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Messages - Shaft

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16
DFRPG / Re: Need Guidance: Spider-Man Build
« on: July 11, 2017, 12:57:39 PM »
But if we're going with the classic webs-as-gadgets Spider-Man, with web shooters as an IoP, then Breath Weapon is inappropriate. Items of power should never give Breath Weapon.

I guess we'll have to disagree on your ruling on Items of Power for Breath Weapon.  You could make an amulet of Dragon's Breath or a Bow of lightning bolts or anything that allows you to throw a Wpn 2 attack using Weapons skill.

I'm using Breath Weapon as a ranged attack so he can use Thrown Weapons from the Pitcher stunt.

Not sure what's with the pitcher stunt. Far as I can tell, Spider-Man doesn't throw stuff much.

He also throws tracers.

17
DFRPG / Re: Need Guidance: Spider-Man Build
« on: July 10, 2017, 10:22:16 PM »
This write up reflects him as a 15 year old kid.  As he gets older, his Investigation improves, along with other skills such as Contacts, Rapport and maybe even Resources. 

18
DFRPG / Re: Need Guidance: Spider-Man Build
« on: July 10, 2017, 09:43:05 PM »
Name: Peter Parker aka Spider-Man
High Concept: Amazing Spider-Man
Trouble: I'm not just a kid... I'm 15!
Background: High school nerd bit by the science bug in a big way
Rising Conflict: With Great Power Comes Great Responsibility
Other Aspects: Friendly Neighborhood superhero, Spins a web... any size, Action is his reward,

Powers (16 Spent Refresh):
Supernatural Speed: move 2 zones for free, +2 Athletics [-4]
Supernatural Strength: +2 Grapple, +6 Lifting, +3 dmg w Grapple,  +4 dmg with strikes [-4]
Inhuman Toughness: 1 armor, +2 stress [-2]
Inhuman Recovery: heal wounds at 1 level lower, heal 1 Mild pr scene [-2]
The Catch: Pure Magic and/or poisons and toxins [+2]
Spider Sense: +4 Alertness vs Surprise [-1]
SpiderWalk [-1]

Item of Power: Web Slingers [+1]
Breath Weapon (Web Fluid): [-2]

Stunts:
Acrobatics: +1 dodge to full defense
Perfect Pitcher: use Athletics for Thrown Weapons (no Speed Bonus)
Infuriate: +2 Intimidation to Taunt


Skills (48 skill points):
Fantastic (+6): Alertness (10 vs Surprise Attacks)

Superb(+5): Athletics (7 with Supernatural Speed, Full Dodge 10, Thrown Weapons 5), Endurance

Great(+4): Fists, Stealth

Good (+3): Conviction, Might (Grappling 5, Lifting 9), Scholarship, Weapons

Fair (+2): Burglary, Craftsmanship, Discipline, Investigation,

Average (+1): Contacts, Deceit, Intimidation (Taunt 3), Rapport

Stress:
-Physical OOOO[ OO ] 1 extra Mild, armor 1
-Mental OOOO
-Social OO

19
DFRPG / Re: Help w/ Apprentice Wizard P.I. Build
« on: July 06, 2017, 01:46:21 PM »
High Concept: Novice Wizard PI
Trouble: There's something they're not telling me
Background Aspect: I know what you're thinking and you're wrong!
Rising Conflict: Knowledge is power...
Other Aspects: More than a feeling, Enquiring minds want to know, Stranger than fiction

Powers/Stunts:
-Channeling, Spirit [-2]
-Thaumaturgy +1 Complexity with Divination [-3]
-The Sight [-1]
-Soul Gaze [ 0 ]
-Wizard's Constitution [ 0 ]
-Supernatural Sense: Detect Lies [-1]
-Stunt: Cat Burglar: use Burglary for Hiding/Skulking [-1]

Skills (35):
Superb [+5]: Alertness (Detect Lies), Conviction
Great [+4]: Discipline, Investigation
Good [+3]: Contacts, Burglary (Hide/Skulk)
Fair [+2]: Empathy, Fists, Lore (Divination 3)
Average [+1]: Endurance, Guns, Intimidation, Presence, Rapport

Stress: Physical: OOO, Mental OOOO 1 extra Mild, Social OOO

Equipment: 4 focus items

Leftover Refresh: 2

20
DFRPG / Re: odd question
« on: June 08, 2017, 02:55:08 PM »
okay here is few questions I have intrested
1. Can wizards create mantles of power like fey ladies?

If you mean can a sufficiently powerful Mortal Wizard bestowing powers upon another person?  To my knowledge it has never been done, but it could also mean transforming their target which violates the Second Law.

2. Can wizards give complete mortal some magic gear giving them super powers?
small explanation for second one lets say Lucio regains her ability to make swords and Harry asks her to make a sword for Murphy with some warden like abilities (while in cop mode she gains speed and supernatural instinct to dodge bullets and vice versa)

Yes they can.  However, it depends on how long the mortal will keep the gear for.

If it's a loan, the wizard can use one of their own Enchanted Item slots, assuming the Enchanted Item is built in a way that it can be used by another.

If it's a long term gift, the recipient would have to buy the item as an Item of Power and lose the Pure Mortal bonus (but that loss could be offset by the discount from the Item of Power ability).

21
DFRPG / Re: Playing Lawbreaking characters
« on: May 08, 2017, 07:36:38 PM »
Would the "madness" effects of the Black Magic use be more palatable if it's described as "warmping magic to those  specific extremes creates Cracks in the Universe allowing Lovecraftian-esk "outsider" influence to seep in?   (That's one popular fan-theory for the universal issue with Black Magic).  Or how about instead focus on the "addiction" side it, like Taran described?

With this in mind, you could actually make Lawbreaking an equivalent to Sponsored Magic.  It lets you build a "cheater" who learned spellcasting the quick and easy dark side way like Victor Sells, or it could be a boost to a legitimate wizard like Harry.

22
You must have a different version of PP than I do, because mine doesn't say anything near to this complex silliness. How in the world would you adapt the Spell: Power idea to anything other than Glamours, then? Say, Toughness, or Claws, or whatever.

Thanks for the insolent response.

This is a house rule in my game for a specific case. The thread asked for how people used powers, and I shared. 

23
So how do you go about making this happen in practice? Call up Power and take stress or just roll Discipline? Do you get the benefits of the spell on the first turn, and if so does that mean you make two rolls, one for the Glamour and one for the duration part?

The character has a Discipline at Good (3), Ritual (Veiling), Evocation (specializing in Spirit) and the Glamours power with the spell casting limitation. 

Thanks to the power, I allow the character to double the effective rating of her Discipline and Conviction for veiling, so the character's Discipline skill for veils is effectively doubled from Great (4) to Legendary (8), and her Conviction of Good (3) is doubled to Fantastic (6). 

The character typically casts a force 4 veil, that can last 4 extra turns/actions.  Using Evocation still costs her mental stress.  This would cost her 1 Mental Stress.  The character could cast a Legendary Veil for 1 round as well, but this would cost her 3 stress (since her Conviction is effectively Fantastic for veils).

If she is casting the spell in a ritual, I let her double her Lore and Discipline skills to determine Control and Complexity. 

24
DFRPG / Re: Which creature would be doing this?
« on: April 27, 2017, 05:57:05 PM »
Probably not any unicorns... :D

I can see some of the more psycho members of the White Court having fun by feeding unicorns to unknowing humans and getting some kind of leverage to compel the humans that feed on the concoction.

25
If a White Court Vampire with leftover refresh and a tendency towards heroics were to pick up a Sword of the Cross in a Truly Heroic way, could the Sword destroy the white court demon within him and transform him into a Pure Mortal.

For example, if Thomas were to use Amoracchius in a heroic manner, such as defending Justine and being prepared to sacrifice his life to save her while doing so, could that action destroy the demon within him and leave him a human?

26
I'm running a game with  8 Refresh characters in which two of them are wizards in training.  One of those characters has the Glamours Power with the Spell modification (very similar to Molly).  We have found that it works very well for that particular power.  Her Discipline is Great, so it's like getting a +4 on the Evocation roll which is automatically applied to the duration of the Spell.

27
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: January 11, 2017, 04:14:35 PM »
Yes but that would fall under the enchanted item/crafting rules.

"I cast Explosive Rune this morning"

28
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: December 28, 2016, 05:15:57 AM »
I could easily see Spidey-Sense being useless in certain situations that are inherently dangerous: warehouses being on fire, Radioactive areas, Hdes or Hell, and certain areas of the Mos Eisley Spaceport.

Would you allow a PC to roll their Alertness roll (possibly with a bonus from the "Paranoid? Probably..." stunt) to detect a threat in any of the situations listed above? 

29
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: December 27, 2016, 04:32:15 PM »
What kind of super sense would the spider-sense be considered in dresden files rpg?

I would write Spider-Man with an aspect (my Trusty Spider Sense) that can be tagged positively or negatively as the plot dictates, an Alertness of Great or Superb, a Supernatural Sense that let's him roll Alertness to alert him to potential dangers (which be boosted by the Aspect), and Supernatural Speed to let him dodge at +2 on top of his Superb or Fantastic Athletics skill.

30
...I wanted to introduce as canon, like Sanya's last name. He's giving it a thorough once-over and whatever comes out in the end will be approved.

Can we assume that Sanya's last name as presented is official, or do we have to wait on that?

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