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Messages - Runhide

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1
DFRPG / Poitions, Gods, Weapons and Wizards
« on: July 20, 2011, 05:21:34 PM »
My character is a wizard specializing in weapons/armor.  The person I would like to assist in battle is a holy based fighter.  He already has a weapon that is holy in nature but it does not have the All Creatures Are Equal Before God ability.  I would like to make a potion so he can temporarily use this aspect.  Suggestion on if I could even do this if so how it would best be done?

2
DFRPG / I'm a wizard and I like my tech.
« on: June 29, 2011, 04:47:11 PM »
Unlike harry my character is not poor and I like to have my big screen TV and the internet.  So I was thinking about wards, magic and Tech.  I would like to setup my home and the shop I run with the ability to have post 1940 tech.  Since it is always best to start with the basics I will go over some of the elements involved and work my way up to a way for me to coexist with tech.  This will also allow you the reader to either poke holes in my reasoning  or understand how it works.

The first is that I am treating magic like a form of energy with its own special properties but similar to electricity.

Second Wizards are able to manipulate, channel and gather magic around themselves or store it.  These abilities however are not 100% clean so leakage occurs.  This leakage can be mitigated by training, practice, age or in game terms their Conviction and Discipline.  A Wizards magic ability is greatly influenced by their emotions and this can cause leakage also.       

Third Technology of a certain level and type (mostly electronics or things that use electrically based parts) can easily be damaged or destroyed by magic be it leakage or a directed attack.

Given those basic tenants I would like to create a sink or lightening rod type of system in my home and shop.  This would involve placing a grid of rods in walls floors ceilings wherever and linking them to absorb stray magical energy.  Now magic is all around us in some form or another but is at levels that do not mess up tech or nothing would work anywhere.  I would setup my system to dissipate that extra magic by grounding it into the earth or maybe even channeling it into my house/shop wards.  As a Wizard you really don’t want to broadcast where your home or lair is so having a system that hides magical activity is a must.  Linking the system into a ward that mimics the magic level of the surrounding area would also be a good idea.  Because of the complexity of the sink-system I would think it would require a largish area but you may also be able to install one in a car.  Bottom line I would like to setup the system to absorb any magical energy above the normal background level so it does not affect tech where I set it up.  I also think you would be able to accomplish this under a ward rather than as an enchanted item.   

So what do you think oh reader?

As an added incentive if it works movie night at my house.  Sixty inch screen with full room surround sound.  Snacks and soda included bring your own beer ;).       

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DFRPG / Using magic to increase abilities
« on: December 22, 2010, 04:31:47 PM »
Is it possible to increase skills, stunts and powers with a spell?  Could a spell increase your lore or even double it for a short time?  Say I have lore of 2 and I cast a spell to increase it to 4.  Would that even work and if so why?  In the opinion of another player in our group it can but I find it unlikely and am unable to find anything in the book that clears it up.  Your opinion although welcome will mean as little as mine to him. I need proof one way or the other so please reference the book or posts from creators on this forum.  Thankyou in advance for your time. 

4
DFRPG / Re: Need Help with an Unanswerable 8-Ball Question
« on: December 08, 2010, 08:06:41 PM »
Most items of that type would not be able to answer a question on how to destroy its self or how to remove the curse.  That may be too easy but you would be surprised at how many people don’t ask the obvious questions.  To make it more difficult to destroy you could make it an outer limits (TV show) moral object they have to learn a lesson to get rid of it.  To destroy an item of power you have to do something very specific you could have that condition be something a person with the 8ball would almost never do.  Also you have to keep in mind that an object that does that would break the Third law ( no mind messin) and the wardens would be hot on its trail.

Finally I read a book the other day that had a great item for what you are looking for.  It was a coin that gave bad luck or turned Murphy ’s Law against you.  Anything that can go wrong does, Flat tires, Losing your keys, Slivers, Getting food poisoning.  The trick of getting rid of the coin is that you cannot give it away the person who takes it must take it from you.  The Characters in the book finally got rid of it by going on a trade route they knew had bandits.  

5
DFRPG / Re: Simplifying a spell for more shifts
« on: December 07, 2010, 09:25:37 PM »
Found it (Y279) thanks for all the help.

If you are willing to lock the item down to
only ever being useful for one specific spell—
such as an established evocation rote or a divination
spell that always looks for the same
thing—then you get a single free “slot upgrade”
(as described below) to add an extra +1 bonus.
You can’t benefit from the same type of bonus
(e.g., a control bonus) from two or more items
at the same time—so if you had two items, one
with a +2 control bonus and another with a +1
control bonus, the total effect is a +2 to control.
Example: Evan Montrose has three focus
item slots. He could make a single wand that
takes up all three slots, giving him +3 offensive
power for wind evocation only, or he could split
the bonuses up, for +2 offensive power and
+1 offensive control. He could also make it
more multi-purpose, taking just a +1 offensive
power bonus, but applying it to wind, water,
and earth evocations.

6
The maximum isn't really set, but you can rule common sense on it. It is pretty doubtful a plain jane ward attached to a middling threshold beats 10-15 in total complexity.

As to how many tags, you get as many that are justifiable thematically. For the friendly wizard, maybe 10 shifts. For the paranoid Warden or power-mad sorcerer, you can expect the ward to be... Stronger.

You mentioned wards needing a threshold or being dependant on one.  From what I can tell the argument is still ongoing but the proof I have read is that you do not need a threshold for a ward see examples A and B.  If you disagree with that the argument of wards interacting with thresholds is not ongoing they don’t.  When casting a ward on a threshold you do not get bonuses from it for the ward.  So you cannot base ward strength on the threshold.  Also Given the nature of magic if you did need a threshold to base a ward on you could just make an artificial one.   

Using the books as canon, Wards don't need to be tied to thresholds.
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Ok I get that but what is the max and why?  That is the real question.

In addition you bring up another good question how many other +2’s can you add?  I would say that is a GM discretion issue.

8
It looks like you can pump a lot of extra shifts into a Thaumaturgy spell and one of the most common spells that I see this in is wards. What justifies these extra shifts and how do you control them?  Is it from taking hours or days to create it?  What is the upper limit if that is the case?

Temp 30 pt 8 refresh Character
   +5 Lore, Conviction
   +4 Discipline, Endurance
   +3 Weapons,Athletics
   +2 Resources, Scholarship
   +1 Survival, Investigation

Evocation -3
Thaumaturgy -3
The Sight -1
Soulgaze -0

Can you pump 30 shifts into a ward if you take days to set it up?  What would be the max this temp character would be able to put into a ward? Why? Whats the Math?

Ward 30 shifts: Base power 5  from Lore 5
Skip Scenes 19 Additional power (Y270)  ????
Symbolic links 6  +2 scraping from my anvil and workbench, +2 Scraping from the fence, +2 Scrapings of house and workshop, Some grass and bark from the trees, Dirt from yard  (Y267)
Complexity +2 Keyed entry:  Allows me in and out and to allow others . (Y276)
Complexity +5 last a few months, 5 increment change on Time table starting at all day for spell type (Y315 time table) (Y266 Starting point of all day)
 

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DFRPG / Odd item question would this work
« on: December 04, 2010, 08:54:05 PM »
Having two enchantments on an item that work in conjunction. So when the block strength is bypassed you can use the 2nd as armor.  Given the chanmail could have a 2 armor but that would be ignored.

Chain mail
1 Enchanting slot, Block 6 or Armor 3, 3 uses
1 Enchanting slot, Block 6 or Armor 3, 3 uses

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DFRPG / Re: Simplifying a spell for more shifts
« on: December 03, 2010, 10:58:12 PM »
Well something like a fire spell that only lights candles rather than shoots a fireballs.  It only ever can light candles maybe even only candles in your house.

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DFRPG / Simplifying a spell for more shifts
« on: December 03, 2010, 10:16:00 PM »
I know I read somewhere in the book that you can change/focus/simplify a spell to get shifts out of it but I dont know where and cant find it.  Anyone know where it is?  The idea was to change a general spell and only allow it to have one effect.



   

12
DFRPG / Enchanted item veil/block
« on: December 02, 2010, 02:54:20 PM »
I am looking to make an enchanted item that blocks people from being able to scry the person wearing it.  I was wondering if that would be a straight block and/or a veil.  I can’t think of a way it would be a block so I would go with a veil that works like a block.  I am guessing it would respond/work when someone tried to scry the person and consume a use.  I would like to keep it down to two enchanting slots and the character can put 10shifts into it with 4 uses.

13
DFRPG / Re: Multiple Focus Items
« on: December 01, 2010, 10:26:51 PM »
The quick answer is yes you can do that if you are using the terms exactly the way you are stating them.  For a better understanding of why focus Items page Y278 explains it.  Below is most of what is writen about your topic.

A single focus item slot, as granted by various Spellcraft powers (page 179), grants a +1 bonus. For evocation focuses, this bonus may be applied to either the wizard’s offensive power (Conviction) or offensive control (Discipline) or defensive power (Conviction) or defensive control (Discipline). For thaumaturgy focuses, this bonus may be applied to the wizard’s upper bound on “no-prep” complexity (Lore) for thaumaturgy or to the wizard’s control (Discipline) rolls for casting. The type of bonus must be determined and locked down at the time the item is created.  In addition, you must specify which type of evocation or thaumaturgy is enhanced by the item’s bonus. An evocation focus is specified to work with a particular kind of element (e.g., fire, spirit). A thamaturgy focus is specified by any of the thaumaturgic types listed in this section, whether by function (e.g., summoning, veils, wards) or theme (e.g., biomancy, ectomancy, necromancy). Subsequent focus item slots allow you to create new focus items. Alternatively, one or more slots may be spent to add greater capacity to an existing focus item. The total number of slots a focus item uses is equal to the number of elements or types multiplied by the total of the bonuses. So an item that offered +1 offensive power and +1 offensive control to fire and earth evocations would take up 4 slots. All bonuses of an item always apply to all of the types on the item: you can’t have +2 complexity for necromancy and +1 complexity for wards in the same focus item, because the +2 complexity should apply to both necromancy and wards. This makes for narrow, potent focus items (one element or type with a large bonus) and broad, less potent focus items (many elements or types with a small bonus). Broad, potent focus items are very rare. As a result, most wizards tend to have many small bonus items for specific jobs, like a craftsman’s toolbox. The one restriction on the bonuses provided is that they may not total to a number greater than your Lore. So if your Lore is Good (+3), you can have an evocation focus item that provides +3 to offensive control, offensive power, defensive power, or defensive control, or a focus item that provides +1 to three of those, or +2 to one and +1 to another, but you can’t construct one that provides bonuses totaling 4 or more.  The number of elements or types is not restricted, so long as you have enough slots to accommodate them. If you are willing to lock the item down to only ever being useful for one specific spell— such as an established evocation rote or a divination spell that always looks for the same thing—then you get a single free “slot upgrade” (as described below) to add an extra +1 bonus. You can’t benefit from the same type of bonus (e.g., a control bonus) from two or more items at the same time—so if you had two items, one with a +2 control bonus and another with a +1 control bonus, the total effect is a +2 to control.
Example: Evan Montrose has three focus
item slots. He could make a single wand that
takes up all three slots, giving him +3 offensive
power for wind evocation only, or he could split
the bonuses up, for +2 offensive power and
+1 offensive control. He could also make it
more multi-purpose, taking just a +1 offensive
power bonus, but applying it to wind, water,
and earth evocations.

14
DFRPG / Re: Symbolic links and wards
« on: December 01, 2010, 06:05:14 PM »
Although helpful I am not sure I understand the response. Does a symbolic link give a bonus, is it +2 and where in the book does it say that? 

15
DFRPG / Symbolic links and wards
« on: December 01, 2010, 05:09:39 PM »
I have seen a few posts where people use a symbolic link in a ward on the forums and I was wondering where in the books it indicates what bonus it gives.  As an example invoking an aspect while doing a spell can give you +2 shifts (Y286).  One person indicated that a symbolic link also gave +2 shifts but I don't see that mentioned in the books.


And another question if I pump 16 shifts into a ward and it has -7 shifts in complexity is it a 16 or 9 shift ward in the end?

EXAMPLE
Using my workshop I made a cast iron fence that circles my property.  It has three entrances the front public entryway for customers is an archway with a gate large enough to two people to pass comfortably.  On the ally in back is another one person archway with a gate and the garage.  I have integrated the garage with the fence.  This forms a permanent iron circle around the property that I cast my wards on.

Veil ward: The object of this ward is to hide/limit the magical energies I use so it seems like a mundane household.
        a)   Base power 8  Lore or 5 + 2 Strength specialization + 1 Focus item Strength
        b)   Invoked Aspects -2 Steals servant (Y268)
        c)   Symbolic links -6  +2 scraping from my anvil and workbench, +2 Scraping from the fence, +2
             Scrapings of house and workshop, Some grass and bark from the trees, Dirt from yard  (Y267)
        d)   Complexity +2 only hides magical energies (Y277)
        e)   Complexity +5 last a few months, 5 increment change on Time table starting at all day for
             spell type (Y315 time table) (Y266 Starting point of all day)

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