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Messages - EldritchFire

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136
DFRPG / Re: Ereaders
« on: June 18, 2010, 01:34:30 PM »
I had tried the DFRPG on a nook and I didn't think it handled it very well. It seemed to have trouble rendering graphics when turning pages and had a tendency to crash. Though, if you just wanted to have a single page up for reference, it could handle that reasonably well.

I had the same experience. I bought a Nook for my mother for Mother's Day, and after she got it working, I uploaded DFRPG and Diaspora, and neither of them worked too well. DFRPG caused it to crash if I tried to turn pages too quickly. It's just not made for graphic-intense PDFs.

-EF

137
DFRPG / Re: Healing Potions
« on: June 18, 2010, 01:32:45 PM »
A more powerful variant would be to use the rules for temporary access to an Item of Power, and have a potion grant, say, Inhuman Recovery for a scene.  Used in combat, that would instantly clear a single minor consequence; used out of combat, it could dramatically speed up recovery from even more serious wounds.  I'd probably even go so far as to waive the fate point cost - but would only hand such an item out at major plot intervals where I could have given a fate point instead anyway.

For a more powerful item, I'd go with wyvern on this one.

For a less powerful healing potion, I'd go with an actual potion, and have it clear out stress equal to and below it's rating. So if you had a 4-shift potion, it would clear out your first four stress boxes (or circles, as Harry points out many times :p)

-EF

138
DFRPG / Re: Soul Reapers?
« on: June 18, 2010, 01:26:15 PM »
I'd be game to help with a shinigami conversion. Rukia...*drool*

I mean, DFRPG could work well for a Bleach-style game, me thinks.

-EF

140
DFRPG / Re: Different Times and Places
« on: June 14, 2010, 10:06:28 PM »
IIRC, Dead Beat mentioned that the White Council was hunting down Kemmler during WWI, but didn't get him for good until later...so WWII could be the final end of Kemmler.

Otherwise, there are indeed the occult departments of various governments.  Heck, I can easily see one of Kemmlers students heading up the Nazi Ahnenerbe Society. Or, even Kemmler himself! Remember, souls who die mad usually come back as ghosts. Who knows, maybe Kemmler's ghost was Hitlers secret weapon? The White Council would be very invested in the outcome of WWII if such was the case.

As far as Victorian England, take a look at the Wild Talents supplement, Kerberos Club, By Arc Dream/Cubicle 7. Granted, it's about supers in Victorian England, but the rest still works GREAT for an occult-themed game. Instead of super powers, the club members sling eldritch power...instead of superscience, eldritch-tech is invented.

Also, speaking of period games, Deadlands, by Pinnacle Entertainment Group, is a good sourcebook for the Weird West.

Arc Dream also puts out Grim War, which is another supers game for the American Civil War era. Heck, even Godlike can give you some great stuff for WWII gaming.

Yeah, I know I'm pimpin' Arc Dream's stuff pretty heavily, but it's for good reason. Almost all of their period stuff is well researched, and a good read. Not as exciting as Dresden Files, of course, but still it's not dry like a textbook.

Hope that's been of some help and not just the ravings of a mad-man  :p

-EF

141
DFRPG / Re: Getting the PDFs on my iPad
« on: June 14, 2010, 09:51:07 PM »
:P
Quite a bargain, eh?

Indeed. You must be the most awesome VIP in the world to get deals like that!  ^_^

-EF

142
DFRPG / Re: So... a change in the shipping date for the DFRPG books.
« on: June 14, 2010, 08:04:19 PM »
Christmas...in June?!?!?!?!?!

SQUEEEEEE!

-EF

143
DFRPG / Re: Getting the PDFs on my iPad
« on: June 14, 2010, 02:53:54 PM »
Get yourself Goodreader. I think it's about 0.99 cents. Best dollar you'll spend if you have PDFs to read. Then just go into the web browser in the goodreader app and download your files from evil hat or wherever. If you got them at a brick and mortar store you can upload the files from your pc to dropbox (another app and website) and download them from there onto your iPad.

Don't think about - get Goodreader. The books are gorgeous on the iPad :)

.99 cents? Really? I'd hate to see the bank balance after that...fractional cents is bad...why not just make it 1 cent instead? It's only .01 cents more, and banks will be much happier!  :p

Sorry, it's just one of my pet peeves...I'm an accountant, after all ^_^;;

-EF

144
DFRPG / Re: Constructs (Gargoyles,Golems etc)
« on: June 11, 2010, 09:18:48 PM »
Bubba love the picture (have shown to my player now he wants one.....)

ok so here is my question could i create a construct by using the following:

using the method for summoning binding, create a ward/vessel/shell of the construct, physical stress determind by crafting quality of the object used as the shell. The ward for containing the summoned energies is the mental stress the construct can take before the energies are disappated.

then summoning the energies defines the refresh of the animated creature and its powers (possibly needing demonic co pilot if you want a thinking creature not just following basic orders) .

Finally you bind the creature this defines the duration of the creature and how much control you have over it.....

anyway would appreciate the help of thoose with better understanding of the rules to define this a bit more...

I would definitely NOT do it that way.

A construct, as I think I'm understanding your meaning, is nothing more than a creation that does what you say.

It's not a summoned being, you're looking in the wrong place. Look, instead, to enchanted items. That's really what you're doing, right? Enchanting the construct's body.

So spend one enchanted slot on each thing you want it to do. For example, say you have a lore of 3, and you are making a butler construct. Spend one slot on making sure it can move (1-shift, 3 uses per session), and one slot on cleaning (2-shifts, 2 uses per session).

If you want to go hog-wild and make it uber awesome, don't forget to give it a few aspects (per YS252, it costs 3 shifts per aspect), and a slot or two for attacks and defenses.

Don't forget to ask your GM if it counts as a second character, or if it takes your actions to control it (there are many GMs of each type out there). Nothing sucks more than assuming one thing, and having the GM think totally different.

Just my 2-cents.

-EF

145
DFRPG / Re: Ley Lines
« on: June 08, 2010, 01:51:39 PM »
...If there is one thing in nature that doesn't exist, it is a straight line. ... I would like to encourage you to decide for your self. If you think there might be a Ley-Line in your setting then there is one. Period. It's what we did and they make unbelievably strong plot devices.

This. It's really up to you. Personally, I'd say it's not a straight line. Ley lines are like magical rivers, flowing from point A to point B. I have never seen a river that goes in a straight line.

-EF

146
DFRPG / Re: Question about throwing objects
« on: June 07, 2010, 07:27:52 PM »
The problem is that that's a complete waste of 2 refresh if you're playing at submerged with evocation spin rules.  You can easily get a free weapon 3 attack, and if you feel like trying to exploit the rule, you pretty easily get a weapons 5 attack that costs no mental stress. 

True. However, there is no reason to assume they are playing with evocation spin. It's a houserule. Especially on message boards like this one, it's best to assume they're playing by-the-book, unless specified otherwise. It's just easier that way  ^_^

Still, the ability to use a power with no mental stress is pretty powerful, even in a submerged-level game...well, unless there's not too much combat. But in a game with the amount of combat seen in the books, I think it's a pretty good use of refresh. Still, you could use that 2 refresh to take refinement twice and make your spellcasting more BA.

However, using the breath weapon instead of casting a spell means you can use it each exchange--every exchange--and it's not costing you stress. If you go with the manoeuvre idea, you can't throw your kukri every exchange, unless you spend a fate point. As a "breath weapon" it's every exchange, no stress.

It's all a matter of personal preference.

-EF

147
DFRPG / Re: Question about throwing objects
« on: June 07, 2010, 06:29:46 PM »
Heh, I spent ages working through a similar problem with my fists as magic weapons, though they were pretty much my char's only attack spell and had to be in close combat. Still, it's a very similar issue so some of the solutions suggested may suit you too.

For instance, you could call it a breath weapon, -2 refresh,
"You can attack targets up to one zone away from you with your breath weapon. Roll Weapons; if you hit, you deal +2 physical stress (essentially, this is a thrown Weapon:2 that you can self-generate). As with any weapon, you might be able to use your breath to perform combat manoeuvres if you can justify it, setting temporary aspects on the scene or on your opponent."

Then just re-flavour the breath weapon as telekinetically guided kukri so that you can use discipline to roll to hit and you're done.

The benefit to doing this is that a) it's totally stress free, b) you generate the projectile in some way and c) you can split between two targets and still get the Weapon:2 effect I think. Of course, it does cost 2 refresh...

Huh, I must have missed that part of the conversation. That's actually pretty cool!

-EF

148
DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 07, 2010, 04:27:30 PM »
Addendum to what follows: I'm not sure I'd allow this in a game I was running; while this example isn't broken, one could easily use the same method to construct a ritual that *is* totally overpowered; it sets a bad precedent.  (No, I won't stat out why I think it's a bad precedent.  Suffice to say that free use of weapon:10+ for a scene is not something I want to have any part of, even if it's costing the caster some serious consequence slots.)
However, if your GM is willing to let you, this is how I'd go about making (and using) such a ritual.

Fist-Focused Chi:
2 shifts for a power 2 attack
4 shifts to upgrade duration from "a few moments" to "15 minutes" (See the time chart in the reference section at the back of the book).

This assumes that 15 minutes is about one scene; I must admit I find it a bit odd that the time chart is mostly in real time units, while everything else is exchange / scene based.

Now, how to cast this.  As per page 261, "about a minute" is the smallest amount of time you can get away with for preparing a ritual, even if the actual casting part only takes an exchange or three.  However, since this particular ritual is well over your lore skill, you're going to have to cut some corners if you need to actually toss it off that quickly.

Probably your best option for high-speed casting would be spending a fate point to invoke your high concept, and accepting a minor consequence.  (For example, a minor mental consequence of "Too focused" that could be compelled to make you miss details or speak in one word sentences.)

If you've got a bit more time ("a mini-scene", which I'd interpret as maybe five to ten minutes), you could replace one of those prices with a skill check to apply an appropriate aspect - probably fists, here, and an aspect relating to various warm-up exercises / katas.  You'd still need to pay either a fate point or a minor consequence, but could get away with just one of 'em.

If you've somehow got enough time beforehand for two mini-scenes, you could try to make a second skill check - perhaps discipline for a "focused mind" aspect - and then get your effect with neither fate point nor consequence.

If you want to cast this at the beginning of every day, I'd allow that as just something you do... but it would only be of any use if you get into a fight within 15 minutes of leaving your home; not exactly the most useful option.

And if you want a version that lasts all day, that's another five steps up the time chart... hm... Well, four steps up is "an afternoon", which is listed as more than "a few hours"... Let's assume that time span is good enough to run from a bit after dawn until dusk; that should be sufficient.  That'd be a complexity 10 ritual; you could spend a fate point, take a minor consequence, and apply both of the skill checks listed above, taking maybe a bit less than half an hour to get ready for a day you know will be full of combat.
Of course, spending a fate point a day isn't likely to be sustainable, so this is something you'd use only when you were sure you'd need it.

You might also want to look into getting a focus item for your rituals; see page 278.  Two item slots could give you an item that gives +2 lore for purposes of ritual preparation; that'd cut down the prices listed above by a substantial margin, effectively replacing a single skill check, fate point, or minor consequence.

+1

I like this. It's pretty much what I was trying to say, but wyvern said it better!

-EF

149
DFRPG / Re: Question about throwing objects
« on: June 07, 2010, 04:24:09 PM »
Hey, thanks Eldrich.  I really like the second idea.  Can you help me stat that out?  I'm new to spellcasting and I'm not entirely sure how the stress would effect that.  I'd like it to be a 4 stress or lower attack though, if that's possible.

Thanks again.

Well, the first thing to do is to get a bit better weapon skill. I'd recommend a 3 or so. After that, just cast the spirit spell to add the "magically propelled kukri" aspect to yourself.

From then on, you can tag that aspect once (remember, tagging is free), and spend a fate point at any time thereafter to use it again...or just recast the spell.

The manoeuvre is a 3-shift spell, per YS252: "By default, pulling off most maneuvers requires 3 shifts of power..."

So if you have a conviction and discipline of 3 or higher, you can even use it as a rote! Well, your conviction doesn't need to be 3 to use it as a rote...it just means it's a 1-stress spell.

If you're starved for fate points, keep casting the spell with no roll required. Remember, rotes allow you to cast a spell as if you rolled a 0 on your discipline. Rolling is only needed if you need to target something. But you're casting it on yourself, so it's all good!

If your conviction is high enough--or you have enough focus items--you can actually give yourself the same aspect multiple times with one casting. A 6-shift spell would give you two tags, for example. Not too hard to do if your conviction is 5, and you have a +1 offensive control focus bonus.

Hope that helps!

-EF

150
DFRPG / Re: Question about throwing objects
« on: June 07, 2010, 02:59:38 PM »
I actually have a similar question.

So I'm building a sorcerer with a spirit specialization, which I've read as being the element one would use for magically throwing objects as well.  I want him to be able to magically throw his weapons of choice (Kukri knives) without a high weapons skill (+1).  He basically just has them because he's a mercenary and he doesn't like breaking any of the seven laws for obvious reasons.  (he likes to subdue his opponents with grapples, sneak up on them from behind and slit their throats).  So I know how to do a brute force spirit attack, but I'm wondering if there's any benefit to spending power to throw his weapon 2 knives, and if so, how I stat out the spell.  The way I'd personally do it is stat it as a brute force attack with a -1 power discount since it's a weapon 2 (kind of like the armor stacking house rules) but I'm not sure if that makes the spell overpowered or if that's explicitly against the rules.

The other way to do it is throw them and use his conviction or discipline score as a weapons score.  I think that makes more sense but I'd rather do it the above way because I think this way requires a stunt and even if it doesn't, he's in an over powered submerged game so a simple weapon 2 attack would be fairly useless when he has a mental stress free weapon 4 attack.

Thanks in advance.

First off, don't worry about what the weapon is. The magic is doing the damage, so it's all part of the shifts of power used in the spell. For a rules reference, check out the section on falling, YS319, " If  your force-bolt “uppercuts” a guy so he flies up and then falls back down with a crunch of bone, the damage dealt by the attack itself accounts for the “fall back down” part—essentially, in this case, falling is a special effect, a detail of color."

So the knife is just "colour" for the spell.

If you really want the kukri to matter, than I'd say get a bit better weapon skill, and use spirit magic for a manoeuvre. Give yourself the "magically propelled kukri" aspect, and on your next turn throw the kukri and tag the aspect for a +2 to the attack roll.

If you hit, the kukri does a base of 2 stress, as per the weapon.

Whichever one you use works just fine in the rules. The first is better if you have a low weapon skill--which you do--while the second is if you want your weapon to matter.

-EF

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