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Messages - Rungok

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DFRPG / Re: Help me design some rotes!
« on: September 09, 2011, 06:18:11 PM »
[Edit: Just out of curiosity, how do you play your character? Is he the sneaky assassin, burly tank, heavy hitting warrior, resourceful diplomat, etc. Just curious]

Well, he's a young kid. Kinda rash and impetuous, but he has a good heart. He is dismayed by how good of a thug his natural power (Half shadow demon) and his kinetic magic makes him.

He prefers to avoid a fight if he can, and if he's going to fight it would be via ambush tactics. He has some serious staying power in a fight, but would rather avoid it. So his tactic involves bursting from the shadows, clocking a target with his bat, and disappearing into the dark again.

But he's not afraid of a stand up fight. He'll slug it out with the best of them, though he's not as tough as some of the baddies out there. He's a natural user of his magic, so without any formal training his power is unrefined, and usually comes in the form of unfocused blasts of force, when with the right training. he could be slinging superthin blades of force or paper thin walls that stop howitzers.

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DFRPG / Re: Help me design some rotes!
« on: September 09, 2011, 05:59:40 PM »
Can someone help me understand what and how Zone borders and area effects are and are done?

His offensive focus is a baseball bat, but it's also built like Harry's Blasting rod. It's good for clobbering a target, but also can be used to fling power around.

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DFRPG / Help me design some rotes!
« on: September 09, 2011, 05:02:52 PM »
My focused practitioner had some post-first game adjustments to help him play better. Unfortunately I was just looking him over and I realized that the changes had made my rotes utterly useless!

I have a lore +4, meaning 4 rotes. I have a +1 defensive power item, a +2 offensive power item, Conviction 4 and discipline 5.

My character's magic is spirit (Force) and (darkness).

The only of the four rotes I think I can keep is a shift 5 block spell using his defensive focus, creating a whirlpool of kinetic energy that misdirects attacks around him safely.

That means I need to figure out three more in eight hours from this post. Could anyone give me a hand with some suggestions of things I should need?

I'll need an offensive rote, but I don't know what else I could do. The character prefers melee over ranged.

I'd appreciate some help in this.

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DFRPG / Re: Supernatural toughness
« on: September 05, 2011, 07:49:17 PM »
Okay one last thing cause I can foresee it becoming a problem.

My character has supernatural recovery and toughness, but under the catch of "Only works when in dim/shadowy/dark places". Basically he's a scion of a shadow demon. Now the thing I'm thinking of is when He's in the dark he had a total of 8 stress boxes, but only 4 when he is under direct bright lights or in sunlight.

What happens if I have some of my 'extra' stress boxes filled and I walk out into sunlight or someone hits me with a spotlight or something? Like if I had my fifth, seventh, and eighth stress boxes filled?

Does the damage disappear? slide down into my others? Turn immediately into consequences? Do I explode? Do they remain, but aren't applicable while im in the light?

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DFRPG / Re: Supernatural toughness
« on: September 05, 2011, 08:26:00 AM »
But with supernatural recovery I can recover from it better right?
...

In that regard, can someone explain to me how damage works in the game? I've only been in one game session so far and I'm still a little behind on it.

How does damage work? I mean is physical stress like hit points, or health levels? What about consequences? Critical damage?

How does something like recovery powers affect it? Supernatural recovery is more important cause my character has that.

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DFRPG / Supernatural toughness
« on: September 04, 2011, 11:39:08 PM »
If I understand the emphasis in the supernatural toughness trait, it applies 2 armor to all physical stress.

Does that mean I can take up to 2 stress of backlash from using magic for free? (From not rolling high enough on discipline)

I was just trying to figure out if that's what the emphasis on all meant.
I mean just having the 4 extra stress boxes is great, but the armor two part could make a real difference, making you able to be more than just a little reckless with magic power.

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DFRPG / Re: Understanding Magic Use
« on: September 04, 2011, 09:24:54 AM »
Oh sweet!

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DFRPG / Re: Understanding Magic Use
« on: September 04, 2011, 03:29:22 AM »
So in the end I decided on this.

I have a refinement coming my way, so I'm going to buy a pair of focus item slots.
One of them is going to go into making my baseball bat, which will then be a +2 offensive power focus item.
The other is going to be a pair of Enchanted Items.
One is going to be his baseball hoodie, the other a  necklace that was a gift from his first girlfriend.
Now if I understand properly, the spell effect is equal to his lore (Which is +4) but only can be used once per session.
OR, I can half that (+2) and have it available the whole game session.
So for the necklace, I want it to have a constantly available +2 shift Kinetomancy boost. What kind of effect could I eke out of that?
For the hoodie, I didn't want to go the armor route. Instead I want it to be a stealth kind of thing. Except I just have spirit (force) as my element. Can I make it work? Or should I just make it a defensive item?

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DFRPG / Re: Understanding Magic Use
« on: September 03, 2011, 09:39:42 PM »
Well actually he's a basketball star. Tall, lean and athletic. (Actually has Superb Athletics)
probably capable of going for an olympic sport if he wished to do it.

Unfortunately that sport doesn't have a tool that makes a handy weapon like baseball or hockey.

Any suggestions for something that a basketball star would find appropriate to use as a weapon? Or should I change it to baseball? It does make sense considering his kinetomancy is almost entirely intuitive, with little formal training. (His adoptive parents are minor talents.)

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DFRPG / Re: Understanding Magic Use
« on: September 03, 2011, 05:26:25 PM »
Would it work better for thematic purpose and synergy of abilities to switch my weapons skill for fists? my game master is offering us a chance to 'fix up' our characters after our first game session into something that works better for us.

Being that my characters a high school senior, I guess fists would work better. And since the above spell improvement to hitting power just improves damage up to the spell shifts, I guess that perhaps some leather gloves would work better for a focus item.

In that regard, can a pair of gloves be a single focus item, or would they have to be two seperate ones? Additionally, I don't understand the difference between focus items and enchanted items. While Harry's blasting rod is a definite focus item, are his force rings enchanted items? I thought Enchanted items were throwaways and were gone once they were used.

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DFRPG / Re: Understanding Magic Use
« on: September 03, 2011, 04:06:12 PM »
Okay thanks for the answers so far, but it does bring up more questions.

The best way to emulate a reflex-boost via kinetomancy would be to use a spell to tag an aspect upon myself that I can use to give me +2 for relevant actions? Wouldn't that mean not only would I have to take stress to cast it but I'd have to pay a fate point every time I use it? Would that be more efficient than just taking a stress every time I use the spell as an instant action?

The second question I have is how magic works with weaponry. If for example I had a longsword and used a kinetomancy rote to improve the force my blows deliver with said sword, would that be a direct improvement on the weapon's damage? Could I also make that longsword into a focus Item specifically for that? I ask because my character wants to have an edge when in melee against the supernatural nasties and having a weapon that hits REALLY hard would be a good idea.

This is not accounting for figuring out how to make the sword survive hitting a target like that. Unless it is a focus item, in which I think it gets some kind of plot immunity. Examples including when Dresden uses his wooden staff to lever open things that would ordinarily break the item, like bars and whatnot. (he explains that on top of using it as a physical lever he's using it mystically too. paraphrase)

[Edit] I'm thinking of using a Baseball Bat as the weapon focus item. Are there stats for those? [/Edit]

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DFRPG / Re: Understanding Magic Use
« on: September 03, 2011, 03:23:33 PM »
Shift shift leap amp? First, see Harry's sidebar about Evocation based movement (aka, its a bad idea, due to lack of control). However a good ruling I've seen is 1 shift per zone, +1 shift per level of border that is in the way (although that was about blowing away an enemy, and was part of a manoeuvre).

Well, I was trying to figure out how to emulate the kinetomancy spell that the warlock in Ghost Story used to increase his speed/reflexes and make himself unbelievably fast/lethal for a short burst. That sounds like evocation. Just instead I wanted to make it so he can just run/move faster.

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DFRPG / Understanding Magic Use
« on: September 03, 2011, 02:34:14 PM »
So...

I'm sure this gets asked a lot, but can someone help me understand how spellcasting works?

I mean I kinda understand the core of it, but I don't get how to use it fully or properly in the game. I love the series and get how it is done as a story element, but not how it mechanically works.

My understanding is based on the character I'm playing, who is a Kinetomancer.
So what I understand is:
1. You explain what you're trying to do.
2. You decide on how many shifts of power to use for the effect.
3. If it is less than or equal to your discipline, you don't need to roll to control the spell.
4. If you summon more than your discipline, then you have to roll and try to get high enough to match your shifts of power.
5. If you don't, you have to 'bleed off' the excess by either taking the strain or causing fallout.
6. No matter what, casting a spell causes a mental stress, plus one per shift of power over what I can safely draw with my discipline.

...

So from what I can tell, with a conviction of +4, I can only cast 4 spells within my threshold difficulty or one spell with +3 shifts of power before I'm out of the fight. That seems a little... weak? Any help on understanding this would be great, cause characters in the books can be using magic for significantly longer than just four actions before they're tapped out.

Another thing I am trying to understand is what kind of scale or scope does each shift of power mean. Does hitting someone with a five shift kinetic bolt hurt a lot? What about using a six shift spell to amplify my leap? How far does it throw me? or how fast could I go if i use a five shift speed/reflexes increase? How much could I lift... etc.

Also, a side question about intent and the first law of magic. If I were to use said bolt of kinetic force during a fight with a red court vamp and blew out a load bearing wall, bringing a building down on us but also crushing to death of the poor homeless guy hiding in the next room, did I break the first law?

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DFRPG / Re: First Character Ever, new to the system, can I get a hand?
« on: September 02, 2011, 09:02:16 PM »
Sorry for the seemingly pointless post, my connection was pretty crappy.

What I was trying to do was describe what I made and ask for help with growth and progression.

The character is a half shadow demon, born as part of a direct experiment by the Denarians to make a more powerful host for one of the coins. The knights of the cross interfered about fifteen years prior. The plan was in ruins, and he was handed to a small talent family in arizona, not knowing what the kid was. (the knights didnt find out about his father.)

The Denarians had given up/forgotten about the kid (for now), but he already has a bunch of other issues at hand.
Refresh 10, 35 skill points.
I have the Focused Practitioner and Emissary of Power Templates.
As such I have Channeling: Kinetic Magic (-2) and Marked by Power: Demon Heritage (-1)
As part of his heritage he has the following abilities.
Cloak of Shadows (-1)
Supernatural Toughness (-1)
 The Catch: Only in darkness/shadows.
Supernatural Recovery (-1)
 The Catch: Only in darkness/shadows.

The way I have it figured, he can be a real boss when he's in darkness or shadowy areas (+4 physical stress, 2 Armor and rapid recovery of stress)
but otherwise is a pretty normal caster. The cloak of shadows helps him be really sneaky, and lets him see in the dark (Which would be kinda necessary to be a shadow demon, one would think.)

but this leaves me some refresh free to use, so anyone got any suggestions? I'd like something to spruce up my spellcasting a little bit.

Also, I would appreciate some help understanding how spellcasting works in regards to my character. I know he has Evocation only for kinetics, but I don't have a great grasp on how it works mathmatically, such as how much power can I put into a spell, the scope, etc. I mean how much of a boost is a five shift increase to my run speed? How good is a six shift block spell?

I have discipline +5, Conviction +4, and Lore +4.

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DFRPG / Re: First Character Ever, new to the system, can I get a hand?
« on: September 02, 2011, 07:38:19 PM »
So in the end I made a somewhat complicated character. He is a kinetomancer f.p. with demonic heritage. He has the fp template and eop template. Took only channeling and he has a few shadow related abilities, as his parent was a shadow demon.

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