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Topics - AstronaughtAndy

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DFRPG / Magical MagLev
« on: July 30, 2012, 12:09:22 PM »
Alright so I'm working on a swords and sorcery campaign setting thats going to be fairly high magic, and I'm looking for a bit of advice/input. One of the main methods of magical transportation will be sort of a magical MagLev but possibly without the rails. The idea is that you use some Earth magic to magnetically repulse the vehicle off the ground propel it. I want the drivers/operators of these vehicles to be a profession, so they will require said operator to use an Earth ritual whenever they want to use it.

So my thought is that to model this, its basically a very high Might check combined with an Athletics check. The Running the Game section lists a small car as Legendary to lift with great effort and suggests that Legendary +4 would be required to move easily with it. With that in mind, I'm thinking that 12 shifts for weight would be the smallest of these vehicles, with 18 wheeler and train car sized being in the 16 to 20 range. Athletics wise, I'm thinking that Fantastic is a decent speed; not necessarily faster than a person could go, but certainly faster than a person could go all day.

That being said, I realize we're looking at an 18 shift ritual minimum. The vehicles themselves might be very large focus items for the specific spell and give the driver complexity and control bonuses. The driver's would probably also have a Lore stunt to increase their effective Lore for this spell. Honestly, NPC driver's will just make it happen, but put flying boats and the PCs will want one.

So thoughts/feelings/opinions/wishes/hopes/dreams/questions/darkest desires?

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DFRPG / Harry's Duster as an Item of Power
« on: July 16, 2012, 12:30:00 PM »
So it occured to me the other day that you could model Harry's Duster (and similar defensive garments) as an Item of Power. Basically granting a Toughness power with a catch of something like massive trauma (ie. being hit by a car, falling off a building, swords the size of a car, etc.). Its mostly just an idea I want to bounce off of you.

Advantages: On all the time. Not dependent on a high Lore. Extra stress boxes let you take more punishment. Requires an Aspect.

Disadvantages: An enchanted item with a magical block could produce a much higher Armor bonus, or a Block that many things would be unable to beat.

Refresh cost: I'm thinking the catch is around a +2-3 (it is not terribly difficult for mortals to acquire a car and not terribly difficult for a giant monster to throw a car at you). If its your first IoP, it'd get a +2(?) discount, bringing it up to a +4-5 so you're probably looking at Mythic Toughness for the Power granted.

Thoughts, feelings, comments, hopes, dreams, wishes?

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DFRPG / Using Fists, Guns and Weaponry with Evocation
« on: July 04, 2012, 06:42:53 AM »
Howdy, y'all. I'm about to start GMing some urban fantasy games with the DFRPG as the basis, and it seems to me that one of the things that makes Evoking the best choice for dealing damage is that the Discipline roll to control the spell is also the attack roll. The result is of course, that a 10 shift blast of flame will also generally have a targeting roll of 10 or more. So I'm thinking that instead I'm going to require that targeting rolls for Evocations have to be with an appropriate attack skill. Anyone try this? Anyone have an opinion positive or negative about it? For non Rote spells this will of course require an extra dice roll, but having just come home from an Solar Exalted game, an extra 4df does not seem like that big of a deal.

The other thing I'm not crazy about is that Evocation spells have a range of "sight," so I'm thinking about requiring shifts of power to be put into increasing the range. Probably 1 shift for every zone. Thoughts?

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