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Messages - Cowboy

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DFRPG / Re: An idea for modeling completely untrained magical talent
« on: March 31, 2012, 12:24:45 AM »
Say for the sake of argument that Lil Molly can invoke her innate power for a +2 to veils.
If yes, then she's better off never casting a spell or making focus items, and instead just boosting her Stealth score if she wants to focus on veils (which, being the character's strong suit, she would). If not, then an untrained, powerless kid can be significantly better at making magical veils than someone who's training as a wizard--without ever incurring stress or consequences for it.

Maybe, if you built a Wizard Molly with very low discipline, conviction and a very high stealth it would be better to invoke an aspect for +2 stealth. Otherwise, she will cast a veil based on discipline and conviction (probably much higher than her stealth) add in her focus and specialization bonuses and then ON TOP of that she still has the option of tagging an aspect for a +2. That should be much higher than stealth +2.

I think the white court opening portals example shows that non-spellcasters can invoke aspects for magical effects. Also I seem to remember in the novels that white court can make simple tracking spells, and knights of the cross can do some cool magic(ish) things that their power set doesn't cover

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DFRPG / Re: An idea for modeling completely untrained magical talent
« on: March 30, 2012, 09:28:56 PM »
@Sanctaphrax  Dang, looks like its not an original idea after all! I probably shouldn't have said social. Can intimidation make a mental attack? Maybe it's just not the best way to build a warlock...and the lawbreaker stunt applied to aspects is really pushing it anyways. Although it could be an innocent middle school start to an NPC who goes on to become a real nightmare...

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DFRPG / Re: An idea for modeling completely untrained magical talent
« on: March 30, 2012, 07:04:36 PM »
He is describing someone regularly using magic without having a magic power.
Only a couple, off the top of my head, but still an aspect that can be invoked for a +2 to everything doesn't sound kosher.

Is there a RAW problem with "good at everything" beyond being super cheesy? I was just trying to say that regular aspects can be rather broad in their scope. And a "wild, uncontrolled magic talent" aspect would be very restrictive about how it could be applied.

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DFRPG / Re: An idea for modeling completely untrained magical talent
« on: March 30, 2012, 06:57:45 PM »
Also, using aspects instead of powers takes away the ability to throw magic at will, all day long. So for example, young Molly C. is surprised by her mother before she can change her clothes. She tags her magical talent aspect for a veil (calling it a veil  is just fluff) to get +2 to stealth allowing her to hide from Mom. As she just spent her only fate point, she is incapable of doing it again. If she had channeling:veils she would be able to make a veil whenever she felt like it (and also use channeling maneuvers to make veiled aspects to tag for +2 to stealth without a FP cost).

Is the headache necessarily mechanically significant? It seems like that could also be a minor mental consequence that gave its +2 to have even more effect. I.E. 12 year old Dresden, uses +1 athletics, +2 tag "magical talent" aspect, +2 minor consequence "migraine" giving him a superb +5 long jump. Olympic caliber.

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DFRPG / Re: An idea for modeling completely untrained magical talent
« on: March 30, 2012, 04:11:33 PM »
And to take wrongness a step further...

Would invoking the aspect "Rampant Pyromanic" to declare that the building is on fire be so different mechanically? And is it really that powerful? It's an environmental aspect that any-one can tag.

And isn't limited world walking from high concept invoke pretty dang powerful? It's two refresh for anyone else...

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DFRPG / Re: An idea for modeling completely untrained magical talent
« on: March 30, 2012, 04:01:02 PM »
To be perfectly blunt, you're wrong. .

Well, I've always taken pride in my ability to be wrong. I'm easily superb +5 in wrongness! LOL

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DFRPG / Re: An idea for modeling completely untrained magical talent
« on: March 30, 2012, 03:42:25 PM »
Although (and I'm just being argumentative for boredom sake now...lol) it isn't really making a magical attack. It's a regular social attack using intimidation that gets a +2 from tagging a relevant aspect. For example, I could make a pure mortal kid with the non-magical aspect "super talented, good at everything" that is mechanically identical to 12 Year Old Dresden.

I would say that invoking the aspect "untrained wizard" for effect is just as limited as a white court entering the nevernever. I wouldn't allow Harry to set a brick building on fire, but the books in the library...

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DFRPG / Re: An idea for modeling completely untrained magical talent
« on: March 30, 2012, 03:29:23 PM »
And the warlock is defiantly a munchkin of a character. I was just trying to hash out a concept.

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DFRPG / Re: An idea for modeling completely untrained magical talent
« on: March 30, 2012, 03:25:20 PM »
Well, maybe it's a bad idea to use the system this way. Although I think there's a fair precedent for it. Tagging an aspect, should give a +2. The magic is just flavor. Not really different than a "good at math" aspect being tagged for +2 to scholarship.

I think there's a precedent for invoking a high concept for magical effect in the White Court ability to open portals to the nevernever. They don't have any power that would allow it otherwise.

Giving these guys a pure mortal bonus, or a law breaker Bonus is questionable though.

But, if it's a bad idea or tips the balance of the system then these guys probably shouldn't be allowed...

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DFRPG / An idea for modeling completely untrained magical talent
« on: March 30, 2012, 03:00:55 PM »
So I was thinking about a proto-wizard, completely untrained with no magical powers, and realized that just using aspects could make a pretty cool magical character. i.e.

Name: 12 year old Dresden
Template: Pure Mortal???? (the +2 refresh is questionable)
High Concept: Council level magical talent, ZERO training
Skills: Lets just say everything at average +1 for sake of argument
Stunts/Powers: NONE
Refresh: 2 (4???) Hydrophobic

Now we have a character who for the low price of 1 fate point, can tag or invoke for affect his high concept for nearly anything. So he wants to win the middle school long jump, throw down a fate point, roll athletics +3. He wants to set the building on fire, throw down a fate point, invoke for effect. He wants another fate point, his power goes crazy and something bad happens.

If the bonus from lawbreaker stunts can stack with the +2 from tagging the high concept, we can build a frightening junior warlock like this too.

Name: Billy D. Warlock
High Concept: Talented Warlock with ZERO training
Aspect: Naturally manipulative and intimidating
Skills: good rapport and intimidation +3
Powers:  Lawbreaker Third (twice) -2
Refresh: 0 (Hydrophobic)

Say billy wants to make you do something. He self compels his high concept to use black magic, and banks a fate point. He makes a social attack with rapport or intimidation, spends his fate point to tag his high concept, and gets another +2 from Lawbreaker Third (is it Kosher to use mental magic for social attacks?).  This gives him a +7 social attack! Say he had another fate point saved up to use. He can tag his manipulative aspect and bring his social attack to +9! Throw down a black magic fueled social maneuver, and Billy can pretty easily pull of some +11 mindbending! That's enough to give a submerged warden nightmares.

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DFRPG / Re: I need opinions on my PC's
« on: February 23, 2012, 03:53:45 PM »
For the monk I would change Lethal Weapon to Claws, calling it iron palm, dragon fist, eagle fire claw or any other awesome Kung fu name. Then drop armed arts,as  he really won't need weapons anymore. Either bank the fate point or get Wings for the awesome Kung Fu flying leaps. You might give him some more negative aspects, as he'll need lots of fate points to enhance his Kung fu. "Broken English", "Incapable of deceit", "Vow of silence" something that will be compelled and self compelled all the time.

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DFRPG / Re: Specialization and Channeling
« on: February 11, 2012, 09:27:10 PM »
It's more of adapting full up Evocation to still being an Earth Focused Practitioner, aka, an alternate element set.

Sorry I wasn't clear. This is what I was intending.

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DFRPG / Re: Specialization and Channeling
« on: February 11, 2012, 08:26:56 PM »
How about saying that the improvement with earth magic also brings the understanding of how to apply earth magic in nontraditional ways. So upgrade to evocation with elements like this...

1. Earth----Same as it ever was.

2. Optics----Electromagnetic manipulation is earth magic. Light is an electromagnetic wave. Using earth magic to manipulate light allows veils, illusions, and lasers

3. Kinetics----There are only four fundamental forces (Electromagnetic force, Gravitational force, Strong Nuclear force, and Weak nuclear force). Kinetics is the application Electromagnetic and Gravitational force to matter. With this element you can create directly generate force as well as move air around (tornadoes, wind, etc)

4. Fire----The earth is in enormous source of heat energy. Learning how to tap into this allows you to effectively use all trappings of fire magic.

5. Entropy----The earth is also a massive entropy reservoir. Drawing from or adding to it can allow the earth mage to use decay, disintegration beams, Ramirez shields and probability manipulation.

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DFRPG / Re: Faerie Ninjas
« on: January 25, 2012, 04:06:59 AM »
I think having weapons made of mysterious fae metal would be reasonable. If greater glamours is available (for an NPC ninja master maybe?) they could whip ninja weapons out of thin air and do all sorts of other awesome ninja tricks too. Perhaps customizing a stunt to use G. Glamours with stealth or weapons.

Regardless the only disadvantage I would give is to not let the fae weapons satisfy cold iron catches, and that's worth a fate point.

Also, I vote you call them the Sidhenobi (I think sidhe is properly pronounced shay or shee)

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DFRPG / Re: "It Slices, It Dices..." Dismemberment and the Bar Snicker
« on: December 03, 2010, 10:34:01 PM »
Also, keep in mind, a decent quality katana (not the cheap "pakastani steel" stuff you normally find) will cost you upwards of  $500, while a high quality one will cost your near about $1500, and the very very high quality will run you nearly $10,000 (masumune make).  I like katana's personally, and I've done a good amount of research on weapon forging of all kinds.  Just remember, 100 folded metal makes for a spectacular explosion of steel (waaaay too brittle to actually use, 10-15 folds is more than plenty).

Hey Drashna, I don't mean to be disagreeable because you sound waaay more knowledgeable than me about a lot of this. Just adding my $0.02

1) I got my Paul Chen Practical Pro (katana) for about $300 and it's a tameshigiri beast. Very strong and functional.

2) I think there is a common misconception where people confuse the number of folds with the number of layers in the metal. Every fold doubles the number of layers, so 10 folds means 2^10 or 1024 layers. 15 folds gives 2^15 or 32,768 layers. You are quite correct, folding a blade 100 times would be silly.

3) The Masamune blade needs a few more zeros in the price. That would be like buying the Mona Lisa from the Louvre. Except a Masamune blade is about a million times cooler than some silly painting, and in the dresdenverse could very well be an IOP.
http://sacrilegiousthoughts.blogspot.com/2007/02/legend-of-masamune-and-murasama-blades.html

4) A Rhomphoia would be a pretty cool DFRPG blade. I like the look of this one that Kult Of Athena has for $323



And here's a video of it. http://www.youtube.com/watch?v=KfmIbki0cjU

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