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DFRPG / Re: Modeling intellectus?
« on: August 13, 2013, 09:55:16 PM »Out of curiosity: What's Intellectus?It's discussed on YS292 in the Places of Power section. In brief, it's the ability to simply know everything about a place.
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Out of curiosity: What's Intellectus?It's discussed on YS292 in the Places of Power section. In brief, it's the ability to simply know everything about a place.
If characters are Blind & Deaf as a taggable aspect, is it fair to then tag that as part of an Ambush action?They're certainly taggable as part of an attack. It'll be situational, but I suspect using them as part of a Stealth Ambush would be difficult. Going suddenly deaf and blind should be a big clue that someone who dislikes me is nearby...
I know that that Rote Spells in the book are to be taken with a grain of salt. I do, however, have a question about something they introduce to the game.Neither, it's false. Or at least a major assumption made from flimsy evidence.
Magic dictates how the target of the spell Defends against the attack or maneuver. Is that a feature or a bug?
First - would you agree that the selection of Water as Channeling-element for a Biomancer-growing-toward-wizard?Sure. You can make an argument for any of the Grecian elements fitting once you start digging into each element's purported mystical attributes. But Water is often closely related to healing.
Second - what would you say of these effects:Those can work.
- Effects similar to tear gas by causing mucus membranes in the eyes, nose and mouth to overproduce? (Maneuver: Aspect "Tear gas" or similar on the target)
- Choking/suffocation from water in the lungs, exuded blood & mucus? (Attack)
Or would these be too complex for Evocation? I'm still really on the fence. I really like them, but the might very well need Biomancy Evothaum.It's all in how you describe it. "Infusing the flesh with excess water." is simple evocation. "Combining appropriate molecules to create tear gas." is complex, should require a knowledge of chemistry, and is probably thaumaturgy. But both may well have the same result of difficulty seeing and breathing.
Is there a step by step walkthrough of how to create your character?Here's a very basic outline listed in the order presented and numbered in the order I often use:
For the Stunts and Powers:Recovery and Toughness powers must have a Catch. Usually the catch will be worth a rebate and save you some points.
Inhuman Recovery -2 (Catch: 0, just general constant recovery)
Inhuman Toughness -2 (Catch: 0, again, just general amped up toughness)
Supernatural Strength -4 (forgot if there was a catch on this, I didn't write one down though)
Marked by Power -1
Item of Power +1 (With the Channeling -2 bonus) ***Not even sure if this needs to go here***
So with this do I have -8, or does the Channeling add into it and go over my point allotment?
Also, how do you go about picking stunts? The book was very thorough on what they do, but not how many you are allowed to pick or how many points they cost, if any. Do they just inherently come with your skills? Say I wanted the "Wall of Death" stunt, would I have to give up other powers?Stunts cost 1 refresh each so you'll need to pay for them. Generally you'll only have one or two with other refresh being put in powers or saved for fate points.
Character Items: How does this work? Do you just state "My character has this weapon, this piece of clothing..."? If they have 'extras' like imbued powers how do you go about that?Are you talking about magical items or mundane equipment? The former you pay for with refresh and need to meet your high concept. The latter are going to be a combination of what makes sense for the character to have and your Resource level. If you have focus or enchanted items (granted by spellcasting powers) you'll choose what they are or leave a few as empty potion slots.
I just followed the pyramid pattern on Dresden's sample sheet, but I've seen a few posted characters on here don't follow that. Are there multiple ways/rules of doing this?You've got 35 points in skills - that meet the cap you're starting at? There are multiple ways, the general rule is "You cannot have more skills at a higher level than you have at each and every lower level."
Consequences...Consequences are your health...sort of. In any case the only thing you need to know about them during character creation is how many you have. That's going to be one each of Mild, Moderate, Severe, and Extreme unless you have skills, stunts, or powers granting you extra.