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The Dresden Files => DFRPG => Topic started by: Diebdazar on July 30, 2008, 05:13:40 AM

Title: Enchanting guns and other tech items?
Post by: Diebdazar on July 30, 2008, 05:13:40 AM
A player of mine wants to try to enchant her guns, mostly in the form of enchanting automatic weapons to make them immune to a wizard's murphonic field and maybe do bigger bangs.

Also maybe computers and other items.

My first response was "I'll think on it, but likely no." due to the potential of an infinite loop "magic increases chance of something going wrong, pump more magic in to try to decrease chance, but more magic = more chance for something to go wrong" Ad infinitum

But then C.S. Friedman's Coldfire Trilogy came to mind.  and I am re-debating the subject with myself.

Would it be possible to 'UnWork' an item so a wizard can use it? To have specially prepared items basically function as if they were in an empowered circle?

What should the costs and side effects be?
Title: Re: Enchanting guns and other tech items?
Post by: Lanodantheon on July 30, 2008, 07:04:11 AM
The key to enchanting or using any magic in The Dresden Files is to think about how it works. The easier it is to understand, the easier it is to implement.

For example: Harry's Shield Bracelet is just that, a shield, a barrier of energy that stops forces cold. Simple, relatively.

The more complicated the system, the more difficult it is to implement magically, the more energy it uses and (typically) the more effective it can potentially be. Enchanting in TDF means that you are creating a permanent system of magic. Either it is a permanent working of energy that augments the item or it is a ground work of "Circuitry" waiting for power.

The Wardens' Silver Swords are permanent systems. But a Sword is a very simple item, a flatten piece of metal with an edge. You can sink that magical system into the metal of the blade and all it does is make the blade sharper and stick around while it disrupts enchantments.

Harry's Rings are a more sophisicated example because they too are a system that continuously maintains itself.

Harry's Bracelet is an example of Magical Circuitry. Harry's Bracelet by itself is just that, a Bracelet. When he pumps magic through it, he gets the desired shield. Same with a computer.

I would recommend in the game that a character need a high academics/mechanics score to be able to make more complex items because you need to now how the item works. You need to be able to answer, "What is the permanent magic doing?" or "What does a magic gun do?" Harry's rings are a battery, Harry's Bracelet a a bit more complicated, a Warden's Sword is merely augmented.

Modifying a gun, you can enchant either the gun or the bullets. Enchanting bullets would be easier, but they would be disposable and if not handle with care very expensive to replace regularly. But, both bullets and guns could be done with creativity to a point.

"What do Magic Bullets do?" The easiest thing to do, In my mind, to bullets magically is to make them indestructible or close to it. Making sure the bullet doesn't break on impact would cause less damage, but you could collect them later and save money. The other thing you could do easy is make Harry's force ring into a bullet. It would be more difficult to implement (and you'd risk blowing yourself up) but you could get one hell of a one-shot pistol grenade. You could even charge it easy too: Make the charger out of a 9 volt battery or the equivalent (Thaumaturgy links) then attach it to the bottom of a rollar coaster car at a local amusement park.
You could also inscribe Magic circuitry into the bullets for coatings like fire or electricity. But, those systems might not even work.
(Would also work great if not better with Arrows)

The best guns to use are the simplest, the ones with the least number of moving parts. Revolvers and double-barrel shotguns in this case are the ones, but if you want an automatic, go with a glock (Only has 22 moving parts) or if you want old school wizard, a Musket.

"What do magic guns do?"
A Magical suppressor inscribed on the barrel would be the simplest. But, the only thing you could really do to a gun magically would be to make the bullets go faster, go farther or (if you really wanted to mess with the CSI guys) make them go in a straight line.

Magical computers just can't work. Not because "It is technology, therefore it cannot work around a Wizard" but because of the magnetics. I've honestly thought about telling you you would need to Macguyver a motherboard and make computer components that run on magic and you would need to be a sensitive, but in the end it comes down to Magnetics. The Hardware of a PC can be duplicated, but the software cannot be. Wizards wipe magnetic storage devices and therefore could not be in the vicinity of a normal hard drive let alone tiny magnetic devices such as Processors with BIOS on them. Without the ability to store and access information, a computer cannot work. Therefore, no magic computers.

Although if I were a wizard I would just get a really long extension cord and go through a lot of mice and keyboards if not make a keyboard out of a typewriter and Macguyver a Trackball.

That's all I got at this wee hour on this subject.
Title: Re: Enchanting guns and other tech items?
Post by: jaezon on July 30, 2008, 04:09:21 PM
would they be able to simply put sigils reflecting all magic outward, not allowing any energies to touch upon the gun, even the reflection set upon it?
Title: Re: Enchanting guns and other tech items?
Post by: TheMouse on July 30, 2008, 04:47:47 PM
would they be able to simply put sigils reflecting all magic outward, not allowing any energies to touch upon the gun, even the reflection set upon it?

That's an idea. You don't so much enchant the gun to work. You ward it against magic. That would have the additional benefit that other wizards would have a harder time using magic to disarm you. On the down side, if someone breaks your ward while you're going auto fire, you might just be having a bad day.
Title: Re: Enchanting guns and other tech items?
Post by: Rel Fexive on July 30, 2008, 06:37:18 PM
One factor to be aware of when using a magical gun is what hand you hold it in.  If I remember rightly, the left takes energy in and the right throws energy out.  So if you hold a "warded to keep Murphyonic disruption away from it" gun in your right hand, your ability to do evocation (or any magic) could be badly compromised, either by dampening it or making it just go everywhere when you try to use it.  Hold it in your left hand, and maybe you can't draw in the energy you need to do magic at all... or it sucks the energy out of you instead.

Both good limitations on use of a magic gun.

Better to make magic bullets (ho ho) instead... with "explosive runes" (of force, or electric) for when they impact.
Title: Re: Enchanting guns and other tech items?
Post by: Diebdazar on July 30, 2008, 08:50:58 PM
Hrm, good point von Bek

Though 'explosive runes' seems more a Monoc/Miss Gard type of thing :P
Title: Re: Enchanting guns and other tech items?
Post by: Rel Fexive on July 30, 2008, 08:56:22 PM
True.  Oh, and I guess the "suck energy out of you" thing would apply better if you held it in the right hand rather than the left.  I just liked the idea so much I whacked it right in there when I thought of it ;)
Title: Re: Enchanting guns and other tech items?
Post by: TheMouse on July 30, 2008, 08:57:13 PM
I could see Kincaid wanting to use a gun with normal seeming bullets that explode only when fired from the gun. It's all the advantages of mini-rockets without the hassle of needing to be careful that you don't reduce yourself to slag.
Title: Re: Enchanting guns and other tech items?
Post by: Diebdazar on July 31, 2008, 12:19:09 AM
kincaid + bolters = scary

long as he doesn't get a power-fist? :P
Title: Re: Enchanting guns and other tech items?
Post by: jaezon on July 31, 2008, 03:30:36 PM
One factor to be aware of when using a magical gun is what hand you hold it in.  If I remember rightly, the left takes energy in and the right throws energy out.  So if you hold a "warded to keep Murphyonic disruption away from it" gun in your right hand, your ability to do evocation (or any magic) could be badly compromised, either by dampening it or making it just go everywhere when you try to use it.  Hold it in your left hand, and maybe you can't draw in the energy you need to do magic at all... or it sucks the energy out of you instead.

Both good limitations on use of a magic gun.

Better to make magic bullets (ho ho) instead... with "explosive runes" (of force, or electric) for when they impact.

But if the gun was used by nonwizards who want to just work around wizards,  right v. left shouldn't be much of an issue.
Title: Re: Enchanting guns and other tech items?
Post by: Lanodantheon on July 31, 2008, 06:46:41 PM
I think you guys have just solved the problem of a magic gun, but have strayed a bit.

would they be able to simply put sigils reflecting all magic outward, not allowing any energies to touch upon the gun, even the reflection set upon it?

JB has established that the Murphonic field a Wizard puts out is not about magical fields and crap, it's just a side affect of being a practitioner. It's Murphy's Law, "Whatever can go wrong will.... Turn on a light switch and it just so happens to be the time for it to burn out."

Besides, I reread some books and realized that Carlos uses a Colt 1911. That means only really sophisticated guns could potentially bork in the hands of a wizard, but still they would probably have a higher percentage of jamming and need to be cleaned more often.

The solution to the problem of enchanting a gun is exactly that, have magic go through every part of the gun. It would mean that you would have to handmake your gun or at least be there to chisel in the runes on a lathe or something. On top of that, Warding the parts of the gun can do more than just protect against outside magic (Which I think is cool BTW Mouse) you could make it into a complex security feature. Tailor it correctly and have it be the ultimate ID system & Safety. Wardens would be able to keep the guns from being fired and (adding on what I've said before) use Magic Circuitry to power spells that reduce things like muzzle jump, recoil and friction on the bullet (Increasing accuracy) and change the trajectory of the bullets. I still personally would love to see a magic gun that fires in a straight line or at least a less parabolic trajectory. Or, if you were a wizard with a physics degree (High Academics) you could make a system that allowed you to alter the trajectory of the bullets that you fire into weird patterns allowing you to shoot around corners or "Curve the bullet" like in Wanted. It would be all about physics and geometry.

Random thought: You could also use wind magic to create a momentary(fraction of a second) vacuum in the direction of fire that would really mess with the physics of the gunshot.

However, this kind of gun could only be used by a practitioner who can control the flow of magic through the circutry like Harry. Minor talents and normals like Kincaid and Murphy would be Out of Luck.
Title: Re: Enchanting guns and other tech items?
Post by: TheMouse on July 31, 2008, 07:17:41 PM
One idea that comes out of this is a focussed practitioner who was pretty much a gun-fu expert. He uses a pair of six shooters, since they're simple enough that the murpyonic field is no threat to them.

(:
Title: Re: Enchanting guns and other tech items?
Post by: Lanodantheon on August 01, 2008, 04:37:25 AM
One idea that comes out of this is a focussed practitioner who was pretty much a gun-fu expert. He uses a pair of six shooters, since they're simple enough that the murpyonic field is no threat to them.

(:

That is a cool idea. I like it...

 ;D
Title: Re: Enchanting guns and other tech items?
Post by: Diebdazar on August 01, 2008, 05:17:48 AM
Though I wonder if a flintlock or wheelock would be more prone to the murphyonic field than a modern firearm, since there's more that "could go wrong". . .
Title: Re: Enchanting guns and other tech items?
Post by: Lanodantheon on August 01, 2008, 06:34:47 PM
Though I wonder if a flintlock or wheelock would be more prone to the murphyonic field than a modern firearm, since there's more that "could go wrong". . .

Nope, exactly the opposite. The simpler, more primitive the technology, the less likely it is to fail around wizards. Flintlocks, wheelocks, and hell even matchlocks would be much more reliable to a wizard. A flintlock musket has like 5 parts to it:
1. The Barrel
2. The Hammer
3. The Flint (Attached to the Hammer)
4. The Trigger
5. The Powder & Ball

Flintlocks don't really jam, they either fire or they don't.

A Glock pistol has about 22 moving parts, far more than that Flintlock. Also, the Glock is at the simplest automatic pistol on the market, after that it only goes up. However, Carlos seems to be able to use a Colt M1911 without much trouble, but anything complex than that may be prone to disastrous failure.

Harry can use a revolver just fine because of how simple it is. However, he does warn in like Blood Rites I think it is (When he's going after Black Court with Kincaid) that he would never pick up a full-automatic rifle out of fear it would gangfire or outright explode in his hands. That's my take on Wizards using guns.
Title: Re: Enchanting guns and other tech items?
Post by: MacsNewBrew on August 12, 2008, 02:57:13 AM
Respectfully, I think you're taking it a bit too far. Murphy's
(click to show/hide)
is a fairly complex firearm. So are the weapons used by
(click to show/hide)
, and these seem to hold up well to a whole lot of mojo moving around. I only think it would start to be a problem one you started throwing in electronics, a la the XM-29, then things get dicey. Purely mechanical seems to be pretty safe. I know Harry's VW averages an issue once every eight days, but (IMHO) electronics are the main factor. Electrically, you cannot get much simpler than an incandescant bulb. Harry is amazed that Mac keeps ceiling fans running. The electrical system of a Bug is way more complicated than either. All that said, even WWI tech can be suspect. If I were a wizard, you could not get me within 50 meters of a proximity fuse. Harry has known the time in the books, so I suspect that he has a watch or clock around somewhere, probably spring driven.
If I were DMing, mechanical items would be safe, but iPhones could be used as incendiary devices.  ;D
Title: Re: Enchanting guns and other tech items?
Post by: Lanodantheon on August 12, 2008, 03:11:48 AM
I agree, mechanical devices don't seem to bother Harry. I think the cut off is Electricity. However, the
(click to show/hide)
was never used by Harry personally. If he had he probably would have made the magazine gang-fire.

But, remember that when Harry kills a computer he gets smoke from them. That smells to me like a power supply/cooling problem that is going wrong. Everything in TDF is plausible and even magic has some basis in reality.

I think iPhone incendiary is taking it a bit too far. IMHO I think an iPhone would just smoke and become your new paper weight.
Title: Re: Enchanting guns and other tech items?
Post by: MacsNewBrew on August 12, 2008, 04:28:09 AM
Murphy's toy has been around at least one major Magical slugfest, so I would think it is safe in the hands of a wizard. The way I see it, is if his .44 doesn't cook off all six rounds at once, shoved in his pocket during the throw-down with
(click to show/hide)
(DB spoiler), then a 30 round mag is just as unlikely. That little party had to have more mojo in the air than anything to this point in the series. It would not be a matter of quantity in this case, but of complexity. The self-contained cartridge is not complex: just container (casing), cap (bullet), powder, and the cap, which happens to produce a very small explosion when subjected to enough physical force/pressure.

The way my mind works, assumes that the murphionic field works like EM fields, EM radiation, or particle radiation. If you expose one or fifty forks to the same level of radiation the solitary fork will have the the same level of radiation as one of the fifty. When Harry walks into a room with a single light bulb it sometimes goes out. That does not mean that if he walks into a room with 500 light bulbs every one always go out. He has been in enough public places that I think my theory holds water. Magic has to obey the laws of physics, as Harry would say. I could be wrong about the rules as Jim sees them--after all I am not him, but this is the conclusion I've come to (keeping in mind all of the tech failures we've seen {that I can remember} have had an electromagnetic component to them).

I think iPhone incendiary is taking it a bit too far. IMHO I think an iPhone would just smoke and become your new paper weight.
Mine has gotten uncomfortable to the touch on long flights (when watching a movie), but I was kind of making a point without meaning literally bursting into flames. I tend to forget that my typing lacks inflection sometimes.  :o

[EDIT here down] Ok, going back to usefulness I do not think a two handed firearm would be practical to a wizard during a fight. You got to have a hand ready to throw around energy or bring up your defenses. As far as Harry's reluctance to pick up an automatic, I think that is just Harry being paranoid, but "just because you're paranoid doesn't mean there isn't an invisable deamon about to eat your face."
Going back to an earlier post, I could see and possibly accept someone enchanting a bullet (projectile only) much the same way Harry uses his silver rings. That would be some hefty work to throw away, unless the enchantment is attached to another simple item which is designed to pass on the enchantment to other items through a less involved method before charging. Runes of sigils on the barrel would act as a release trigger, much the same way Harry triggers his rings--he doesn't have to be uber-precise on impact time. This method does seem like a kind of copout.
Thinking about it, if you want your 30 round cap .22LR to pack as much punch as a .729 Jongmans with Hydro-shok, of course (a 110lb rifle with "brutal" recoil), you better work your butt off on 30 enchantments, strap them on your shoes (think 1980's 'Roos shoes), and go run a marathon or three.
Title: Re: Enchanting guns and other tech items?
Post by: Diebdazar on August 12, 2008, 11:06:42 PM
*nods* in the later books it does seem limited, mostly, to electronic items.

But in the early books of the series we have various automatic weapons having trouble when wielded near magic. . . most noticeable in storm front I think
Title: Re: Enchanting guns and other tech items?
Post by: MacsNewBrew on August 13, 2008, 02:26:19 AM
I need to go back and reread that one I think..
Another though on the subject, specifically the kenetically charged ammo: A possible work around to having to enchant every single bullet would be to enchant a 2 or three pound block of lead (or an alloy of lead and silver), throw it in the trunk for 6-18 months, melt some shavings and pour into a mould for home reloaders like the one Murphy used in Fool Moon.
Title: Re: Enchanting guns and other tech items?
Post by: strangething on August 15, 2008, 12:22:12 AM
Magical computers just can't work. Not because "It is technology, therefore it cannot work around a Wizard" but because of the magnetics. I've honestly thought about telling you you would need to Macguyver a motherboard and make computer components that run on magic and you would need to be a sensitive, but in the end it comes down to Magnetics. The Hardware of a PC can be duplicated, but the software cannot be. Wizards wipe magnetic storage devices and therefore could not be in the vicinity of a normal hard drive let alone tiny magnetic devices such as Processors with BIOS on them. Without the ability to store and access information, a computer cannot work. Therefore, no magic computers.

Although if I were a wizard I would just get a really long extension cord and go through a lot of mice and keyboards if not make a keyboard out of a typewriter and Macguyver a Trackball.

Put the CPU in a Faraday cage, as well as the magic circle. A 60's vintage dumb terminal just might hold up better than a modern mouse and keyboard. Our hypothetical technomancer would have to be Unix geek. (Makes sense...)
Title: Re: Enchanting guns and other tech items?
Post by: Stephen on August 20, 2008, 10:44:26 AM
We know normal magic has a murphonic effect but not that necro magic does nor that fae magic or any other nevernever magic does.
So a gun made and enchanted by the troll smiths (or dwalves, etc if they exist) 'might' resist the murphonic effect better than mundane materials.
If the fae can make a universal unbinding then they maybe able to make a specific murphonic block (which seems like a bad luck curse).
If a gun was your 'holy item' and venerated by many would the collective faith magic embued in the gun cause it to always work when needed, shoot straight, hit well, etc.
As you can see my idea would be to play the advantages of atypical magic forms of which there has been only minor mentions (and there are enough gun enthusiasts to make up a cult).
Stephen
Title: Re: Enchanting guns and other tech items?
Post by: TheMouse on August 20, 2008, 03:27:19 PM
A faerie gun might resist the effects, but that begs the question as to whether such a thing would exist. The Sidhe seem to go for anachronistic arms and armour when it comes time to throw down. The same seems to be true for the common faeries. You'd need an odd confluence of events to produce a faerie crafted gun.
Title: Re: Enchanting guns and other tech items?
Post by: MacsNewBrew on August 21, 2008, 04:17:34 AM
A faerie gun might resist the effects, but that begs the question as to whether such a thing would exist. The Sidhe seem to go for anachronistic arms and armour when it comes time to throw down. The same seems to be true for the common faeries. You'd need an odd confluence of events to produce a faerie crafted gun.

Also, steel, or Cold Iron is not something the fae would touch with a ten foot pole. I'm not saying that the theoretical firearm couldn't be made of other stuff (what are their swords made of again), but it would not be something you could just get made without a very heafty price------nevermind, that opens some interesting options for character background and creation.

We know normal magic has a murphonic effect but not that necro magic does nor that fae magic or any other nevernever magic does.
Dead Beat's plot development has the mule hiding the Word of Kemmler's location on a thumb drive so Cowl and the likes wouldn't screw him over. Didn't Butters have to put up a circle to get a GPS signal during the Darkhallow? I can't remember if we have seen fae magic around tech before...
I couldn't see a gun having so much veneration that it has a power of faith, unless it was the hypothetical M1 Garand that assinated Hitler. Even then, we would still be talking about a historical artifact, famous maybe, but not something that has a direct connection with peoples' faith.
Title: Re: Enchanting guns and other tech items?
Post by: Stephen on August 21, 2008, 09:47:15 AM
A faerie gun might resist the effects, but that begs the question as to whether such a thing would exist. The Sidhe seem to go for anachronistic arms and armour when it comes time to throw down. The same seems to be true for the common faeries. You'd need an odd confluence of events to produce a faerie crafted gun.
Oh I wasn't thinking the gun would be a fae idea but as Nic designed the anti-wizard manacles and presumably had troll-smiths manufacture them I was thinking some human would commission the fae (or other nevernever magic capable being) to manufacture the gun.
As an idea it seems entirely plausible but the issue of paying is a big unresolved thing (but some craftsbeing do interesting creations for the sheer challenge).
It also seems to me that one of the Summer/Winter knights would be interested in such a thing (most Summer knights are killed by the Winter knight and Winter knights are into killing) and we know Fix is willing to use guns and is mechanically minded.
Stephen
Title: Re: Enchanting guns and other tech items?
Post by: Stephen on August 21, 2008, 10:13:50 AM
Also, steel, or Cold Iron is not something the fae would touch with a ten foot pole.
But not all fae are anti iron/steel, Harry has said some are totally unconcerned about the stuff and usually in mythology that is the metal working crafters e.g. toll smiths being one example.

I'm not saying that the theoretical firearm couldn't be made of other stuff (what are their swords made of again), but it would not be something you could just get made without a very heafty price
For a 'normal' human sure, unless the smith was interested in the challenge, but if the Winter or Summer Knight ordered it or one of the people requested to act as agents for the courts demanded/requested one for their mission their might be no cost.

Dead Beat's plot development has the mule hiding the Word of Kemmler's location on a thumb drive so Cowl and the likes wouldn't screw him over. Didn't Butters have to put up a circle to get a GPS signal during the Darkhallow?
Yes but it was Grevane not Cowl that made the deal and its not clear from that example that necro does cause murphonic issues just that the guy believed it would act as a deterent and that would be based on info he had about normal magic rather than necro.
Yes but its also not clear that raising the spirits used the necro magic (the stuff Harry describes as cold) rather than typical magic in a necromantic act.

I can't remember if we have seen fae magic around tech before...
In Summer Night, first in the dead Summer Knight's home (minor time), but also when Harry and Murphy when up against the Veggy construct (major time - chainsaw). When Lea visited Harry at his office, probably other times. Still partly speculative an idea though.

I couldn't see a gun having so much veneration that it has a power of faith, unless it was the hypothetical M1 Garand that assinated Hitler. Even then, we would still be talking about a historical artifact, famous maybe, but not something that has a direct connection with peoples' faith.
I'm not thinking of it as a current faith item but a possible one and as Sanya, Harry and Micheal demonstrate faith is broad so it could easily be possible as a holy item (likely no but not impossible), given the number of wacky cults and 'survivalist' groups an alignment of both could set up a gun as a holy item and who knows maybe Nic's fanatics might qualify as such a group. I'm just raising the possibility not the probability and Nic's nuts apart there is no known DF group that might.
Stephen
Title: Re: Enchanting guns and other tech items?
Post by: MacsNewBrew on August 22, 2008, 12:50:17 AM
I'm not thinking of it as a current faith item but a possible one and as Sanya, Harry and Micheal demonstrate faith is broad so it could easily be possible as a holy item (likely no but not impossible), given the number of wacky cults and 'survivalist' groups an alignment of both could set up a gun as a holy item and who knows maybe Nic's fanatics might qualify as such a group. I'm just raising the possibility not the probability and Nic's nuts apart there is no known DF group that might.

You make a good point. I could easily see one as an item of personal faith in this light. Harry believes in the pentacle, which is why it harmed Bianca. Also, Michael's armor was an anathea [sp?] to the guests at Bianca's party in GP, even though we find out in PG that Charity most likely made it. The swords are so powerful because of the connection to the crucifiction, and the faith of Christians everywhere, whereas the armor's power comes from Michael's faith in it.
Someone who found themselves in several very hairy situations, and managed to survive because of a gun, might have a lot of personal faith in that weapon.
Title: Re: Enchanting guns and other tech items?
Post by: TheMouse on August 22, 2008, 02:24:44 AM
anathea [sp?]

Anathema.
Title: Re: Enchanting guns and other tech items?
Post by: Slife on September 04, 2008, 10:51:33 PM
So, how about duplicating the effect instead of just enhancing a preexisting gun?

Instead of gunpowder, use some kinetic charged magic thingy.  Charge it up by leeching off a train's momentum.  Load some bullets, pull the trigger, and some of the kinetic energy is released.  Instead of pushing directly onto the enemy, it's used to accelerate a small piece of enchanted metal.

Not really that high tech, but it's still a magic gun.
Title: Re: Enchanting guns and other tech items?
Post by: Stephen on September 05, 2008, 10:16:30 AM
So, how about duplicating the effect instead of just enhancing a preexisting gun?

Instead of gunpowder, use some kinetic charged magic thingy.  Charge it up by leeching off a train's momentum.  Load some bullets, pull the trigger, and some of the kinetic energy is released.  Instead of pushing directly onto the enemy, it's used to accelerate a small piece of enchanted metal.

Not really that high tech, but it's still a magic gun.
Love the idea.
I've been wondering why harry charges his force rings with arm movements when he could use much more powerful momentum sources (heel strke, leg swings if personal space is required) but I've always wondered about massive momentum sources (the beetle, trucks, el trains, freight trains, ships, etc). I've assumed its because you either can't or the spell to do it is too different/complex/dangerous but there is always the possibility that it's just unthought of.
Stephen
Title: Re: Enchanting guns and other tech items?
Post by: MacsNewBrew on September 06, 2008, 01:25:04 AM
Perhaps the enchanted item has to be in contact with the skin or in very close physical proximity in order to store/release energy. ???
Title: Re: Enchanting guns and other tech items?
Post by: Stephen on September 06, 2008, 10:37:43 AM
Perhaps the enchanted item has to be in contact with the skin or in very close physical proximity in order to store/release energy. ???
Yea, tha's why I put in the reference to 'personal space' (e.g. on him - hands- or close to him - punching bag).
But on feet is so much more useful (eg absorbing falling momentum) than hands
Stephen
Title: Re: Enchanting guns and other tech items?
Post by: Slife on September 18, 2008, 05:26:58 PM
Yea, tha's why I put in the reference to 'personal space' (e.g. on him - hands- or close to him - punching bag).
But on feet is so much more useful (eg absorbing falling momentum) than hands
Stephen

Harry could pick up waterskiing and attach the energy charger thingies to his feet.  He'll be distant enough from the boat to avoid any tech complications, but still be able to power up quickly.
Title: Re: Enchanting guns and other tech items?
Post by: Stephen on September 21, 2008, 11:32:46 AM
Harry could pick up waterskiing and attach the energy charger thingies to his feet.  He'll be distant enough from the boat to avoid any tech complications, but still be able to power up quickly.
Or for a thrill take up skydiving.
Doubly dangerous.
Stephen
Title: Re: Enchanting guns and other tech items?
Post by: Gathers Scrolls on October 10, 2008, 03:15:34 AM
No matter how I try to figure out how this would work, I still get this mental image of a small explosion.
Heck, I think if Harry stood too close to an iphone or Nintendo DS, it would start to disintegrate and ooze, like those melting clocks in the Dali painting. :D
Title: Re: Enchanting guns and other tech items?
Post by: NevynK on December 27, 2008, 02:23:17 AM
Thinking about it, if you want your 30 round cap .22LR to pack as much punch as a .729 Jongmans with Hydro-shok, of course (a 110lb rifle with "brutal" recoil), you better work your butt off on 30 enchantments, strap them on your shoes (think 1980's 'Roos shoes), and go run a marathon or three.
You aint lying bout the .729 man that sh!t just bout tore off my shoulder bout 3 years ago. Had the f'd up idea of trying to make a few of the heavier ammos out there just for kicks. Made em but damn somethings just aren't necessary and a bullet that'll almost give ya the hollywood bad guy flying back is among them. Now the kick without the recoil THAT's something I'd go for, however I hate going uber so I'm thinking a vanila mortal with a passed down revolver or rifle that either fires some magic ammo or has imbued properties ala auto aim  ;D . A practioner that can blast you with bullets that leave craters just isn't fair, maybe as a villain....

Put the CPU in a Faraday cage, as well as the magic circle. A 60's vintage dumb terminal just might hold up better than a modern mouse and keyboard. Our hypothetical technomancer would have to be Unix geek. (Makes sense...)

No need for the terminal just stick a projector in that cage and use a laser keyboard. Expensive yes but a simple way to keep a magical powerhouse in the know. For the mouse I'd say either trackball or even simpler touchscreen with the projector......