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Messages - crusher_bob

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1
Cinder Spires Spoilers / Re: Waste systems
« on: October 22, 2015, 08:38:12 AM »
I don't remember anything about lack of water.  For example, nothing about bathing as a signifier of social class.  So I guess it's possible that the spire is pretty efficient at just recycling the waste.  The waste gets the water drawn out and recirculated and the solid matter gets sterilized and used as fertilizer (vatsand).  There appears to be enough available electrical power and, presumably, previously available biological knowledge to set up such a reclamation system.  How much it runs without intervention and how muc hthe spires inhabitants maintain it isn't mentioned anywhere. 

That would explain where (most) of the water comes from and where (most) of the poop goes.  Both very important things to cove when any large population gets discussed.

Of course, without rain, I'd guess that street cleaning / garbage removal / etc has got to be a pretty big deal.  No mention of how lower class sections of the Habble constantly smell of poop, rotting garbage, etc.  One good outbreak of Cholera or something and you can't just wait for the rain to come and clean things up a bit.  You have to go and scrub all that down by hand.

----------------

Of course, if the Predator is self aware, what about the spires themselves?  Do they live in the self aware colony?

2
Cinder Spires Spoilers / Re: clothes
« on: October 11, 2015, 03:14:02 AM »
There are always cats.  Cats have very fine hair.  I'm sure it would make great cloth. Thus did the great war start.

3
Cinder Spires Spoilers / Re: clothes
« on: October 10, 2015, 10:28:52 AM »
You still need some sort nutrient solution do grow things, but yes, I agree it is within steampunk.

Or you could attach a fish tank to your hydroponics plumbing and let the fish poop do the job.  It's not perfect, and you are still left with the problem of taking care of the fish, but you can eat the fish every now and then too.

It may be possible to extract various elements from the oceans using the apparently endless electricity provided by power crystals.  Assuming there are oceans, and you can safely hover an airship over them for long periods of time.

I suppose it's also possible to work mines, use power crystals to smelt the ore, and then ship the refined metal to the spire in airships.  Not sure how safe mining would be, but I'd guess that the mining tunnels wouldn't be so bad to keep secure.

4
Cinder Spires Spoilers / Re: WAG from Left Field!
« on: October 10, 2015, 10:20:19 AM »
Kids, lawn, etc:

Imperial Rescript to Soldiers and Sailors

Quote
[...]
The Rescript was issued by Emperor Meiji of Japan on 4 January 1882.
[...]
A famous precept in the Imperial Rescript to Soldiers and Sailors states that "duty is heavier than a mountain; death is lighter than a feather."

5
Cinder Spires Spoilers / Re: Cinder Spires Airship Specs So Far
« on: October 07, 2015, 01:58:28 PM »
They reel them out, but how much they can reel is limited by the ship size.  Ill have to check but i think they mentioned how the Iscica (sp?) had more reels than them as well, being substantially larger than the other vessels.

I was under the impression that the Itasca had more webbing to put out just like they had more guns.  It's more about how much storage space, 'accounted for' damage resistance, etc that comes from being a both larger and a dedicated warship.

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Im still combing it for more references about the direction of the motive force, but Im still thinking the crystals only go up and down, which is why the dives are still the best tactic for speed. 
Ships has several crystals:

Core crystal / power crystal: most expensive / irreplaceable
Provides main electrical power to energize webbing, power shroud, power main lift crystals
Larger ships (especially warships) may have multiple power crystals.

(Main) lift crystals
Provide the main lifting force that holds airships up.  Must be firmly anchored (in the center of the ship?) because the crystal just lifts itself.  If the anchorage fails, the lift crystal keeps going up, the ship, not so much.

Larger ship may have more than one lift crystal?

Trim crystals

Used to maintain level (side to side) and trim (up and down) level of the ship.  They also provide 'lift' but are much weaker, smaller, and cheaper than the ships main lift crystals.  Ship requires several of them (eight, at least?)

Ship can be maneuvered by changing power to the lift crystals, but is rather exacting and wallowing.  Main airship maneuvers are managed with rudder/winglets, but those require airflow.

Dives are fast because you can just turn off your lift crystal and do them.  No need to worry about how much webbing your can power, or whatever.

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It described the shroud as extending out in a radius from the hull, but I dont know if it was literally spherical (emitted in radius from central Core Crystal) or a field that matched the ship shape so some extent.  For that matter I need to find a reference to whether it was a direct function of the Core Crystal or if it had additional systems.

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The shroud was a field of energy generated by a ship’s crystal power core. When a cannon blast struck the shroud, it illuminated like a hazy, spherical cloud flickering with lightning, absorbing the incoming fire and dispersing its energy safely before it could strike the ship. Shrouds were a strain upon a ship’s core, a tremendous demand upon the core’s energy reserve. One did not simply sail along with the ship’s shroud raised and in place.

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That being said, a firefighting foam or powder or even tanks of inert gas certainly wouldnt be out of the question for their tech level. 

Had thought that compressed gas would be beyond them, but:

Quote
“What kind of altitude could she take us to, chief?”
Journeyman scratched his ear with one broken-nailed finger. “Seven, maybe eight miles? Way higher’n we could breathe without tanks, anyway

6
Cinder Spires Spoilers / Re: Cinder Spires Airship Specs So Far
« on: October 06, 2015, 03:49:23 AM »
Next, on to more about how things look and work.

Would assume deploying the webbing is something similar to parachute spider use, since it doesn't seem to need to be directly manipulated by the sailors, just spun out of the ships web masts, or whatever they are called.

It sounds like ship will typically have 4 sets of webbing, which I'd guess are deployed in a + or X shape around the ship.  Since it sounds like you don't tack or otherwise change the webbing to sail in different directions I guess it just provides motive power straight ahead, no need chance how the webbing of the ship depending on which way the ether wind is blowing.

Next, shrouds are spherical, so I'd guess that airships would generally be pretty rounded themselves.

It sounds like warships are typically armored on the sides, but considerably less armored on the top and bottom.  Of course, this could just be the case with lighter ships.  Their armor may just be concentrated in the places a light ship is more likely to be shot.  While heavier (and presumably less agile) ships might have heavier ventral and dorsal armor.

It's not entirely clear whether armor is fully ablative or more 'bouncy', but it looks like most battles are relatively close actions, which means that carrying armor heavy enough to bounce shots may be difficult.

Would think that fire would be a major concern on airships, since they are largely made of wood, and there's no handy ocean to get water from.  Probably a fortune to be made in developing light weight firefighting foam, since loading your airship down with (heavy) water is probably not the most useful thing to carry.  Though there are some interesting possibilities for water jackets, similar to how tank ammunition is stored in certain tanks.

Airships do have movable planes or winglets as control surfaces, though the airship needs to be going fast enough that there is enough air passing over them to provide much control.  Would imply that they have pretty serious manuverability problems at low speeds.

Now clear how the steam engine or steam turbine moves the ship.  I guess they turn props?

So would guess that airships look something like whales or zepplins?

Would assume that airships are not made of iron because of the iron rot.  All the follow on possibilities, like Duralumin and Beryllium copper are too high tech.  Though, in theory, they do probably have enough electrical power to smelt aluminum.  Alas, power crystals go into airships, so no spare power for the industrial revolution. 

And with no overseas colonies to exploit for more raw materials, I'd guess that resource wars of one sort or another are pretty common.


7
Cinder Spires Spoilers / Re: Cinder Spires Airship Specs So Far
« on: October 05, 2015, 02:26:34 AM »
Excellent observations.  From an Electrical Engineering PoV, it implies a voltage gradient in the air that the "webbing" has to be charged to generate force against, however, the force is transferred at the crystals judging by the mount observation. 

I had thought that the webbing gets an induced "current" that then gets channeled to and harnessed by the crystals to drive the ships.

It looks like the webbing needs to be electrically charged to interact with the winds in the ether.  The crystals provide the electrical power to do this.  In addition, the webbing is a specific thing that interacts with the curents/winds in the ether.  A 'regular' object charged with electricity doesn't seem to have any problems with wanting to move around.

8
Cinder Spires Spoilers / Re: Cinder Spires Airship Specs So Far
« on: October 05, 2015, 02:20:14 AM »
My best guess would be that the mighty Battleship named Dreadnought was the original of a new design (and a flagship by the sound of it) and that afterward they started mass producing a new class of battleship based on it's design.

I'd assume it's more of a reference to the historical HMS Dreadnought whose design was so influential that post Dreadnought battleships (who used the Dreadnoughts armament layout) were often referred to as 'dreadnoughts] and battleships completed using the old design scheme were relabeled as 'pre-dreadnoughts'

9
DFRPG / Re: Modular Ability with Item of Power
« on: June 11, 2014, 03:53:43 PM »
I believe the +1 or +2 bonus is not based on how easy the item (potentially) is to reach, but instead how obviously the item and the power go together.

For example, if I have a glowing sword that can cut through anything, it's seems pretty obvious that the glowing sword and the ability to cut through anything probably go together.  So if you took my sword away, most people would expect me to also loose the cut through anything power.

However, 'just a necklace' doesn't seem to be directly related to being a better shapeshifter.  If you think it should have the +2 bonus, you should think of a way to make the fact that it grants you power more obvious.

-----------

As for modular powers, if he already paid the -2 refresh surcharge once for modular powers, then there's no need to make him pay again for the item of power to enlarge his modular power pool.

So, for example, if his character sheet could look like:

Echoes of the beast -1
5 points of modular abilities -7

item of power
(somehow obvious necklace) +2
3 more points of modular abilities -3

total cost -9

---------------

If you have modular abilities power, any of the (strength, speed, toughness (which includes recovery powers)) powers are supposed to be available to you, plus whatever creature features or other powers the GM will let you get away with.

Probably, your catch for any toughness powers you get via modular abilities should be fixed when you buy modular abilities, so you can't just shape shift to something with a different catch.

10
DFRPG / Re: Precognition but not tragic
« on: June 11, 2014, 10:34:08 AM »
I could have sworn there was a version of Cassandra's tears that essentially gave you an addition trouble aspect of being subject to seizures instead of your prophecies not being believable.

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How about this as a way to do simple prophecies?

The prophet comes up with an aspect for the prophecy, the rolls the fudge dice.
For every + showing one fate point is 'created' to that the PCs can use to invoke the aspect to help them.  For every - showing, one fate point is given to the GM to invoke the aspect against them.

Making a prophecy has a very small chance of doing nothing (0.0625, showing 0s on all 4 dice) but creating an aspect that hangs around for a while.  So it almost always does something but it may end up hurting you more than it helps (i.e. gives more fate points to the GM that it gives to the PCs)

For bigger prophecies, add more aspects, and/or more fate points, or (potentially) generate more fate points for it several times (one per session, once per scene, whatever seems appropriate).

11
DFRPG / Re: Enchanted Item questions
« on: March 07, 2014, 11:06:53 AM »
I think you can already do what you want just by using the 'I happen to have the right kind of potion...' (roll lore) rule, as long as you have potion slots open.

So, for example: You need to life something heavy

In the game fiction layer, it looks like:
"Life force belt buckle activate! strength of a bear!" and you lift the thing.

In the rule layer:
(rolls lore) I happen to have a might replacement potion available.  I use it and replace my might roll with the potions power.

So, the "I just happen to have a potion for that..." rule can also be used to represent someone who carries several enchanted objects.  How many potion slots you have and how good you are at not screwing up lore rolls represents how much they change the story.



12
DFRPG / Thoughts on new vs old wardens
« on: June 24, 2013, 07:59:27 AM »
I've been thinking about the mindset difference between the 'old' Wardens (recruited before Dead beat) and the 'new' Wardens (recruited after Dead Beat)).

It's my hypothesis that the 'old' Wardens could mostly be described as something like 'peace officers' while the new Wardens can more accurately be described as 'soldiers'.

Notice that the poster boy for old school wardens is Morgan, who is described several times as a 'burnt out police officer'.  But note that what little we see of the new warden training looks much more like military training than police training.

Article discussing a bit about this difference:
Asking Our Soldiers to Do Police Work: Why It Can Lead to Disaster

Anyone else have any thoughts about this?

13
While I think the 'city sheets' are an ok tool to help the GM keep track of things, I think that they fall short of giving players who are just sitting down for the game an idea of how these things effect the setting and tone of the game.

Here's an example stolen from After Sundown
A Life in Horror: The Good and The Bad
“Interesting fact: The Final Girl trope emerged shortly after young women became a major component of horror movie attendees.”

Life for the common man in After Sundown is actually pretty horrible, and extremely dangerous. Life in After Sundown is life in a horror movie. Or rather, it is a world not unlike Earth would be if all the horror movies were real in different places and at different times. This means that body counts are extremely high, and it is very difficult to get help. This is good news if you happen to be the Bogie Man, but really bad for anyone looking for a life of vaguely normal properties. Here are some important things to remember:

The Police are no help at all.
Heavily infiltrated by cultists and secret societies, the police in After Sundown are astoundingly ineffective. Sure they will occasionally bring down a killer, but the vast majority of crimes go unsolved. Many crimes don't even get investigated, especially if something supernatural is afoot.

Telecommunications are Shoddy.
Sat Phones aren't generally available in the realm of horror. Cellphone coverage cuts out constantly at inopportune moments. Most people still have landlines, but regular telecommunication wires go down frequently and are out for days at a time. The inability to get a call out of a building or town isn't unusual, that kind of thing happens a lot in After Sundown.

People Don't Travel Much.
It's not weird for people to not know what goes on in the next town over in After Sundown. Things are just more dangerous, and people keep to themselves more.

Keep this in mind when you're planning your nights in the realm of horror. Life is less connected to other life in the realm of horror and it is much easier for dangerous elements to thrive in such an environment.

That being said, it is important to remember that most horror movies begin with people thinking things are pretty normal, and end with something of a return to normalcy as well (or do they?) So it's not like Jason is running around the streets murdering people left and right. Indeed, while the death rate from serial and mass murder is large enough in the realm of horror to compete with traffic accidents or opiate abuse, the fact is that you're still more likely to die from cancer. Supernatural creatures remain hidden and the president of the United States is openly a mundane human. A vampire can't just flash their fangs to get free entry to a movie theater, and indeed they could be in a lot of trouble if they flash their fangs in a public space of any kind.

-------------

So notice how the aspects would be The Police are no help at all, People Don't Travel Much, and Telecommunications are Shoddy, but it's really the write up that ties them all together and tells you what they mean.

-------------

It can really help to have a half page or one page writeup.


14
DFRPG / Re: Game-Breaking Powers To Worry About?
« on: May 10, 2013, 04:49:14 AM »
Another power that is potentially abuseable is beast change.  An aggressive player can construct their character in such a  way as to have very good skills in all areas and steal the show from the other players.

Sample:

+5: Rapport, Empathy
+4: Investigation, Burglary
+3: Stealth, Presence
+2: Athletics, Fists
...

+5: Fists, athletics
+4: alertness, stealth
+3: endurance, investigation
+2: empathy, rapport
...

powers:
-1 echoes of the beast
-1 beast change
-2 inhuman recovery
+3 the catch: silver (common, researchable)

+1 human form, covering:
-2 inhuman strength
-2 inhuman toughness
-2 inhuman speed
-1 claws

(-7 total)

15
DFRPG / Re: Purview of the Elements
« on: April 21, 2013, 03:44:29 PM »
Also, what do you think Molly Carpenter was doing magically/mechanically speaking when she violated the 4th Law if it wasn't some repeated use of a subtle, but harmful, Evocation?

On the order of power 4-9 thaumaturgy.

Evocation really isn't useful for that sort of subtle work.  A bit like asking how much surgery you can do in 30 seconds with an axe.

That's also one of the notable abilities of sponsored magic, the ability to do some aspects of thaumaturgy at evocation speeds and methods.

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