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Messages - Bubba Amon Hotep

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61
DFRPG / Re: Shifts to Stress - optional or not ?
« on: June 20, 2010, 06:30:16 PM »
Let the debate begin!  :P

62
DFRPG / Re: Jumpers
« on: June 20, 2010, 02:53:29 PM »
For the purposes of this build, it will follow the manner of the movie in how they jump.  Obviously, since a specific electromechanical device can "anchor" and reopen a jumpscar, I'm pretty sure it wouldn't qualify as magic in the dresdenverse.

Actually, that's one of the two reasons I picked it.  The first reason being that I think the struggle between jumpers and paladins given a noir twist would be good for the d-verse.  Therefore the second is that I'm personally looking for something to fit in the game that is superhuman without being magical.

As I said before if you want it do it.  But it sounds like you are moving the dresdenverse into another place, and not moving jumpers into the dresdenverse.  But hey design your home ruled custom powers and have at it.  You also mentioned an electromechanical device that anchor's jumpers.  Wizards produce a field around them similar to an EMP.  Wouldn't it be interesting if it was the same field that would "anchor" a jumper.

Besides, unless they actually violate the flow of time (which teleportation from one point in space to another point in space in the same point of time does not do), the law itself has no regard for the physical relationship between space and time.  Even if it did, it's not as if the White Council could do anything.  Obviously thresholds have no effect on the abilities of jumpers in the movie, and like neither would circles unless made as physical barriers only perhaps.

Well its a roleplaying game, and I am not going to get into a physics discussion here with you on the boards about something that doesn't exsist and can't be re-created in reality, besides, when you bring too much reality into a game it falls apart.

So, yes thresholds don't have an effect on the abilities of jumpers, but if a jumper took a wizard with them on the jump, it would affect the wizard.  He would be weakened.  And as far as Warded Area I see them as bubbles, that span multiple planes.  You try to come in without deactivating it or being welcomed, and its going to surge (if landmines have been laid). 

In regards to the White Council, yes the wardens are stretched thin, but they are still attempted to keep the peace.  So yes create a big enough wave, and the wardens of the council would be hounding them.

Whatever you decide, have fun with your game.

63
DFRPG / Re: Las Vegas Game Recruitment
« on: June 20, 2010, 03:29:07 AM »
sent you a message.

64
DFRPG / Re: Jumpers
« on: June 20, 2010, 03:18:29 AM »
Where as you are free to do anything you wish in your game . . . what would be the negative aspects of it, what would be the I better not teleport here or there, because x, y, and or z might happen.

Right now as was already mentioned, in the dresdenverse, if you want to teleport you need the ability to do two things.  Create a veil to disappear, and be able to open a portal to physically move from one place to another.  At minimum, you could give the person the WorldWalker ability, however, stepping into the Never Never all willy nilly can get you killed.

If you wanted a true teleport, you are bending space and time to your will.  That violates one of the Laws of Magic.  Chronomancy is a bad thing.  Also what would happen if your teleporter attempted to "jump" into a threshold, or into a warded sanctum.  I would think it would be like hitting a brick wall.

65
DFRPG / Re: RPG group areas
« on: June 18, 2010, 02:19:54 PM »
Waterloo is not that far from me, sitting here in Omaha which is still part of Nebraska. 

winter

No, not that far . . .  4 1/2 to 5 hour drive,  250-275 miles away.  Heck Chicago is just as close!  :)
Still not something I would be doing weekly.  Two tanks of gas, around $80 a pop to drive there and back.

66
DFRPG / Re: RPG group areas
« on: June 17, 2010, 01:20:22 AM »
Is this heaven?  No its IOWA!  Waterloo to be specific. 

Anyone . . . listens to the crickets.

67
DFRPG / Re: The Dragonknight
« on: June 15, 2010, 11:18:24 PM »
I have an NPC I created.  Who only bears the [-1] Marked by Power.  With a stunt taken to help him hide it.  He takes care of the Sanctum for his Dragon Master, does research, manages some pure vanilla mortal employees, and fulfills tasks that are to trivial for the Dragon.

The rest are simply in stunts.

Who says all Dragon Knights need to be kick ass warriors to have all the fun.  :)

68
DFRPG / Re: Arcane Sanctum?
« on: June 14, 2010, 04:51:15 AM »
Okay this looks like a good place to ask this . . .

Was building an NPC who had a facility he maintained and updated, that people could use for a price.

Resources : Great (+4)

Stunt: High Quality Workspace - An "automatic" personal workspace of quality equal to resources (+4)

Stunt: High Quality Workspace - The workspace is able to fulfill two workspace functions. (Academic & Arcane Research)

Stunt: High Quality Workspace - The workspace is able to fulfill two additional workspace functions. (Arcane Spellwork & Arcane Rituals)

So . . . a wizard with no resources, pays the NPC in a favor, and copies of private arcane research, so that he can use the Sanctum.

The wizard would have a (+4) workspace for hashing out his next ritual, or discovering the weakness of the monster that attacked him?

yes / no ?

69
DFRPG / Re: Artifact vs Artifact.
« on: June 14, 2010, 02:50:35 AM »
Except that Nikodemus wasn't harmed by Michael's attacks. And it was implied in the book that the Knights and the Church didn't know how to kill him.

Okay talking about two different things.  You want to hurt him, or kill him?

Quote
Death Masks Chapter 31
(click to show/hide)

A non-magic automatic weapon can hurt the heck out him.  But not kill him.  Swords of the cross can cut him all day long and hurt him, but not kill him.  In the novel it appears that the Noose grants him regeneration at high level, and a get out of death free card.  He is like deadpool, just saner.

70
DFRPG / Re: RPG books...
« on: June 13, 2010, 01:04:13 AM »
My wife was reading changes when I read the blacked out bits, so I didn't get it. 

She did look at me strange when I went "NO WAY! hahahah" while reading changes.  So I had to explain it to her so she would understand I wasn't insane . . . yet.

71
DFRPG / Re: Artifact vs Artifact.
« on: June 12, 2010, 10:35:43 PM »
so your asking what happens when an unstoppable force meets an immovable object?   ;D

I would simply say power it by plot.  Is it the final scene with the BBEG and he isn't suppose to get away?  Then the Magic is enough to overcome the BBEG's magic.  If he has more scenes it doesn't.

72
DFRPG / Re: Considering some Evocation house rules
« on: June 12, 2010, 10:27:46 PM »
High Concept: The Witch Hunter
Trouble: Shoot First, Ask Questions Later
Other Aspects: I Love My Gun and My Country; Are You Feeling Lucky, Punk?; Nothing Like the Smell of Napalm in the Morning!; Experienced Gunsmith; Expert Marksman
[SNIP]
This guy uses Craftsmanship to apply aspects to his two Smith and Wesson Model 500 revolvers (these babies shoot a 50 caliber round with a 10" barrel). He routinely applies three aspects to them, one is "Perfectly Maintained", the other is "Hand Made Ammo", and another is "Perfectly Aligned Barrels" or some such (I don't know much about guns, so Im just making guesses for applicable aspects on the weapons). He can Freetag each of these once per scene, possibly once per gun, but I think that is stretching it.
[SNIP]

Love this concept.  I could see him with .50 Dragoons.



Image shows a Cased pair of 2nd model Colt Dragoon revolvers, European-style engraved,  ivory grip plates ornated with a gold inlaid monogram, powder flask of solid silver made by the goldsmith Wilson & Co. Case of rosewood and copper alloy. Manufactured in 1849 for JJ Van Syckel, wine trader in Philadelphia and local celebrity.

1849, Monogramed, Gold Etching, and ivory grips lots of love went into making those pistols.  I can see them surviving even the nastiest of hexes.

73
DFRPG / Re: DFRPG over Skype anyone?
« on: June 12, 2010, 04:10:44 AM »
I have been looking into this. 

Recently found Fantasy Grounds II with a Dresden Files Mod and Character sheet. 
Also has fudge dice coded in. 

I can see that software with skype leading to fun internet RPG groups.

74
DFRPG / Re: Considering some Evocation house rules
« on: June 12, 2010, 04:03:50 AM »
Sounds like your wizards are Being Prepared.

You said a mouthful right there.  Lets think about that.  Prepared.  Harry in the books gets his butt handed to him all the time, and barely makes it out of most situations.  He isn't prepared. 

When Harry is prepared he can
(click to show/hide)
and
(click to show/hide)
all while killing and laying low other threats.

Try to keep your players off balance, have them attempt to do things other than fight in combat, etc.  Keep them off guard and only let them prepare towards the end once they have things figured out.  It will make the roller coaster ride that much tense and they will love you for it.

75
DFRPG / Re: Ley Lines
« on: June 12, 2010, 03:47:10 AM »
I once saw a special on TV "Magical Places" with a gentleman using divining rods to attempt to trace the Ley Lines at Glastonbury Tor.

He claimed and the video cameras captured the divining rods tracing a path that winds it way to the top of the hill, then once inside the structure keeps winding ever tighter and tighter as it moves up in an almost tornado like fashion.

I don't have enough information to know if Ley Lines exist or not, but it would fit great in the Dresdenverse.

In short, I would say the curve, and twist, and curl, and fork. 

What happens when a ley line forks and rejoins. 
Would a circle created inside that line be perfect for binding something permanently?

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