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Messages - Rel Fexive

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31
DFRPG / Re: Thaumatury Preparation
« on: May 31, 2010, 05:57:44 PM »
Gotta love the toast metaphor.  How much of a bonus for butter over margarine?  Is Marmite a benefit or bad juju?

32
DFRPG / Re: Circle of Magical Protection
« on: May 31, 2010, 05:55:45 PM »
Not necessarily, we have precedent for Circles of Protection vs Spirit, Flesh, and something that is both spirit and flesh, right? Isn't that what Harley MacFinn's circles protected against? Technically, making a circle of protection vs flesh would be like making a force field that nothing could breach. Very very powerful. Though that might be more complex than your average circle and not doable without a thaumaturgical ritual. /shrug we just dont have enough information to make a good guess.

That thing was a major Working.  Serious Thaumaturgical mojo, big time ward.  Totally different to a quick circle scribed in chalk, sand or salt.

33
DFRPG / Re: Circle of Magical Protection
« on: May 31, 2010, 01:35:23 PM »
There are no specific mechanics for scribing circles.  If you know how to do one (because you're a spellcaster or one told you how to do it) you can just do it.  I mean, it just stops pretty much anything not on The Heavyweight List.  Or at least anything wholly magical/summoned.  Trouble is, though, you're still at the mercy of mortals with film cannisters or guns, and the things can just wait till you get tired or break the circle yourself, so it's not much of a refuge.

34
DFRPG / Re: Thaumatury Preparation
« on: May 31, 2010, 12:45:09 PM »
It's not just about the materials, it's about taking the time, setting out the ritual space, putting yourself in the right frame of mind, checking your books to see you've aligned the forces right, establishing the symbolic link, that kind of thing.  Also, only evocation uses rotes.

Even if you've done the spell before, you still need to check that you are laying everything out right the next time you do it.  After all, if you knew enough to do it perfectly without that, your (effective) Lore would be high enough that such preparation would not be necessary.

Just exchange "acquire special materials: +2" for "check special materials are still fresh: +2" and you'll be fine.

35
DFRPG / Re: Peek at the Books In Process
« on: May 30, 2010, 10:23:32 AM »
It's a question of logistics. I can't easily get the bookmarks into the distro stream of product. I *can* control it and make it happen with my webstore.

Makes sense.  Maybe I could print out the appropriate web banner and laminate it...

36
DFRPG / Re: Peek at the Books In Process
« on: May 29, 2010, 10:09:30 PM »
Preorder from the evil hat store or find us at origins. :)

But not if you preorder from anywhere else?  Ah well :)

37
DFRPG / Re: Thaumaturgy Limitations and Difficulty
« on: May 29, 2010, 10:28:26 AM »
The rules say you could use a photo of a location as a link, but it might be harder with a person.  A casual photo taken just last night would be no good, but a photo from their wedding day, graduation day or any other event important to them would work much better.  Though only if that day still mattered to the target - marriages that ended in divorce or graduations into institutions that ended badly (kicked out of the police force, your degree taken away because of cheating) might not work.  Although... those incidents are as much a part of that person as a current marriage or job.

In other words, if you think it'll work and you can convince the table of this, you're golden.

38
DFRPG / Re: Wards, notes about what they can do
« on: May 29, 2010, 10:23:02 AM »
Wards (which are described as offering physical and magical protection) and Thresholds (use the highest if both exist in the target area, I imagine) block spells trying to hit something inside them.  Usually that just means adding more Complexity to your Thaumaturgy spell to overcome it; otherwise you don't have enough power in the spell to hit your target.  Also consider that Wards reflect attacks - including spells - that don't pierce them right back at the attacker.  So if you didn't get enough Discipline shifts with your Evocation to overcome the Ward's block, watch out.  Same goes for a drive-by or bomb-throw, I imagine.  But as standard Wards do not seem to prevent entry from the Nevernever - although there's no reason why you couldn't set one up to do that, either as an additional function or a separate Ward - then you could just have a Ward that specifically blocks that but (I would say) does not stop anything else.

So...

Situation 1: If he doesn't account for the strength of your ward, he doesn't have enough power to affect you.

Situation 2: If he doesn't beat the block from your ward, he'd better duck!

Situation 3: See above!

Situation 4: Unless you've warded against this, expect to have unwelcome guests.  Otherwise they need to overcome the strength (block) against crossing over.

Situation 5: See above.

Situation 6: See above.

39
DFRPG / Re: Question on Vampires
« on: May 29, 2010, 09:57:52 AM »
I think it might be a bit like being both the Summer Knight and the Winter Knight.  It could happen, but not for very long; not so much the matter/antimatter thing, but more that your two hungers would consume you in quick order and turn you into a ravening insane monster.

Not a good PC, but an excellent adventure's threat.

40
That's the easiest and so best way, yes.  And killing another immortal makes for a good significant milestone, since the justification for advancement is simply "I killed another immortal and absorbed his quickening".  No other rules required.

41
DFRPG / Re: Compelling a Hex
« on: May 26, 2010, 09:41:32 AM »
If the Mortal has to make the call for some reason that's important to the plot and the Wizard doesn't move away to let them do it, then the Wizard is causing the problem and his HC gets compelled for the hex.  What happens then depends on if the compel is accepted or not and what they decide happens. If it is accepted the Wizard's player gets the FP because he is causing the complication.

42
DFRPG / Re: Chucking Things About
« on: May 26, 2010, 09:34:24 AM »
On p321 of YS there are rules about lifting thing and what it takes to throw things around, but mostly a throw (whether it be from grappling or a thrown weapon like a knife) can only move things up to one zone away, as you've said.  So if you apply enough shifts of power to overcome their resistance (Probably Might or the level of Might necessary to lift something, so 8 shifts for a small car) you can 'throw' them up to one zone away, easy.  Maybe extra shifts of power, or spin on the control roll, can throw them further?

I think the general opinion on the car thing is that yes, the actual car is just the narrative version of Weapon:Whatever.

43
DFRPG / Re: Refinement - Design Question
« on: May 25, 2010, 02:17:11 PM »
I guess you could say "you've been working so hard to learn how to work with this new element that your tight focus has given you extra control with it" or some such, but yeah, just assign the specialisation elsewhere if you prefer.

44
DFRPG / Re: Confused about Alertness vs. Lore
« on: May 23, 2010, 07:29:29 PM »
Seems to me there's two easy ways to do this.

1) Use Finely Tuned Third Eye - she's more sensitive than usual and the bonus increases her relatively weak Lore to the same level as her Alertness, giving her that extra sensitivity without the knowledge (a higher Lore) to back it up.  And call it something else if you prefer - make it a name more in tune with the effect you're trying to achieve. Unusually Sensitive perhaps.

2) Come up with a new mortal stunt that flips the association of passive supernatural detection back to Alertness.  Call it, uh, Supernatural Radar or some such.  Or use Unusually Sensitive s above.

The moment you get to Aura Reading, giving an ability equivalent to The Sight, you're into Supernatural Power territory.  I'd say -1 Refresh, with the ability to assess for one Aspect, one time only, balanced by not having the risk of being driven bonkers by what you'd be seeing if you'd used your Third Eye.

45
DFRPG / Re: Wards and Landmines
« on: May 23, 2010, 07:17:03 PM »
There's nothing in the rules that says there is a "use" limit on landmines so to me that means there isn't one.  They keep working until the ward is destroyed.  Oftimes the base "reflect" ability of a ward is defence enough; the landmines are only for when it is breached.  One point of complexity per "use" seems fair if you want to limit them, though.

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