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The Dresden Files => DFRPG => Topic started by: Zephirim on July 14, 2012, 08:52:54 AM
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Ok so the rules for this were a little vague to me so I just want to see if I had this right. A character with a LORE of 5 can craft a Focus to help with enchanting (ether STR/Frequency) to a power of 5 if he spends the slots to do so (For idea sake will say its a work bench). So from that point any enchanted Item that player made could be effectively 10shifts of power IE Weapon 10:1use and so on. Says in the book that no enchanted Item can be more than double your lore in power. With that said how do you price or balance items that would offer things like applied Temp Aspects IE Heighten Perception or Burst of Speed/Strength.
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I'm not sure if I understand the question.
Are you asking how to make an enchanted item that contains a magical maneuver?
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If you are running a potion shop, then you simply set the resource to the shifts of power.
If you want a maneuver potion, that is 3 shifts of power to place ANY fragile aspect on the drinker, +1 for each extra shift to the new aspect's power like how far you sprint or how long the potion lasts (I believe the default is an instant but it could be 3 exchanges), and +2 if this is a potion that can affect everyone in the zone.
Basically you figure out how many shifts it would take to cast a maneuver evocation. It will be the same cost for the potion. I realize this may seem like a cheap way to get cool abilities, but believe me it does balance out.
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Ok so the rules for this were a little vague to me so I just want to see if I had this right. A character with a LORE of 5 can craft a Focus to help with enchanting (ether STR/Frequency) to a power of 5 if he spends the slots to do so (For idea sake will say its a work bench). So from that point any enchanted Item that player made could be effectively 10shifts of power IE Weapon 10:1use and so on. Says in the book that no enchanted Item can be more than double your lore in power.
Welcome to the forums! And yes, your interpretation appears to be correct.
With that said how do you price or balance items that would offer things like applied Temp Aspects IE Heighten Perception or Burst of Speed/Strength.
For temporary aspects you'd use the maneuver rules. (YS264) In general it's 3 (or more) shifts to create a maneuver plus shifts for duration. So your ten shifts might be three aspects with one shift of duration (probably making them last a scene), a single stronger aspect of 9 shifts (needed if it will be resisted) with one shift left for duration again, or it might be something in between.
You could also create the Heighten Perception type of potions as 'skill replacement' items rather than temporary aspects. Essentially allows you to use Lore as your perception skill. No reason it needs to be limited to perception either.
Finally, you could also use the temporary powers rules for things like speed and strength - drink the potion, spend fate points equal to the power, and have Speed or Strength powers for a scene.
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Ok with that I have another question. How many shifts of power would it take to make something equivalent to Harry's Duster but armor:4 and like Harry's Duster always active.
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How many shifts of power would it take to make something equivalent to Harry's Duster but armor:4...
Eight shifts per use of armor plus duration.
...and like Harry's Duster always active.
Via Thaumaturgy, eight shifts for the power plus twelve or more for duration...if your group lets you use thaumaturgy for it. I'd suggest you're creating an Item of Power and would need to spend refresh on it.
Edit: Corrected numbers for armor - Mr D's comment below is correct.
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No, as an enchanted item, it would be 8 shifts. Armor is always 1/2 the total shifts into it. Then you add a slot to it to boost how many uses it has. Technically, even if it only has 3 uses, armor's still 'always on'. It just has a failure point.
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No, as an enchanted item, it would be 8 shifts. Armor is always 1/2 the total shifts into it. Then you add a slot to it to boost how many uses it has. Technically, even if it only has 3 uses, armor's still 'always on'. It just has a failure point.
It consumes a use to activate it for an exchange. If it's used in three exchanges, it's done. However, a point of mental stress can activate it for another exchange. This can be done as often as needed, provided the pc can take the stress.
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Well, yes. I'm aware of all that. That's what I meant by the 'failure point' thing.