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Messages - Lukas the Dead

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DFRPG / Re: Son of Loki issues
« on: September 27, 2010, 10:17:19 PM »
I have a Scion of Coyote in my group. He loaded up on Modular Abilities, and I trust him enough to not abuse it . . . well, at least to abuse it in high amusing and in trickster themed ways. Anyway, it gives him access to an array of abilities so that he can maximize his trickery.

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DFRPG / Re: Dresden Files RPG in New Orleans
« on: September 15, 2010, 03:57:40 AM »
Cafe Du Monde is a huge (mortal) tourist attraction, though. Would people in the supernatural community really be able to talk business there?

Sure, it's loud, and most supernaturals aren't going to pull something before so many mortals. Plus, have you ever talked video games and gotten crazy looks from non-gamers? I remember talking about owning n00bs in WoW at wafflehouse at 2am with friends and most people worked really hard to ignore us when it wasn't too loud from all the people sobering up from drinking. Also, between the vampire fans and the psychics from around Jackson Square, there isn't much that isn't going to be heard, written off, and forgotten.

That's all to say, it could work when folks want a public meeting space. However, I see your point that if that's the bargaining space, there should also be a relaxation space that's more low-key.

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DFRPG / Re: Creating a Baseline for Healing Magics
« on: September 15, 2010, 03:45:33 AM »
Becq, Thanks for the ideas! I'm going to go with your numbers, but I'm also going to keep the educational requirements for the more difficult healings. :D

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DFRPG / Creating a Baseline for Healing Magics
« on: September 13, 2010, 09:23:34 PM »
My favorite rule bender has elected to take up healing, which means I need to come up with some baseline numbers and rulings I can whip up at a moments notice.

The DFRPG rules are kind of brief when it comes to healing magic, mostly cause it doesn't really come up that often in the books. So, as the potion making wizard of the group is looking to become the group healer, I've attempted to come up with some guidelines and baselines for what is possible.


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Brain Dump Starts
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Minor Consequence are easily heal-able by anyone with magical skills, they go away quickly on their own anyway. . .you might just want to get a bottle of aspirin.

Moderate consequence requires a little more, a shaman or faith healer or herb gatherer or someone with basic first aid knowledge. Still within reach of most practitioners, but only if their willing to put a little effort into it. This is where Reiki healing falls.

With medical training someone can use biomancy could *start* the healing process on a serious consequence, but downgrading such damage is beyond even the best healers we've seen in the Dresden Files. EMT or Nurse or Medic training at the very least.

Extreme Consequences are a plot device. While biomancy could be part of the recovery process and physical therapy, it's a long road to heal the effects of such damage. A full MD is required to even start aiding in this level of damage. We are also talking about treating cancers or crippling illness/injuries or anything that requires a regiment of treatments . . . Wizard MDs do enjoy greater success in some areas, but mostly because they can be less invasive (Issues such as infection and complications tend occur less with magical treatment). At this point, treatment has moved into the realm of transformation. . .and that should just start to give one an idea of the difficulty involved.

To answer a question about what I see this costing, here are the numbers I have roughly in mind.

Transformation Complexity + Consequence Cost

Serious and above, downgrading is not possible.

2 + 2 = 4  Base to start a mild consequence healing (Yes, even mild consequence need a justification to start healing. Reduced transformation cost)

4 + 2 = 6 (Base Mild Consequence Removal)
2 + 4 = 6 (Base Moderate Physical Starts Healing. Reduced transformation cost)

(2 + 4) + 4 = 10 (Base to Reduce Moderate to Mild)

(4 + 2 + 4) + (2 + 4) = 16 (Base Moderate Removal, if allowed. I likely won't)
(2 + 4 + 6) + 6 = 18 (Base to Start Serious Healing, no more reduced cost)

(2 + 4 + 6 + 8) + 8 = 28 (Base preform a single treatment on the effects of an Extreme)

All of these are rough base values, additional complications (for example, needing to remove a projectile, cleansing a wound of toxins, infection,dirt,etc) can increase the cost. A wound that has been magically treated cannot receive additional magical treatment without reasonable time passing in-between treatments.

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I'd love feedback and suggestions. Thanks much.

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DFRPG / Re: Dresden Files RPG in New Orleans
« on: September 09, 2010, 06:22:46 PM »
My point here is, does anyone else have any ideas pertaining to New Orleans and the Dresdenverse?

Having lived most of my life in Baton Rouge, New Orleans was one of the places I looked at as a setting.

The Ursuline Convent could be a useful location if you need a religious location near the French Quarter that isn't St. Louis Cathedral.  Cafe Du Monde would be a good open air neutral ground. I'm sure you know the local stereotype of the westbank which you can play up. The Audubon zoo & park would be a good place for the summer court or wild fae. Saint Louis Cemetery #1 houses the tomb of Marie Laveau. Jackson Square always has a number for psychics and fortune tellers around it, along with local artist.

One of my ideas was a street performer turned necromancer using tap shoes (those are made with beer cans) to control his zombies.  There is one of Napoleon's Death Mask in The Cabildo. Oh, and remember that The Cabildo is from when Spain controlled the Louisiana territory.

If you are up for some traveling around the state. The Myrtles Plantation is a 2 hour drive for a famous "haunted" location, Rosedown Plantation is nearby if you want something a little bigger and not so close to the road but still easy to access. Also, Venice (2 hours the other way and where River Road ends) is nicknamed "The End of the World."


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DFRPG / Re: Hitting with Potion grenades
« on: September 08, 2010, 07:21:00 PM »
Well, if by "potion" you mean "physical object that must come into contact with its intended target in order to activate its effect" then yes, Weapons is the correct skill.

This is what he has currently laid out. Sure, he could have it fly from the potion bottle when he flips the cork or something like it, but I'm not going to suggest the other alternatives. He's a fairly clever guy when it comes to playing with the rules for maximum munchkin effects, and I'm sure over time he will figure these kinds of tricks out. However, I'd like him to figure it out later rather than sooner so that it can appear that his character has learned from experience rather then I, the gm, giving him the maximum effect out right.

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DFRPG / Re: Hitting with Potion grenades
« on: September 07, 2010, 08:34:26 PM »
Hey everyone, thanks for the input. It's helped out a ton.

Well I guess that depends on whether the chloromantic grenade is a smart bomb or not.  Does it explode and entangle everyone nearby, or does it depend to the caster's will to direct the growth?

So far he hasn't come up with the idea of a smart bomb, and I'm not going to suggest it to him either. He'll have to come up with that idea on his own.

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DFRPG / Hitting with Potion grenades
« on: September 07, 2010, 04:46:13 PM »
One of the players in my game is playing a heavy Thaumaturgy crafting character, and one of the tricks he would like to whip out fairly often is a plant bomb "potion" for entangling people. I was happy to see this discussion about potion grenades but it didn't answer the question that has come up.

I'm of the opinion that it's a thrown weapon, but the character's player wants to treat this like an evocation and use discipline to hit. We are all still getting comfortable with the rules so I'd like to get some input on the To Hit roll for this item.

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DFRPG / Re: Scion lawman
« on: August 30, 2010, 05:08:06 PM »
So, if you are in the US, would a legal warrant count as an invitation from the perspective of thresholds?

The land is under the claim of the government, and a warrant is due permission to enter in the mortal realm.

Strong motivation to do things by the book...

I'd argue that one fairly hard as none of the people involve in the granting of a warrant are in anyway connected with the people whose feelings created the threshold. After all, when Harry was trying to help Mickey Malone, Murphy could legally allow him access to the building but he had to get Mickey's wife to give him permission to use his power.

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DFRPG / Re: Calculating hexing for a powerful caster?
« on: August 29, 2010, 03:31:47 PM »
Maybe she can make a catapult fall apart or a pulley system fail?

However, doing any of that is really a waste of power as it can all be accomplished more easily through other forms of evocation. Even if you are going for stealth, you could come up with a cheaper water or spirit evocation. My opinion is that most Hexing past 5 or 6 on the Deliberate Hexing table (YS 258) is wasting power (Partly because the things you're are going after getting big enough and simple enough to not need fine control). If she's three centuries old she likely had better ways to do it.

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DFRPG / Re: Custom Dresden Dice
« on: August 27, 2010, 07:33:34 PM »
Very cool and a great idea on what to put on them.

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DFRPG / Re: Can True Fae be player characters?
« on: August 27, 2010, 07:24:03 PM »
If your group likes the idea well enough to decide to alter the setting to remove the nature vs free will battle, that's cool too. But everyone should be in on a decision like that since it alters things they might have read or will read about the setting.

You don't have to alter the setting as a whole, after all "the heroes of The Dresden Files RPG are genuinely exceptional individuals" (YS17) and so exceptions can be made for them. Throughout the books we've had examples of one person or another for whom the rules are bent or broken, it's one of the reoccurring themes.

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DFRPG / Re: Can True Fae be player characters?
« on: August 27, 2010, 02:23:50 PM »
I like MijRai's idea about it being a punishment, so I'll just add on an additional possibility. Maybe he did something to tick off his court and the queen cursed him with it.

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DFRPG / Re: Scion lawman
« on: August 26, 2010, 10:07:17 PM »
Wrong button.

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DFRPG / Re: Scion lawman
« on: August 26, 2010, 10:01:26 PM »
In short: Yes.

In long: At the very least he is going to leave a lot of his power at the door.

However, if he busts into a place with a strong threshold, he might want to start wondering if he's in the right spot. A drug den or meeting spot for criminals is going to be more like an office building than a home. Even a criminal "safe house" is at very extreme best going to have only a weak threshold, as those hiding there will constantly be questioning the safety (and likely be living there on their own or with those they don't really trust). Remember, Victor Sells' lakehouse had no threshold.

Still, busting into someone's home or apartment is going to lead to difficulties, those are the downsides to magical powers. However, it shouldn't be as big a problem as you seem to fear.


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