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Messages - Logiwonk

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DFRPG / Re: Enchanted Gun?
« on: February 14, 2012, 03:09:53 PM »
Gotcha, so the way to handle a "freeze bullet" would be to treat it as a strength 3 maneuver that lasted for two exchanges or a strength 4 maneuver that lasted for one?

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DFRPG / Re: Enchanted Gun?
« on: February 13, 2012, 09:27:22 PM »
I'm psyched that there are some great mechanics for this that don't unbalance the game.  So now to add in EFFECTS to the bullet/potions besides damage.  What about a bullet that would use cold to "slow-mo" the target, I was thinking:

Lore +3 and +1 for Focus = +4 total strength
+2 Weapon Strength + Target gains FRAGILE aspect "Magically Slowed"
OR
No attack, + Target gains sticky aspect "Magically slowed"

Basically, what's the power trade off for adding aspects to the target?

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DFRPG / Re: Enchanted Gun?
« on: February 13, 2012, 08:25:14 PM »
Gotcha, so he could make a custom bullet-mold inscribed with runes of power as a Crafting +1 power focus and using the remaining 6 spots at +4, sounds like a good idea.

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DFRPG / Re: Enchanted Gun?
« on: February 13, 2012, 08:09:50 PM »
Ah, great thanks for the reminder about boosting strength with multiple slots, he's likely to start the game with 8 "bullet/potion" slots and this should help keep him from walking around with an arsenal of instant death.  Also, invoking and compelling aspects is a good point.  For example, this character survived a necromancer-lead zombie attack on his small midwestern village, so he could load up an anti-Zombie round and spend a fate point to invoke his 'Zombie attack sole survivor" aspect for a 5 strength anti-zombie bullet.

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DFRPG / Re: Enchanted Gun?
« on: February 13, 2012, 08:02:16 PM »
So if my player's lore is only +3 then an enchanted bullet is just as good as a regular one?

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DFRPG / Re: Enchanted Gun?
« on: February 13, 2012, 07:55:53 PM »
How do you guys handle enchanted bullets under the "bullets as potions" approach?  Specifically with regards to the strength of the attack.  For example, a shot from a heavy-duty revolver would be a strength 3 attack.  If my character has a Lore of +3 does that mean that an exploding fireball-type bullet should do 3+3 = 6 damage?

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DFRPG / Re: Enchanted Gun?
« on: February 10, 2012, 07:19:27 PM »
Good points all, thanks very much for the input.  I'm talking with the player now and we'll probably either go the Bullets As Potions route or with the gun as an Item of Power, something like Wyatt Earp's Gun (character as an upholder of law, especially against the supernatural) or the 1st Winchester Rifle (character is a super NRA jingoist who still supports manifest destiny), etc.  I like it as an item of power since we don't have to worry about 1st Law issues that way and it will add some depth to the character.

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DFRPG / Enchanted Gun?
« on: February 09, 2012, 10:29:49 PM »
So I'm gearing up to start my first DFRPG game with my group (we've played all 4E D&D up to this point with a brief flirtation with Mutants and Masterminds).  One of my plays is obsessed with the idea of enchanted guns.  I've told him three times now that it's a non-starter, that any enchantment you put on a gun would make it essentially unusable.  It would jam constantly at best and explode at worst.  I'm at the point where if he asks me one more time I'm going to give it to him...and he can deal with the consequences, which will include the gun malfunctioning.  I was also thinking about just making the gun weak - so if you have a Lore of 4 for example, you'd have to spend 2-3 shifts of that on containment wards to prevent the enchantment from interacting with the gun leaving you a total of 1 shift for whatever you want to enchant the gun to do.  Not to mention the risk of violating the first law by killing a person with a magic gun.  Thoughts?

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