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Messages - Lonelylurker

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DFRPG / Re: Always on Enchanted items
« on: February 29, 2016, 10:29:26 PM »
Always On items are easily abuse-able, but in certain cases they're what makes the most sense(eg. Harry's armored coat).

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DFRPG / Re: How effective is a threshold?
« on: February 25, 2016, 06:33:31 AM »
This brings up another question.

In this example the person using the item/potion is different from it's creator, What would happen if the bearer had an invitation to cross the Threshold but the enchanter didn't, or vice-versa?

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DFRPG / Re: Hexen"whatever"
« on: February 19, 2016, 08:32:09 PM »
If the bearlike quality most important was the ability to hibernate then a spirit of sloth sounds great. You just might have trouble waking up when you wanted too.

Not something PCs are likely to do, but some NPCs could have interesting reasons for it.

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DFRPG / Re: Stunt Ideas: "On Your Feet, Soldier!" and "Second Wind"
« on: January 12, 2016, 07:26:53 AM »
That's a bit complicated and doesn't really fit the flavor I'm going for with the stunts.

It's like in an action movie, where the hero gets the crap kicked out of him, then something makes him push himself back up and he seems refreshed -- think the end of Mission: Impossible 3, or Commando after Arnie's been shot, then comes out ready for a knife fight. In those cases, the hero doesn't suddenly drop with a bunch of extra injuries afterward. It's the equivalent of taking a moment to catch their breath and come out fresh.

In game terms most action movie heroes have Inhuman(at least) Toughness and Recovery.

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DFRPG / Re: Death Not-Curse
« on: January 02, 2016, 09:20:32 AM »
You can't. Doesn't work that way according to Harry. Death Curses require the kind of high-running emotions brought upon by untimely deaths. Peacefully drifting away doesn't provide the kind of emotional fuel for the effects you can get from Death Curses (or Death Not-Curses, as the case may be).

That might be true for a curse(presumably of harm against your murder). But a peaceful passing surrounded by loving family sounds like the perfect circumstance for using your last breath to place a blessing on your descendants(i.e. the opposite of a 'bloodline curse').

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DFRPG / Death Not-Curse
« on: December 30, 2015, 10:23:16 PM »
Is there any reason that a dying wizard, with the opportunity to use his Death-curse, couldn't use that last burst of power for something else instead?

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DFRPG / Re: Construct Creation
« on: December 30, 2015, 08:41:29 PM »
Maybe you could, but that's an awful lot of shoe-horning to avoid just stating the construct itself.

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DFRPG / Re: Construct Creation
« on: December 30, 2015, 07:26:00 PM »
Except that Sponsored Magic doesn't give a physical body with skills, powers, or damage tracks.

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DFRPG / Re: One more bit on Thaumaturgy...
« on: December 09, 2015, 09:45:46 PM »
Quote
On the other hand, a circle is incredibly brittle to anything physical. A supernatural being with any physicality to it will simply walk through it and break it, making way for its supernatural part. For those, you would need a block, a ward, a full blown containment ritual, however you may want to call it, anyway.

Circles keep out/contain embodied creatures; The zombies were possessed corpses, possession by a ghost should work the same way. The Erlking and Chaussy were in solid ectoplasmic bodies when they were contained, the latter tried to break out, and the former nearly succeeded but the Circles held.

Quote
Or, if your GM let's you do a 'ritual at your lore' ward in combat time.

That was my original suggestion, that even if not being used in general that should be allowed for Circles.

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DFRPG / Re: One more bit on Thaumaturgy...
« on: December 09, 2015, 01:59:56 AM »
Yeah, I think the best representation is to call it a very simple ward that anyone with Lore can attempt to create.

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DFRPG / Re: One more bit on Thaumaturgy...
« on: December 09, 2015, 01:49:00 AM »
A Circle wouldn't be a block because you can do other things while you're protected inside it. They naturally last until dawn unless battered down

In OW:30(about the only place Circles are specifically mentioned oddly enough) it directs you to YS:276, which is where it talks about Wards.

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DFRPG / Re: Sponsors and debt
« on: December 08, 2015, 09:02:59 PM »
According to YS:287 it looks like that's only true while you have an aspect or consequence in on you effect as a result of using the sponsors magic.

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DFRPG / Re: Sponsors and debt
« on: December 08, 2015, 08:50:47 PM »
I'd just call that a compel on the sponsored aspect.

"Hey, can you do me a favour?  we're buds after all"

Offer Fate point.

Now you have a fate point to invoke your sponsor aspect to do what you'd normally do with sponsored debt.  Or to invoke it to gain some other 'favour'.

That could also work, but allowing the sponsor to issue compels even when you're 'paid up' seems like a big extra liability. So I was trying to mirror the debt mechanic where resisting costs an FP but doesn't reduce the debt.

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DFRPG / Re: One more bit on Thaumaturgy...
« on: December 08, 2015, 08:36:04 PM »
Even if you don't let Thaumaturgy happen in combat as a general rule I'd probably make an exception for a simple 'magic circle' wards. There's many examples of Harry making a functional Circle in 'combat time'. In Dead Beat he even teaches Butters to do it 'under fire'.

He also mentions that *anyone* can make a simple Circle, so you probably shouldn't need Thaumaturgy as long as you have Lore.

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DFRPG / Re: Sponsors and debt
« on: December 08, 2015, 08:23:31 PM »

2. If you compel a player to do something, and it fits the sponsor, I think it's legal to have the player say "I don't want a fp.  I want it to go towards my debt."

In the same vein, if you allow self-compels, I see no reason why they can't self-compel and, instead of receiving a fp, have that compel pay off debt.

If you *don't* have any debt right now, but the sponsor has something it wants from you, could it offer 'credit'(i.e. fee use(s) of it's power in the future) as incentive?

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