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The Dresden Files => DFRPG => Topic started by: cetra02 on July 31, 2010, 06:58:50 AM
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A focused practitioner (Channeling: Kinetic and Ritual: Crafting) has Lore 5 and Crafting Focus Items for +1 Frequency and Power. He took a Weapon 3 sword and enchanted it to add 5 power to the sword's rating twice per session and is usable by others who are told how, with the agreement that he cannot go over 2 uses or it will shatter the sword, and that killing a mortal with it is a clear violation of the First Law. We are playing at 15 refresh. Thoughts?
Also he named the thing Attitude Adjustment...
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Enchanted items can replace a mundane Weapon rating, but not add to it. Look at the Warden's Swords as an example.
That said, for a 15 Refresh game, the item's small potatoes, so I wouldn't worry too much even if you do add it.
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A focused practitioner (Channeling: Kinetic and Ritual: Crafting) has Lore 5 and Crafting Focus Items for +1 Frequency and Power. He took a Weapon 3 sword and enchanted it to add 5 power to the sword's rating twice per session and is usable by others who are told how, with the agreement that he cannot go over 2 uses or it will shatter the sword, and that killing a mortal with it is a clear violation of the First Law. We are playing at 15 refresh. Thoughts?
Also he named the thing Attitude Adjustment...
How does it kill them? If it is just a sword (albeit an extremely sharp one), then you don't have to worry about the First Law. It'd be like a Warden's Sword. Or does it shoot lightning or something when it hits the target?
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I'd say that killing with the basic weapon:3 wouldn't break the laws of magic
Killing when using it as an enchanted item would break the first law, but how does the enchantment work? Is it 5 shifts plus Lore plus the focus? Or by '5 power' are you referring to just the Lore value? With 1 enchanted item slot he could make the sword count as weapon:6 automatically, then you could add up to 4 more enchanted item slots to make it a maximum of weapon:10.
Assuming that it is weapon:7 (2 enchanted item slots is a common number for an item) with a default of two uses due to the focus item, it could attack at more than one zone away as MijRai quite rightly points out; so I'd suggest including 'Attitude Adjustment' in to one of his aspects in some way and then whenever he'd benefit from it being a ranged weapon, or if he's run out of uses and he needs it, he can gain fate points for self-compels as he is limiting himself. Then if he ever does decide to use it a 3rd time in a session he can pay one mental stress to activate it, then you can give him a fate point as the sword blows up and you can allow the attack or not; whichever is more fun :) In fact he could pay a fate point to declare that his 3rd use of it makes it explode, dealing that amount of damage to everything in the zone :)
Oh, allowing others to use it costs a shift of power, he'd either need to reduce the power of the item or use another enchanted item slot.
ps. If you've house-ruled that you can use shifts of power to add to a weapons value then you can ignore most of what I've said apart from including the sword as an aspect for the shatter effect.
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By the way, I still want a throwing hat for our game. I took the liberty of statting it up.
Oddjob's Hat
Range: 1
Weapon: 4
Special: Returns like a boomerang, once per session can be used as weapon 27. :)
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Weapon 27?! Surely, that's either a typo, referencing something else, or it is the god of all thrown hats!
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Oddjob was a James Bond villain that had a top hat that when thrown at someone, could instantly kill them. The weapon 27 is probably a joke to represent that fact.
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I think I remember that dude. That was in Goldfinger, wasn't it? Loved that Aston Martin...although it owes me many quarters that were spent on Spy Hunter...
Thanks for explaining it! Feel kinda dumb for not remembering it, myself...
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Oddjob was a James Bond villain that had a top hat bowler hat that when thrown at someone, could instantly kill them. The weapon 27 is probably a joke to represent that fact.
Top hats are cylinder shaped, bowler hats are domed. :p */nitpick*
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I think we just compelled an aspect of DesertCoyote's... Internet Nitpicker... Or maybe Trivial Police! ;)
Still...I think it's a worthy enchanted item...give it to a group of men so they can sing 80s music...
Oh wait...that was Men -Without- Hats...
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Crazy, everyone knows a top hat isn't aerodynamic enough to be a weapon! French beret's and flat caps can fly but are too floppy to have a weapon value, peak caps aren't symmetrical and straw boaters don't have the weight behind them to deal damage. The bowler hat is truly the pinnacle in hat-based warfare.
Doc Nova, are you referring to those five famous Items of Power that can be found with the people in the village? Each item is rumoured to have mystical powers, all relating in some way to one of the five elements.
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And what about Sombreros? Or Stetsons? How does a fez cap fit into your analysis :D
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A well-crafted sombrero could take your head off if thrown with enough force, but it's size leaves it hard to control and when you're wielding a hat, precision is vital. A stetson could be used depending on the style, but it has a tendency to wobble mid-flight leading to a shocking percentage of failed attacks - a serious danger to a professional hat-man.
A fez? Are you serious? It'd be a total hatastrophe!
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I think we just compelled an aspect of DesertCoyote's... Internet Nitpicker... Or maybe Trivial Police! ;)
Still...I think it's a worthy enchanted item...give it to a group of men so they can sing 80s music...
Oh wait...that was Men -Without- Hats...
It's Trivial Police, believe me.
By the way, I still want a throwing hat for our game. I took the liberty of statting it up.
Oddjob's Hat
Range: 1
Weapon: 4
Special: Returns like a boomerang, once per session can be used as weapon 27. :)
No.
I'd say that killing with the basic weapon:3 wouldn't break the laws of magic
Killing when using it as an enchanted item would break the first law, but how does the enchantment work? Is it 5 shifts plus Lore plus the focus? Or by '5 power' are you referring to just the Lore value? With 1 enchanted item slot he could make the sword count as weapon:6 automatically, then you could add up to 4 more enchanted item slots to make it a maximum of weapon:10.
Assuming that it is weapon:7 (2 enchanted item slots is a common number for an item) with a default of two uses due to the focus item, it could attack at more than one zone away as MijRai quite rightly points out; so I'd suggest including 'Attitude Adjustment' in to one of his aspects in some way and then whenever he'd benefit from it being a ranged weapon, or if he's run out of uses and he needs it, he can gain fate points for self-compels as he is limiting himself. Then if he ever does decide to use it a 3rd time in a session he can pay one mental stress to activate it, then you can give him a fate point as the sword blows up and you can allow the attack or not; whichever is more fun :) In fact he could pay a fate point to declare that his 3rd use of it makes it explode, dealing that amount of damage to everything in the zone :)
Oh, allowing others to use it costs a shift of power, he'd either need to reduce the power of the item or use another enchanted item slot.
ps. If you've house-ruled that you can use shifts of power to add to a weapons value then you can ignore most of what I've said apart from including the sword as an aspect for the shatter effect.
The way it works is either it turns any remaining "potential energy" in the blade and turning it into "kinetic energy", or it surrounds the blade with an aura of kinetic energy. Any thoughts on this?
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A well-crafted sombrero could take your head off if thrown with enough force, but it's size leaves it hard to control and when you're wielding a hat, precision is vital. A stetson could be used depending on the style, but it has a tendency to wobble mid-flight leading to a shocking percentage of failed attacks - a serious danger to a professional hat-man.
A fez? Are you serious? It'd be a total hatastrophe!
He is playing a werewolf in this game last I checked. Sombrero on wolf= NO. I am pretty sure.
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I think all that I can say at this point is:
(oh lord, it hurts event type it...but here goes)
Hats off to ya!!!
Or!!!
Hats all folks!
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*votes for "hatastrophe" FTW*
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Weapon 27?! Surely, that's either a typo, referencing something else, or it is the god of all thrown hats!
In one scene the henchman, as a demonstration, used the hat to cleanly slice the head off a marble statue. :)
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In one scene the henchman, as a demonstration, used the hat to cleanly slice the head off a marble statue. :)
"It was horrible! J-Just horrible!"
"S'alright George, just take a breath and tell us what happened."
"He was just a little guy! Just a little guy. Nobody thought he was any harm! But the bouncer, Mike...well, Mike's a bit of a testosterone fiend, you know the type, can't get enough Die Hard and early Schwarzenegger movies, I guess Mike was having a problem with his girl or something because he just, he just decided to take issue with this guy when he came in. So the guy walks in and tries to go to the bar, but Mike - oh god, Mike, you stupid bastard! - Mike just gets into this guy's face and-and-and tells him to take off the hat..."
"Uh...okay. What'd the little guy do?"
"He did."