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Messages - Dravokian

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16
DFRPG / Re: Catches that repel but do not harm?
« on: November 08, 2011, 05:15:37 AM »
you might want to go with a form of physical immunity... instead of toughness so it doesn't cause damage and the catch causes it to dissipate for a period of time... number of exchanges = to stress... or something similar.

17
DFRPG / Re: Item of Power conferring precog power
« on: November 06, 2011, 05:19:39 AM »
cant have a + outcome either and Cassandra’s Tears is a 0 refresh power... so even if you have the worse case as a 0 modify then your still looking at a 0 cost item... if you want to use a item of power you could add more till you get to a - refresh cost, play with it a a 0 cost or just take Cassandra’s Tears and set the aspect tied to it as something along the lines of seeing danger in the future.

18
DFRPG / Re: Item of Power conferring precog power
« on: November 06, 2011, 04:06:24 AM »
Here is the Item I'd use:

RING OF AURELIAN [-0]
Description: A Small Gold Ring worn by Aurelian Himself
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Social Skills
Effects:
[-0] Purpose: This ring was crafted to inform its bearer of threats to his or her wellbeing. It will only work for a paranoid person.
[+1] One-Time Discount: A small ring like this one is easily concealed.
[-0] Cassandra’s Tears: The bearer of this ring has a limited ability to see the future and predict the shape of things to come.
[-1] Worse Case Senerio: The predictions of this ring are always of a life threatining situation in the bearers near future. True or Not it is always the worse possible outcome that could happen.

19
myself I'm not against using separate consequences tracts... social consequences tend to be things along the lines of: Scared of Johnson, Publicly Humiliated, Can't Help But Like Smily, and the like... The idea is the feeling or disgrace lasts the length of the consequence. Myself I use one track... mainly cause I am a very compel heavy GM. If they had 2 tracts I could compel from I end up funneling to many FP onto the PCs. So I stick to the 1 track... occasionally my players do end up without a consequence slot they needed but hey that's the game. In general there is no long term negative for being taken out via social. The effect that was meant by the attack happens and it only lasts for the scene. So my players tend to not take much for social cons... they tend to just let them get taken out. But I don't see a huge issue with 2 tracks other then the over compels and self-compels. So if your not going to allow self-compels from the social track... I say go for it.

20
DFRPG / Re: Convincing someone of the truth
« on: October 30, 2011, 03:20:32 AM »
if your wanting an opposed roll you might consider rapport vs conviction, the npc conviction for his skepticism... sense he/she really thinks its bull vs the pc rapport to talk him out of his beliefs on the subject.

21
DFRPG / Re: Summonable and Bindable Ghost Table
« on: October 29, 2011, 03:53:09 AM »
more or less i agree with you... mainly in there just for the role play value... realistically contain/bind would be ridiculous high shift spell... but it adds a cool element for a ghost so far gone its ridiculous... plus u have to do a high shift spell to get a possibility of them anyway... works in my game seeing as the general comp isn't high... take a hefty roll on the table on top of a decent spell... if it doesn't work at your table simple solution... remove comp levels 5-8

22
DFRPG / Re: Summonable and Bindable Ghost Table
« on: October 27, 2011, 05:15:10 AM »
ok the stunts first off are just a random roll... its optional and should be left to the gm's discrestion. To select a caster is 3 shifts... max comp would be 12 shifts. keep in mind that it is a randomized table. so the 12 shifts give you a +12 on your comp roll... meaning if you get a -4 you still get 8 for max. so to summon a max comp caster ghost would be 15 shifts. And he would be a ghost of a caster... so the skill sets are the costs.

As to magic it would be up to the gm or read the below spoiler,
(click to show/hide)

Basically the table allows you to roll for summoned random ghosts. you could use a 1 shift summon to bring up a random type of ghost from comp lvs -4 to +4. the extra shifts are to choose the type and give a bonus on the second roll for comp lv... the idea is your pulling a ghost to you and the end result is at least partially randomized... unless you can sense every ghost in your range then you wouldn't be able to tell exactly what your pulling.

23
DFRPG / Summonable and Bindable Ghost Table
« on: October 27, 2011, 04:37:00 AM »
OK so I have a Ectomancer in my Group that wanted a table for summoning random or selected ghosts. I created this table. I thought I'd share it with everyone here if anyone needed something similar. At first glance I thought the table seemed overpowered but after some play testing I found that it has worked very well... as an example the shift cost for a guarantied comp 8 random ghost is 13 shifts. 1 for random and 12 for +8 Minimum. For a selected type of ghosts is 15 shifts. 3 for selection and 12 for +8 Minimum. Then on top of that all the regular summon, contain, and bind costs for thamaturgy are added on top of it. So the lower levels are much more realistic. I added the higher in just in case. It makes itself useful as well when you need a quick and dirty random ghost or your wizard pulls a local ghost to him to ask it a few questions about the night before. That way you don't have to spend the time writing out a ghost.

Hope everyone can make use of it if it works for your games. Enjoy.

http://www.filesonic.com/file/2749429145/Ghost_Summon_Tables.pdf

After you click the link scroll down and find the button on the right side of screen named slow download for free download. Click that and wait the stupid time till the link appears and download from there.

24
DFRPG / Re: Would like some help making a gun mage
« on: October 18, 2011, 04:41:22 PM »
Having the target roll twice seems excessive.  The gun will fire the prepped spell/potion, but once the spell leaves the gun it will function exactly the same as the spell or potion.  I do not want to be punished for having an idea.   

I misunderstood the idea here... my apologies I thought the gun still fired bullets that would damage and then the spell went off... if the gun only fires the spell then id have 1 roll to resist the spell.

Also to the idea of Hexing if the GM running the game had an issue with it, which he doesn't, the easy fix is to make the gun an enchanted item. Then it is magic that only appears to be tech, but is actually a magical item in a sense.

25
DFRPG / Re: Do people allow Athletics as a melee/close-combat defense?
« on: October 18, 2011, 04:37:59 PM »
i wrote in parries but i meant to type dodges... with the stunt you can dodge spells, bullets, and blades with your hands or weps... kinda like deflecting bullets and the like. I believe parries can be made as you stated without the stunt but the stunt allows all default dodging to be made with a different skill.

26
DFRPG / Re: Custom Fate Cards
« on: October 18, 2011, 02:27:01 PM »
download link worked fine for me just had to enter a captcha at the right side fo screen and wait a min so i could download without a membership and poof there it is

27
DFRPG / Re: Some Advice for a GM?
« on: October 18, 2011, 02:11:39 PM »
for the sleep spell it would depend on how it worked for me. If the spell tired them out and they faint then physical. If it induced a mind fogging effect that makes them fall asleep then mental. If it was short term Id allow it to be made as a maneuver. Sacrificing shifts for extra exchanges that the target are asleep for.

28
DFRPG / Re: Do people allow Athletics as a melee/close-combat defense?
« on: October 18, 2011, 02:07:56 PM »
I allow parries to be made with weapons or fists but they have to take a stunt to do it. Effectively allowing them to trade the dodge trapping over to a different skill.

29
DFRPG / Re: Playing a Pixie - combining Diminutive Size and Human Guise
« on: October 18, 2011, 02:06:13 PM »
I usually solve this problem with glamors instead of human guise. Human guises fail if you use your powers. The hulking vs Diminutive size i solve by simply making it less pronounced. For instance a hulking size orge changling gets glamored and looks like a near 7 foot tall man. a diminutive size pixie changling gets glamored and looks like a 4 foot tall small person. They don't blend particularity well... they are still noticed or even stared at but it just adds a flare to the game. You can still use the bonuses from the size categories that way. Also Human guise isn't perfect... there is something slightly wrong about the way you look... and can be noticed with alertness. Lots of characters and NPC villains have high alertness foe initiative. In a pig city it is understandable that the average joe would have a decent alertness. Have to watch out for muggers ect. A glamor is seen through with discipline. Less likely to be very high for the average joe.

30
DFRPG / Re: Reading a NPC Stat Block (Inhuman Toughness/Catch)??
« on: October 18, 2011, 01:57:48 PM »
it also works the same with recovery. If you deal consequences that satisfy the catch the npc with recovery can not remove them if mild, and they do not track down after the scene has ended.

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