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Messages - Becq

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61
DFRPG / Re: Power Selection for a Character Concept
« on: July 11, 2012, 03:43:48 AM »
So is he after revenge, or protecting mankind?  I ask this because striking bargains with any "dark forces" (Black Court being a great example) seems a lot like aiding and abetting the folk who mean humanity harm, which is kind of the opposite of protecting mankind.  If he wanted to avenge the deaths of his family, and was "flexible" about the means used to reach that end, then it would make more sense to go that route.

62
DFRPG / Re: Extremely High Complexity Rituals
« on: July 11, 2012, 03:37:27 AM »
Ignore landmines, then.  I place a powerful ward across an Autobahn in Germany.  A carrying a (mortal) family runs into it and goes from 150kph to -150kph (averaged over all fragments produced) in an instant, with predictable results.

No Lawbreaker, because the driver is responsible?

63
DFRPG / Re: Power Rewrite: Physical Immunity
« on: July 11, 2012, 03:26:08 AM »
You cannot price a Power based on the assumption that it does not do what it says it does.
And yet you seem unconcerned that with the inclusion of TINS, ACAEBG no longer does what it says it does?

So what happens when somebody builds a new custom power, maybe "All Creatures Are Equal Before God's Might", which has exactly the same description ACAEBG does.  It would work against TINS because TINS doesn't grant immunity to ACAEBGM.

Meh, the whole discussion is silly; go ahead and design your power as you see fit, I'll step out.

64
DFRPG / Re: Extremely High Complexity Rituals
« on: July 11, 2012, 03:11:10 AM »
If you cast a spell on the doorway of a shopping mall that is designed to explode if anyone opens it, then you should get a Lawbreaker, even if the proximate cause was the shopper choosing to walk through your booby-trapped door.

Similarly, the ward described was specifically designed to kill people, and was activated with the expectation that mortals would be triggering it in the near future.

You might be able to convince a Warden it was a accident/misunderstanding/whatever.  Maybe.  But the (metaphysical) Laws of Magic can be lawyered on technicalities.  If you are the sort of wizard who would put into place a lethal ward knowing full well that it would be triggered by mortals with lethal consequences, then enjoy your Lawbreaker and new and improved aspect reflecting your shifting attitudes toward cavalier use of lethal magic.

65
DFRPG / Re: Power Selection for a Character Concept
« on: July 11, 2012, 01:59:31 AM »
Two, really, since you can't spend your last refresh.

Have you considered a Sponsored Magic?  For example, you could replace Domination with Kemmlerian Necromancy (no net refresh cost) and be able to use Psychomancy to do Domination-like stuff via Evocation.  (And then some.)

Also, you probably need a Lawbreaker or two, if you've been naughty.

66
DFRPG / Re: Power Rewrite: Physical Immunity
« on: July 11, 2012, 01:53:35 AM »
Nah, back on page 4 of this topic.  'Twas short, so I'll repeat it:

Quote
Why would you buy an immunity to a power that specifically ignores that immunity?  Even if you bought the immunity, the power would still ignore it, because that's what the power does...

Ok, so person A has immunity to ACAEBG (and presumeably a Toughness power or the like to go along with it).  Great.  Person B has ACAEBG, which doesn't bother person A, because he is immune.  Then person B spends a Fate point, which negates person A's immunity (and Toughness).

In other words, immunity to a power that negates immunities seems like a -0 power, since it doesn't actually accomplish anything.

But YMMV.

67
DFRPG / Re: Running with the devil
« on: July 11, 2012, 01:09:56 AM »
Don't know if this really is what you're looking for, but I'll throw it out anyway.

First we start with the sponsor debt mechanics (ie, what admiralducksauce suggested).  This gives you a solid core for asking for little bits of help -- for a price.

But take it a step further.  Allow the character to make extensive use of the "Temporary Powers" sidebar on YS92, but using debt rather than Fate points.  Work with the player to make a list of powers that are appropriate to borrow from a demon.  This should certainly include the physical powers (Strength/Toughness/etc), and might well include a number of others (Cloak of Darkness, Hellfire, and more).  Basically, for a future favor (or favors), the character can access -- for a scene -- as many of these powers as he's willing to pay the price for.

And I'd consider adding just one more small caveat, if you think the player would be cool with it.  Pick a reasonable number in advance (perhaps trouble comes in threes?).  Once the character has "borrowed" a particular power that many times, it sticks.  He adds it to his character sheet permanently, reducing refresh and losing Fate points as though he'd just bought the power.  He's just lost a piece of his soul, and become a little more like the demon he's dealt with.

In effect, the result would be a somewhat Changeling-esque character, who struggles between the power on the offer and the desire to retain his soul.  Of course, if his refresh reaches zero, the Choice is made.

68
DFRPG / Re: Power Rewrite: Physical Immunity
« on: July 11, 2012, 12:51:02 AM »
@Silverblaze: As I recall, there was no community consensus. I just picked a number and asked anyone with a problem to complain. Nobody did, so my number stood.
For the record, I had a problem with it and complained.  :p

69
DFRPG / Re: Potions as attacks
« on: July 11, 2012, 12:39:59 AM »
Someone with any form of spellcasting that included focus slots can create potions, and those potions can do [mumble, mumble-mumble].  Er, the book isn't clear as to what limitations are imposed on people who have less than full wizard abilities (Evocation and Thaumaturgy) but who have slots.  Some people think focus item slots are focus item slots are focus item slots.  Others think that focus item slots can only be filled with items that reflect the caster's powers.  So can a character with only Channeling (Fire) -- which includes 2 focus item slots -- use those slots to own a Dresdenesque protective duster?  The RAW doesn't say no, which is typically interpreted as a yes.

But back to your question, which I think was "can a potion slot be used for an 'offensive' spell?"  If you look at the sample "potion" list on YS303+, you'll see several examples of just that -- "potions" that generate attacks -- and aren't necessarily actual potions at all.  For example, Ghost Dust and Sunburst in a Hankerchief.

70
DFRPG / Re: Weapons ratings and blocks
« on: July 10, 2012, 07:32:16 PM »
The rules can lead to amusing conclusions when wards are involved.  Consider what would happen if nuclear missile was launched, and there happened to be a ward somewhere in the blast radius.  The attack roll would almost certainly be below the ward rating, so the blast would be reflected back against the silo that launched the missile, potentially thousands of miles away...

71
DFRPG / Re: Crownless Autumn (Asheville stay out) (Warning: Long)
« on: July 10, 2012, 02:12:13 AM »
What would happen to the Autumn Knight if the King dies? Obviously, the Prince would be promoted, but I think that Lily being promoted to Summer Lady was kind of a special case. Would someone else take the Autumn Prince role? Or could it throw things even further out of balance by leaving that slot open?
Just as an FYI, WoJ notes that there has been one replacement of Mother Summer during recorded history (Mother Winter has never been replaced).  I thought I remembered reading that there had been several (three?) Summer Queens, as well, but I can't locate the reference.  So rare, yes, but not unheard of.

Also note the following WoJ:
Quote
If the faerie queen dies, do you get out of the contract?
You just have a different faerie queen show up to… the faerie queen is an office, it’s not a person, Lily found that out the hard way, you know, so…
I think that that would answer your question about the Autumn Knight -- his leash would pass to the new King.  Unless the new King didn't like him, of course, in which case he could be replaced as desired.
Essentially abdication.  The previous mother wearies of her duty and moves along.  There's been one new Mother Summer during recorded human history.  Mother Winter has never retired.

72
DFRPG / Re: Extremely High Complexity Rituals
« on: July 10, 2012, 01:48:49 AM »
An alternate point of view: any wizard who did the sorts of things described above (mind-controlling cops, replacing them with duplicates, committing mass-murder via wards, deliberately hexing helicopters in flight. etc) would become White Council Enemy #1 so fast that he wouldn't be able to say "Oops" before his entire body was diced into bite-sized chunks, let alone his head lopped off.

Quote
State: We have proof he killed cops.
Defense: It was their own bullets.
State: He had this reflector field thingy.
Defense: Of course he did.
State: We have it on tape!
Defense: So you put special effects on a tape. I would be impressed if I never watched T.V.
State: He's a witch!
Defense: ... So we'll settle for you giving us a million bucks.
State: Fine.
[Several bearded men wearing clothes "that are soo last century" nod to each other and make their way out of the courtroom from their seats in the back.  The defendant is realeased from police custody, but is never heard from again.  The settlement check, having never been endorsed, reverts back to the State.]

73
DFRPG / Re: Help! I need ideas for a focus item
« on: July 06, 2012, 07:32:41 PM »
a jeweler's magnifying eyepiece (don't know the technical name)
Jeweler's Loupe is the term you are looking for, and I kind of like that idea...

74
DFRPG / Re: Extremely High Complexity Rituals
« on: July 06, 2012, 04:36:36 AM »
I guess I don't really see the point in statting up creatures like Mab.  If you've ever played Rifts (or other Palladium games), then Mab is throwing MDC attacks compared to the players SDC attacks.  If players fight her, they can't win ... unless perhaps they have an "MDC-grade" plot device of their own.  In DFRPG terms, any stats you give her will be too low.

Heck, there's RAW available for the mechanics of such a fight; you can find it on OW28, near the bottom right.

75
DFRPG / Re: Extremely High Complexity Rituals
« on: July 06, 2012, 03:28:12 AM »
As long as the cops are pure mook-grade NPCs and they concentrate themselves into a fairly small number of zones, then even a fairly modest evocation is enough to take them down.  For example, if you define "the front yard" as a zone, and "the back yard" as a second zone, and stipulated that the 200 cops were packing themselves into those two zones to get into the house, then all you would need is maybe a 5 shift evocation (assumptions: weapon:1, 2 zone spell with control of 7 or so vs cops with armor:2, defense or perhaps 2, and no consequences).

However, I think that this is poor application of zone rules, and downright silly tactics on the part of the cops.  My thinking is that every half-dozen targets, tops, should constitute a "zone" (redefining the zones for tightly packed masses as needed -- ), and that in any case the cops would be fairly spread out even without this sort of adaptive zoning, enough that there would probably be fairly few zones with more than a handful of cops packed into them.  So the 200 cops might require a 30-40 zone effect, which is ... non-trivial.

Sometimes you need numbers.
Agreed.  But I think that Richard is trying to say is that sometimes it's best not to have numbers -- or that sometimes the numbers aren't relevant.  And I agree with that.

Say, for example, a group of PCs learns that there is a nuclear warhead headed at them.  It is valid for the GM to dictate that the only way to escape the blast is to not be in the fireball when it goes off (run like mad, escape into the Nevernever, or whatever) -- and that a magical shield of any strength that can be produced in the time available just won't cut it.  In such a case, putting numbers to it is just throwing down the gauntlet for the rules lawyer in the party to prove you wrong.

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