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Messages - moireth

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16
DFRPG / Re: Help my bad guy!
« on: July 08, 2015, 10:25:10 PM »
To cut a long story short, my players have inadvertently made their own Arch Enemy! The NPC in question was meant to be a minor annoyance Sorcerer who was willing to go to any length to increase his powers, the PC's drove him into the arms of a Black Court Vampire with that the PCs had crossed earlier. So I thought it would be fun to turn him into a sword slinging, spellcasting Blampire (queue Evil GM laugh).
One of the PCs is a Hydromancer, my worry is that he'll cotton on to a circle of flowing water to both trap him and ground/isolate his magic. I don't want to be caught flat footed by this so ... .... Any ideas how the Sorcerer Blampire would get out of that one?

If you really wanna do something about it, you could give him the Aquatic Spellcasting power and make his "Water" be a different element. I actually have a Wizard that specializes in using Hydromantic spells this exact way.


AQUATIC SPELLCASTING [-1]
Description: Your magic is in tune with water and is not disrupted by its flow.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
Aquatic Spellcasting. Your magic is not impeded by water, running or otherwise.
Instead, your magic is disrupted by another element of your choice. 

17
DFRPG / Re: Sacred Guardian (old vs. new)
« on: July 03, 2015, 09:07:28 AM »
The new version seems severely under powered compared to the old one.

18
DFRPG / Re: Notes on Optimization
« on: June 30, 2015, 08:58:25 PM »
We currently have a ghost in our game right now.

19
DFRPG / Re: The New Soulfire Refresh Cost
« on: May 22, 2015, 05:34:33 AM »
So Soulfire gives you focus item slots now? How many focus item slots does it give you?

20
DFRPG / Re: Mental Toughness question
« on: May 21, 2015, 01:34:05 AM »
I understand  that but RAW says armor 1 against mental ATTACKS, choosing to cast a spell is not a mental attack.
The older wizards also have specializations and focus items that help them draw more power before tiring out.

21
DFRPG / Re: Mental Toughness question
« on: May 18, 2015, 03:51:22 AM »
I thought self inflicted stress ignored armor?

22
DFRPG / Re: Mental Toughness question
« on: May 16, 2015, 06:33:58 PM »
No problem.

23
DFRPG / Re: Mental Toughness question
« on: May 16, 2015, 06:22:45 PM »
No, you're choosing to self-inflict stress upon yourself. You aren't the victim of a mental attack.

24
DFRPG / Re: Help with a were-lynx
« on: May 11, 2015, 02:29:24 AM »
Moireth, if you can swing another refresh the Cloak of Shadows power covers nightvision plus giving your stealth a good bonus, then you could use your beast-trappings part of Echoes of the Beast to add another trapping to a skill or give you a +1 to something else you find useful for your concept.
That is actually a fantastic idea. I think I'm gonna do that.

25
DFRPG / Re: Help with a were-lynx
« on: May 07, 2015, 01:21:51 PM »
Cool.  What culture/region we talking about?
Right now it's supposed to be 1200-1500s somewhere in the UK. We haven't got everything 100% yet.

26
DFRPG / Re: Help with a were-lynx
« on: May 07, 2015, 01:05:46 PM »
It might be worth investing an ability or two to anthropomorphize your lynx form a bit, if you expect it to be your primary form.  Human speech and thumbs come to mind.
I wasn't really gonna worry about that. It's gonna be a multi person party so hopefully I won't need to be human for a lot of it.

27
I had completely missed that. Good thought! Thanks :)

And I guess in Game terms, if you become full Fae you stop getting Fate points since you have no control over your destiny, which means every single aspect is useful only for the GM Compelling whenever they feel like (or there's a case to be made for their aspects being *continually* compelled), with no benefit to the player...

In game terms if you become full Fae you become and NPC.

28
DFRPG / Re: Help with a were-lynx
« on: May 06, 2015, 10:06:14 PM »
Okay, couple things.
1. This is going to be set in the past, somewhere between the 1200s and 1500.
2. The power level is Feet In The Water.
3. My character, along with another PC, are going to be guardians of nature. (the psychic power could work actually, that might be fun)
4. My character prefers his lynx form over his human form and will be spending 75% of his time lynxed out. (So being a lynx that got granted intelligence to better guard nature and could into a human would work as well.)

29
Hi all :)

So, my Dresden game is finally starting this weekend, and I've got a couple of questions for people.

First up, one person (as yet unstatted) is playing (and I quote her) "Genderswapped Dean Winchester", so pure mortal who hunts things that go bump in the night.
She's never played Dresden before and I've never done anything with Pure Mortals before (nor GMed DFRPG), does anyone have any Stunt suggestions for us?
I was thinking of a Lore stunt something along the lines of Always Prepared: Spend a fate point to have on you/be able to improvise from the scenery a weapon that meets the Catch of any creature that you've just IDed.
Maybe even a weapons one for being able to leave the Catch weapon stabbed into the creature in order to lessen their powers/cause ongoing damage or something similar?

Since she's a hunter and one of her aspects (probably her HC) would reflect that, you can use that as a justification for these stunts. Because I'm going to assume she has at least a decent lore score. These two stunts are one from the 3rd Book, the Paranet Papers:

I Have Just the Thing (Lore):
Buttersis prepared for just about anything. When he makes a Lore assessment to determine something’s Catch, he happens to have something on hand made of that material, as long as it isn’t a one of a kind item or something intangible like True Love. If he spends a fate point, he’s found some way to weaponize even intangible Catches like True Love.

Find Weakness (Lore):
Butters adds +2 to any Lore roll made to assess a Catch.

Substitute her name in there and you have two awesome Lore stunts for a hunter.


The second one, three members of the group are playing Changelings (one Pixie, one Goat Gruff and one Redcap) and they're all going straight for "As Fae as possible", spending all of their points on Powers (they wanted to play full Fae but that's not really doable).
What do people think of the idea of making them all choose a Court (Summer, Winter or Wyld) that they are in some way tied to ("All those powers of yours, must be tricky to live in the Mortal world, how about we provide you with money, a refuge, that type of thing, and in exchange you do odd jobs for us" type of thing), since it's pretty obvious which way they would Choose and so the courts will no doubt want to get their hooks in early.

Reasonable idea, or just imposing unneeded restrictions?

Considering these players asked to be full Fae I would make their powers be tied to one of the courts and have to deal with whatever obligations that court would expect from them. Especially if they have super low adjusted refresh. They don't have a lot of "free will" (which is dictated by a PC's refresh) so it makes sense.

30
DFRPG / Help with a were-lynx
« on: May 06, 2015, 05:24:50 AM »
Hey guys, I'm going to be making a Were-Form (Lynx) character for a campaign, and since It's my first time doing so, I wanted to run this by you and get some feedback for the Echoes power.

Powers:

Echoes Of The Beast [-1]
Beast Trappings: open for suggestion.

Beast Sense: +1 Alertness when sight/hearing is a factor. (considered adding smell here as well but wasn't sure)
Beast Friend: Feline

Beast Change [-1]

Human Form [+1]

Natural Weaponry (Claws) [-1]

Inhuman Speed [-2]

Cloak of Shadows [-1]

Total Refresh Cost:
-5

How does this look to you guys? Any improvements would be appreciated.

EDIT: Added Cloak of Shadows as per MadAlchemist's suggestion which leaves my Beast Trapping open.

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