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Messages - kgy121

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In this case, The Dragon is basically getting his authority challenged. As such, he will probably need to make an example of them to keep the delicate balance of power in Vegas.

If the wizard is the one who was 'responsible' for it, he'd probably be the only one to be singled out for retribution. As was established in the Faerie War, lesser beings used in the course of a hostile action qualify as 'tools' and as such their actions simply add to the punishment inflicted on their master.

Were I in that position, I'd probably either have the wizard mutilated somehow to send a message to the White Council along the lines of 'You breached the accords and killed one of my men. I'm being merciful this time' or addicting him to the Red Court Saliva and then sending him on a suicide mission to excorsize The Cowboy or something.

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DFRPG / Re: Spells and more spells. Chain Challenge
« on: October 19, 2014, 06:34:15 AM »
You tap into the flight or flight adrenaline reaction that lets Winter Knights and angry mothers flip cars.

Entromancy boundary rating increase.

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DFRPG / Re: Divination at the speed of evocation?
« on: October 15, 2014, 04:31:37 AM »
Either by having a Lore skill higher than the complexity of the Divination you're trying to do, or by taking a sponsored magic.

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DFRPG / Re: Spells and more spells. Chain Challenge
« on: October 14, 2014, 12:04:15 PM »
Out of all possibilities, the wrong ones are eroded away until all that's left is the correct answer.

Hellfire skill replacement for Performance.

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DFRPG / Re: Spells and more spells. Chain Challenge
« on: October 10, 2014, 01:55:53 AM »
Bones erupt from the ground to form skeletal armor.

Diabolism Wards.

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DFRPG / Re: Spells and more spells. Chain Challenge
« on: October 07, 2014, 07:30:14 AM »
You sense their spirit focusing on you to start a social interaction. [whether this be the initiative trapping of Empathy or the Defense against their social attack]

Photomancy skill replacement for Survival.

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DFRPG / Re: Spells and more spells. Chain Challenge
« on: October 06, 2014, 04:13:10 AM »
Air has the purview of sound, so the magic whispers everything they want to hear to them.

Earth magic skill replacement: Guns

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DFRPG / Re: Newbies ask the darnest things
« on: October 06, 2014, 04:07:18 AM »
That seems a bit complex. I'd just attach the Human Form [+1] to Spirit Form [-3] and be done with it.

Back on the subject of Physical Immunity, if someone has a Magical Immunity and is targeted by something like an entropy curse with cars of bees out of nowhere, what's the sequence of events there? Does the targeting get pulled off by the magical immunity and the bees never show up? Or do the bees just count as magic and not affect them? Would Thaumaturgy just be able to get around it somehow?

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DFRPG / Re: Spells and more spells. Chain Challenge
« on: October 03, 2014, 03:19:24 AM »
Voodoo Conjuration.

You animate a humanoid corpse-like object into a Loa.

Soulfire sight block.

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DFRPG / Re: Spells and more spells. Chain Challenge
« on: September 20, 2014, 09:33:57 PM »
Geomantic transformation scene aspect

The floor is made of lava.

Kinetiomancy skill replacement: Resources

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DFRPG / Re: Extrapolating Car Crashes from the Falling rule
« on: September 11, 2014, 10:22:00 AM »
A T-Rex's top speed is usually judged to be between 10 and 25 mph, or 3-8 shift; with Armor 3 from Mythic Toughness and 'oh god' stress boxes, yeah running into a building is absolutely no problem for a necromantically charged behemoth of a specter/zombie. Cars be fast though.

Weapon rating for cars is a good point. Just calling it a number of weapon makes no differentiation between accidentally backing over your foot, a wizard smashing a car on someone, or actually using the car in a way that (in)sane mortals would to maximize damage. If someone throws the car at someone, it's probably going about 12 miles per hour, which would be, yes, four shifts. Swinging a baseball-bat of a car, probably the same. HOWEVER, a thinking person using drive, using an aspect every turn for a +2 (6mph) would assuredly do more damage than the aforementioned large club.

So yes, I agree with you completely. I quite like having rules that fit the story, reality, and fun.

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DFRPG / Re: Extrapolating Car Crashes from the Falling rule
« on: September 11, 2014, 09:24:51 AM »
So one of the things I can do now that I have this data is, since this is extrapolation, is determine how fast I can crash cars into the giant monster before its maximum of 10 stress boxes gets filled in, or consequences.  For playing a pure mortal, it's important to know that hitting a max endurance mythic toughness zombie dinosaur at 50 (50/3=17 stress boxes by the math) miles per hour can probably inflict a mild consequence or two. Sure there's still 9 more to go, but at least now you've made a hella dramatic entrance and gotten it to focus its rage on the party rather than the make a wish kitten hospice.

This is not about falling at all. It's about cool things you can do with force estimations.

(Sanctaphrax's test thing in his sig)
(click to show/hide)

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DFRPG / Extrapolating Car Crashes from the Falling rule
« on: September 10, 2014, 11:28:48 PM »
Ten feet of falling, once all other possible outcomes have been removed, does five stress boxes, removable by supernatural armor and spells.
That's 9 meters per second, or 32 feet per second. About three fourths of a second into the fall, the person reaches that ten feet.
(click to show/hide)
This puts the speed for five stress boxes at about 25 feet per second.
(click to show/hide)
And, of course, this puts the speed for five stress boxes at 17 miles per hour.

Doing the calculations for the next distance does indeed double the miles per hour for an additional 5 stress boxes, which gives the damage a nice linear relationship with speed. Every ~3.4 miles per hour is one stress box worth of damage before consequences have to be taken, reduced by armor factors.

With a relatively mild car crash on a freeway, that leads to a 17 box hit, should the 60 MPH vehicle be brought to a stop by some solid object. It's a good thing modern cars have safety features out the wazoo, providing mundane armor for that specific type of crash.

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DFRPG / Magic Using Physical
« on: June 29, 2014, 10:22:44 PM »
In particular, there's Kinetomancy.

Aristedes in Ghost Story for example used his knife while he was charged with magic against Daniel. Would that be an Evocation to give himself aspects? It seemed more like a straight up attack using weaponry and magic.

To run through what I would think;
Conviction to summon power,
Discipline to control it,
Weaponry to attack.

So the weapon rating of the knife and the weapon rating of the spell would stack additive, and potentially shifts from Discipline AND Weaponry would apply to the accuracy roll, while letting the opponent potentially defend with more skills than just Athletics that would be the case with just casting a force spell.

Does that seem like a thing that would work for spells? That kind of thing could serve to make the Wardens more dangerous in Melee combat, enable 'flaming swords', and model all sorts of interesting effects if so.

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