Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dastion

Pages: [1]
1
DFRPG / Thaumaturgy Ritual: Awakening Objects
« on: October 21, 2012, 10:11:30 AM »
I'm looking for a ritual which mimics one of the magical systems in the book Warbringer by Brandon Sanderson.  A quick overview of the system is called Awakening.  Each individual has one 'Breath' which is essentially the vibrancy of life within them.  A person can choose to pass on all of Breaths to someone else with a special phrase.  Awakeners are people who have gathered many Breaths and know the commands to infuse them into an object and command it (awakening a rug and telling it to wrap up an enemy, or telling your cloak to protect you).  In order awaken something they also have to draw color from something, so a cell for an awakener is usually an area already voided of color.


Anyhow, basically I'm just looking for a ritual that applies the 'Animated X' to the target object, lasts the scene, and allows it to compliment or inhibit a specified action that the object could reasonable do.  That seems the best translation of the system to this ritual. My questions are:

1) How would you assign the complexity/target power?
2) Can the caster gain something towards the role by declaring he'll sap the color from an object? (I.e a colored scarf)
3) Now let's say I wanted to make this into an enchanted item that let you animate objects.  Assuming you have sufficient lore to do so, can you link things like the above declaration to the enchanted item in order to make it easier to craft?  As I understand it, I think Enchanted Items are limited purely to Lore + Specialties + Additional Slots for their power, so you even if you're having the item perform a thaumaturgical effect you can't build in inflicting a consequence, declarations, etc. to the item to boost your base complexity attainable.

Example of ritual use: Animate a string and tell it to pick a lock.  The string makes itself rigid enough to pick the lock (rigid, but not necessarily stronger - so it can still be broken, cut, etc) and complements your burglary role with a +1

2
DFRPG / Re: Item of Power Feedback: Archmage Staff
« on: October 21, 2012, 09:28:46 AM »

Also as far as the "Law Abiding" part goes, I would rule this in the same respect as "Divine Purpose" for the SotC. Where as the attack will not work in some way (as you have already described) and may stop working altogether for someone who is trying to use it in this respect

Exactly my intent.  It's meant to be an extra lore aspect to the item along the lines of 'Divine Purpose', which is why I didn't try to give it a refresh cost since the IoP rules state that items of power have to have some sort of methodolu/bargain etc. for their use.

3
DFRPG / Re: Item of Power Feedback: Archmage Staff
« on: October 19, 2012, 10:44:28 PM »
Rules are best handled through Aspects, since it's often impossible to put a fair Refresh cost on them.

Besides, making your connection to the Laws into an Aspect makes that connection more important. Which is good.

Would I be correct to assume that if I have a +0/+0/+0/+1 pyramid that counts as a +2/+1/+1/+1 pyramid thanks to the Staff, I can't buy a Refinement to make my pyramid +2/+1/+1/+3?

The staff infuses the caster with magic and enhances their existing capabilities while making up for their weaknesses, as such those points of refinement are always considered your most recent purchases.  So assuming you had the staff at hand as needed you could do your example and not worry about it, the problem arises when you are without the staff and need to know your stats without it.  That's why the staff is always considered your most recent purchases, so that the amounts come straight off the top, reverse from how they were applied and leave you with stats that still fall within the rules.

So if your base Specialities are +0/+0/+1, and the Staff enhances them to +0/+2/+1/+1/+1  (adding the two additional elements, plus 4 more specialities) then you have your stats with and without the staff.  If you purchase a point of refinement and want to upgrade to +0/+2/+1/+1/+3 you can do that, but you're actually upgrading your base specialities first and then the Staff is complimenting them anew as your powers have changed.  So in this example you've probably upgraded your base abilities to +0/+1/+2 or even to +0/+0/+0/+0/+1 (You used the Refinement to gain permanent access to the extra two elements), then reapplied the Staff's specialities ontop of your new stats.

I'd say to just keep track of your specialties with and without the staff, and allow a reassigning of the staff's refinements upon increasing your own innate skills or at a proper Milestone (the two should often coincide)

4
DFRPG / Re: Water Evocator Question
« on: October 19, 2012, 10:27:13 PM »
Focused Practitioners max out at a +0 speciality, actually.

Specialities are only for people with Evocation and/or Thaumaturgy.

I know. But the entire point is that he's wanting to avoid Foci since it doesn't fit the concept.  To me, allowing Specializations for his Channeling (and thus the required stair stepping) is a better answer than "Okay you don't need Foci" if he absolutely doesn't want to go that route.

Though personally I'd rather just keep the Foci, there's only so much you can adapt a game to fit a concept and in this case it's probably better to adapt the concept to fit the game.

5
DFRPG / Re: Warden Sword for a Mortal?
« on: October 19, 2012, 10:16:36 PM »
As far as the rules go, it's doable.  But the player would need some sort of Refresh allocation to account for their access to an item who's Enchanted Item Slots are associated with an NPC (unless they can talk a player into it).  Two item slots cost 0.5 Refresh, so the remaining 0.5 to externalize it to an NPC wouldn't be bad.

So while it works for game mechanics, I'm still not sure about the story reason why a Pure Mortal would be entrusted with a Warden's Sword, since it's the symbol of magical police and the intent behind it is to allow them to kill rogue spellcasters without using their own magic.

6
DFRPG / Re: Water Evocator Question
« on: October 19, 2012, 10:09:30 PM »
Well, no. If you want to have a +3, you need a +2 and a +1 underneath it. There has to be a base supporting the higher specialties.

Yes, but logically once you've finished the pyramid you should be able to step it up while remaining within the rules.  So with a typical 5 Element Evocator you'd only be able to have 2 of each bonus of +1-+5, this severely limits a focused practioner's ability to specialize since they would max at just a +1 and a +2 specialty since they don't have any other elements to add a +3 or another +1 to.  So once this occurs it would be logical that one you've reached this maximum you would be required to upgrade any +1s into +2s in order to support another +3 and so on.

This is a situation that few would fall into and Focused Practioner's would probably would normally a Foci anyhow, but the OP is wanting to avoid Foci so that's the best way I can see it working for him.


7
DFRPG / Re: Item of Power Feedback: Archmage Staff
« on: October 19, 2012, 09:47:40 PM »
Go ahead and add it to the list if you like.

As to the Pyramid of specialties, I'd say that the staff always goes on top and so if it's benefits are lost then you subtract directly from the top, just as you would if you were to remove points of refinement.  Just always consider the staff's points to be those most recently purchased, no hoarding the points to combine with later purchases of refinement.

Mostly just stay within the 'heart' of the item's intent, which is that it's infusing the wielder with magical power and while that power attunes itself to the Wizard somewhat (allowing for some amount of customization as to where the specializations go) it's as much about enhancing their specialties as it is about lessening their weaknesses.  So if you have a point or two left over and can't put it where you like, you have to put them somewhere, no 'saving' them or leaving them unspent so you can combine them with another point of refinement later.

The reason I didn't make in Sponsored Magic is because, to me, the "Laws of Magic" are a universal law and not really an agenda, while there could be a power source linked with a similar agena (much like Soulfire & the Sword of the Cross) the artifact is simply an item of power with built-in safeguards to help avoid it falling into the wrong hands.  I did consider a similar Seelie version of the staff which gave the regeneration and seelie magic, since it would accomplish much the same, but I think I prefer this idea better for fitting the general theme.

As to aspects, I'm not sure what you mean.  Under the "Imparted Abilities Section" it states that simply possessing the item isn't enough, that there have to be rules and such associated, that's why I added the attunement and law-abiding rules to the weapon, it gives a sense of 'bonding' and strengthens the inherent 'conduit of magic' aspect of the item.

8
DFRPG / Re: Item of Power Feedback: Archmage Staff
« on: October 19, 2012, 04:26:58 AM »
Circe was the 'darker' one who transformed men, and is probably how she ended up losing the staff in the first place.  I couldn't find anything that referenced Hecate to being innately evil (or moreso than any other Greek God).  She's a goddess associated with Magic and Witchcraft (and a dozen other things like all the greek gods) so it seemed more fitting. But really anything along those lines will do, it's supposed to be a staff which represents magic but not be some sort of dark wizard's relic (those are too cliche).

I didn't want the Staff to cost more than -3, and hell... if a Sword of the Cross costs that much I decided I should actually aim for lower.  Though perhaps just Inhuman Recovery would fit with the catch "someone who has violated a law of magic", that would grant a +1 and keep the overall cost the same.  The intention is just to provide a nice but thematic boost to Wizardly powers.  Sponsored Magic doesn't really fit this, and then you run into the conflict of whether or not to deduct the cost of the item if the player wielding it has Evo/Thaum.

Nice tips though.

9
DFRPG / Re: Water Evocator Question
« on: October 19, 2012, 04:18:32 AM »
Pretty simple, if he wants to be a 'Water Bender' then give him Channeling (Hydromancer), if you don't want to use Focus items then convert each into a Specialty (equivalent refresh costs for both).  The difference being that wheres with Foci he could go +5 Offensive Power Water, you can't do that with Specialties, you'd need to stagger back and forth between Water Power and Water Control with Specialities (so one at +1, the other at +2, then both +2, then one to +3, etc.)

He wants to use Fists to Evocate? Have him take a Stunt which allows him to replace Conviction or Discipline with Fists (not both).

As for the fight scenario, he would use his Water Attack and hit or miss.  If he hits and does enough damage then the player takes an aspect.  Even if he says "I dodged and hurt my shoulder" (which I don't entirely agree with) it would be a very reasonable to Guess or Declare that water came close enough to him to at least make him DRENCHED.  I'd probably grant a guess which used a Fate Point, and the declaration could just be a contest between the two relevant skills to determine if he managed to avoid the water or not.  Once the aspect is on him, you can tag it and do a maneuver to FREEZE the enemy, getting the bonus.  Of course, he could always just do the maneuver right from the start if he wanted and, if successful, explain it that way.

Anyhow, he can't just say "Even though I missed I get the aspect" he has to play by the rules.  This sounds like a player who is digging a concept without fully understanding the game yet, once he knows exactly how aspects and maneuvers work I expect he'll better know how to apply it.

10
DFRPG / Item of Power Feedback: Archmage Staff
« on: October 19, 2012, 03:59:31 AM »
I'm looking to create an item of power for an NPC in an upcoming game and I'm trying to make a more wizardly item of power, sort of the arcane answer to the Sword of the Cross (being a potent and rare artifact, not the exact same effects).  Here is what I've come up with so far and I'm looking for feedback.

Lore:  A powerful staff rumored to have been crafted by the Goddess Hecate and stolen by her daughter Circe in her greed for power.  The Archmage Staff is an extremely potent focus item which infuses the owner with magic.

Effects:
Arcane Recovery: The infusion of magic into the Wizard enhances his Wizard's Constitution ability to the levels of Supernatural Recovery.  The Catch is mundane electricity, which interferes with the magic infusing the wizard (doesn't quite fit I know, but best I could come up with so far).
-I chose this option because I wanted a bit of 'oomph' to the staff beyond just saying "it gives you refinement slots for cheap", since Wizard's Constitution is a result of the magic the Wizard channels I felt that upgrading that effect would be an interesting spin.  I'm really not sure about the catch, I was trying to think of a decent one and it was either this or Cold-Iron, which is already overdone with the Fae.  I'm interested in more ideas though.

Arcane Power: The staff grants the wizard enhanced power, granting him 3 Refinement skills worth of bonuses which can only be utilized for the first two options (New Elements or Specialties).  Though the staff adapts itself to the wielder and they can choose their specialties (one time only, not changing except perhaps as part of a milestone) but they must use points to gain access to any Evocation element they don't yet have.
-Using the staff to gain different focus items or enchanted items didn't make much sense, so I limited it to new evocations types and specialties (which can apply to Thaumaturgy).  I considered allowing focus item slots and making them bound to the Staff, but in the end I decided that Specialties better suited the theme of the Staff since they aren't as easily stacked and tend to be more spread out.  The 'Archmage' ideal is someone who is very good at all types of magic after-all.  This is also why I required that points first be spent to purchase elements.   To simplify this, a new element or a specialty costs 0.5pts, buy new evo elements first, then specialties, to a total of 3.

Attunement: The staff attunes itself to the wielder, consuming two focus slots.  These slots can still be used as normal but are bound to the staff.
-I felt the staff needed a bit more 'investment' from the character beyond refresh levels so I added in this, it also fits in nicely with the alternatives listed below.

Law Abiding: The staff will not allow it's owner to intentionally break one of the Laws of Magic.  Attempting to do so automatically results in backfire for the full effect of the spell and severs the bond until the end of the next session.
-The staff needed a bit more non-refresh based lore and restrictions attached to it.  Being crafted by the Goddess of Magic (I chose Hecate, but you can choose any) I felt that having the rules of magic 'built-in' was a nice touch.  However I made it 'intentional' uses only since I didn't want to overly restrict characters freedom.  This is sort-of a play on the Sword of the Cross restriction, never mind a nasty surprise for a villain who gets his hands on it.

Now for the point break-down:
When wielded by a Wizard:
Item of Power: +2
Supernatural Recovery: -4
Catch: Mundane Electricity +3
3x Refinement -3
Refresh Total: -2


Which brings up the question of, what if a non-Wizard grabs the staff?  On the one hand, I think I prefer that mortals can't use the staff.  However, it also might be interesting try to apply it's effects to a mortal, so I created the alternate version for non-Wizards which follows the same rules and even has the same refresh level.  I actually sort of like it because while it's powerful, it's not quite as potent as it would be in the hands of a true-wizard.  And, of course, it's still limited by that player's Discipline and Conviction.


When Wielded by a Mortal (or someone without Evocation):
Item of Power: +2
Evocation -3 (two free focus item slots are automatically attuned to the staff)
Refinement -1 (Grants access to the two other elements without any specialization bonuses)
Wizard's Constitution -0
Refresh Total: -2



Any suggestions or feedback?

11
DFRPG / Re: Focus Items
« on: October 19, 2012, 03:20:08 AM »
My understanding for focus item stacking is that there are two aspects to the item. 

A) The element(s) affected (i.e. the traditional elements Fire, Wind, Earth, Water, Spirit)
B) The total bonuses given (Offensive Power, Offensive Control, Defensive Power, Defensive Control)

Add up the number of type A and type B, multiply them, and that's how many slots it takes to create.  So a Fire,Wind,Water +2 Offensive Power, +1 Offensive Control focus would be A=3 Elements B=3 bonuses. 3*3 = 9 focus slots.

This seems to fit with the examples in the book. It would take the exact same number of slots to instead create three separate focuses for each element that provide the same bonuses to each, adding them all into one item is just a way to avoid needing a dozen different focuses depending on the element and what kind of bonuses you want, the Lore limitation prevents it from getting too silly.

I'm somewhat confused because some posters here seem to be implying that there is some inherent numbers advantage to splitting vs. combining your focus item slots and as far as I can tell there isn't (besides putting all of your power into one item and being separated from it).  As to examples of a +5 Fire Offensive Power Gauntlet being broken... well, yea it's powerful but there is a reason it's able to stack directly like that instead of the +1, +2, etc. requirement that skills have.   The reason being that it only affects one facet of one type of your evocations.  Specializations affect your Power/Control directly for the elements and are subject to the stacking rules (you need a +1 in order to have a +2).  Focus items cost exactly the same amount of Refresh as a specialization does, so without this inherent stacking bonus there is no point in getting them over a specialization.


Edit: Oops, now I see. They're talking about getting past the 'no stacking bonuses' rule by putting offensive Power on one focus and offensive control on another, thereby allowing a +5 to both.  Yea, that is a nasty combo :p

Pages: [1]