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Messages - computerking

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1
DFRPG / Re: Ask a simple question...
« on: August 03, 2012, 09:47:35 AM »
Heh, this reminds me of computerking's old thread. I wonder where that guy went...


Wow, Someone remembers me!
I'm still lurking... barely. Life gets in the way, you know how it is....

2
DFRPG / Damnation by Association?
« on: June 07, 2012, 03:03:13 PM »
A couple of related questions involving Rituals:

First, If someone assists with the casting of a Lawbreaking spell (Example: Victor Sells' Heart-Exploder) does that person also get Lawbreaker? Is it possible to mask the purpose of a spell to trick someone into contributing power to it, and if so, does that trick the contributor into Lawbreaking?

Secondly, In the case of a spell that would be Lawbreaking if targeting another(Such as a Transformation), Would a Contributor be considered a Lawbreaker for assisting if that spell targeted only the Main caster(Like helping someone change themselves into a bear)?

3
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: May 28, 2012, 04:12:59 PM »
*shrug* I tried. It's not the best, but I'll keep thinking on it.

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DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: May 27, 2012, 09:57:08 AM »
I really like Superior Biomancy. But I think I'll add a second option to the Extra Benefit, namely using Lore for medical care, because otherwise people with True Shapeshifting will get less mileage out of this.

Not so sure about Superior Crafting. I think you're onto something, though unfortunately this can't properly model a Warden sword.

As I see it, Superior Crafting has three effects.

1. No cost to make items for specific other people. My reading of the rules allows this normally, but it is a bit ambiguous.
2. Can compress multiple Enchanted Items into one, letting them share uses. I like this a lot, but we might have to impose some kind of limit on it.
3. Can lend out items at almost full power, paying a small tax to do so. I'm a bit nervous about this one.
Yes, I made effect 1 because the rules only have 2 options: Only the creator can use the item, or the item can be used by anyone for the cost of 1 strength.

Here's an example of Effect 2 : Instead of an item that has 2 separate effects , such as veiling its user(1 use per session, 1 slot) and causing a smoky cloud (Block vs Perception, 3 uses, 2 slots, the second slot was used to increase the uses per session), A Superior Crafter can compress those 2 effects, so that they have a 4 use pool for both of them.

To extend this example to Effect 3, Say the Crafter has Lore 5. The Veil or the Cloud would have a strength of 5. But in order for a Lore 3 user to maintain the item, the Crafter can reduce the number of uses per session to 2.

In regards to the Warden Swords, My power would allow for both the effects to be compressed into a 6 use pool, reduced by 3 uses to allow for most Wardens to be able to maintain the item. Lore 3 sounds like a good level for a Warden to be trained to before they are trusted with a Sword...

5
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: May 26, 2012, 12:46:46 PM »
On a related note, I've been wanting to write Superior Crafting to represent Luccio's Sword-making skills. It'd let you make items with multiple effects, and it'd let you give other people items that they could sustain with their own slots. But I can't think of a fair way to write the latter effect.

You seem like the person to ask here...so how would you go about that?

SUPERIOR CRAFTING [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Warden Anastasia Luccio in her prime (and original body) was so talented at Crafting that she created the Warden Sword, the most useful tool against warlocks the White Council has ever used.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Crafting in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Crafting does not provide any form of Evocation.
Thaumaturgy: Superior Crafting does not provide any form of Thaumaturgy.
Evothaum: Superior Crafting does not provide any Spells at the speed of Evocation.
Extra Benefits: A Superior Crafted item may be made usable by a specific other person without any reduction in uses or strength. You may use Superior Crafting to produce an Enchanted Item with multiple effects, allowing for an item to be used to perform multiple separate functions with separate pools of standard uses. A Master Crafter may “compress” the uses of all of an enchanted Item’s  effects into a single pool consisting of the total of all effects’ uses. Additionally, “Compressed” crafting items may be reduced in its number of uses to allow its upkeep to be met by a user with a lower Lore than its creator, at a cost of 1 use per level below. 
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
 


6
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: May 26, 2012, 12:07:14 PM »
I think so. What we have here is just permission to use the temporary powers rules.

I honestly don't know what would be best for Superior Transformation.

My first instinct is usually to make Superior magics remove irritating little foibles in the kind of thaumaturgy that they enhance. Like Superior Warding removes the need for thresholds while Superior Conjuration removes the fake-looking-ness of conjured objects.

No idea how to use that approach with Transformation And Disruption.

On a related note, I've been wanting to write Superior Crafting to represent Luccio's Sword-making skills. It'd let you make items with multiple effects, and it'd let you give other people items that they could sustain with their own slots. But I can't think of a fair way to write the latter effect.

You seem like the person to ask here...so how would you go about that?

PS: I'd also be interested in hearing any ideas that you have for Superior Biomancy.
The more I re-read Transformation, The more I think you're right. Here's  What I came up with...


SUPERIOR BIOMANCY [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Biomancy that he more than held his own against a Naagloshii in a shapeshifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Biomancy in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Biomancy does not provide any form of Evocation.
Thaumaturgy: Superior Biomancy does not provide any form of Thaumaturgy.
Evothaum: Superior Biomancy allows its user to cast Biomancy rituals with the speed and methods of Evocation.
Extra Benefits: You may use Superior Biomancy to produce minor alterations in your own physical Form (Eye color, Height, Skin tone, Hair length/color, etc.) as a Mundane Effect, Producing an effective disguise. Under scrutiny, the effectiveness of this disguise is determined by a Lore roll.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

7
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: May 23, 2012, 08:01:04 PM »
Here's a new, streamlined version, The Extra Benefit Balance question is fixed, with the removal of Modular Abilities. But now it's leaning toward "Not So Special". Perhaps a different Extra benefit altogether would be best...



SUPERIOR TRANSFORMATION [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Self-Transformation that he more than held his own against a Naagloshii in a shifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Transformation in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Transformation does not provide any form of Evocation.
Thaumaturgy: Superior Transformation does not provide any form of Thaumaturgy.
Evothaum: Superior Transformation allows its user to cast Transformation rituals with the speed and methods of Evocation.
Extra Benefits: You may use Superior Transformation Evothaum (and 4 Fate Points) to bestow the “True Shapeshifting”  Power on yourself for a scene, provided a successful casting of at least 4 successes.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.


8
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: May 23, 2012, 07:49:35 PM »
I don't think this is very good, unfortunately.

For a few reasons.

Firstly, I don't think LtW uses Transformation magic. I think he's a biomancer.
Second, the extra benefit is super clunky and questionably balanced.
Thirdly, the additional difficulty stuff is totally pointless.
Fourthly, I see no reason to require people use water magic for this.

I'm honestly not sure how (or if) this can be salvaged. The second problem looks really hard to overcome.

I think I threw too many things into one questionable power. Let me go through it a bit and pare down.

The Water Magic comes from a WoJ where he once mentioned that Listens to Wind and the Alphas use Water Magic (Presumably to shapeshift). So that can be washed away under the "Thaumaturgy lets you manipulate elements even if you don't have the corresponding Evocation" rule.

 I used Transformation magic because it's less technical in theme than biomancy, which would require more working knowledge of the body, instead of a more mystical rearranging of one thing into another. I think that either Biomancy or Transformation could be used for that benefit, honestly. I just prefer using the Functional category rather than the Thematic one.

The added difficulties can (And should) get thrown out, as they're a reference to something that a GM should handle, not the power itself. My bad.

As for the big problem, I may have rushed it making the power, and therefore added too much of what I was thinking. The only real benefit it should give is a  Fate point discount to get both powers (And the extra shifts of Modular Abilities). The rest of it is basically bad and making it look clunkier than it should be.

I'll work on it.

9
DFRPG / Gestures & Incantations
« on: May 22, 2012, 07:00:45 PM »
There were a few mentions in the books regarding needing to speak clearly and make apropriate gestures in order to properly cast a magic spell. Despite this making an attack's source pretty obvious, I can see where certain "stealth players" would loathe to use those things when they're trying to have their character take out a barrier before sneaking into an installation or whatever.

My question is, how heavily do you GM's hand out those (+1/+2 to difficulty) modifiers to Magic users trying to cast without those obvious trappings?

PS: I know that an incantation need not be audible to the target, and gestures need not be obvious, but if every magic using player is sneak-casting all their magic, there's a subtle "Non-Dresden-y-ness" to the scenes.

PPS: Also, I'm not talking about using Enchanted Items, or about Mundane Effects, just to exclude 2 more points of contention.

10
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: May 22, 2012, 06:49:21 PM »
Here's a stab at another, it's overly complicated, I think, and may need a bit of help...


SUPERIOR TRANSFORMATION [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Self-Transformation that he more than held his own against a Naagloshii in a shifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Both Transformation and Water Evocation in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Transformation does not provide any form of Evocation.
Thaumaturgy: Superior Transformation does not provide any form of Thaumaturgy.
Evothaum: Superior Transformation allows its user to cast Transformation rituals with the speed and methods of Evocation.
Extra Benefits: You may use Superior Transformation Evothaum (and 4 Fate Points) to bestow the “True Shapeshifting” and “Modular Abilities”  Powers on yourself for a scene, provided a successful casting of at least 6 successes, with remaining shifts contributing to Modular Abilities’ variable pool, which must be used for Creature Feature powers thematically in sync with any shape the wizard takes.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers. Additionally, Changing one’s own shape may incur additional difficulties to casting rolls, depending on whether the form can speak (+2 difficulty “No Incantations”) or perform proper movements(+2 difficulty “No Gestures”) required for effective spellcasting.

11
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: May 21, 2012, 06:13:37 PM »
Just a mention, but you were considering putting my version of Superior Divination up here.
http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1369320.html#msg1369320

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PS: Just out of curiosity, why did you post to this thread rather then to the custom powers thread on the Resources board?

Didn't want to disrupt the flow of (more or less) complete ideas with my odd, possibly untenable attempt at an anti-threshold power.

13
DFRPG / Re: Confused by Item of Power
« on: April 12, 2012, 05:06:28 PM »
Since the Eye is what's keeping the character alive, perhaps it would be better served as an Aspect (Like, "Kept alive And Magically Aware by the Eye of Vengeance" or something like that) and make the Eye's powers internal (No IoP) Since when you lose the eye you're dead anyway. Also, since the Toughness power's catch is already removal of the eye, it makes sense that the GM can compell the Sight not to work if you've lost the Eye.

Instant Death upon removal of an item, even an IoP, is kinda harsh and really boring. And they way you put it sounded like you wouldn't have a chance to get the eye back. With things set up the above way, you can still get the eye back in place, so long as you don't get slain in the meantime.

14
DFRPG / Re: Building NPCs - Like a PC, then nerf it?
« on: April 12, 2012, 04:04:05 PM »
*Clued In Police

Or Zombie Videogamer
Sees man flying over zombie horde*
That guy must be the leader, get 'em! *shotguns



15
DFRPG / Re: Confused by Item of Power
« on: April 12, 2012, 01:40:49 PM »
Also, I think IoP's are required to have a Must of an Aspect related to that item specifically, in addition to your High Concept reflecting your Emissary of Power relationship.

In short, I think you're 2 IoP-specific Aspects short.

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