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Messages - Silverblaze

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31
DFRPG / Re: Focus Items -- For Non-Combat Evocation?
« on: September 15, 2012, 11:26:54 PM »
This one is really going to depend on a group by group basis.

If my group as a whole thinks a rule is stupid or doesn't work in a certain situation we toss it..or at the very least ignore it for the situtation at hand.

Cantrips: never need a focus item.
Non-combat evocation is a misnomer: attacking anything is a conflict.  That is why this system has rules for social "combat" (which I hate by the way).  The next logical step is to assume any conflict is considered a form of combat just maybe without exchanges and initiative.  Placing aspects/maneuvers/blocks even out of combat is still creating conflict to solve a problem.  Therefore focus items should work fine.

The question we as a forum seem to be having is defensive vs offensive yes?  Easy cop out answer: GM judgement call + player debating his or her case.  Then the conflict should resolve normally with or without focus item bonuses.

32
DFRPG / Re: Modular Abilities without Shapeshifting
« on: September 13, 2012, 04:02:45 PM »
Modular Thaumaturgy is very likely to be overpowered.

Modular Evocation, however, isn't all that hot. JDK's example guy is tossing out roughly 4-shift evocations. Not very impressive.

Seems unimpressive until you look at it this way.

Dresden started off casting 4 shift spells.  He likely only had 7 refresh starting out.  It worked for him and he had less to fall back on.

Guns are often less than weapon 4.  Evocation can allow satisfying catches of ( 5 elements and magic in general).  Evocation doesn't technically have a range listed otehr than an implied line of sight.  You can add wings or speed/toughness to the combination allowing great defenses while spellcasting.  Then after you go through 4 stresses, switch to beating face.

Mechanically it likely wouldn't be a big deal early on.  Later on....it can only get worse/better depending on which side of the spells you're on.

33
DFRPG Resource Collection / Re: Custom Powers Master List (Work In Progress)
« on: September 13, 2012, 03:55:57 PM »
What I want:
  • Be able to be either visible or invisible at will (while invisible, you would be unable to perceive "anything useful")
  • Be able to pass through walls. Potentially also be able to fly (I don't know if this is built in, or should require an upgrade, like physics abuse, for balance reasons)
  • Be able to cast spells (or pretty much do any non-physical thing) that affect normal people
  • For balance purposes, you would likely have to be vulnerable (at least when manifested an able to affect people with spells)

This would also come with the vulnerabilities you listed, and would require upgrades (like you have) to make physical effects beyond maybe opening a book/flipping through pages (moving the book is a no-go without an upgrade).


Could play a variety of Fae.

Glamours, gaseous form ( with an upgrade allowing a once per round free action to shift into and out of the form) wings (or an upgrade to gaseous form that allows faster movement), spell casting ability (could be sponsored or otherwise).

Sanctaphrax's idea works fine too.

34
DFRPG / Re: Need help writing aspects for pre-gen characters
« on: September 13, 2012, 03:22:13 PM »
Constantine has a crew now.  Kinda...

Deadman
Zatanna
Madame Xanadu
Shade the Changing Man

Those four aren't really monster hunters though.



Other suggestions:
Dante (Devil May Cry)
The Legend himself: Ash   
(click to show/hide)

35
DFRPG / Re: ????mancer
« on: September 13, 2012, 02:28:53 AM »
Saw the ???mancer and the first thing that popped into my head was:

The Riddler.

Enigmancer!!!!

Thaumaturgy rituals that have nasty consequences if you fail the riddle.  Very sphinx-like?

Maybe make the guy/girl  is a brilliant detective also, much like the Riddler or Dresden.

Stunt allowing Empathy and Investigation to replace standard spell skills?  yeah it mya be overpowered but it is a gimmicky NPC right?  Who cares?  It could be fun.

36
DFRPG / Re: Wedding Gifts from the Sidhe
« on: September 13, 2012, 02:23:34 AM »
I personally consider the Summer Court gift more of a trap, since it enforces fertility. The Valkyrie gift is a close second, for at least it gives you a choice... yet it may be more devious because you could get one or the other taking sips where the other one doesn't know (like the movie 'She's having a Baby).

And for the paranoid, baby = future hostage.

But my babysitting idea has a few finer points;
1. First shows Mab (or Maeve) being a forward thinker, able to guess what the others would give and not being stuck in the past herself. I mean, magical fertility gifts in this day and age... just go to the clinic if you're having fertility problems!

2. The happy newlyweds can either use the coupon (for a free babysitting) or not. Its their choice, and shouldn't put Mab out if they never do have children. Which double-up fertility gifts would, because its kinda hard to miss that... You know, no kids running about.

3. While I guess you could use the line (Just when I thought I got out, they pull me back in!), it does show that the Winter Court is not only interested in the newlyweds bloodline (ie children), they're also interested in protecting the child's future (if only for a brief period).

4. And the funnest part is, Mab or Maeve can be totally delightful babysitters with no ill intent and still benefit. Its a total win/win for them, since they can spoil the child like a grandparent and have great fun while doing it. I mean, what Fae won't take delight in a afternoon with a mortal child.... tis so storybook like.

5. And for the future parents, they got a super safe place for the kid if things go real bad. In fact, I wouldn't include a age cut-off since Mab could see a benefit having the same child somewhat older showing-up at her door with the coupon.

But I will say, there is a pretty big downside for Mab in getting involved with whomever the pair pissed-off so much that they actually need the Winter Court to protect their kid. But then, she may actually enjoy that since she gets to belly-up to the table and get involved in a affair she normally couldn't.

6. Its a very usually gift, even a bit scary which fits the Winter Court perfectly.

7. Its a future hook, which might drive the player characters nuts as telling themselves they won't ever use the coupon (It's a sucker bet!), then end-up using it when things go to hell.


As to the kitten, I'm not really hot on that since its a smart little beast who might decided to just up and kill the kid no matter how many enchantments you have on it. Then of course, you have the whole issue of people thinking that was your plan in the first place.

Hmm... you know, if you're just going for show. The old flash and bang to impress the guests (and pcs), the most romantic thing I can think of is Maeve freezes their vows into ice and then forms them into a snow globe for viewing. I would think its pretty neat to watch your words floating within months later curled-up with your wife on the beach.

Kinda flash freeze your words forever....

But if that doesn't work, then maybe something with a more autumn theme. But that's a little hard for me, since the only thing I could see dealing with Autumn/Winter themes that isn't sort of a insult is a gift that suggests their love being forever. Yet I guess, you could do a x-mas theme gift as well, since it has its roots in a pagan holiday.

Defensive much?


Malk:

Critters can be magically bound by their "choice" sure Mab could in theory force it to agree tothe contract, but there are plenty of stories where things serve faithfully even if they don't want to. 

Yeah in some of those they get loose and cause some righteous vengeance, but that in itself could be plot material no?


To be honest I like this idea best.


One idea I had was an amulet of some kind for Inari that is meant to preserve and enhance her natural beauty, which Bobby likely won't mind and is a reference back to Inari's previous nature as a White Court virgin...but at the same time, will make others notice and become interested in her, potentially promoting jealousy on Bobby's part.

37
DFRPG / Re: Wedding Gifts from the Sidhe
« on: September 09, 2012, 01:10:48 AM »
My opinion:

Lara would have some sort of contract in place not allowing the couple to take gifts directly to keep them out of debt from the Sidhe.  Lara is that smart after all.

Something equal to or greater than Summer.  A little competition. Something that benefits Winter.

I like the Malk kitten idea : hear me out - if they bound it to the family for protection they'd have a protector, but Winter could likely still spy on them with it. 

I could see a mild insult underlying the gift.  Maybe an expensive furniture set that is stain resistant or a camcorder.  Hinting at their respective pasts/heritages. The card possibly having a good divorce attorney business card in it.

The ice statue is a rather nice but likely harmless gift.

I think something like a new kitchen set complete with the latest in refrigeration technology.  Several years of service of some fae critter that can act as a living central air conditioning unit.


Idea I do not like: the babysitting one.

Lara is throwing the party yes?  She'd be all over that trap as protective as she is.  She's too shrewd to let the one family member who finally was cured/escaped get pulled back in.

I could see winter or summer giving Lara a crown ( publicly or otherwise - likely in secret), letting her know they have an inkling of who really runs the White Court. 

38
DFRPG / Re: What was life like before the accords?
« on: September 06, 2012, 04:28:13 AM »
There was a lot more blood.  Life before the accords?  You've got the Ice Age, Greek and Norse mythology, whatever disaster caused the Sahara and Mesopotamia to dry up.  The Old Testament.

I'd imagine the Accords first got signed during the Roman empire, but were much looser.  They'd undergo revision at most major shifts in human history, reacting to the way mortals dealt with them.  The White Council wouldn't have been recognized until the early Medieval period, after the original Merlin and Arthur.

Ooh!  Maybe the Accords were first signed in the time of Camelot?

I like that idea a lot.

In game terms...life before accords...more fun!

39
DFRPG / Re: What's in the BOX?
« on: September 06, 2012, 04:10:41 AM »
Not a fan of Big Red Buttons or Pandora's Boxes.

As a result as a player I'd open it no matter what just to see what my Gm would do.

Would he/she end his game?  Just kill my PC or worse? Or would he/she actually create a decent plot out of it?

I'm in favor of

A) Not using the box at all.
B) Punishing stupidity and really screwing with the actual PC that opened it.
C) Making a decent plot out of it.

Pandora's Box still had hope in it.

Could have a plot related to hopelessness.

Hope - Love - Faith

Too evil? 8)

40
DFRPG / Re: What was life like before the accords?
« on: September 06, 2012, 04:06:39 AM »
!00% more awesome.

I'm bad with rules. Ask my GMs.

41
DFRPG / Re: Creating a Djinn
« on: September 03, 2012, 11:29:06 PM »
"Why not?"

Really? 

Wizards and spell casters need more spells per scene without being hampered?  Not in my opinion.  That has been my opinion since the game was first seen by me and always has been/will be.

They aren't powerful and according to some unbalanced as is?  Spells are already the best all around way to fight/design a character. 

They are the only way to make a big bad worse than the PC's by RAW in the late game anyhow.  Once a PC has all the mythic physical powers and some badass stunts..you need to fall back on magic to make something better.

There are already wasy built in to get more spells per scene.  Consequences and enchanted items.

Do whatever you want in your own games: but such a power DOES NOT exist by rules as written for a good reason.

Meaningless rant spoiled: adds little but emphasis to my standpoint and is likely off putting to many.

(click to show/hide)




42
DFRPG / Re: Who Lives In Nevernever?
« on: September 03, 2012, 06:32:52 PM »
In theory tulpas exist there also : beings created by pure thought or belief.

Any construct made by thoughts of mortals.  If enough people beleive in an entity or fictional character it is likely somewhere in the nevernever.  This includes comic book heroes, horror movie monsters, video game characters... and much more.

43
DFRPG / Re: Creating a Djinn
« on: September 03, 2012, 06:29:25 PM »

This is a semi-long post.  Skip to the end for a quick summary if you want.

A couple comments; not so much criticisms -

1. Extra spells per scene are already accomplished through mental consequences and mimicked by using enchanted items.  I feel extra boxes for spells only could be a bad idea.

1a) Here's why:  Players will want the ability to do that.  Players should not be able to have such a power.   As an NPC only power it works fine.  Many people are against NPC only powers however.  My group and I are fine with that idea however, so if your group can handle the "unfair" advantage the "bad guys" have then I guess it's fine.  It's just another way to get more spells for a bad guy/girl/thing (since you could in theory give this critter as much refresh as you need in order to make his/her enchanted items able to do the same things he/she/it does with spells.

2. I will hazard one thing about wishes.  Anyone who has played D&D knows two things for sure:

2a)Wishes are by definition way better on paper than in use.  The DM/Storyteller/Gm/whatever they want called... is supposed to use these wishes to screw you over to some extent.  Even if they work as intended and don't screw over the wishing character...game balance has just left the building.

2b) Lots of game time is taken up by people thinking up awesome wishes.  Meanwhile less plot is seen and less roleplaying is done.  Players are wildly offering suggestions for wishes or sitting quietly waiting and doing nothing whilst the wisher gets the spotlight.

These things are difficult to keep balanced. 

To sum up the post quickly: Be careful with this whole idea.  It could spell disaster just as well as it offers coll ideas and fun.

44
DFRPG / Re: Construct Rules of Thumbs
« on: August 27, 2012, 08:27:10 PM »
@Chrono: Don't give up! The problems here aren't all that huge. You're just a bit too generous with skills and a bit vague with the binding process.

For the skills, I suggest (complexity) skill points with a cap of (2 + 1 for every ten skill points). Maybe require a pyramid, maybe not.

For the binding, I suggest ditching the defense roll and the aspect bit. Just say something like "Forcing a summon to obey mindlessly requires a roll against a quarter of the summoning complexity. Beating the difficulty by 2 gets you a bit of independent thought, beating it by four gets an intelligent and proactive helper."

@Silverblaze: Good to hear that people are getting use out of the system. Any suggestions on how to improve it?

@Taran, InFerrumVeritas: Thanks.

I'm pretty fond of the aspect rules too, and I've been thinking that they might work for other types of ritual. For stuff like "your divination alerts Black Mage McEvilwizardington to your existence" and "turning into a bear makes you think in a bear-like way".

No.  I have no advice on how to make it better. 

I mostly do constructs.

To be honest I have only used it to create a semi sentient flying surfboard - based on Silver Surfer's. (from Marvel Comics).   The surf board pretty much lets me get around with wingless flight at mythic speed (athletics 5)

 I also used it to create something my GM affectionately called a soulfire golem.

It guards a vault with all the big bad's artifacts or books we collected and my characters "saferoom".  It seems like it could be badass if used as a combat buddy.  Used basically as a lone defender for something we "the players" cannot always guard, it seems powerful but not overpowered.

I think I summoned a few powerful Fae and one demon with it.  That part seemed balanced and well done.

 "Why did a Knight summon those things?"  It fit the story trust me.  If it makes people feel better I only summoned the demon to kill it and...I killed the demon! :D  yay! Success.

Long story short: I will need to play with constructs more.  Summoning/Binding house rules work just fine.

45
DFRPG / Re: Seelie/Unseelie Magic and Aspects?
« on: August 25, 2012, 11:10:52 PM »
I think it's sponsored magic so...maybe?

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