The Dresden Files > DFRPG
Crafting help
Ghostfreak:
With the skill craft, is it possible for a human with a high enough craft and scholarship to build from scratch a high frequency blade?
A hf blade is a sword reinforced by a powerful alternating current and resonating at extremely high vibration frequencies. This oscillation weakened the molecular bonds of anything it cuts, thereby increasing its cutting ability.
Or what exactly are the limits can a player character get away with said skill? Thoughts and opinions please, much appreciation.
Taran:
To be clear, it would probably be craftsmanship and Resources. You can only craft items that are as good as your workspace. It's kind of a rule that most people overlook but given what you are trying to create, I'd assume you'd need a pretty high-tech lab.
If it is a mundane item, you choose the difficulty and time and it works. What will the item do? Is it a weapon 4 sword that looks like a weapon 2 sword? I see no problem with it.
Anything that could plausibly or theoretically be created could be made by someone with high enough craftsmanship and resources.
High craftsmanship could be a justification for taking powers and re-skinning them as tech. It could be an item of power that bestows a +1 hit bonus and gives you a strength power or even a stunt or two. The actual crafting of the items is just fluff.
Sanctaphrax:
High-frequency blades are currently science fiction, right?
Inventing them ought to be possible with mortal skills, unless your GM is a real stickler for scientific plausibility. But it'd take a lot of time, money, work, and help.
Ghostfreak:
I have no issue with time, I'd just like to know what exactly do I need to get it done. An good to know its possible, very glad indeed.
Also, is there any resource here that can give me a run down on how I can get the hang on aspects? Or how I can better use them to help me?
Taran:
--- Quote from: Ghostfreak on September 18, 2017, 04:12:32 AM ---Also, is there any resource here that can give me a run down on how I can get the hang on aspects? Or how I can better use them to help me?
--- End quote ---
In game use?
Besides the +2 you get when you invoke them, you can use them to create compels against people.
The typical, and most common use of aspects would be in a conflict. You stack up lots of aspects which you tag for a big hit. It works particularly well for tough opponents and gives you an opportunity to take them out before they have a chance to concede. That said, if I had a character with 6 aspects stacked against me, I might just concede before my opponent has a chance to capitalize.
The other way is to invoke them for 'effect'.
Maybe you find out that an opponent has a character aspect of 'gullible'. You could ask your GM, "I tag that aspect to have him auto-fail against my next deceit attack. If the GM thinks the compel is fair(he has the right to negotiate any compels), the GM offers the character/player a compel against that aspect which the player can pay a FP to refuse, or accept and suffer the consequences of the compel.
Other examples might be invoking a "Shadowy Darkness" scene aspect to slip past some guards, invoking a "tripped" aspect to prevent a character from running away, invoking an "on fire" scene aspect to have everyone in a zone start making saves against environmental damage. (although, this last one would affect every character - friend and foe - and is most likely the kind of thing a GM would do to players.
Really, the possibilities are limited only by your imagination and the flexibility of your group/GM.
In one game, my character needed to rush to help an ally who was several hours away by plane. Enemies within the organization my character was working for were using bureaucracy to slow down the acquisition of a plane. I invoked a character aspect "Together We Stand, Divided We Fall" to say that a character (my character had helped earlier in the campaign) with World Walker and Swift Transition happened to swing by. By spending 1 FP, we cut the journey down to 10 minutes and introduced a new character into the plot.
Tagging vs using a FP
If you create an aspect, you get a free tag on it, or can let someone else use the tag.
You can create an aspect by spending a FP or by making a skill check at an appropriate difficulty.
So, I could make a Might check against an opponent(who roles to defend). If I succeed, they are tripped. I can now tag that aspect or offer the tag to someone else. The tag doesn't last very long and the aspect stays until someone removes it. (like the guy uses athletics to stand up).
You could use a FP to declare a scene aspect and then give the tag to anyone you want.
When you use a Free tag to invoke an aspect against an opponent (if you didn't use a fp to create the aspect) the opponent doesn't receive a fp for accepting the compel. If you use a FP, they get a FP for accepting the compel.
So, you could use your free tag on Tripped to say the guy can't move 1 zone on his turn. Then your ally wants to get a +2 to hit, he can use a FP to invoke 'Tripped' but the guy gets a FP for it.
Typically, it's better to invoke your own aspects to get bonuses, since your opponent doesn't get to cash in on aspects that you own.
I'm not sure if that's what you were asking but I hope it helps.
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