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Messages - Shaft

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31
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: December 19, 2016, 07:23:58 PM »
Stunt: Do you feel lucky, punk? Swap Guns for Intimidation when threatening someone with a firearm.

32
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: December 19, 2016, 02:51:12 PM »
Harry Callaghan Jr: the Magnum Mage

High Concept: Former Cop turned Vigilante wizard
Trouble: Hair Trigger Temper
Background Concept: My father's legacy
Rising Conflict: Yer a Wizard, Harry!
Aspect 1: The Undead Pool
Asepct 2: Sudden Impact
Aspect 3: The Magnum Mage

Powers:
Evocation [-3], elements: air, fire, spirit, +1 Control & Power w/Spirit, +1 Control w/Fire)
Refinement [-1]
Focus Item: Father's Lucky Magnum: +1 Control & Power w/ Spirit (2 slots)

Stunts:
The Magnum Force (Guns): use Guns for Evocation with Spirit spells
On My Toes +2 Initiative


Skills (25):
Great(+4): Conviction (5 w/ Spirit Evocation, 6 w/ Lucky Magnum), Guns (Spirit Evocation 5, 6 w/ Lucky Magnum)
Good(+3): Alertness (Initiative 5), Fists
Fair(+2): Athletics, Lore, Intimidation
Average (+1): Discipline (Fire evocation 2), Driving, Endurance, Presence, Scholarship

Rote Spell: Magnum Forzare! Spirit 6, requires Lucky Magnum, special effect: gun fires, but does not use a bullet

Stress: Physical OOO, Mental OOOO, Social OOO

Spent Refresh: -6

33
DFRPG / Re: JUST like the Dresdenverse... but not!
« on: December 15, 2016, 05:27:58 AM »
GURPS Voodoo actually has a pretty cool "secret magic" setting that could give you a ton of great ideas.  Society has been controlled by Illuminatti-esque secret practioners with different agendas.  There are also numerous spirits and in-Betweeners that have their own agendas as well. 

http://www.sjgames.com/gurps/books/Voodoo/

34
DFRPG / Re: JUST like the Dresdenverse... but not!
« on: December 08, 2016, 05:22:37 AM »
Are you keeping the laws of Magic?

35
DFRPG / White Court vulnerability to True Emotion
« on: November 17, 2016, 04:37:17 AM »
I assume most campaigns on this forum limit a White Court Vampire's vulnerability to the opposite emotion to the emotion they can incite (example, True Love if they can incite lust, True Courage if they can incite fear, etc...

Has anyone on the board run it so that all True "good" emotions act as their Catch?  Did it go well?

36
DFRPG / Re: Vampiric Mental Attacks
« on: November 09, 2016, 06:36:24 PM »
#1: Are White Court Vampires immune to attempts by other White Court Vampire uses of their Invoke Emotion ability?

I don't think so.  However, most White Court have a pretty high Discipline, so they'd be harder to influence.

#2. Would a zombie (undead creation) be immune to the mental attacks of a White Court Vampire? This to me makes sense if they are immune, since they are just animated and are performing actions as directed by the creator thus having no real motivations or mind.

If the creature has a mental or social stress track, I'd think it can be affected.  An "automaton" type of undead like a skeleton or animated corpse would be immune.  Undead that is sentient like a vampire or even some types of spirits would not.  I would think that if the creature is capable of choosing to run away to preserve itself, it can be affected by emotion control. [/quote]

Question #3: Would constructs be immune to the mental attacks of a White Court Vampire? This seems like the would be immune much to the same as my thoughts on question #2.

I think so.

These answers are my interpretation, of course, so feel free to disagree with me or better yet, prove me wrong.

37
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: October 26, 2016, 09:40:34 PM »
I havent read the books in a while, but was Oberon or the Autumn Courts ever mentioned? If so, has other people ever used them as stories?

No official mention in the books of the Autumn court, but I have seen some speculation on this site in other threads that Oberon was the Summer Duke and that the Erlking was the Autumn Duke, and that both Courts fell.

This thread from RPGnet might be useful: https://forum.rpg.net/showthread.php?579537-DFRPG-Fae-Spring-and-Autumn-Courts&s=afbdb559e71ae254ce3648291fe5189a

38
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: October 25, 2016, 04:53:50 PM »
Can someone take multiple consequences in the same shot? 

Example: A character has only 1 stress box left, but no consequences. He/she takes 6 points of damage.  Can the character break it up and take two consequences concurrently (one Mild and one Moderate) instead of just one Severe consequence?

39
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: October 25, 2016, 01:49:25 PM »
1. During my session on Sunday, I had a player cause 12 stress on the Bridge Troll. The stress bar I think only has a stress count of 10. Since he went over, is that an automatic KO? I want to assume no and that they did that for printing sake.

Story: Wizard Brawler went to attack with Fists (+4) and roll +4 and +1 for hitting trolls. Troll defended with Fists and rolled a -3 for a total of +1. In addition to the +7, he had Weapon:5 (due to lots of strength stats) for a grand total of 13 stress hits, or 12 stress points.

You would have done 12 stress to the Troll, but I assume that the troll had Supernatural Toughness (as well as Inhuman Size) which gives him 2 points of armor, so 10 points would get through.  This would mark off his "10 box", but since the other 9 boxes are still open, he is still in the fight. 

At your discretion, the troll could also take consequences.  If said troll had elected to take a Mild Consequence (which offsets 2 stress), he could have done so and only filled in his "8 box".

If the mage brawler had done 13 points or more (11 points after armor), the troll would have to take a consequence, or be taken out.

40
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: October 24, 2016, 04:59:09 AM »
Great suggestions and observations, everyone.  Thanks!

41
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: October 23, 2016, 01:17:12 AM »
I have an idea for a character based on Moon Knight who is the champion of Khonshu, an Egyptian moon god.  He would have Inhuman Strength, Speed, Toughness and Recovery as well as Cloak of Shadows, but only at night.  I suspect that assigning these powers under Human Form would be appropriate to get a 1 point Refresh reduction on the abilities, but could/should I also say that the circumstances are "Rare" to reflect the fact that these powers are only available at night (and get a further 1 point Refresh reduction in addition to the one above).

Can I also let the character take the Catch (only at night) on his Toughness/Recovery Powers that can be discovered/deduced with access to rare texts once the sponsor is known for an additional reduction on top of the Human Form bonus?

42
DFRPG / Re: Shaman of the Blood
« on: September 20, 2016, 04:35:34 PM »
I like this write-up except that 10 refresh worth of powers doesn't scream 'Rookie' and 'still a cub'.  Those are the kinds of aspects I'd expect to see on 'Feet in the Water' character.

Then again, it depends on backstory and all that.  And exactly who he's dealing with....so...never mind!

Your points echo the ones I made to him, but his concept is that he is well trained (10+ years of shamanic training), but he's lead a sheltered life until now.  He also has a lot of raw power, but doesn't have the street smarts that the real world requires yet.

Fun character to run.

43
DFRPG / Re: Shaman of the Blood
« on: September 19, 2016, 10:47:07 PM »
I'm guessing they're wizards with sponsored magic from their totem. 

Option 1: Sponsored Magic: Totem (4), plus the Sight (1)

Option 2: Evocation (3), Thaumaturgy (3), Sponsored Magic (2), the Sight (1)

The High concept would have a Must related to the Totem.  It might also dictate skills that make sense with the concept.

If you play Shadowrun, that has a few good guidelines for a Totem's  agenda (example, Bear is a Healer as well as a Warrior; Wolf is the hunter, mates for life, and only loses his last fight; Rat tends to be a filthy scrounger, etc...

One of my players in a game I run is a Bear Shaman.  He was built like this:

High Concept:   Rookie Inuit Bear Shaman
Trouble Aspect:   Fish out of water
Background Aspect:   Still a cub
Rising Conflict:   On a Vision Quest
Other Aspects:   Happy Go Lucky, Shamanic Healer

Powers (10 Refresh)
[-3] Evocation: Elements: Water, Spirit, Earth, +1 Control w/ Water
Focus Item:  Scrimshaw Dagger: +1 Power/Control w Water Evocation (2 slots)

[-3] Thaumaturgy: +1 w/Healing, 2 Focus Items

[-2] Sponsored Magic: Bear

[-1] The sight
[ 0] Soul Gaze
[ 0] Wizard's Constitution

Skills (37 points):
Superb (+5): Conviction (6 power for Water)

Great (+4): , Discipline (5 control to Cast Water Spells, 6 w/ Scrimshaw Dagger), Scholarship

Good (+3): Endurance, Lore, Survival, Weapons

Fair (+2): Athletics, Empathy, Fists, Might

Average (+1): Alertness, Craftsmanship, Performance (Dance), Resources

Stress:
Physical OOOO, Mental OOOO, Social OO

Leftover Refresh: 1

44
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: September 18, 2016, 06:52:12 PM »
Nice Shaft, you covered everything very clearly... I just wanted to point this out: Do you mean +0?

Thanks.  I corrected this in the original.

45
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: September 18, 2016, 01:57:35 PM »
    ...can you please tell me how do I determine how much refresh do I get from my catch? I need to show my dm as proof because quite frankly he is a hard ass. Example, he tried to tell me that the catch: cold iron is probably only 2 refresh. Where I have seen on this forum that people usually get +3 refresh, I even saw in book 2 that some creatures got +3. Which is confusing because Book one is not the most clearest material in the world. Or if its only 2 then I can live with that.

    Start with a value of 0.

    Part 1: How common is the Catch?

    • If the Catch is bypassed by something that anyone could reasonably get access to, but doesn't always have on them, you get +2. Example: Fire, Cold Iron, Metal, Salt, Wooden stakes to the heart, Wolfsbane, Silver, regular bullets, Sunlight, a specific hit location like the head, the heart or the heel.
    • If it is bypassed by something that only a rare class of people have, it's only +1. Example: True Faith, True Magic, Summer or Winter Magic, Inherited Silver, Anti-Matter, Kryptonite, Admantium, knowledge of a spirit's True Name, Holy Items (assuming that Holy Items can only be created by people with some kind of True Faith).
    • If it is bypassed by something that very people could produce, it's +0.  Example: A Sword of the Cross, The One Ring, Athena's Bow, Captain America's Shield
    • If your catch ONLY protects you versus something specific, add an extra +2 to the value above (example: only versus fire, only versus cold, only versus poison, only vs blunt HtH attacks, etc...)

    Part 2: How easy is it to research the Catch? (this value stacks with part 1)

    • If anyone can find out about it (Example: it is common knowledge that vampires can be killed with a stake to the heart or sunlight; it is common knowledge that Fae are vulnerable to cold iron), you get +2 in addition to the value from how common it is.
    • If it requires specific knowledge that might only be found in obscure texts or a wizard's library, you only get +1 in addition to the value for how common it is.  (Example: Harry had to speak to Bob to find that Loup Garou's are only vulnerable to Inherited Silver, or you might need to consult a specific occult text to find a spirit's True Name, etc...
    • If the vulnerability can only be deduced from personal knowledge, the bonus is +0 in addition to the value for how common it is (Example: No one ever knew that the Noose that Nicodemus wears could be used to attack him, until Harry made a lucky guess).

    If there are multiple vulnerabilities, I use the values for the most common and easiest to learn (example: Vampires are vulnerable to Sunlight (common), True Faith/Holy Items (rare), Fire (common), and stakes to the heart (common).  This is common knowledge.  This would be worth 4 in my opinion.

    Remember that a Catch can only reduce the combined cost of Toughness and Recovery to one, so if you have a Red Court with Inhuman Toughness and Inhuman Recovery, but the vulnerabilities listed above, those vulnerabilities would only reduce the cost by 3 points instead of 4. 

    Some of the values may differ from game to game.  If you can buy a rosary from a church gift shop and it is treated as a holy object, it makes holy items more common, for example (in my game holy water and other "casual" blessings only makes an item stay holy until sundown or sunrise, but something that is built with a more powerful faith ritual by someone with True Faith can retain the Holy trait).  If your campaign takes place in a city with a silver mine nearby, maybe silver is easily available, and inherited silver might be more common.

    I hope this helps.[/list][/list]

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