06-28-2017, 07:42 PM | #81 | |
Join Date: Dec 2012
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Re: New Technique of the Week: an ongoing thread
Quote:
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06-28-2017, 08:57 PM | #82 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: New Technique of the Week: an ongoing thread
It's fairly impossible to extract and refine ricin or synthesize VX without a lab.
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06-29-2017, 01:36 AM | #83 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
How's this?
Autopsy (Surgery). Hard, default Surgery+6, cannot exceed Surgery+10 (See Bio-Tech, p139). This allows you to buy up skill in the dissection part of an autopsy, which is fairly standardised. Pathologists, for whom doing autopsies is a routine activity, don't normally have high surgery skill, or do surgery on living patients. Depending on how your game treats specialisations of Surgery, Pathology may be a required specialisation, which covers the entire body, but isn't concerned about keeping the patient alive. Finding evidence or clues during or after an autopsy usually requires rolls against Diagnosis, Forensics, Physiology and/or Poisons, but Biology (Entomology or Microbiology) is sometimes needed. Lab tests for toxicology are Poisons. Roll against the lower of these skills and the Autopsy technique level; it isn't necessary for all the rolls to be made by the same investigator, provided all the investigators can examine the body, or lab testers have adequate samples. This makes equipment bonuses for Autopsy valuable, see Bio-Tech p127. This technique is Hard because you only get one try at dismantling a corpse; a "second autopsy" involves another pathologist making new Diagnosis (etc.) rolls, at -1 if the corpse has been frozen or -2 if it has been embalmed (which also gives -3 or worse to further toxicology tests).
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
07-07-2017, 03:28 AM | #84 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
Many existing techniques simply buy off situational penalties. Judging which ones need to be Hard for game balance reasons, or can't buy off the whole penalty can take some care: ones where you only get one try tend to be both, at least by analogy with combat skill techniques like Targeted Attack. The Technique Mastery perk is useful for overcoming such limitations. However, some games limit the number of perks you can have.
Complex Bullets (Armoury). Average, cannot exceed Armoury. This lets you buy off the penalties for Jacketed Bullet (Armoury-1), Jacketed Silver Bullet (Armoury-3), and APHC Bullet (Armoury-2), among others. For more details, see High-Tech p174, "Handloading and Reloading." <location> (Fast-draw (weapon type)). Average, cannot exceed Fast-draw skill. This allows you to buy off the penalty for Fast-drawing a weapon from an odd position, see Tactical Shooting, p42. <Specific person> (Mimicry (Speech)). Average, cannot exceed Mimicry (Speech) This allows you to buy off the -3 penalty to imitate a specific person's voice.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 07-16-2017 at 06:40 AM. Reason: Yellow-out re-invented Basic set technique |
07-07-2017, 04:24 AM | #85 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: New Technique of the Week: an ongoing thread
Snatcher (Specific Item): Snatcher takes a penalty for items being unusual. This technique allows you to buy off the skill penalty for a single object. Hard Technique, Defaults to IQ-whatever penalty the GM sets, can't be higher than IQ.
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07-08-2017, 03:36 PM | #86 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: New Technique of the Week: an ongoing thread
Quote:
Could also require Area Knowledge as a prerequisite.
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07-08-2017, 09:41 PM | #87 |
Join Date: Oct 2004
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Re: New Technique of the Week: an ongoing thread
I would definitely allow this is a realistic campaign. If you are practicing enough to get Fast-Draw, it's likely this is what you have anyway -- one for a specific weapon and a specific location, rather than a general FD for every location. Also, I'd consider allowing it as a Perk to buy off the whole penalty for a location in certain more cinematic campaigns.
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07-09-2017, 12:55 PM | #88 | |
Join Date: Sep 2008
Location: near London, UK
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Re: New Technique of the Week: an ongoing thread
Quote:
I can see the appeal, but I don't think there's any precedent for a Technique not based on a Skill.
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07-09-2017, 05:26 PM | #89 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
Quote:
Cane Travel {Underground Adventures}, Skidding {Action 3}, and Toe Flip {Action 3} are all bought from a DX default. Memory Palace {Social Engineering: Back to School} is bought from an IQ default. Edit: Also, it's perfectly possible to modify Snatcher to use a skill roll rather than IQ.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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07-14-2017, 07:44 AM | #90 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
Making up <subject> (Occultism). Average, default prerequisite, no upper limit. This lets you buy up skill in inventing a convincing narrative about an occult subject. This is mostly useful for creating fiction, or in settings where predictions about the occult aren't susceptible to testing that will convince believers. People who use this technique may well regard it as the product of research.
This technique is also possible for many schools of Hidden Lore, some kinds of Theology, and some Professional Skills. When applied to modern sciences, it usually produces pseudo-science.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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new technique of the week |
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