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Messages - Jaroslav

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DFRPG / Re: Why is the white court catch worth +0?
« on: November 07, 2010, 08:21:28 AM »
First a wizard would have to search for True Love.

Would this involve walking around with his Sight up until he spots it? I think not (not if he wants to stay sane) so it would have to be a spell... A seeking spell when he lacks any connection to the target... One that would have to cross threshold after threshold...  Just thinking about those multiple thresholds, the number of shifts needed is staggering.
But in Proven Guilty Harry was able to find areas of intense fear were the fetches were feeding. And in Dead Beat Mortimer was able to search all of Chicago for necromantic energy. So a spell to to find strong sites of love wouldn't be out of the realm of possibility.  And magic isn't even needed to find an item that is likely to be wrapped in love. All you need for that is a good contacts roll. Then you just use magic to see if the rumors are true.
Then, once he's found a couple in True Love, he has to find an expression of that love that can be used for a weapon.   The odds are very low.
Here are a few examples of gifts that can be turned into weapons of the top of my head. Golf clubs, kitchen ware for those couples that love to cook,  a classic car if your partner is into that kind of thing, actual weapons if they re a collector, musical instruments, and the list goes on. True not all of these items make the best weapons but many them are at least serviceable.

Say he does find that Baseball Bat of Love.  After the first blow with it the White Court Vampire takes off at inhuman speed (maybe with a consequence) and later has someone deal with the bat of doom...
That can apply to any catch. The fact that a character can potentially avoid the catch does not invalidate it.

No, when you consider the amount of time and effort to get something with True Love that you can use as a weapon you'd be better off ignoring the catch.  It would be far less effort to get a mini gun, mount it on a jeep, and unleash massive damage on the vampire.  Or grenades, or some C4, or just multiple PCs unloading with shotguns.
Not really. An antique  set of golf clubs ,or any other such item,  given as an anniversary gift would be much easier to get a hold of and you wouldn't have to answer any awkward questions from the police. Or to put it another way. I've have seen many more objects wrapped in true love in my life than mini-guns or grenades.

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DFRPG / Re: Why is the white court catch worth +0?
« on: November 07, 2010, 07:59:03 AM »
    It stands to reason that this limitation would apply to the symbolic representations of that love as well. Every sunrise is a new beginning, washing away magical energies, so you would have a finite number of days after the couple stopped constantly reinforcing the power of the symbol, before it stopped working.
I don't think that's correct. If it were holy effects would also wear off, and they aren't mentioned to do so. I think that as long as an item was saturated in love it will say saturated in love until something desecrates that love in some way.



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DFRPG / Re: Why is the white court catch worth +0?
« on: November 06, 2010, 06:01:31 PM »
You make some good points Jaroslav.  Ones that I would be making, but after the first page I started getting afraid people would think me argumentative.
Glad I could help. :) And don't worry to much about being seen as argumentative. As long as you don't start making personal attacks or ignoring people no one here is going to think of you as argumentative. Remember we're all friends here.  ;D

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DFRPG / Re: Why is the white court catch worth +0?
« on: November 06, 2010, 08:09:22 AM »
The Problem here would be to verify said Bat as a token of True Love before you start pounding on the WCV.
As far as we know True Love is not the standard for relationships. "mostly true love" maybe, but thats not enough to hurt a WCV.
How do you verify a blessed item? As for a whether most relationships count as true love, I'm pretty sure a very large percentage of all relationships at any given time should count. Otherwise why are the white courts trying to make people love each other less if true love is already rare?

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DFRPG / Re: Why is the white court catch worth +0?
« on: November 06, 2010, 07:50:28 AM »
Turning to White Court, I am having difficulties seeing how it can be used as offensive weapon.  A "bang, the vampire goes down" scene just isn't coming to me.  Even if you got people in True Love grappling and hugging the vampire then the vampire can still smack one hard enough to get away (it would hurt the vampire, but that's better than dying and with inhuman speed they are gone).  Once the lovers are know to the White Court, well, True Love doesn't do anything against a sniper.  Or even a White Court vampire smashing a club over your head - as the blood spray doesn't get them.  Less violently, there's always a century old vampire deciding to break a couple up - I'm sure they have their ways.
If true love only counted as a catch when it was a person's love and not an item that carried that love I'd agree with you. But a character taking an autographed bat that a wife had given to her husband as an anniversary gift they could mess up a white court vampire pretty well. And it would be to hard for a character to get such an item. Its just a few contact and burglary rolls away.

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DFRPG / Re: Why is the white court catch worth +0?
« on: November 06, 2010, 06:10:41 AM »
I think there was a scene in one of the books where Thomas mentions that one of his relatives picked up an old wedding ring at used good store and was branded by it.  Of course, how do tell what might have True Love attached to it? It's next to impossible.
This is were magic and the sight come into play. I really doubt they couldn't detect true love. Even normal people should be able to detect true love. Most people have met a couple that is truly in love. A pair that just seems to fit together like two half of a whole. Finding a couple like that shouldn't to hard. Then it just becomes a matter of weaponizing their tokens of affection. That part is a bit harder, but it's entirely doable.

Finding inherited silver is much harder proposition. Huge portions of the world are extremely impoverished and silver would be inherited almost impossible to find. In a country like Niger or Somalia it's a lot easier to find true love than inherited silver. So if inherited silver is a +1 catch for availability, true love should be too.

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DFRPG / Re: Grappling Versus Incite Emotions?
« on: September 03, 2010, 07:36:57 AM »
Besides, we've seen Whites Incite with worse distractions then a tussle. Pair of bullet wounds, a death curse, having been tortured and starved for a long time, etc.
Yeah, and Lara even managed to be creepy seductive even when she was covered in third degree burns. So I'd say grappling a white court vampire wouldn't make them any less supernaturally sexy.

8
Hm. I wonder like Susan looks like. Deadmanwalking could stat her when you have the time?

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DFRPG / Re: Furycrafting.
« on: August 23, 2010, 05:09:23 AM »
Basic Crafting -1
You can operate furylamps, run faucets, and march on causeways. Congrats, Newb
I think basic crafting should have a cost of zero. It's useful, but it's stuff everyone can do. Making someone pay for it would be like making someone pay to be able to drive a car or use a water faucet.

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DFRPG / Re: Playable loup-garou-cursed character?
« on: August 18, 2010, 07:54:22 AM »
And compels aren't supposed to kill the party or drive home values into the ground (can you imagine the insurance premium for loup-garou home owners?).
But some compels can lead to this. Just look at changes. Harry took a lot of compels in that and
(click to show/hide)


And not ever compel has to result in the inner beast getting loose. Maybe the character could be startled by silver jewelry during an important negotiation as the beast seeps through. Or perhaps the character could get the urge to go out for a run at the worst possible time, because they have to burn off some of the energy from the previous night's transformation. There are plenty of other options that don't result in transformation for the GM to use.

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DFRPG / Re: Playable loup-garou-cursed character?
« on: August 16, 2010, 03:17:51 PM »
I have to go with Nyarlathotep on this. Just make your character a pure mortal who's trouble is that they are a loup garou. Because if your never going to be able to use you powers in a way that is dependably safe, why should you have to pay for them?  And I think a character like this is really interesting. Trying to balance a normal life while being cursed could lead to some fun role play.

If you need some inspiration, look at George on Being Human. He's an awesome example of this idea in action.

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DFRPG / Re: Accords Lawyer
« on: August 15, 2010, 10:55:50 AM »
I think you just would just need high scholarship to be an accords lawyer. With that you should be able understand the accords and how they apply to you client. A high lore while useful wouldn't be strictly necessary. Even Hand spoiler:
(click to show/hide)

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DFRPG / Re: A Familiar Question
« on: July 28, 2010, 11:51:52 PM »
If it provides benefits, some Refresh cost would probably be appropriate.  Generally speaking, familiars functioned much as does Bob; sources of Lore, general information, and spies.  Treating them as an Item of Power means the familiar 'bond' is unbreakable; the actual animal host could be easily smushed.  (At least imho.)

I remember Fred (one of the developers) saying over on rpgnet that familiars should be free, unless the character has complete control over their familiar. In that case it probably should cost the character something. The logic is that since willful familiars, like Bob, add something more to the story than just another source of power for the character the player should be rewarded for making the game more interesting.


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DFRPG / Re: True Faith
« on: July 27, 2010, 04:41:53 PM »
Or you could just make a true faith stunt that allowed you to banish spirit beings.

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DFRPG / Re: two unrelated questions (Wereform and nevernever)
« on: July 22, 2010, 12:19:53 AM »
1. Your right stats can decrease when you change form. I'm pretty sure the book say that explicitly somewhere but I don't remember where.

2. I think it would be just like closing a circle in the real world. But it's really the GM's call.

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