone would like to try and develop some powers!?
« on: November 29, 2011, 08:30:28 AM »
I googled it and it is a very cool concept. I wonder how it would work in fate!? ???

I'd guess a drinking reference.

 ;D When you drink ale you get magical powers. That would be fun ;D

82
Alright, folks.

I gathered up every power I could find, stuck them into a list, and sorted them by type.

I think that this is the third draft of the list so far. It is 40 pages and 73 kilobytes long.

Dropbox link here.

Will post a copy to this thread, too.

Thanks a lot Sanctaphrax. That must have been a lot of work.

83
DFRPG / Re: If someone would like to try and develop some powers!?
« on: November 25, 2011, 11:48:37 PM »
Are the powers your working on Alemancy  inspired out of curiosity.

I don't know what Alemancy is? ???
A friend asked me how I would model 3. and 4. and I have no idea what he really wanted with power number 4.
And I just googled alemancy. Do you mean Allomancy? From the Mistborn books? Allomancy sounds quite interesting, as do the books. Will have to check them out :)

1.
MAGICAL SELF-ENHANCEMENT [+varies]
Description: Many supernatural abilities can be mimicked through an application of spellcasting. But that requires specialization, of the sort that this power represents.
Musts: A character must possess the Evocation, Channeling, and/or Sponsored Magic powers in order to use this one. Other powers to link this power to are also required.
Skills Affected: Conviction, Discipline, Lore
Effects:
Limited Powers. When you take this power, you must select at least one other supernatural power that you possess. Which powers may be selected with this power is a matter of the GM's discretion. The selected powers are disabled, and the character gets a rebate equal to one-third of the powers' total cost.
Magical Self-Enhancement. This power allows the user to grant themselves access to the selected powers through evocation. Such evocations may be of any element that makes sense, and they may be offensive or defensive. The power required of an evocation that grants powers is equal to the total refresh cost of the granted powers plus the intended duration. The user may extend this effect using the normal rules for the extension of evocation, and they may choose to grant themselves only a few of the selected powers. This also allows them to grant lesser versions of the selected powers. For example, a character who had selected Supernatural Strength and Inhuman Speed with this power may grant themselves Inhuman Strength for 5 exchanges with a 7-shift evocation.
Magical Enhancement [-varies]. This option removes the rebate from Magical Self-Enhancement, making the total cost of the power 0. In exchange, it gives the user the ability to cast power-granting evocations on other characters. Please note that these evocations cannot be zone-wide.

2.
There is a power in OW called A Few Seconds Ahead that does this. But I dislike it, so I recommend using a stunt instead.

3.
Inhuman Speed and maybe Magical Self-Enhancement. A real, D&D-esque, time stop effect has not yet been written for this ruleset, and it wouldn't be easy to change that. The action economy is difficult territory for a homebrewer to operate in.

4.
Not sure what you're asking here.

PS: I think I noticed something about Magical Self-Enhancement that I want to change. Every other Evocation effect in the game has a base duration of 1 exchange, why does it have a base duration of 0? Eh, I'll think about it. It shouldn't break anything either way.

I also considered Magical Self-Enhancement. I really like that power, it is well done. :)
I just checked A Few Seconds Ahead, I actually didn't notice it before. I'm not sure if I like it or not. Thanks for the help, I think the easiest way to go about 1. and 3. would be with Self-Enhancement or just some speed powers that are a bit modified. And using Lore for defense could work for power number 2.

84
DFRPG / If someone would like to try and develop some powers!?
« on: November 25, 2011, 11:37:41 AM »
I had an idea for a campaign I would GM for some of my friends. It wouldn't be a DFRPG game so don't worry about the laws but I would use Fate for the system and a few of my friends mentioned that they would like to have some of these powers, but I have some problems in making the powers. And there are people here who are very good at making custom powers and abilities so I thought to ask for some help. :)
Here are the powers:

1. Psychomancy says you can supercharge your brain and thus improve your reaction time and make yourself think faster. So, how would you model this stat wise? It could be just placing an aspect of some kind on yourself but I would like if someone can think of a similar power that gives you some mechanical benefits.

2. A power that enables the user to see a few seconds into the future and thus allowing him to anticipate his opponents moves.

3. A power that enables the user to subtly pull on time in a bubble around them, stretching it and making time pass more slowly around them. This would enable the user to slow down time and get a few moments to prepare himself while his opponents are "slowed" down. I was thinking this could be just a form of Inhuman Speed, slowing everything around him.

4. A power similar to slowing down time, but one that enables the user to push on time in a bubble around him, compressing it and making it pass more quickly around him.

Thanks in advance for any ideas you might have! :)


85
DFRPG Resource Collection / Re: Custom Power List
« on: November 23, 2011, 11:04:50 PM »
I agree about not making people use different dice, and I never bother with how high a chance there is to roll somthing. :D

PS: I was considering having Palming The Cards work on any roll made in your presence. Would that be fair? Would it be worth an extra refresh?

Sounds interesting, it could potentially be quite powerful, but you do have to spend a fate point and invoke an aspect. I'm kinda leaning towards it being worth an extra refresh.


86
DFRPG Resource Collection / Re: Custom Power List
« on: November 23, 2011, 05:15:44 PM »
CHAOTIC FATE [-0]
Description: For whatever reason, the randomness of your life is much greater than normal. Your personal bell curve is pretty flat.
Skills Affected: All
Effects:
Chaotic Fate. All of your rolls are made with six fudge dice instead of the standard four.
Aura Of Chaos [-1]. All rolls made in your presence are made with six fudge dice instead of the standard four.

ORDERED FATE [-0]
Description: For whatever reason, the randomness of your life is much less than normal. Your personal bell curve is pretty pointy.
Skills Affected: All
Effects:
Ordered Fate. All of your rolls are made with two fudge dice instead of the standard four.
Aura Of Order [-1]. All rolls made in your presence are made with two fudge dice instead of the standard four.

CONTROLLED FATE [-1]
Description: You can control probability to a limited extent, making life more or less predictable through magical power.
Skills Affected: All.
Effects:
Fate Control. Whenever you roll, you may choose to roll any number of fudge dice between two and six.
Aura Of Control [-1]. Whenever someone in your presence rolls, you may choose to have them roll any number of fudge dice between two and six.

PROBABILITY MANIPULATION [-3]
Description: God's dice are loaded in your favour. Your luck is literally supernatural.
Skills Affected: All
Effects:
Weighting The Dice. Whenever anyone in your presence rerolls dice, you may "lock down" one of those dice. Doing so ensures that the result of that die is the same on the reroll as it was on the original roll.
Palming The Cards. Whenever you are involved in an opposed roll, you may cause your opponent to reroll by invoking an aspect.
Fixing The Wheel. You may take a point of sponsor debt instead of spending a Fate Point when invoking an aspect in order to cause a reroll. Sponsor debt taken this way represents accumulated bad luck, karmic backlash, or the build-up of paradoxes in the structure of reality.

These powers are very interesting. I like them, especially Probability Manipulation. I think they represent the feel of magical luck/entropy very well, but I can't say if they are balanced before play testing them. Rolling Six dice sounds very powerful but it can also be very bad. I just can't say without seeing how they work. :)

87
DFRPG / Re: Uses of Ectomancy?
« on: November 09, 2011, 06:30:33 PM »
There has been a discussion on this and some ohter things in the DFRPG Spoiler Quarantine Zone. Here is the link:

http://www.jimbutcheronline.com/bb/index.php/topic,27613.0.html

Be warned, it contains spoliers!

88
DFRPG / Re: Custom Fate Cards
« on: October 20, 2011, 08:03:35 AM »
Huh, I hadn't noticed.  I'll keep an eye on the thread and update the link after you post the new version.

http://dl.dropbox.com/u/39806406/CustomFateTokens.pdf

Thanks for this link. It works perfectly :D

89
DFRPG Resource Collection / Re: Custom Power List
« on: October 20, 2011, 08:02:24 AM »
This was originally intended to be a stunt tree, but I think it's more appropriate as a power. Added an extra mild consequence because I felt that the power was a bit weak, and because it seemed fitting.

FEEL NO PAIN [-3]
Description: For some reason, physical injury doesn't even bother you.
Skills Affected: Endurance, Discipline
Effects:
Feel No Pain. You are immune to pain, and suffer no stress from attacks based on upon pain. You automatically succeed at any roll made to endure or ignore your own suffering. More importantly, your physical consequences cannot be tagged or invoked.
No Pain, Just Gain. It takes an excessive amount of punishment to put you down for good. You may take an additional mild physical consequence.

In case it isn't clear, I'm looking for feedback on everything I just posted.

The Spirit Form power is very well done.
Feel no Pain is an awesome idea. I like that one very much :)

90
DFRPG / Re: Custom Fate Cards
« on: October 18, 2011, 12:50:26 PM »
It didn't like me in Firefox but works fine in Chrome.

I'll post a direct link if Bubba Amon Hotep has no objection.

Thanks, that would be great. :)

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