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Messages - Roskey

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DFRPG / Re: The deal with making stuff (especially magic stuff)
« on: July 16, 2011, 03:22:50 AM »
Regarding your magical inventor, I'd look at the "potion" rules.  (Potions are any single use item, not necessarily something you drink.)  As long as you have open potion spots, you can declare what one is via a lore declaration.  Any of your quick single use use thaumaturgy items could be declared the same way.  You could work out similar rules for scholarship if you want a more science based MacGuiver.
They could be a stunt but a Resources declaration is just as good and, probably, easier.  Remember, mechanically the workshop is an aspect which will give you a bonus when using it to create an item.  As a declaration you get a free tag.  As for the narrative, you probably have access to the workshop most of the time (you may own it), the declaration determines whether it has everything you need to gain that aspect / bonus.
Oooooooh, this is a very good idea. Thanks a lot! I never thought of that potion thing, very neat.

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DFRPG / Re: The deal with making stuff (especially magic stuff)
« on: July 15, 2011, 06:14:40 PM »
Huh, I see. That makes sense. What about those workshops though, they're a stunt? I thought it would be like, a place or just a feature of an appropriate aspect/high concept with the standard "stock" equal to the base resources...

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DFRPG / Re: For "Standard" Gamers, Why Aren't Aspects Stunts?
« on: July 15, 2011, 05:49:31 PM »
I'm pretty sure the POINT is that it's ambiguous and wide-encompassing, your aspects define the core being of your character, and can be used in anything where who or what they are (or things about them, depending on the aspect) could affect a given situation. And don't forget, those core parts of the character can work AGAINST them in compels, and that's how they earn fate points. It's a lot harder to work in compels for "Brilliant Boxer" than "Burning Desire To Punch Things". Basically, aspects aren't the same as powers, powers are what you can do, and aspects are who you are and why, and if who you are and why are relevant to a situation, you can get a mechanical bonus or detriment for being that person.

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DFRPG / The deal with making stuff (especially magic stuff)
« on: July 15, 2011, 05:42:22 PM »
Well, is it just me, or are the rules really vague with how creating stuff and possessions work?

My character concept is a magical madcap inventor with runty magic in an overbearing family of wizards, a focused practitioner with ritual (crafting) and channeling (telekinesis). Aspects like "science, %#&$ yeah" and that sort of thing, with high lore and craftsmanship for skills but lowish conviction and discipline (for other spellcasters, anyway). I was trying to make a stunt that extended craftsmanship to be used to make minor magical objects but... how does thaumaturgy with crafting work, exactly? All it really seems to say in the book is that it is used to make potions, enchanted items, and focus items, but channeling/evocation seem to give focus item slots too, and presumably they can be filled even if you don't have thaumaturgy at all. What's the deal here? And what do you guys think would be the best ways to make this magical-scienceish inventor work?

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DFRPG / Re: Alternative Elemetal Systems
« on: July 15, 2011, 05:01:46 AM »
Heh, makes sense. Yeah thaumaturgy is weird. You can take ritual for crafting but taking channeling also gives you focus item slots?

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DFRPG / Re: Alternative Elemetal Systems
« on: July 15, 2011, 03:57:42 AM »
@Sanctaphrax

Thanks! Kind of a eastern medicine nerd here. Why do you say sponsored magic, though? I mean, more so than normal evocation/thaumaturgy.

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DFRPG / Re: Alternative Elemetal Systems
« on: July 14, 2011, 11:09:13 PM »
Oh hey, I know some stuff about the chinese elements. Not perfect, but here's a rough idea of them at least?

Wood - Yang Yin. Energy is up and outwards, like tree growth. Directed and strong, elements of spring's upward growth. Super rapid plant growth biomancy (botomancy?) and probably a lot of tactical maneuvers for this, and normal perception, too, so alarm spells and that kind of thing. Oh, any sound magic fits here too. Dey da soldierey guys.
Fire - Yin Yang. The energy of fire is up, down, and out. Attacks interestingly would probably be less laser-like, and more flamethrower/explosive blast of force like, though of course it wouldn't HAVE to be. This one likely has social components too, but I can't think of any at the moment that fit. This and metal both might have air-ish parts, but if you're talking air itself, probably would fit here.
Earth - Transitory states. Center to periphery energy motion. All about data processing (input food, digest, etc., input data, mull over, etc.), groundedness, sympathy, dangers of laws 2, 3, and 4 mainly for trying to "help people". Earthworks, especially defenses and definitely some healing biomancy in there, and maybe "blocking people off" so to speak. Also probably some acidish stuff, wearing down walls and such.
Metal - Yin Yin. About connection and execution. Lotsa connection to higher power, probably lots of phobomancy and the sight kind of stuff, might be a bit dangerous with laws 7, 1, and 5, strong and quick. Very warden-ey. I imagine moving metal like whips or liquid or such, and very strong and quick strikes.
Water - Yang Yang. Hoo, this one is tricky. Key word is relentless though, so a whole TON of water at once like an unstoppable ocean, and basically a lot of complex things at once. Even when water is still, it's waiting for action. This is probably good for thaumaturgy especially, it really gets the big complex picture of everything. For evocation, large jets of water could work, and I would say counterspells would be really in this one in particular, which works well for the purifying anti-magic stuff it's got going on for other systems.

So yeah. Thing is you could probably combine them a lot, since that's sort of how it works. Lot of personality stuff too, probably would help for focused practitioners with channeling. Anyways, hope that gives at least some info.

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DFRPG / Re: "Official" Perspective on Lawbreaking
« on: July 14, 2011, 09:46:27 PM »
Hey! Um, new here, just had some cents to share if anyone was interested.

Considering the game mechanics have it so that you cannot "accidentally" break them unless you have a clear OOC intent to do so, and we've seen that magic is based on belief and intention and can affect both physics (hexing as example) and chance (entropy curses as example), perhaps simply not wanting/not intending/etc. to kill (first law is the easiest to example for isn't it...) will arrange events so that it simply does not happen.

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