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Messages - Runhide

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16
DFRPG / Specialization or Supernatural Sense
« on: November 30, 2010, 04:41:37 PM »
I am making a crafting specialist and one of the abilities I would like the character to have is being able to see the forces at work in items I create.  As an example I make a bow and I can tell by touch or sight the quality or the wood I’m working with before I start working.  Mainly I was looking for the quality of the materials I work with.  I would also like it to work with magic energies.  So the question is would I use a specialization like “Focused sight” given I have the sight already or would I invest in a Supernatural Sense “Strange Senses”?

17
DFRPG / Converting supernatural powers in to potions/spells
« on: November 30, 2010, 04:00:00 PM »
Given a characters stats allow them to create a 8 shift/power 4 use item. What are the mechanics of creating an item or a potion with ability like speed maybe inhuman or supernatural?  Would it work the same for Inhuman/Supernatural recovery also?  Would that just be biomancy for both? 

18
DFRPG / Item question weapon 3?
« on: November 30, 2010, 01:05:25 AM »
Where does the Weapon:3 modifier come from in the warden swords or Amoracchius?  Is Weapon:3 the best you can get?  What is the math for figuring it out or from what stat does it derive.


Warden Sword
The symbol of the authority of a Warden of the
White Council, Warden Swords were enchanted
by Captain Luccio to cut through both spells
and matter. They are very limited in supply!
A Warden Sword counts as a Weapon:3
sword at minimum in nearly all circumstances.
Spell provided: A Warden Sword uses two
enchanted item slots. Built by Luccio’s
formerly impressive crafting, the Sword can
produce one of the following magical effects
3 times per session:
Š. The Sword casts a counterspell of
Fantastic (+6) strength, provided the effect
being countered can be physically attacked
or touched by a sword (ethereal chains,
good; a mental binding, not so much).
Š. The Sword may be treated as a Weapon:6
item for one attack.

19
DFRPG Resource Collection / Re: Item math it hurts my head
« on: November 29, 2010, 05:48:32 PM »
Seems to me they miscounted, or maybe changed something and forgot. Should be 8 power, 4 frequency.

Um thanks for the reply but what + what = 8 power and 4 frequency?  what is the math?

20
DFRPG / More item questions
« on: November 29, 2010, 05:42:17 PM »
If you have both full Evocation and full Thaumaturgy you get 4 Focus slots correct?

Would crafted items be affected by wards or thresholds since they already have all of the power they can use in them?  It states that a wizard can lose a good amount of power but I would imagine that is because they can no longer gather external magic/power while in a hostile threshold.   

21
DFRPG Resource Collection / Item math it hurts my head
« on: November 29, 2010, 05:35:36 PM »
 In another post someone created this character and I have no idea how they got 9 power and 3 frequency for the final items.  What stats or skills add up to make this?  What is the math for it? 

Skills:

Superb (+5):
Lore

Great (+4):
Conviction
Discipline

Good (+3):
Resources
Craftsmanship
Scholarship

Fair (+2):
Presence
Alertness
Endurance
Weapons

Average (+1):
Guns
Contacts
Stealth
Deceit
Empathy

Powers:
-3 Thaumaturgy (Speicialist: Crafting)
-1 The Sight
-0 Soulgaze
-0 Wizard's Constitution
-3 Refinement (1 Crafting Refinement, 2 focus items refinement)

Stunts:
-1 2 Seconds into the future (Lore to defend against physical attacks)

Current Refresh: 2 (10-8)

Crafting:

Items have 9 power, 3 frequency
Speicalist: +1 frequency
Refinement: +1 Power and Frequency
Focus Item: +2 Power and +1 Frequency

Items: 6 Focus Items

-3 Chisel of Enchanting: +2 Power and +1 Frequency (Crafting)
-0.5 Force Ring: Weapon:9 Attack, 3 uses
-0.5 Ring of Protection: Block 9 or Armor:4, 3 uses
-2 4 open Potion slots, 9 shifts, 3 uses each.


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