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Topics - Jack B

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DFRPG / Inhuman Mental Toughness
« on: December 23, 2010, 04:33:31 PM »
So what do you guys think?  I think it's balanced but spellcasting is very powerfull and can easily be abused.  I'm just tired of only being able to cast 4 spells per scene (not counting consequences).  This would bring me up to 6 and clear any consequences faster.

Power:
Inhuman Recovery [–2]

Description: You have an incredible mental fortitude, able to cast more spells and heal faster than a normal human can.

Musts: You must attach this power to a Catch.

Skills Affected: Conviction, other mental skills.

Effects:
Total Recovery. You’re able to recover from mental harm that would leave a normal person permanently damaged. You can recover totally from any consequence (excluding extreme ones) with no other excuse besides time; simply waiting long enough will eventually heal you completely.

Fast Recovery. Out of combat, you may recover from physical consequences as if they were one level lower in severity. So, you recover
from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

Vigorous. Conviction never restricts other skills due to a lack of rest. You may skip a night of sleep with no ill effects.

Shrug It Off. In combat, once per scene, you may clear away a mild mental consequence


Inhuman Mental Toughness [–2]

Description: You’re unusually tough minded and have incredible mental fortitude. You’re able to access deeper mental reserves than a normal human can.

Musts: You must attach this power to a Catch.

Skills Affected: Conviction, other physical skills.

Effects:
Hard to Hurt. You naturally have Armor:1 against all mental stress. (Note minimum stress when casting an evocation is still 1)

Hard to Kill. You have two additional boxes of mental stress capacity

The Catch +3
Everybody else.  Outside mental effects affect you normally.

The ability protects you from something specific, namely your own spellcasting. (+2)
The ability is bypassed by something that anyone has reasonable access to.  I.e. anyone with mind affecting powers will affect you normally. (+2)

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DFRPG / Did I build this spell right?
« on: December 02, 2010, 05:53:22 PM »
Okay, here's the situation.  Probable bad guy(s) have an item of power and are going to charge it by the light of a full moon (3 days hence) at a known place of power.  My wizard wants to stop this and he and his buddies will try to confront the bad guy(s) and get back the item.  One problem we have though is that we have no idea who it is or how powerful he/she/they are so I want a back up plan. 

The plan, a thaumaturgic spell that will block out the moonlight and create an illusion of moonlight so that the item can't get charged and no one will know why.  The site is a place of power with 1 zone of size.

Here's how I stated it:

Block:  Moonlight energy only.  +2
Veil:  To appear as the moon would appear.  +12 (judged on a conservative guess of alertness/lore +6, +4 for the roll and +2 for an aspect)
Size:  Cover one zone +2
Duration:  a few days +2

for a total of complexity 18. 

Also, how would this spell be taken down?  Would it have to be dispelled with a power 18 counterspell or it's thaumaturgic equivalent?

3
DFRPG / Wards and the First Law
« on: November 29, 2010, 05:54:54 PM »
Is it a violation of the First Law of magic (don't kill with magic) if someone dies from trying to break into your warded place?

I play a wizard and in our campaign there is a war going on between the red vampires and the white counsel.  My guy has some pretty heavy duty wards set up to keep intruders out but should I nerf them so that they can't (shouldn't) kill anybody?  It doesn't seem very health conscious on my part if I do that though.

Here are a couple ways that I thought might justify the wards:

- If I set up the basic ward that redirects energy so that the attacker's own energy kills him, it's the enemy's own attack and not my ward's that did him in.  Is that right?

- If I set up a booby trap ward to explode when only say red court vampires try to take it down then that's okay to because they are not human and the booby trap wouldn't spring on humans (unless the RCV had a human shield).

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DFRPG / Wizard casting stress question
« on: November 10, 2010, 08:59:44 PM »
Lets say a wizard is casting a power 5 evocation with a conviction of 4.  He takes 2 mental stress.
Now lets say that he fails his discipline roll and chooses to take 2 points of backlash.

Does that mean that he takes one 4 stress hit or two 2 stress hits?

Thanks in advance.

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