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Messages - KOFFEYKID

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1
DFRPG / Re: Channeling Tattoos (was "Inhuman Toughness [Backlash]")
« on: May 17, 2015, 11:14:53 PM »
I think it is going to start coming up more often though, since Mental Toughness is now a thing. It was fine to stack control only and get +3 to control the stress from larger mental stress boxes, but now we have to believe that Ancient Mai should be able to effectively control +9 shifts over her conviction? I know fate points are probably the answer but with Soulfire as an example I think this should be fine too.

-edit-

Though now I have to wonder if just taking Physical Immunity (To Backlash Only), with a catch of "Only vs Backlash, and beaten by literally anything else" being worth a total of +4. Four refresh for not having to worry about fallout ever isn't a bad deal.

2
DFRPG / Re: Inhuman Toughness (Backlash)
« on: May 17, 2015, 09:59:31 PM »
So to give a better explanation for my question; I was reading paranet papers and obviously everybody who loves wizards in dfrpg has seen the Mental Toughness power chain. Looking at it I became dissatisfied with the obvious progression, sure you have more spells via the longer stress track but unless you have a means you wont necessarily be able to take advantage of the increase in shifts of power. Your #10 box provides 9 more shifts of power than your #1 box, and reaching Conviction + 9 in control isn't necessarily easy to do.

So the obvious thing, something that has been holding conviction based spell-casters back is the lack of fallout and/or backlash mitigation. This compounds the fact that discipline is superior since excess shifts equal excess damage anyway .

Reading more of Paranet Papers, this seems to obviously be the kind of thing the soulfire stress track looks good for. For example 6 refresh in Soulfire and Inhuman Mental Toughness lets you perfectly absorb backlash for your entire mental stress track (5 mental stress boxes call for absorbing backlash, and you have 5 boxes of soulfire stress)

So now I'm thinking a "Channelling Tattoos" sponsored magic which works similarly. Something like:

Channelling Tattoos
You have tattoos covering your body which have been designed to safely channel the backlash from summoning large amounts of magical energy. Furthermore, if you are skilled in their application, you can make use of this excess energy to power magical tattoos which function as enchanted items.
Musts:  You must have both the Evocation and Thaumaturgy powers, and at least one crafting specialization.
Skils Effected: Conviction, Discipline, Lore
Cost Varies, at least -3. Since Channelling tattoos require evocation and thaumaturgy there is no discount for having either.
Effects:
Magical Tattoos. You can craft magical tattoos as enchanted items. You gain 4 enchanted item slots, and you gain +1 Strength and +1 Uses per day, stacking with any specializations you may currently have. While magical tattoos can not easily be removed they can be damaged, either in battle or by channelling more backlash than you can control.
The Tattoo Stress Track. The tattoo stress track defaults to two boxes, like most stress tracks. You can opt to increase its size by taking more refresh in the Channelling Tattoos power, -1 per box. The track can only take self-inflicted stress for the purposes of absorbing backlash—no one can attack this stress track, and you can’t use it to absorb stress from any other source. You must choose to use it to absorb backlash from your spell-casting. You also get a single mild consequence slot to reflect the impact of channelling backlash or having your tattoos damaged though mundane means. Proper aspects would describe burnout or physical damage of your magical tattoo enchantments, making them less effective, unreliable and possibly fatal to use.

3
DFRPG / Channeling Tattoos (was "Inhuman Toughness [Backlash]")
« on: May 17, 2015, 01:10:13 AM »
New Concept:
So to give a better explanation for my question; I was reading paranet papers and obviously everybody who loves wizards in dfrpg has seen the Mental Toughness power chain. Looking at it I became dissatisfied with the obvious progression, sure you have more spells via the longer stress track but unless you have a means you wont necessarily be able to take advantage of the increase in shifts of power. Your #10 box provides 9 more shifts of power than your #1 box, and reaching Conviction + 9 in control isn't necessarily easy to do.

So the obvious thing, something that has been holding conviction based spell-casters back is the lack of fallout and/or backlash mitigation. This compounds the fact that discipline is superior since excess shifts equal excess damage anyway .

Reading more of Paranet Papers, this seems to obviously be the kind of thing the soulfire stress track looks good for. For example 6 refresh in Soulfire and Inhuman Mental Toughness lets you perfectly absorb backlash for your entire mental stress track (5 mental stress boxes call for absorbing backlash, and you have 5 boxes of soulfire stress)

So now I'm thinking a "Channelling Tattoos" sponsored magic which works similarly. Something like:

Channelling Tattoos
You have tattoos covering your body which have been designed to safely channel the backlash from summoning large amounts of magical energy. Furthermore, if you are skilled in their application, you can make use of this excess energy to power magical tattoos which function as enchanted items.
Musts:  You must have both the Evocation and Thaumaturgy powers, and at least one crafting specialization. You must change one of your aspects to represent your new magical paradigm.
Skils Effected: Conviction, Discipline, Lore
Cost Varies, at least -3. Since Channelling tattoos require evocation and thaumaturgy there is no discount for having either.
Effects:
Magical Tattoos. You can craft magical tattoos as enchanted items. You gain 4 enchanted item slots, and you gain +1 Strength and +1 Uses per day, stacking with any specializations you may currently have. While magical tattoos can not easily be removed they can be damaged, either through mundane means (burning, slashing, etc) or by channelling more backlash than you can control.
The Tattoo Stress Track. The tattoo stress track defaults to two boxes, like most stress tracks. You can opt to increase its size by taking more refresh in the Channelling Tattoos power, -1 per box. The track can only take self-inflicted stress for the purposes of absorbing backlash—no one can attack this stress track, and you can’t use it to absorb stress from any other source. You must choose to use it to absorb backlash from your spell-casting. You also get a single mild consequence slot to reflect the impact of channelling backlash or having your tattoos damaged though mundane means. Proper aspects would describe burnout or physical damage of your magical tattoo enchantments, making them less effective, unreliable and possibly fatal to use.

Original Post:
What do you all think of Inhuman Toughness or greater that only protected against backlash damage? Perhaps via tattoos of some sort that channel the excess magic in a safer way.

4
DFRPG / Re: Magic Map (my players keep out...)
« on: April 08, 2013, 06:04:35 PM »
I'm not sure how easy it would be to do with any map, but I'm suddenly thinking of Folded Spaces, which perhaps the map details.

The idea being that us normal folk cant get into these folded spaces, which are much bigger inside the boundaries than outside, but the Player Characters can.

5
DFRPG / Re: Home is Where I Hang My Hat (power)
« on: April 06, 2013, 11:45:46 PM »
The way I decided upon the value was the old standby:

1 refresh = 2 points of effect, generally speaking.

The fact that it can last a bit longer than general is opposed by the fact that it takes time to set up.

6
DFRPG / Re: White Court Powers
« on: April 06, 2013, 10:05:34 PM »
A problem with a lot of these suggestions is coming up with a good counter emotion. Lust have love, but what is the opposite of apathy?

Remember also that the opposite has fall in the happy middle ground between too common and too rare.

7
DFRPG / Re: Home is Where I Hang My Hat (power)
« on: April 06, 2013, 02:57:15 PM »
I wrote up this power a long time ago:

Home is Where You Make It [-1] This character carries his threshold with him, he may, with or without any special objects, setup a threshold with a value of two given adequate time to prepare (5-15 minutes). If the threshold is being setup in the open, then the size is up to the GM. It can be used to strengthen the existing threshold of a building by one. This power stacks with "Bless this House".

8
DFRPG / Re: Among the blind the one eyed man is kind
« on: April 04, 2013, 04:18:45 PM »
Also remember that an extreme consequence (any consequence in fact) is just an aspect with some additional downsides.

The question is if having only one eye will make him, ultimately, less able to take punishment. If no, then just a normal aspect will do, perhaps a trouble aspect.

9
It doesn't give any bonus to an actual disguise (where you are trying to look like one person in particular), though perhaps I've used the wrong wording. I'm thinking of this for a character who simply makes up a new identity.

10
Shapeshifting Disguise [–1]
Description: This is a variant on Human Guise (page 176) that offers a few extra benefits. Most commonly used shapeshifters who have a limited range (such as only humanoid forms).
Skills Affected: Social skills.
Effects:
Almost Perfect Disguise. You may fashion a disguise with a supplemental action, altering your height, weight, build, appearance etc. Your disguises are almost entirely perfect and are very difficult to see through. There is, however, always one method to unmask you. It may be that uttering your true name strips you of all false pretenses, or perhaps your eyes always look the same, no matter the form you take.
Appearance Can Be Deceiving. Your disguises match your role almost perfectly. Any social action where appearance is a primary factor gains a +2 on the roll, so long as your disguise matches the role you are trying to play.
Clothes to Fit the Role. You are naturally able to fashion appropriate attire along with the magical act of modifying your appearance. As long as your disguise persists, so do the clothes generated by it (even if they are separated from your person). These clothes can look like anything, be of any material, color, or cut. As they are technically a part of you, they can act as a biological link for the purposes of tracking or thaumaturgy.

11
DFRPG / Re: Magic Map (my players keep out...)
« on: April 03, 2013, 04:37:06 PM »
If handwriting is a concern, look for the "Dear Joe" font, which I like for a nice stylistic look. Open your image editor and start typing out "notes". You can flip them any which way you like.

http://fontm.com/dear-joe-four-font/

12
DFRPG / Re: Magic Map (my players keep out...)
« on: April 03, 2013, 04:30:41 PM »
If you want the prop to look nice try this:

Get some beige or brownish paper, something which looks weathered. Print out your map.

Then smash it into a paper ball. Flatten out it, smash it some more. Do this like 10 times, differently each time. Fold it over a few different ways, rubbing it against itself to wear it down even more, be prepared for the details you printed out to fade and scratch away. Then, and this is the "dangerous part", grab a bic lighter.

Now get something reasonably heavy and flat, like a skillet or pan or somesuch. Scorch the edges of the paper and then set the flat heavy thing on it to snuff out the flames. Repeat as desired, try some burns in the middle of the map too.

If you have an old fountainpen you can intentionally splatter some ink in an artful fashion, and you might consider dripping some metled candle wax artfully as well.

I've done this a few times for my homebrew fantasyland maps and it always turns out pretty nice.

13
DFRPG / Re: Magic Map (my players keep out...)
« on: April 03, 2013, 04:13:17 PM »
To add an air of uncertainty, I'd go with this instead of a map in many pieces: A large map with a few large holes in it.

This way its not a "we have a single scrap and there are fifteen others we need to find", and it doesn't give the players a "He must be heading to the next missing section!"

I'd find a few maps online, draw a bunch of ley lines and interesting notes on it, and then print out like ten copies.

Then start cutting them to bits. Look to create missing sections which could lead to uncertainty as to the next destination, where the players have two, three or four options on which way to go.

14
DFRPG / Re: Magic Map (my players keep out...)
« on: April 03, 2013, 03:52:33 PM »
Indirectly, yes. The Denarians are after all Fallen Angels. We know from bob that Angels are made from nothing but soul, and since the Denarians are trapped in the coins, we know souls trapped in objects are possible.

Also, I would be very surprised if there wasn't at least one lich (which has lots of historical mythology around it) existing in the Dresdenverse.

15
DFRPG / Re: Magic Map (my players keep out...)
« on: April 03, 2013, 03:26:40 PM »
Heres another bit of idea - Why give them a whole map? Pieces of a map can be just as interesting if not more so. Maybe their quest involves "repairing the map". They may have to look for local genus loci and do favors in order for the entity to "fill in" the area of the map that it knows.

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