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DFRPG / Re: Pretty cool idea (that I was sort of forced into developing): Parallel Campaigns
« on: January 19, 2011, 08:24:16 AM »unknowingly they often influenced the other groups environment and npcs.
I am so stealing this idea! Thanks.
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unknowingly they often influenced the other groups environment and npcs.
Or, you know, cast 2 wards both keyed with human blood. One is keyed to only affect humans and is crafted not to reflect anything, and the other affects everything but humans and is crafted to be very lethal.
I’ll let you in on a secret: I’m on the fence about potions. I think they might just be a little too good, compared to enchanted items. See, they work pretty much like enchanted items, with the following differences:
* You must allocate an enchanted item slot to a potion, but you get to decide every session what potion is in that slot.
* You only ever get to use a potion once.
* Anyone can use a potion once it’s been created.
* You can leave the slot allocated for a potion empty at the start of a session, and fill it with a potion that you just happen to have prepared that fits the situation. Doing this requires you to either pay a Fate Point to have the convenient potion, or succeed at a Lore roll.
* When you create a potion, or when you use it, you can boost the strength by +2 for every Aspect you invoke (with the normal Fate Point cost). You can even take compels in advance to get this boost.
* If you allocate extra enchanted item slots to a single potion slot, the strength of the potion you create and carry in that slot increases by one for every extra enchanted item slot allocated.
So, really, the only downside to potions is that you can only use each one once, while the upside is extreme flexibility, far beyond what enchanted items offer. Of course, that may be why Wizards are so famous for their magic potions…
As with enchanted items, any effect you like can be stored in a potion, with the strength limited by your Lore skill. Here are a few samples, again using our example Wizard’s Lore of Great (+4):
QuoteShadow Juice
This dark liquid makes the drinker hard to see or hear for a scene.
Duration: One scene
Effect: The drinker moves with a Stealth of Great (+4) for one sceneQuoteBottled Confidence
While not actually making the drinker more attractive, this potion gives them an air of confidence and comfort that draws people to them.
Duration: One scene
Effect: The user gains the sticky Aspect Magnetic Confidence. The first tag is free; thereafter, the user must pay Fate Points, as usual.QuoteAqua Regia
This powerful, mystic solvent can be sprayed at a target as an attack.
Duration: Instantaneous
Effect: Acts as a Weapon:4 attack. It is equally effective against flesh and inanimate material, dissolving both rather speedily and messily. Must be applied with the successful use of a relevant skill.
The Third Law, as described on p. 238, only concerns itself with reading thoughts. No other forms of magical interaction are contemplated in that description.