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Messages - Onkel Thorsen

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DFRPG / Re: Outsiders and Lovecraft
« on: August 25, 2011, 12:02:35 PM »
Looking at an Outsider like He Who Walks Behind and comparing him to Lovecraft's Yog-Sothothery, they don't seem to compare very well.
Lovecraft's alien-gods are keen to invade our world, but they don't Hate the way the Walker does. And they generally don't give a Tinker's cuss about humans.

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DFRPG / Re: Solutions to nerf Fly
« on: August 25, 2011, 11:54:23 AM »
Wouldn't shooting while actively flying require a supplemental action?
Just hovering takes as much effort as running.
That would penalize the shooting at least a little.
(and it would deny you cover from just about any return fire.)

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DFRPG / Re: Making diamonds
« on: August 22, 2011, 12:25:50 PM »
I would argue that how this is done completely varies from gm to gm and table to table.  I prefer to GM with as much "common sense" as possible.  I lay the groundwork of the story and the players flesh it out, but I try to interject as much "realism" as possible.  When I do so, there seems to be much higher player satisfaction.

Of course!  :D
But for that sort of thing you have to balance realistic simulation of physics with what's most relevant to the game.
If you want to intimidate a bunch of mobsters by melting a jukebox with a fire evocation, should you evaluate the amount of energy needed to do the job or should you just figure it as a maneuver to place an aspect on the scene?

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DFRPG / Re: Treating Super-Science as Psuedo-Magic...
« on: August 22, 2011, 12:04:25 PM »
Personally I'd use some Mad Science stuff from Spirit of the Century, but yours is a great idea IMHO.

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DFRPG / Re: How long is a threshold invitation good for?
« on: August 22, 2011, 11:58:11 AM »
Good calls, those.

They made me wonder, however, if one can actively withdraw an invitation once it's given?

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DFRPG / Re: Body Swap Spell
« on: August 22, 2011, 11:56:41 AM »
As an Evocation I'd say you had to put out at least enough Spirit power to overcome the victim's mental stress track +8 shifts.
Then the victim would have a chance to resist with a mental defense of some kind. (and thus it would be recommended to plan extra power for that purpose)
Your attack roll to target the spell should be directed towards getting the victim to look you in the eye - or whatever mechanism you use to body-hop, but it wouldn't otherwise affect the effect of the spell.

All your consequences would be left with your previous body, and the possession would effectively be an extreme consequence to the victim's body.

Is that completely crazy?
It's basically a straight Spirit-based attack to put a very hardcore maneuver on the target.

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DFRPG / Re: Taken out followed by a Zone attack
« on: August 22, 2011, 11:37:32 AM »
I'd either make the compel, as already suggested, or I would make the Zone-blasting player make a fancy attack roll to avoid killing the taken-out opponent. But they should always get some kind of warning... Unless they've already stated that their intention is to kill.

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DFRPG / Re: Quick question here
« on: August 22, 2011, 11:33:09 AM »
Depends on how you treat the change-
If it's a single spell that makes you into a wolf, and you turn into a human by discontinuing the spell, then rain and circles are a problem.

But I'd always assumed that the transformation spells aren't continuous, so to speak... the spell energy only flows during the change... once changed, they don't really have to maintain the current form, and rain's not an issue. [...]

Really good point that!
That way, the most you could do is prevent them from changing, and it would have to be more than a normal magic circle.

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DFRPG / Re: Making diamonds
« on: August 22, 2011, 11:26:29 AM »
As someone pointed out in another thread - this system is not based on physical principles, but story instead - the in-game Difficulty should really be based on what the player expects the diamond to do.
If all they are looking for is something good enough to cut glass, it might be nothing more than an Average difficulty.
If they want a one-shot Resources boost - the difficulty should represent that amount.

I would however add in a supplemental Craftsmanship (gem-cutting) action if you want a properly faceted stone.

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DFRPG / Re: Making diamonds
« on: August 20, 2011, 06:57:30 PM »
I doubt improvements in industrial production will change the difficulty for wizardly production.
The process ultimately doesn't change: heat and pressure for the non-magical transformation. The machinery becomes smaller, faster and more economical, but the physics and chemistry involved is the same.
You might say that Industry's skill level has become higher.

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DFRPG / Re: Quick question here
« on: August 20, 2011, 06:48:21 PM »
Maybe a variant on the Circle Trap? A trap that dispels magic inside it once it's closed.

If you were to use water, it would have to be a lot of it - rain doesn't seem to bother the Alphas.

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DFRPG / Re: For the Wizard Who Wants Everything.
« on: August 20, 2011, 06:21:55 PM »
Also: keep all the mod cons in one end of the house, and hire vanilla mortal servants to operate most of them.

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DFRPG / Re: First Character Ever, new to the system, can I get a hand?
« on: August 20, 2011, 06:19:49 PM »
I'd suggest going the Glamors route, Greater Glamors even - depending on how good you want him to be at it - in that you're making people dream although they're awake.
And you might also want to look over the True Faith powers, 'cause you're basically something in between a Faerie Knight and a Knight of the Cross.
As for subconscious communication I suggest taking Supernatural Sense, which is a good catch-all for unusual senses (I've had someone use it to literally speak with and understand animals.)
The ability to visit the dreams of others could be simulated with the Worldwalker power adding the limitation that it only allows passage into a dreaming person's Dreamscape - that should reduce it to -1 Refresh cost.

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