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Topics - Tzarii

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DFRPG / Crazy Tech
« on: July 20, 2010, 06:31:05 PM »
After seeing the EMP Hardening thread I figured I would bring up mad scientist levels of possible tech that could theoretically work, then again I doubt anyone would use it. I will post more on this later, as I am at work now. I will just put basic stuff that has exsisted before WWII or at the time of for now and eleborate on stuff that could also be wizard proof theoretically. The first item is probably the most popular, the Rail Gun.  Feel free to add other crazy tech. That being said if there are some errors in my rail gun please correct me I want to be as accurate as possible.



Rail Gun: Born on April Fools day in 1919 (that was the day it was submited to the US patent office) the Rail gun is quickly becoming the favorite weapon of steam/diesel punk fans and would be a nightmare if an enterprising young wizard/ practicioner got hold of it  and doom if a Fae queen got a hold of it..

How it works:
The essential design of a rail gun has not changed since the inception however powering the machine has always been a problem.  The Solution?  Magic.  Rather force rings or force devices like Harry's ring and something to transfer that to the electrical power to charge the rail gun (although causing lightning to constantly hit something that absorbs energy would probably work just as well.) Daily walks and activity charges even on a mass scale isn't exactly the way to go here.  Rather you need to charge them supersonically or something else  to cause insane amounts of charge.  This can be done by instead making these objects into nuts and bolts to moving parts on a car or into tips for a whip or tips of a helicopter both of which break the sound barrier.  (And a helicopter quite frequently.)  How you would do this would be probably up to the story teller to see if it's feasible (Or if the story teller is using it as a Macguffin.) These objects should be designed to fit together like a puzzle and function as a force battery to actully charge up the rails creating the magnetic field (Here is a nifty diagram from Wikipedia http://en.wikipedia.org/wiki/File:Railgun-1.svg) Depending on the weight of the object (which will likely be smaller than a mail box but realitively dense) the projectile can go from mach 3 to theoretically around mach 10. 

Problems:    A rail gun shoots things at insane speeds which cause the gun itself to easily wear out.  Then again there is the whole thing about the power of the gun causing plasma to fire around the projectile.  Essentially that projectile is going fast, and you do not want to be near that gun when it goes off.  Also when it goes off, everything is going to come down on that location from the local cops, to some 3 & 4 letter agencies (who would also probably like to see your designs) and probably every supernatural organization.  This gets even more complicated with the size of the rail gun, which is quite big.  So unless your dealing with something horrifyingly powerful it is not going to be worth making one.  Almost forgot to mention the problems presented with an object traveling near other objects at speeds of Mach 3.5+, which are of course the matter of sonic booms and waves destroying all sorts of things.  Collateral damage would be insane, and with the speed it's traveling its going to take a long time before it hits the ground even if it hits a target (Once it gets over Mach 7 I could safely say that it would probably go through anything including a tank and killing everything inside from the speed.) 



Next up when I get on next break The Hwatcha (Unless of course someone wants to go ahead and do it.)

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DFRPG / Military Concepts and Military Help
« on: May 27, 2010, 12:51:13 AM »
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Okay so I looked through and dug up data and found out a few things using my super military analytical skills.

1.  There is not much info on military concepts (other than the occasional former ranger shtick)
2.  There is not much info on how current, or former military characters/concepts could affect gameplay. 

So I am going to attempt to call out other former military members to help out in this arena.  Basically this will be done by posting what information we can (without getting into trouble of course) on some Military jobs and what they would be concept wise and how certain things are handled.

That being said I am going to put out some fairly simple concepts you can draw from that are a little uncommon and you can draw from edit at your discretion etc.  These are only ideas at this time.  Please don't kill me.  I have so much to live for.

I only know army and a few navy

All Army concepts should include the fact they know a thing or two about firing and maintaining a weapon, survival, and maintenance of the body.  Also in the trouble, certain areas the locals may despise them, they will likely trust authority a little more.  Also the person may be a little uptight

Former Sapper (add additional background on character like Sapper turned Sorcerer)
The US Army sapper is an elite warrior that has more knowledge of explosives in his pinky then some people will ever learn over two life times.  They can make explosives from scratch, know how much to use, and the best places to use it for, and create precision detonations.  Not only that, but they have  a physical training regime similar to an Army Ranger (only a larger focus on rucking around explosives)
Trouble:  First time there is even a little explosion your probably going to be the one who gets blamed.  Even if you were two states away.

Former Psy Ops:
You are the bastard son of George from Seinfeld and one of the fae queens when it comes to trickery. You can scare even the Nagloshii with the kind of insanity you can pull out of your hat.  The amount of BSing you can do has the Fey taking notes and you probably learned a few things from Old Scratch himself.  Hell a wizard might even have problems soul gazing you for answers. You know exactly how to play an audience.
Trouble: Well, you can shear a sheep over and over but you can skin him only once.  People will eventually stop trusting you.


Military Intelligence Systems Maintainer/Integrator:
You are so good at computers you can fix something Harry hexed, and probably make it run better. 
Trouble You are part of a really tiny community, making you that much easier to find. 

Honor Guard
You have unquestionable honor. You have done one of your countries highest honors and have incredible internal fortitude and a powerful spirit. Many others in the military look up to you.
Trouble  Sure all that is good, but this may cause you to fall prey on people who would use your morals against you.  Then again people might view you as uptight and aloof even for military standards.

Military Intelligence Analyst
You are viewed as an oxymoron by many and thats the way you like it, the less they know about you the better.  You have dived into some of the governments deepest secrets and are capable of making insane decisions and figuring out things much faster then some police.
Trouble That being said, you probably second guess when you shouldn't and you can be overly analytical not taking things at face value when you should.

Other military folks feel free to chime in post more or help out (cause I need sleep.)

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DFRPG / The Pure Mortal Death Curse...
« on: May 08, 2010, 06:25:57 PM »
As a bearer of the Squashed Bug on my collar and a lightining fast backstabber, I know that a regular every day Jane Doe has the capacity to be scarier than Eldest Gruff.  Here is my idea, please add RPG stuff to it to make it better.  Anyways here is my adventure hook.  If you have what a sheet would look like or how to build this kind of person that's amazing, but mostly it's a plot device.

Your team of adventurers has finally found the easy to get to dealer of :insert magical drug here or some other low level easy task plot device: who they decide its time to dispatch of.  Before he "dies" he smirks and lets go of his cell phone.  Your party shrugs it off and walks off wondering what his last act was about and heads over to their favorite local drinking spot.  They spend their reward by going to the bar and partying.  When they get to their safe house however somethings wrong.  Way wrong.  The house has been ransacked.  By police.  Crime scene tape is over the front door and Men in black suits want to ask them about certain "dealings" that they have had in the past few days.  They are arrested on the spot and find out that they are flat broke and all their worldly possessions are gone, their families are being held for questioning and it seems like the world is collapsing on them.  What just happened?  Why is the FBI NSA and CIA in their safe house?  Why are their crazy people speaking foreign languages in their living room?  Congratulations.  You were just hit by a Pure Mortal Death Curse, and you will likely never get to see the outside except for 15 minutes a day for the rest of your life at best. 

What this requires is someone who is insanely deceptive and well connected.  Someone who has worked inside the system for years, and has wanted to see it fall, only they did not want to be held responsible, in fact they needed a patsy, someone like you.  That whole "go bust this drug dealer" thing?   That was to get you to think you killed him, taking him out of the game in order to make you look like suspects.  He likely uses crazy devices like cryptexes with high tech fail safes so that when a wizard tries something magical to open it whatever part of his schemes and set of instructions is gone forever, making getting the evidence impossible unless you were one of his cat's paws.  Whatever his will says, it likely isn't pretty for you, it might even include you, just so it can be used as evidence against you in the court of law.  Don't expect it to be anything useful either.  What may seem like 5 acres of land may end up being 5 acres of dead bodies and evidence.  Meanwhile, somewhere in Aruba, this guy is sipping umbrella drinks (if he didn't have a death wish and was just faking his death.) while you are pleading for your life in a courtroom and the world is falling around you. 

This guy is the definition of why you should be thorough. 


Commentary?


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DFRPG / Tread softly for you tread on my dreams...
« on: May 08, 2010, 05:02:03 PM »
Sort of. 

Anyways first and foremost, thank you guys at evil hat for this awesome fate system.

So for a long time I have done RPGs (D&D GURPS WW and some really experimental systems...) and I really enjoy this system from what I have seen and it coupled with the Dresden Files makes it awesome.  For the longest time I have always wanted to try a variation on a game however most systems made it impossible, that is recently until this system came out. Cue epic music...

The game concept/enviroment I had in mind came up after I did one of the most epic DnD campaigns ever -- because we had to use multiple GMs, which I learned could be quite fun and could bring up interesting points to the story.  So I came up with my concept. 

First you would have one uberGM.  The UberGM  would go out on a rotational basis (because lets face it people want to play on occasion.) This guy is basically a GM with an insane player sheet on the side just in case he is challenged.  He cannot do much more then set up the environment/campaign scenario or send random encounters at someone unless he wants to exert power to the point where descent is guaranteed (like Ice-9 to one character then dropping a frozen turkey on em followed by having them get hit by a train and giving the rest of the world free ponies and ice cream)  There would also be a minor amount of minor GMs.  They would be insanely over the top characters or minor gods, basically huge abilities and cool powers that in game gave them control of the situation.  They would be pitted against each other to gain followers/and power.  However this could only be done in a few ways because once you are a Minor GM there is only so much you can do before getting into trouble with the big GM.  As a result of this the Minor GMs have to play a game of shadows, gain followers by powering them up, sending them on crazy quests, leading people in or out of temptation, guiding the blind, having people rise to power etc, all this in order to ascend to the role of UberGM after gaining X amount of power.  Also the exact opposite can happen, if the exert themselves too much they can descend to PC status.  Basically this level of the game is a Xanathos gambit between chess masters.  Essentially this role is played by people like members of the white court lol. At this level it is heavily Player versus player, which is not very common in most games.

Then you would have the lower tier which is PCs.  For this you want a 3:1 ratio (PCs to Minor GMs) There whole goal is to deal with the encounters and scenarios the Uber Gm sets them up with, however they will be frequently offered power by the Minor GMs in order to complete the campaign.  However if they take too much from one they start to become limited, unless they want to lose what they got or end up a target or worse.  They can be whatever religion they like-- including the uber and minor gms deities.  Once again this level would have Player versus Player elements, however it would have more consequences than most, and becoming an NPC, doesn't exactly mean ascending to godhood, though the potential exists (even to becoming the UberGM, though it's insanely hard...)

From what most of you can probably see this campaign style is exceedingly problematic as getting 10+ people for a game isn't exactly easy.  And up until recently there wasn't really a system I felt comfortable with it, or setting.  Flashforward to 2008 when I pick up storm front and there is a setting that I think would be amazing for it.  Now I find out there is a system that would be amazing for it and I have hope yet.  And once again, thanks for making this system.

Now that being said questions?  Comments? 

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