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Messages - Haru

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1996
DFRPG / Re: Stephen King - Style 1 Trick Ponies
« on: September 11, 2010, 01:54:42 AM »
The Minor Talent description suggests a -1 or max -2 refresh cost ability. Looking at the sample abilities, most of them seem like a permanent version of an evocation maneuver, putting their power level at about 3. With that in mind, you could have every evocation or thaumaturgy effect with power or complexity up to 3 (or 6 with 2 refresh cost) be a minor talent.

Another way you can go is to just say "I want the character to be able to do [special power]" and roll with it. Define how the power works, what the character will be able to do and not do with his power and you're good to go.

1997
Let's see, I think I never had any normal dreams, I would consider all of them weird. Or most at least. Maybe you can use some of them.

Anyone remember the lemmings? In one game, I think it was Lemming 2: the Tribes you had about 100 different jobs you could let your lemmings perform to get them to their goal. In one of my dreams, I was with a few friends at a house we had been a few times before in the summer vacations, although not everyone gathered there had been there in reality. Now the weird part was, that there was a huge building (think storage depot) right next to that house, when in reality the house itself was surrounded by forest. Inside this building was only one large room that contained showers on the walls, like you would find in a waterpark. However, you could chose a shower and then be transformed into one of the Lemming Jobs, depending on which shower you used. I went back to the house to find everyone there had chosen the same, which was a different one that I went with. I went a couple of times back an forth, everytime the others had changed as well, but I was never able to match up to them. Finally I woke up.


Another dream, I had this one quite frequently for a while, always started out the same. I was just about to drift to sleep but was not quite there yet, when I was suddenly sitting on my bike, riding it along a path that was maybe 2 inches wide and falling down endlessly on either side. To both sides was nothing for miles, below me were thick clouds that almost looked like the floor. After a while the path was twisting more and more, and it became harder and harder to stay on track. Eventually I fall down, which took quite a while, but when I finally crash on the clouds, I kinda crash down on my bed as well.

In yet another dream I am wandering through a forest. After a while the trees change, because now there are some trees that grow swords. A few steps further a hovering sword suddenly appears in front of me and starts attacking me. I pick a sword from one of the nearby trees to defend myself. The attacking sword disappears after I hit it hard a few times, and I continue my journey. The forest ends in a huge city, huge skyscrapers to all sides. After a while one of them is hovering in front of me, like the sword did and starts attacking me again. I grab the nearest skyscraper to defend myself again, and I always wake up before the fight really begins.

I realise, I never thought about my dreams this much. Good Lord, I think I need therapy  :o

anyway, I hope you can use some of this. And I would really be interested to know how you are going to use dreams in your game.

1998
DFRPG / Re: Hitting with Potion grenades
« on: September 07, 2010, 06:11:16 PM »
Potions are a way of storing an effect. The effect is chosen when the potion is created and can not be changed or directed afterwards. At least that is the way I understand it. That said, what you are throwing is an object, not a spell.

If you want to treat it as an evocation, I would make it a rote spell with a focus component which would be the potions. Instead of a constant focus like a staff he would have to create his foci over and over again. You could have him only carry 4 or 5 of those focus potions around, but instead of the usual focus slot rule, they would have one or two additional slots without cost (and I would restrict those to +Power only), because they are very limited foci. Recreating the potions would mostly be colour, because a wizard is considered to be able to maintain his foci. However, you could have him perform a ritual, gather herbs, maybe even "compel" his focus dependency, having him run out of resources just as he is about to enter the final showdown.

1999
DFRPG / Re: Chloromancy (you know... plant spells)
« on: September 01, 2010, 02:47:53 AM »
Well yeah, it does need getting used to, though the best way probably is a practice game. But that is exactly why I started doing the characters, so I can run into problems like these and get them out of the way early  :)

To see if I got it: The sorcerer is ON FIRE, and because it is an aspect I just placed on him, I can tag it for free. Now I go and use some roots from the trees to grab him and put ROOTED on top of it. Now I have 2 aspects I can tag to entangle him even further, meaning I cast another rooting spell as an attack. At power 5 it becomes a weapon:5, discipline +4 plus 2 tags are +8 shifts without even rolling. Assuming a roll of 0, the sorcerer gets 13 stress, so the heat together with the roots wrapping around his body will be enough to take him out (or at least hurt like hell) and I can get away. With conviction at 5 this would give me 1 shift of mental stress (2 actually, counting the first rooting spell).

As for the opening the locked window with a houseplant idea that's totally a great use of Chloromancy, but I wouldn't worry about creating a whole mini chlorofiend every time you want to do something like that. Animating houseplants to do simple actions is probably a lot easier to do than creating a brand new plant matter homunculus for something that could just as easily be solved with a brick through the window, or a glass cutter.

I can't help but imagine the face of someone minding his own business, when suddenly one of his plants gets up to carry stuff around. Priceless  ;D

I was never going to give her a gnarled staff, because, well... it has been done to death. I was going to go with a shovel or a spade as a ritual focus item. I realise it is still stafflike, but it fits the character. Plus most rituals will probably involve a lot of preperation in the form of gardening, so it is not only for magical use. For evocation I was going to go without a focus, but that's where the acorns come in, if I really need the extra power.

The Maze is a great idea. How long in advance would I be able to prepare such a thing? I am thinking of a kind of thing like Harry has around his apartment, when he lights that one candle. Seeing as the chloromancer lives in a shed in the tree nursery she works in, it wouldn't be a problem to set it up in advance all the way around her home.

2000
DFRPG / Re: Chloromancy (you know... plant spells)
« on: August 31, 2010, 07:04:09 PM »
Ah, now I get it, I am new to the system, so I didn't get the aspects thing completely. After reading that chapter again, I think it is exactly what I was thinking of. The acorns will place the WILD GROWTH aspect on the scene, which is the kind of thing I had in mind, using whatever stored growing energy is inside them on every plantlike life in the vicinity making them grow and the chloromancer can now tag that growth and shape it. I like it.
Lore will possibly start at 4 or 5, not sure yet. Either way, I think WILD GROWTH would qualify as a sticky aspect, so I am going with it.

As for the oxygen idea, I really really like it, I haven't even thought of that one. Another idea in that direction: how would it work, if I wanted to enrich the area with oxygen, so an unsuspecting sorcerer might throw around his fire and have it blow up in his face, because it is overpowered due to the oxygen overdose?

Ritual (Chloromancy) is already on the charactersheet, as I thought most things involving plant magic might take a while, so thaumaturgy would be the way to go. The Bonzai-Bob was something I was considering, but also things like letting the bonzai behind a window come to life and open that window or something similiar. Hell, you could do all kinds of fun things with a bonzaifiend.

Now all I have to do is get my friends to play, which would mean getting them into dresden first...
To the geek-mobil!!!

2001
DFRPG / Re: Chloromancy (you know... plant spells)
« on: August 31, 2010, 01:34:53 PM »
Ok, having the acorns put a maneuver on the scene is probably the way to go, although it will be quite expensive having to spend a fate point to invoke them, but on the other hand, there might be enough options to get them, so I should be good.

And now that you mention it, how would I go about and create a chlorofiend? Even and especially a bonzai chlorofiend would be amazing  ;D

2002
DFRPG / Chloromancy (you know... plant spells)
« on: August 30, 2010, 10:59:53 PM »
Well I've been working on a few characters to familiarise myself with the system. Now I have this one character, a focused practitioner (chloromancy), with both Channeling and Ritual, that I can not quite figure out. My idea was, that she will only be able to cast spells if there are some plants around that she can manipulate, which will make her pretty vulnurable in a purely urban setting, but that might just mean you have to get a little more creative pulling things of. I was thinking about putting "the Catch" on it, but I don't think it is that much of a deal to actually grant refresh. She also has contact to some of the more summerly wildfae, but she does not get power from them or anything, although one of them has been teaching her to use her magic, because she saved that wildfaes life (I haven't really thought out that part completely yet).

Anyhow, she is working in a tree nursery, being good with plants and all, and she has some space set aside to power up some acorns, which means she puts them in the ground, waters them etc., but instead of growing they save that energy inside them. The chloromancer always carries around some of those acorns to supercharge some of her spells. On that point I am not sure how to handle this.
They need to be some sort of focus or enchanted item I think. Focus item would not fit, because in my imagination, the acorn will rapidly wither after being used to supercharge a spell so it can not be used again. An enchanted item as I understand them can only be used ones, but they are permanent, also not what I am looking for. Best would probably be to tweak the potions rule. The next question would be, how many shifts (as in supercharging a spell) per enchanted item slot can I put into any of those acorns? And is there a limit as to how much I can put into any item? Could I for example have just one acorn at me with 4 enchanted item slots on it.

The spells will mostly be defensive and maneuvers, for example letting the trees in the area shed their leaves in order to block the direct sight of anyone following the chloromancer or blending in with the plants in the area in order to prevent being detected (sort of a veil). Rooting someone to the ground or having a tree grow around part of him to hold him might also be something she would do. But for the most part, actively attacking someone (that means a spell that is an attack in the rules) is probably something that will never happen.

So, how do I stat out my acorns, and how would you handle the spells I sketched out above?

2003
DFRPG / Re: Types of Magic - What and Why Aspect Questions
« on: August 27, 2007, 10:33:14 PM »
There are two different things you have to consider when discribing the magic in the Dresden Files: energy and symbols.

now the energy is simply what fuels the spell, so your effect can actually take place. "White" or "life" magic takes it's power from what best represents life: emotions. "Black" or "death" magic takes its power from everything representing death, the force of ghosts for example.

There is a passage in White Night, that explains the whole energy part very good, I think:

White Night Spoiler (Hardcover, Chapter 20, Page 169):
(click to show/hide)

The symbols on the other hand are a way to shield the wizards brain from the energy he is channeling to create the effect of his spell. This is where the elements like fire or earth or the color coding thing come in, and I suppose a wizard needs to categorize the use of his magic somehow in order to prevent his head from exploding.

Evocation in the books is mostly symbolicaly divided into the elements, and I think that is, because they can all be connected to some kind of energy (fire=heat, wind= kinetic, earth=magnetic, water=entropy), which is exacly what you want in evocations, and it is for example easier to think of a ball of fire than on acceleration of molecules to create heat. But evocation can also work with other symbols, like the shield-bracelet for example.

Thaumaturgy also uses symbols to help the wizard focus his magic on the effect or object or person or whatnot he wishes, but thaumaturgy uses more time than evocations, allowing the wizard to use more symbols to create a greater and/or more complex effect than evocation. Like when Harry conjures the Erlking, he uses a lot of things to get it right.

So a spell only really needs energy, the symbols are just a way to help the wizard to not go insane by the use of his magic by shielding his brain from the raw force of his spell.


That should pretty much sum up how I think the whole Dresden magic works.
If I missed anything or made a mistake, feel free to correct me.

2004
DFRPG / Re: What would u be?
« on: August 05, 2007, 07:01:24 PM »
I'd like to play a wizard who specialised in the creation of magical items and potions, can do a bit of thaumaturgy but sucks at evocations completely, so his magic always needs time to be prepaired.
This means that for every spell he wants to cast he needs a carefully prepared gizmo, that contains the spell he wishes to cast. I can see the first one allready: a key that you turn in midair so it opens a door to the nevernever.
Of course most such items need to be recharched after they are used, and in the wrong hands they might even be dangerous, but thats where the fun is, I guess.

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