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Messages - finnmckool

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91
DFRPG / Re: Supernatural Stunts
« on: November 20, 2010, 07:37:18 AM »
All in all aren't you really just talking about calling one thing a stunt and one thing a power? Minor magic "stunts" cost the same as a minor power. I get there is a rather serious mechanics difficulty at stake and therefore I'm inclined toward the "no" camp, but my general rule pretty much boils down to "when in doubt: charge'em a fate point or some stress boxes."

"My, that IS an interesting use of that power. Sounds taxing. Two more mental stress."

Of course that may not apply to odd ancillary benefits of magic using like "The Sight" or "Hexing," they are exceptional, and such powers I would of course consider on a case by case.

92
DFRPG / Re: Offensive Armor?
« on: October 17, 2010, 09:55:07 PM »
I love Oglaf

93
DFRPG / Re: It Came from Cthulhu...
« on: October 17, 2010, 09:51:52 PM »
I don't know if Eldritch Horror is numerically high enough for some of the big boys on that block. You may need several ramp up options. EH +2, +4, +6...

94
DFRPG / Re: Bag of Holding
« on: October 04, 2010, 12:50:59 AM »
Ooo...the water one's neat.

The explosives can get nasty when we start weighing in hundreds of pounds.

I don't know if carrying people would be possible. You could call that a side effect of carrying a portable interdimensional space.

95
DFRPG / Re: Torture?
« on: September 27, 2010, 02:47:02 AM »
Exactly. Or they'd be mental stress that would equal a consequence of a lowered conviction making you more susceptible to answering questions. You get to decide how to fulfill aspects after all, maybe to you just blurt out wrong answers, running the risk of being caught lying therefore in the position of more punishment but...there you are.

96
DFRPG / Re: Torture?
« on: September 25, 2010, 08:37:14 PM »
But that DOES have a mental effect. And it may be that the mental effect is far more damaging than the physical. Cutting off pieces of skin, say, wouldn't necessarily be damaging, but it'd hurt. Certain compounds don't damage you, but they hurt like all giddy-up. Like the venom of those Australian jelly fish.

97
DFRPG / Re: Torture?
« on: September 25, 2010, 04:38:06 PM »
Yep. Both. And ooo that opens up some fun doors of consequences...

98
DFRPG / Re: What happens if you hex something designed not to work?
« on: September 19, 2010, 09:26:21 PM »
If it doesn't do anything there's nothing to hex. It's like trying to hex a rock.

99
Well since he's making it all up then I'd say, no, it's pretty infallible unless he says otherwise. Turn Coat's pretty recent.

100
I'd lean more towards examples that come from later books... I wonder sometimes if Jim didn't quite have all of his "settings" rules straightened out at the start of the series - probably by the third or fourth books, they were fleshed out quite a bit more in his mind and he was able to stay consistent.

Or maybe it was a potion made by him so it was "invited" or exempt. I dunno.

To get back to the point of the magic circle & vampire's gun... I'd say that's kosher. Fire away, oh bloodsucker with that B.F.G. Perforate said mage into swiss cheese.

But it wouldn't be terribly sporting if he whipped out that pistol in the climatic end-fight - if I was the GM I'd establish early on that he's a gun totin' backshootin' sort of bloodsucker, and he's got an unethical and unstereotypical approach to fightin'.



The second example is from Turn Coat.

It's not just anything 'real' that breaks the circle:

"As a weapon, it wasn't much. But it was real, and it had been hurled by a real person, a mortal. It could shatter the integrity of a magic circle." (Storm Front)

So Murphy or Harry shooting out of the circle would break it, as would binder throwing something in. His minions - being summoned creatures - couldn't breach the circle. Which seems consistant with the rules laid out in Storm Front

That suggests to me that a magic circle wouldn't keep out bullets shot by a full vampire with a gun, but said bullets wouldn't break the integrity of a circle mid ritual. Of course the spell caster leaping behind cover (or falling to the ground in a twitching mess would probably do that anyway.

That may be a fine distinction that I wouldn't be comfortable making without some more back up, but you make an interesting point.

101
Yes, but anything real crosses the threshold of the circle, it breaks the circle. Harry breaks Victor's circle later that book by throwing something across it before Vic stabs the rabbit. Not to mention Binder threatens Harry and Murphy with breaking their circle (that was keeping out his summoned baddies) and letting them through. In face what he said was that if they SHOT him, it would break their circle and they'd get eaten. They could shoot him, or keep them out, but not both.

102
DFRPG / Re: Bag of Holding
« on: September 18, 2010, 12:47:15 PM »
That is so awesome. No wonder they're out of stock. :(

103
DFRPG / Re: Bag of Holding
« on: September 13, 2010, 04:50:25 AM »
Now THAT's an interesting point! That's right! We already have this mechanic in the game, as it were!

So what if it's an expensive thing, like an aspect and -2 refresh, and what it does is let you tag or bonus to your declarations? Or get them cheaper?

104
DFRPG / Re: Newbie Wizard
« on: September 13, 2010, 04:48:30 AM »
I'd say he's a wizard in a party, so he SHOULD be focused on magic. That's his job as a wizard, to be as good and flexible with magic as he can be, unless he's in a party with other wizards/practitioners.

105
DFRPG / Re: Newbie Wizard
« on: September 11, 2010, 10:52:20 PM »
Well you have a cap on your high end of skills so, you can only have as many as you can have. But sounds like you're gonna wanna put Discipline, Concentration, Lore (the big three) and Deceit on your highest blocks, and then Empathy. That's just a first thought. You're just gonna have to live with not being that good at that much. Remember, that's what aspects, tags, and maneuvers are for.

Secondly, we have a fae in our party who's hell on wheels at glamours and the the like. She's really good at distracting/baiting the bad guys while the Hitters put aspects on the bad guys and lay the smack down. So there you go. You can buy time for other spell casters to lay serious hurt or serious defense. You can make full defense difficult by getting them to burn a move action on you, so they only get the usual defenses, making it easier for your heavy hitter to back shoot'em.

Good luck!

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