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Messages - PapaBear

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DFRPG / Re: Air Magic Brainstorming
« on: March 24, 2011, 03:54:56 AM »
1. What is a non-combat interesting way to use air magic?
Create various kinds of gasses. Laughing gas, hypnotic gas, gas that incites rage, etc.

2. What is a single target interesting way to use air magic?
Disperse the kinetic energy of a single projectile using the "movement" factor of air magic.

3. What is an area of effect interesting way to use air magic?
An oxidation field. I don't really know what this would do, though. Metal would rust, but what would happen to other objects? And would a field with an hyper enhanced rate of oxidation be lethal to humans or any organic life?

Also, thinning the air so that it becomes hard to breathe. Targets faint, and you can set about dealing with them as you please. 'Course, this assumes that your target needs to breathe to begin with.

4. What is an interesting way to block using air magic?
A series of hard air plates or blocks that are angled so that deflect attacks instead of taking them head on. Alternatively, using the "movement" factor of air magic, create a shield that alters the path of objects so they miss you. Kinetic redirection.

5. What would be an interesting way to impede someones movement with air magic?
Make the air really thick, so its like moving in water or a block of soft clay.

Or release a number of balls that are compressed air. When someone touches it, the ball burst knocking back the person. No real damage dealt though.

6.Can you think of anything else that would fit the Dresdenverse and be really neat in a game for air magic?
EDIT: I'm becoming fascinated with the idea of giving air solid properties. Like the thick air idea. Or set up a number of invisible hard air spikes in an area. Or a globe of clay-like air. Watery air, sticky snot-like air, chewy rubbery air, etc.

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DFRPG / Re: Need advice on a fire-based defense
« on: May 07, 2010, 07:29:49 AM »
Yeah, I'm betting his secret is Chronomancy.

Heh. Ooh! A chronomantic shield would be fun. A disk of energy that sends objects that pass through it several seconds into the future. You'd have to move out of the way every time something went through, but it'd be neat. But if you add in some wind or force magic to displace space as well as time, it would be pretty damn effective. And probably really costly, energy wise.


On a more on topic note:

Depending on how you (or more precisely your character) views the source of their pyromancy.  If it's simply and ability to control fire, then the wall of fire, or a glaring light, or things of that nature make sense.

If, on the other hand, it has more to do with converting things to heat (at it's core fire is just transfering one kind of energy into heat) then a shield that converts the kinetic energy of bullets into heating the air (either by stopping them while the air heats up, or by vaporizing them) makes perfect sense.  And it would be really cool, the bullets simply stop and the air around you heats up making you even more frightening (to them).
You could also take the heat you generate and dump it into the shield. So a) you stop the projectiles movements, and b) you burn up the projectiles, rendering them useless for future use.

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DFRPG / Re: Need advice on a fire-based defense
« on: May 07, 2010, 06:14:56 AM »
My brother Arandmoor's character, The Archivist, has a fire shield rote. His take on it relates to his aspect, My Deep-Dark Secret.
His Fire Shield uses the Cleansing Power of Fire to cleanse away negative possible outcomes. it's an area of very3 Grey magic, but it relates to  My Deep-Dark Secret

Sorry, my head isn't wrapping around this shield all that well. So its essentially a probability spell that uses fire magic to affect the probability of negative outcomes? That has a Scarlet Witch vibe to it, which is neat.

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DFRPG / Re: Describe your Defensive Rote
« on: April 22, 2010, 04:56:19 AM »
Here's another idea for a shield.

Use wind magic to create a shield that erodes what passes through it and then scatters it.

...actually, that's pretty much Carlos' entropy shield, innit?

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DFRPG / Re: Describe your Defensive Rote
« on: April 18, 2010, 01:38:06 PM »
A) Shield of vibration. Everything that comes through the shield is shattered.

B) Gather ghosts and compress them into a shield of ectoplasm. For a bad guy necromancer.

C) Pure spirit magic shield that is netlike. Catches projectiles/attacks instead of reflecting them.

D) Last idea I was tinkering with is a kinetic redirection field(probably a bubble of magic around the user). Projectiles that enter the field have their kinetic energy redirected to move out of the field. Would this be a veil?

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DFRPG / Re: An idea: more faerie knights?
« on: April 09, 2010, 02:13:37 AM »
While this isn't THE Faerie Knights, you could also setup Faerie Nobles, each with their own House and Vassals... and of course, their own Knights.

Just my two yen.

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DFRPG / Re: Happy Easter
« on: April 04, 2010, 06:17:41 AM »
Absolutely fantastic!

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DFRPG / Re: Characters with a powerful 'Dark Side'
« on: February 05, 2010, 04:27:55 AM »
Another point, though this might be minor: How will you have him revert to his normal side after he's gone Dark? I doubt the character himself would willingly seal his persona, and no one on the team will probably know about the dark side much less how to seal/release it, right?

Actually, now that I think about it, you could just give the dark side a time limit. Or have him go dark only under specific (and temporary) circumstances.

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DFRPG / Re: Questions about the Dresden Files RPG
« on: February 05, 2010, 03:23:24 AM »
Thanks for the quick reply.

I guess I'll have to suffer the shipping cost for the books. Bleh. My bank account is going to be crying for a bit.

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DFRPG / Re: Questions about the Dresden Files RPG
« on: February 05, 2010, 03:07:32 AM »
Will the books be shipped worldwide? 'Cause I want to preorder both books. But I live in Japan. :-\

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DFRPG / Re: Characters with a powerful 'Dark Side'
« on: February 05, 2010, 03:03:09 AM »
You could also weaken his "good" side persona. It stands to reason that if the darker side is his released state, its his "normal" state. And the good side is actually the aberration. So if you're having characters of a certain level, then the "sealed" state would be a bit weaker than them, while the DarkSide state would be on par with the rest of the team (or just a tad bit stronger, to make up for being the runt most of the time).

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DFRPG / Re: names for other Outsiders
« on: May 26, 2009, 07:20:37 AM »
She Who Crawls Above
He Who Rends
He That Sees Sideways


Name the Outsider after its purpose.

So far, He Who Walks Behind has acted like an assassin type being, so the name is appropriate Walking behind being related to being unseen or stalking. HWWB is also in service to a higher being ala "walking behind" said being. In my opinion, at least.

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Author Craft / Re: Looking For A Term
« on: May 01, 2009, 02:10:33 AM »
Sentinel. I've always liked that, but that my just be the Alan Scott fan in me.

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Author Craft / Re: How Not To Do, Part Deux
« on: March 13, 2009, 12:50:11 PM »
Oh man, you know what that reminded me of? The Eye of Argon.

Now excuse me while I go bleach my brain.

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Author Craft / Re: Rules of The World You Create: Need Assistance
« on: November 05, 2008, 07:56:58 AM »
Ehm... I don't post much, but this piqued my interest. I just have one question:

-Finally, there is no one "Sherrif". It's basically done by "first come, first serve". Since their powers are effectively fueled by their souls, the mark of an act that defies the laws is apparant to the other Alts, which basically works like sensoral overload/repulsion. There are some who do hunt down lawbreakers, but anyone is capable (and entitled) to fulfill the deed.
So the Laws aren't a set of rules that are written down and agreed by all Alts, but are an inherent part of their powers? And instead of them functioning like a barrier against the action, they are more like lines that if crossed will send out a beacon to other Alts notifying them?

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