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Messages - GryMor

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1
DFRPG / Re: How can a wizard fly?
« on: November 19, 2013, 10:09:25 PM »
Use thaumaturgy to encase your body in an (ectoplasm) exoskeleton with mass apropriate giant feathered wings? (Either as a skill substitution for a singular journey or as a temp power)

2
DFRPG / Re: 186000 miles per second: it's the Law! 55mph? pshaw!
« on: October 04, 2013, 10:02:19 PM »
Hrmmm... AFAIK, there has been no Dresdenverse material suggesting that magic can work that way ...  At least, not mortals' magic.  I s'pose some of the immortal beings -- who are force-of nature / force-of-magic / must-be-true-to-their-natures sorts of beings --  have shown a few hints that they can "do magic" just by doing their normal and nominally-mundane activities....

I'm pretty sure we have seen common rituals working that way, it's only when you are drawing up the power, in part, from yourself that you seem to absolutely need to shape it through your own will, it's just that without intent, external power tends to dissipate. In the case of warlock executions, there is a lot of group intent, and rather more than a drop of power being released.

3
DFRPG / Re: 186000 miles per second: it's the Law! 55mph? pshaw!
« on: September 25, 2013, 06:01:05 PM »
There was no overt Ritual Magic happening, or Harry would've noticed... but those Very Heavy Hitters might have been able to slip some minor continuity-of-tradition rituals past him.  He was hardly at the top of his investigatorial game in that scene...

While possible, I was more referring to the program as a whole constituting a ritual working ny the Council as a gestalt entity, not each individual execution of a warlock being an intentional ritual by individual members.

4
DFRPG / Re: 186000 miles per second: it's the Law! 55mph? pshaw!
« on: September 25, 2013, 05:40:30 PM »
And yet it's what they are actually doing, intentional or otherwise, they promulgate and evangelize the Laws and execute those who they believe violate them. That is a lot of power going in to making the Laws real. We already have evidence that non magical acts stain the soul gaze vision, that you become how you behave, the only things really special about the Laws is that you can get power out of them and the White Council's Wardens enforce them. We also have evidence that they can be bypassed or at least, that the damage can be insulated against or redirected, though we the exception of the blackstaff, we don't really know the mechanism. Now it may be the case that the power associated with Law Breaker would be there without the White Council's Jihad, that the acts would be specifically twisting above and beyond their mortal equivalents, but so far we only have correlation, and we know we have an unreliable narrator.

5
DFRPG / Re: 186000 miles per second: it's the Law! 55mph? pshaw!
« on: September 25, 2013, 12:31:48 AM »
I haven't seen anything so far in the books that contradicts the hypothesis that the Laws of Magic exist because the White Council has been enforcing them in what amounts to a millennium long ritual powered by the blood sacrifice of thousands of Warlocks.

6
DFRPG / Re: Confused by toughness and the catch.
« on: September 23, 2013, 07:45:42 AM »
Conditional stress boxs should probably go at the end, otherwise, the value of your base stress boxs is variable and you get some weird cases where your extra stress boxs 'matter' even when filled.

7
DFRPG / Re: Thaumaturgic duration
« on: September 19, 2013, 02:18:00 PM »
Generally you do this sort of thing as a landmine on a ward, in which case, the duration starts at 'until the next sunrise'

8
DFRPG / Re: Powers for the really high-end guys
« on: September 17, 2013, 07:42:34 PM »
I'd personally implement it as follows:

Multi Evoker [-1]
You may split the power of your evocations among multiple distinct effects, making a single control roll for the combined power of all effects. Power devoted to duration is shared by all relevant effects. The targeting interpretation of the control roll is split normally across the distinct attacks per evocation Spray rules.

This doesn't end up boosting pure offense/alpha strike, but should allow a WR 1 attack to be mixed in with a maneuver or block. Note, be very wary about lifting the spray splitting rule (consider power 4 split a a WR 1 direct attack and a WR 1 zone attack).

9
DFRPG / Re: Venomous
« on: September 15, 2013, 12:58:49 AM »
Except the only maneuver which counters poison is a scholarship roll...which, I guess, anyone can do but the difficulty is the person's fists roll.

This is incorrect. The requirement for medical attention only comes into play AFTER the poison target is taken out. Before they are taken out, Poisoned has no special requirements for being removed.

10
DFRPG / Re: Venomous
« on: September 13, 2013, 12:15:14 AM »
If the targets aren't taken out, then the follow on consequences don't come into play. As the total strength of the poison attack is your fists rating, high endurance and a bit of toughness are going to make the Poisoned state mostly irrelevant. If you can strike and disengage without substantial resource expenditure and without time pressure, whats stopping you from just taking them out in the first place (possibly one at a time)?

As for 'when' the monsters shrug it off (assuming they aren't taken out), they shrug it off at the point where the make a maneuver roll sufficient to remove the Poisoned aspect. If you are lucky, they will spend a consequence to help make the roll, but as you've disengaged, the only thing they have to worry about is the poison itself, so, to some extent, they are at their leisure to maneuver to provide enough tags to remove it (be those endurance maneuvers, magic, survival, etc).

11
DFRPG / Re: Venomous
« on: September 12, 2013, 11:41:28 PM »
Venomous is the single target counter point to zone attacks. That said, a lot of the things you would want it against are the same things that are going to mostly shrug it off, additionally, inflicting Poisoned is a maneuver, so you are surrendering your initial attack (and any alpha effects), gambling that you will be able to survive your opponent's alpha strike.

12
DFRPG / Re: Need advice on combat summoning.
« on: September 12, 2013, 11:28:37 PM »
The other other other option is to do the normal summoning/binding/controlling action in the background and do 'combat summoning' as a maneuver to bring one of your already contracted allies to the battle.

13
DFRPG / Re: Need advice on combat summoning.
« on: September 11, 2013, 08:30:45 PM »
I just spent the past half hour trying to find that conversation, and I'm coming up blank. In fact, I can't find any of my own posts from 2010 to 2012, so either they have been eaten, or the conversation was on one of the writers own blogs, as I _know_ I had questions about the adjudication of thaumaturgy for self shapeshifting and that it predated actually starting my current game.

14
DFRPG / Re: Using Weapons as defense?
« on: September 11, 2013, 04:20:03 AM »
And natural weapons are almost always enhancements to Fists attacks.

15
DFRPG / Re: Need advice on combat summoning.
« on: September 11, 2013, 12:54:55 AM »
I think he's referring to the fact that a thaumaturgy spell lasts "1 scene".  Therefore, if your potion is a skill replacer with a duration of 1 scene...

I'd had a similar question.  It just seems powerful, though, to replace any given skill with your Lore+foci for an unlimited amount of rolls.

When I had asked, the response wasn't in the form of replacing an entire skill it was in the form of replacing a trapping for a particular purpose, on the same level of specificity as tracking a particular person (mundanely tracking someone could take several investigation rolls, thaumaturgy could be seen as doing it in one or could be seen as doing it in many with the same level of effect, and you would only notice the difference if one of them was high enough difficulty to throw the spell). One of the examples was the feather weight spell/potion from one of the books which was suggested as functioning by replacing athletics for the purpose of overcoming vertical zone boundaries.

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