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Messages - Rubycon

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76
DFRPG / Re: FPs used for Evocation Casting are twice as good...?
« on: August 02, 2011, 09:43:34 AM »
The biggest problem I see is that those characters (the wizard as well the pure mortal) are build so that they can invoke lots of their aspects at once in combat. What are they exactly? War-hardened lunatics who can't think of anything else than killing? I think either their characters are too much focused on fighting - in which case the GM should oppose such an agglomeration of fighting-related aspects - or the fighting scenes are too much fitting for the use of their aspects. In this case, I as a GM would try to build fighting scenes where more of thier aspects could be used to their disadvantage.
Maybe that's responding to power gaming with power gaming, so the first option would be the better fit, I think... ::)

77
DFRPG / Re: Fate for newbs (aspects in particular)
« on: August 02, 2011, 07:12:13 AM »
Maybe you should go through a couple of examples for some of the aspects. Then much of it becomes clearer.
When I read through the rulbook, I had some difficulties of my own with aspect, but the examples helped me a lot. Now I'm planning some sessions and some important NPC's and I'm constantly trying to think of examples of the aspects of my NPC's when developing them.

78
DFRPG / Re: Dissolution
« on: August 01, 2011, 01:10:30 PM »
So no armor would be assumed for an object?

79
DFRPG / Re: Dissolution
« on: August 01, 2011, 07:32:30 AM »
I'm not so sure how to translate it rulewise, but I would definitly say that it works. Maybe you could describe the spell mor precisly. For an example, you could bring water into the frame and turn it to ice very quickly. That should break the frame (Romans used ice to work on stone...).

80
DFRPG / Re: Destroyed items and the consequences
« on: July 29, 2011, 09:48:20 AM »
That's the thing and i found nothing in the rules...
Handling it as a consequence might work. The severity of the consequence could be reflecting the duration of the malfunction (mild consequence = the item get's back to functioning a scene later, severe functioning = get a new one) and the power of the item (obviously, loosing a +1 control item ist less distressing than lossing a +3 control/+2 power item).

81
DFRPG / Destroyed items and the consequences
« on: July 29, 2011, 07:08:19 AM »
Hi,
in the novels of Harry Dresden, I read that regularly one (or more) of Harry's items are destroyed, molten, burning etc. In the rulebook, I have found nothing that relates to that. So, how can (in the game) items be destroyed or damaged and what happens then? Are they totally useless, will some kind of regenerate or can the owner replace them with another item?

82
DFRPG / Re: Technomancer
« on: July 29, 2011, 07:03:48 AM »
I was dabbling with a npc who is a university scientist who becomes a technomancer by sponsored magic of an outsider. The scientist has nor idea he is using magic  but refers to it as PSI. He can manipulate technology from a distance, link his mind into computers, starting (or stopping) engines and such like.
While this is still some sort of brainstorming I'm thinking of a storyhook where this scientist is drawn more and mor to the sinister agenda of the outsider and becomes dangerous.

@Besq: I have to agree to a certain point. While the LotR is some kind of a "closed" stoy, the Dresden files are not. And while I would have my own difficulties with a whole magic branch or chaper of technomancers, a single techmage as an aberration of the principles of the world could be an interesting hook to introduce.

83
DFRPG / Re: Technomancer
« on: July 28, 2011, 11:56:03 AM »
Depends on...
First, there has to be a wizard in the group... ;) Second, the technomancer would have different possibilities to use his power. The more obvious, the more are the chances that the characters will find out and start to detroy all his little toys. But things like using public surveillance cameras for his purpose, shutting down all automatic doors in a mall and things like that aren't that much obvious and can easily explained by a hacker or some other kind of competent tech. And the characters will have to think a long way before starting to suspect something like a technomancer...

But anyway, it is only an idea and a crude one...

84
DFRPG / Re: Technomancer
« on: July 28, 2011, 10:05:25 AM »
Sponsored magic might be a good solution, as it makes a technomancer possible and at the same time maintains the philosophy of the dresdenverse.
Such a technomancer could be a real headache to the players... ;D

85
DFRPG / Technomancer
« on: July 28, 2011, 08:02:25 AM »
Hi,
could there be such a thing like a "Technomancer", a practitioner who specialises in manipulating (not destroying) tech?
Rulewise, I definitely think it is possible to build up a character like this, but is it consistent with the dresdenverse, wher magic interrupts technology?

86
DFRPG / Re: Fae Politics
« on: July 28, 2011, 07:58:20 AM »
All in all, this looks like it should be very easy ton introduce a new faerie court into a campaign. Summer and Winter Courts seem to be something like "Global Players" in the fae realms while there are uncounted more or less powerful aditional courts, all with their own agenda and animosities and relations between them.

87
DFRPG / Re: items usable by others?
« on: July 28, 2011, 06:13:06 AM »
I just started to read the Grave Peril case file, where Harry is giving his wristband to this "Lydia". So, it seems to be fairly easy to give some item of power to someone else to  use it for more than a scene, or is it not (I'm just at the beginning of the book). The question would be, is it still Harry's wristband (and occupies one of his item slots) or is it now hers (and occupies one of her item slots?

By the way: I'm I right that items are only usable by people that have item slots? So, a pure mortal could not use any item?

88
DFRPG / Re: Alternates takes on the larger setting.
« on: July 28, 2011, 06:06:56 AM »
I would love to try a dresdenverse game in the late 19th Century, some kind of Sherlock Holmes style. With only limited technology, magic would become much more central to the game, I would assume. But as I'm still reading through the rulebooks, this idea has to wait...

89
DFRPG / Re: Rewarding your Emissary
« on: July 27, 2011, 07:17:26 PM »
That's better, I think. Especially when the aspect is something faelike

90
DFRPG / Re: Rewarding your Emissary
« on: July 27, 2011, 07:02:58 PM »
Doesn't look very fae-like to me. What kind of fae lord is he?

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