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Messages - NevynK

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DFRPG / Re: what playable stuff are you hoping for?
« on: January 03, 2009, 02:32:33 AM »
just wondering any estimate on how long it'll be in beta?

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DFRPG / Re: what playable stuff are you hoping for?
« on: December 30, 2008, 02:44:43 AM »
Muchas gracias federico  ;D

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DFRPG / Re: what playable stuff are you hoping for?
« on: December 30, 2008, 01:19:10 AM »
Yeah no doubt a tech based character would have some major limits but thats the point. A character that can just power through everything gets boring really fast. I rather play the guy that keeps getting his pda fried but has a pack of 50 in a warded backpack and sticks to his guns no matter what. Although the precog junkie is starting to build up in the back of my brain. Guy that's trying to get clean and suddenly the world depends on the visions he has, only thing is he only has em when he's flying higher than a necro at a warden convention. Sounds fun.....

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DFRPG / Re: what playable stuff are you hoping for?
« on: December 30, 2008, 12:30:40 AM »
True they knocked out the lights and emergency systems but then again they probably meant to do so. Magical intent is different from a natural occurance that happens whether you want it to or not. I mean come on the myurk we saw in SmF was some major mojo and the lights didn't even burn out till harry started waving his ju-ju stick around. Every horror fan knows the lights going out and the fog rolling in is standard issue, so of course the creepy crawlies had to hit the lights and all that jazz.

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DFRPG / Re: what playable stuff are you hoping for?
« on: December 27, 2008, 05:05:16 AM »
as far as I recall they made things spooky but didn't kill the tech. After they left/were killed things went back to normal. At least as far as I remember might be wrong have to go check

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DFRPG / Re: what playable stuff are you hoping for?
« on: December 27, 2008, 03:38:48 AM »
Actually so far it seems to be only wizards or other human practitioners that make magic go wonkey. So far the fae and vamp magics we've seen have no effect. Also for the most part I was thinking gadgets as weapons or defenses, maybe some investigating ones but mainly instead of batman using his billions joe blow goes to the fae for help and gets more than he bargained for sure his joerangs cut through undead like Harry goes through VW parts but all the same being indebted to the fae is harsh! Something along those line and since their magic seems to not make tech go kablooe they could probably work something in there to ward against the natural hex field and powers of the human wiz's

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DFRPG / Re: Enchanting guns and other tech items?
« 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......

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DFRPG / Re: what playable stuff are you hoping for?
« on: December 27, 2008, 01:49:18 AM »
By that I assume you mean artifice as a synonym of crafting or making devices and not strategy or deciet, although as we've learned from harry assumptions are usually a bad thing lol  :P . Nah I'm trying to stay off the magic for a while the D&D/BESM/WM sessions I would play in usually ended up like this

GM: You come upon the camp of a horde of orcs/brigands/soldiers/ect so far none have noticed you and if you're careful you should be able to sneak around....

Player 1: I'll use an invisilibility item/spell/skill/sneak/roll avoidance ect

Player 2-6:"                                                                               "

Me: I'll use a reveal all to find any sentries!

Everybody else:  :-\ ......

GM: Umm are you sure?

Me: Yeah and just in case I'll use a delayed fireball/energy blast ect on the command tent!.....

50 rounds later.....

GM:Allright all 120 of the soldiers are dead now we can FINALLY move on to the story

5 rounds later

GM: You enter the cave where the tome you seek lies but directly ahead you notice a sleeping wyvern laying across the entrance to the next cave.

Free Action

Me: I sneak up to the wyvern and stick my staff up its @$$...

Everyone:  :'( .................

Its fun but I tend to end up being buried in flying soda cans and funnions bags, not cool. Me as warrior or theif preferably warrior/theif is similar but a bit more expected and the extra hp helps  ;D but in something modern I gotta go tech chrazy or just crazy crazy nothing beats taking down the forces of evil in a straightjacket!

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DFRPG / Re: what playable stuff are you hoping for?
« on: December 25, 2008, 01:55:23 AM »
Well I usually play a magic user but lately my characters revolve around brute strength so I'm hoping for equips tha support a vanila mortal taking on the baddies, basically a high tech van helsing or if not stats for a tech wiz support character hmmm maybe a junkie precog....

.... btw on a side note I'm going to be up at Goose Creek, South Carolina from the middle of march for quite a while (doing my A School  ;D ) and wondering if anybody round there's gonna be running a game or something

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DFRPG / Re: Comments thread for "The Laws of Magic: Part 5 of 8"
« on: July 22, 2007, 09:32:15 PM »
I doubt that the mind of a non-human works the same way.
To extend this metaphor do you want a Vet preforming brain surgery

Hmmm well physiologically white court vamps are more less equal to humans so I'm sure their mental functions and thought processes aren't all that different. Creatures such as primates or spirits with similar thought processes could easily be used to practice on as they aren't human but their minds work more or less the same way. Not saying its something that should be done or that it would guarantee success while working with humans but it would mean at least a slightly better chance of success. 

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DFRPG / Re: Comments thread for "The Laws of Magic: Part 5 of 8"
« on: July 20, 2007, 05:58:44 AM »
Hmmm make my dogs afraid of my hamster ::). I see promise :P

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DFRPG / Re: Spirit of the Century Needs Your Support at the Ennies
« on: July 19, 2007, 06:27:34 AM »
Voting finished. Every line on the last one went to atomic sock monkey press, seem to remember something between you and that name, don't really know right now to tired and too many meds so later yall I'm out.

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DFRPG / Re: Comments thread for "The Laws of Magic: Part 5 of 8"
« on: July 19, 2007, 06:05:05 AM »
The last paragraph and sentence made me think bout some potentially interesting situations. Depending on whats changed it would obviously force other changes to occur in the character. Since they cant use drugs they become addicted to pain or become suicidal as they want it but cant have it cause they're too afraid, repulsed, ect or they can't pig out so they get hooked on drugs, can't watch TV anymore become a fanatic reader and go on the forums at jim-butcher.com all day long, you get the idea. Depending on who its done to and where the story is it could be used to swing it in a new direction as a character with a brand spanking new personality really changes things when it comes to decision making. The only thing I'm not clear on is in situations like these are there predetermined parameters of what we can do with the players actions as GM or is basically our choice? Within reason of course.

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DFRPG / Re: Comments thread for "The Laws of Magic: Part 4 of 8"
« on: July 10, 2007, 01:15:00 AM »
Hmm not sure but from what I've seen i think the magiphone has to be authorized by the receiver of the message so if you don't wanna hear it you don't, or the person has to break through your defenses (ie break the law) to get u to listen. Harry and Elaine authorized each other way back when but I don't think Harry would be able to use it with anyone that didn't know about it first or he would have to invade their thoughts in order to ask for permission which would equal Morgan chopping his noggin in half and be very bad.

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DFRPG / Re: Comments thread for "The Laws of Magic: Part 4 of 8"
« on: July 08, 2007, 11:21:32 PM »
Transmitting a thought or mental impression to another, as long as the other is not obliged to pick it up, is not going to violate the law

Since the letter of the law says invade I don't think transmitting will be a problem unless you are transmitting orders or in some way trying to influence that person. It basically like wearing a freakin headset only much cooler.

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