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Messages - Peteman

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31
DFRPG / Craft Specialization Question
« on: January 29, 2011, 04:52:39 AM »
I remember someone mentioning that Craft Specializations were reaaaaally overpowered, but I don't feel like checking the math. Can someone fill me in?

32
DFRPG Resource Collection / Re: Custom Power List
« on: January 29, 2011, 04:47:50 AM »
Intellectus Of War [-3]
Musts: High Aspect that Corresponds to this (Scion of a War God, Empowered by a War Spirit)
Key Skill: Fists, Weapons, Gun, Drive
You are a living embodiment of combat. Anything is a weapon in your hands. You could man a tank even if the last time you were on Earth was when gunpowder was considered an innovation.

You may substitute your Fists and Guns skill with Weapons. Furthermore, you can substitute Weapons for any skill roll as long as it could be considered an attack or the vehicle could be considered a weapon (so your Weapons skill could not substitute your Drive skill, unless the vehicle was a tank, a fighter jet, or you were actively trying to run someone over with it). You are considered proficient in any weapon or weaponized vehicle, and you could substitute for other crew, within reason (so you could operate a two-man fighter by yourself, but a battleship is right out). You instinctively know how to maintain weapons and weaponized vehicles, though you cannot teach anyone else how to (so if the item is beyond the capacity for one person to maintain and you're alone or with unqualified people, you're SOL).

You may not gain these bonuses in terms of spellcraft, except for the purposes of aiming an Enchanted Item.

33
DFRPG / Re: Wards and the First Law
« on: January 28, 2011, 11:08:16 PM »
Ghosts aren't people or their souls.  They are afterimages of them, echoes as the book said.  All Harry did was amplify the echo.  That doesn't cross the border between life and death.  (Zombies are somehow an exception here.  It isn't very clear how they violate the border, imho.  Sure, making a corpse move around is unseemly, but it doesn't seem like it is reaching beyond the border of life and death.  The books don't seem to explain it very well either).

My guess is that it likely involves someone using the body as a connection to the soul (the whole sympathetic magic thing), while the ghost is something that has detached and has no real connection anymore.

34
DFRPG / Re: Casefile: Neutral Grounds
« on: January 27, 2011, 04:44:13 AM »
Don't care, on that one. Just don't. :)

Sorry if I'm being mean.

35
DFRPG / Re: Casefile: Neutral Grounds
« on: January 27, 2011, 04:15:15 AM »
MOAR NITPICKING!!!

A ring is described as not being suitable for more than 2 Focus Item Slots and she's got 4.

Maria's a little troublesome, isn't she?

36
DFRPG / Re: Thaumaturgical Specialization Question
« on: January 26, 2011, 01:38:36 AM »
Power bonuses always add to the conviction score of the character. Control bonuses add to the discipline of the character. I suppose that's the way it is for both evocation and thaumaturgy.

There's no such thing as a Power bonus for Thaumaturgy. It mentions on 181 the rolls, so I guess, there is no way to increase your Conviction WRT Thaumaturgy.

37
DFRPG / Re: So what IS the agenda of the Fae Courts?????
« on: January 26, 2011, 12:47:32 AM »
A little bit of a tangent--sorry--but this leads into something that I've been pondering for a while: do the fae--known for the sensuality of their food and drink, and the predatory-ness of their natures (extremely so, in some cases)--have to eat?  Not "can" they eat, but do they "have to" eat?  And if they do, is it the physical they have to consume, or is it more of a spiritual intake?

I know Bob mentioned in the game that spirits like him "eat" by spending time in their portion of the Nevernever (and that his skull functions as that while he's on Earth). Maybe Fae are the same.

Perhaps they eat by indulging their predatory nature.

38
DFRPG / Re: Thaumaturgical Specialization Question
« on: January 26, 2011, 12:45:15 AM »
I think the easiest way to cover this would be to explain the process and each skill's part in it.

First you figure out the complexity of the spell and then try to match that with lore + other bonuses (I'm glossing over that bit, it's a bit more complex). Once that's done you (eventually) have to summon enough shifts of power to match the complexity. This is done as a series of simple actions similar to individual evocations where the caster draws as much power as he likes (any amount between 1 and his conviction plus any power bonuses for no stress, each one after that costing one additional stress) and then attempts to channel that into the spell rolling his discipline plus any control bonuses and attempting to get over the amount of power drawn. The drawing and controlling of power is done repeatedly till the complexity is matched and the spell works, or until the caster mucks it up (which is usually pretty bad, but depends on how high the complexity is and how far into the spell you are).

Does this answer your question?

So, what you are saying is that it does not add to the Conviction score of the character for the purposes of spellcasting, unlike with Evocation.

39
DFRPG / Thaumaturgical Specialization Question
« on: January 24, 2011, 07:33:48 AM »
How do the the control bonuses work? Do they only apply to the Discipline Roll, or do they also increase the amount of power you can bring to bear without taking mental stress?

Because the way it's written really confuses me.

40
DFRPG / Re: DFRPG Ninja Pirate Zombie Robots
« on: January 24, 2011, 05:49:39 AM »
A Time Traveling, Special Ops Ronin Genie.
A Reincarnated Mad Scientist Immortal Atlantean.

41
DFRPG / Re: Rune Magic
« on: January 22, 2011, 07:19:03 AM »
   Cannot be used to thwart fate (Narrators call on what is or is not fated to happen).
    And such compels as, must kill Giants or trolls, cannot back down from a fight or show cowardice of any kind, must seek revenge for fallen friends and family no matter the cost, etc.

From what I remember, Harry was fated to die in that alleyway when Miss Gard intervened.

42
DFRPG / Re: Alternate idea about hexing
« on: January 20, 2011, 05:59:57 AM »
I fail to understand your point. We're not talking about using theory in game. We're talking about legitimately hexing the ever-loving hell out of things in game. Which I do suppose is a fair bit odd; hypotheticals within hypotheticals vs supposed reality within hyoptheticals.

From what I got from tutori's posts, he seemed to be insisting that Luccio could use a computer, given computers are her hobby, she has a lot of control, and that a purely theoretical interest wouldn't make any sense. I was countering his argument by arguing that Luccio never stated she ever used one, countered an inquiry into her hobby with an explanation that would not run contrary to a wizard's paradigm of screwing up technology, and cited an example of someone having a purely theoretical interest in something.

43
DFRPG / Re: Sponsored Magic Confusion
« on: January 20, 2011, 05:51:22 AM »
Soulfire costs more because of it's hax against catches.

I thought it was more because it was because it could handle any form of Thaumaturgy, making it Channeling and Thaumaturgy (the Toughness Hax is also there too).

44
DFRPG / Re: What was your most "Harry" in-game moment?
« on: January 19, 2011, 11:24:03 PM »
That sounds... awesome.  ;D

All my games have mostly died before I got around to our badass moments.  :-\

It was even better as the NPCs were doing it too.

"Your heart is strong, but your spirit is unwilling. Surrender now or I'll start with the killing."

45
DFRPG / Re: Alternate idea about hexing
« on: January 19, 2011, 01:51:40 PM »
Personally I would have had Harry accidentally hexing bad guys weapons at least some of the time. Could have saved Harry some pain if a flamethrower exploded when someone tried to use it. Evidently random bad stuff only happens to the good guys in DF.

Tell that to the BC Vamp that got hit by an entropy curse turkey ;D

Though granted, it's more that Harry is not there when bad stuff randomly happens to the bad guys.

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