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Messages - EldritchFire

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106
DFRPG / Re: Weapons and Aspects
« on: February 25, 2011, 07:34:46 PM »
Sounds like a smithing roll to add some sticky aspects to the gun in question. That way, the first tag is free...and between adventures tinker with the weapon some more (IE, reapply the aspect for another free tag). That should get you enough free tags to get through most combats. Laser Sight, Reliable, and Scoped are three free tags. You're always using them, sure, but it's only when you tag (or spend a FP) that it becomes the reason you succeed.

Just my 2c.

However, my Declaration rules are a bit fuzzy, so I'll have to reread and possibly rethink.

-EF

107
DFRPG / Re: Sympathetic Links: Smashed Penny Souvenirs
« on: February 23, 2011, 09:18:45 PM »
That...is a brilliant idea!

Also, I'd think that after a while the coins would stop working, and new ones would need to be "minted." Cleaning crews, wind, rain, etc could lead to the shavings being scatter too far apart to work for a link.

Also, just wear-ad-tear on the coin themselves might dull the edges that got shaved, thus "dulling" the link.

Just some thoughts.

-EF

108
DFRPG / Re: Gamemaster Evaluation
« on: February 23, 2011, 02:09:24 AM »
I know what my PC True Believer would do he would kill the child and claim he was sending her soul to god to save her from the corruption of Satan because the soul is eternal and life is ephemeral (He would spend a session convincing himself of this perhaps with scripture or alcohol).

Indeed, that would be a bitterpill to swallow.  :p

Sorry, couldn't help myself!

-EF

109
DFRPG / Re: Weapons and Armor forged from X
« on: February 17, 2011, 12:24:23 PM »
A main stay of the fantasy genre is that a weapon that is made from very special material or an armor that was forged by a god, uber-smith, etc.

What I would like to know is how does one go about representing such items in DFRPG without resorting to IoPs. How does one represent a leather jacket that was made from dragon/drake/some dracoform hide? A purely mundane (no magical effects) gun forged by Wayland?

It all depends on what you want the weapon/armour to do. For the dracohide armour, why wouldn't it be an IoP? Inhuman Toughness [-2] IoP [+1] sounds about right. Not only does the leather give you armour: 1, but it also has two physical stress boxes that you can take advantage of.

If there is no direct power to model what you're after, I agree with Warpmind to give the item an aspect or two and call it a day.

-EF

110
DFRPG / Re: An Intelligently Designed Body
« on: February 11, 2011, 08:09:27 PM »
Have you thought about giving him Feeding Dependency? It could be akin to the ghouls where he needs "replacement parts" when he uses too much of his "upgrades."

Just a thought.

-EF

111
DFRPG / Re: Holding Back the Hexing
« on: February 11, 2011, 12:17:19 PM »
In one of the books, Harry was being interviewed on TV, and had built a "ward" around himself to contain his magics. However, he had to constantly concentrate on it, and even then, when surprised he accidently dropped the ward long enough to fry a camera or two.

So in the Dresdenverse it is possible...Heck, when Harry takes on an apprentice they ward themselves when watching TV with the family...and a lot of preventative maintenance on the rest of the house.

Possible? Totally. Difficult? As hell! I can't imagine a wizard putting that many lives at risk just to ride an airplane. One slip of the mind, and the entire plane could come falling out of the sky. After one or two accidents like that, your wizard is now on the no-fly list and a suspected terrorist. How else do you explain how s/he survived that many plane crashes? What about their other sordid activities? Secret meetings with cloaked figures, superstitious doodads in their house/apartment, etc?

tl; dr version:

For small things like computers, it's possible, but bigger things like airplanes are a "no-fly zone."

-EF

112
DFRPG / Re: Fan Created monsters
« on: February 09, 2011, 04:04:45 PM »
I did not know that blood banks labelled thier blood by profession  ;). A plus 2 is for something anyone can get their hands on with reasonable ease, like crosses, garlic and stuff made of iron getting a priest's blood would be significantly more difficulty than getting garlic etc. The rest of the things you could buy in a shop or find around your house I do not think the attendants at a blood bank would be that pleased if you othered money for their finest priestly blood, though as a plot hook it has a lot of potential.

Well, your bank may not... :p

I was AFB when I posted that, so I apologize for the oversight. I do, however, like the idea of a group of PCs trying to break into a blood bank to get the right blood for their assault on Gargoyle Tower...only to run into some RC vamps having a midnight snack!

Oh the possibilities!

-EF

113
DFRPG / Re: Fan Created monsters
« on: February 09, 2011, 12:23:11 PM »
Priest's Blood - easily available ? I would put that at +1 rather than a plus 2 because it means a priest willing to give up his blood which is rarer than you think.

Not that rare. All you have to do is break into a blood bank, right? More story hooks FTW!

-EF

114
DFRPG / Re: Some Custom Bookmarks
« on: July 08, 2010, 11:43:08 PM »
AWESOMSAUCE!

I really like 'em! Gonna print 'em out and hand 'em out to my players!

-EF

115
DFRPG / Re: The Future of the Line
« on: July 07, 2010, 11:50:22 AM »
Black Chips with silver pentacles, sized to fit on the character sheet would be awesome!

Just like the "Current Fate Points" area on the character sheet, hey? That would be sahweet!

-EF

116
DFRPG / Re: Sleep Spell question
« on: July 07, 2010, 11:47:39 AM »
   Except that you'd also have to do the prep, as stated above. If the Complexity doesn't exceed your Lore, then you own the required components, but unless your in a fight in your own house you probably don't have them on you.
    Not without a suitable explanation anyway (such as Harry always carrying the components for his tracking spell).

This is true. However, if you're constantly throwing this spell on people, it's a safe bet to say you have what you need on you. Of course, the sleep spell could be done as an evocation instead, and not worry about the components. Probably gonna end up taking some extra stress to cast a block powerful enough...but that's what you get for a daily power...sorry, used to play 4e, couldn't help myself  ^_^;;

-EF

117
DFRPG / Re: Sleep Spell question
« on: July 06, 2010, 11:34:29 PM »
The OP wanted help on a Thaumatugical Sleep spell. Those can't be cast in conflicts right?

JesterOC




They sure can be. You just have to gather up the necessary amount of shifts one exchange at a time. Also, if you botch a roll, you have to take backlash/fallout for each shift you've accumulated up to that point.

See YS270-271.

-EF

118
DFRPG / Re: Sleep Spell question
« on: July 06, 2010, 11:30:04 AM »
So you are saying that you could make a spell to block someone for 8 hours or so, without pumping fate points into it? If so that seems better (this is subjective of course) than the Blinding spell example in the rule books. That spell said it placed the aspect blind on the target. (YS298)



Yes, you could. In one exchange, cast the spell at the required shifts of power, and use the next few exchanges to pump duration into it.

Also, the difference between a sleep spell and a blind spell is that sleep negates ANY action while asleep, while blinding is just a hindrance. Hence the tagable aspect.

-EF

119
DFRPG / Re: Sleep Spell question
« on: July 05, 2010, 10:15:59 PM »
Why not just treat it as a block?

"My sleep spells block him from taking any action."

And it is opposed by an appropriate mental-type skill.

6-8 shifts of block would be good against most enemies, while tougher and more mentally powerful foes would require 10+ shifts.

-EF

120
DFRPG / Re: Adjucating Constructs...
« on: July 05, 2010, 10:12:10 PM »
Personally, for a construct, I'd just treat them as a collection of enchanted items. Each item slot you give to your construct allows to do one thing.

For example, if you wanted to create a magical watchdog I'd do it thusly, assuming a Lore of 4:

1 item for movement (say, a 3-shift manoeuvre for movement, since it's fast!)
1 item for attacking (nasty dog-teeth, weapon:3, usable 3 times per session; 2 slots)
1 item for detection (a 5-shift manoeuvre, usable 3 times per session; 2 slots)

So 5 slots gives you a nice attack dog!

Just my 2 cents.

-EF

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