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Messages - greycouncilmember

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16
DFRPG / Re: Manuvers in a nutshell
« on: August 05, 2010, 12:45:06 PM »
I guess I don't understand the difference.  I could spend all my item slots on potions and really achieve the same effect which is exactly what I want.  I am trying to understand from the perspective of the game if a tag is considered to be too powerful how do you handle that? Do you try to make it more specific or add to the casting cost?  I based my spell on the mild entropy curse example in the book.  If a person has the aspect Bad luck applied to them sticky and free to tag once by the caster why couldn't I do the exact opposite and cast a Good Luck spell?  I don't even want to make it sticky.  Base cost 3 was established previously and I am understand that.  I can add shifts to duration.  Does that not work?

17
DFRPG / Re: Manuvers in a nutshell
« on: August 04, 2010, 08:41:57 PM »
yeah I see what you are saying.  I am very new to the system, I have not started playing yet.  I'm preparing my character for friday.  So you think it's too broad the way it is and I need it to be more specific?  It's a little depressing but I understand why it's considered to be too good.  I guess I'll have to do more thinking about it.  If I made the tag specific to a skill the player has, would that be more appropriate?  Like a gun tag for a character with a gun?

18
DFRPG / Re: Manuvers in a nutshell
« on: August 04, 2010, 08:33:39 PM »
Regardless what was determined in another thread, the base cost of unresisted maneuvers for evocation and thaumaturgy is 3.

So that's the standard regardless of whether or not an effect is resisted?  No bonus for people not resisting?

19
DFRPG / Re: Manuvers in a nutshell
« on: August 04, 2010, 08:26:19 PM »
I guess I'm not explaining myself.  I designed a thaumaturgy spell called blessing of good fortune.  It applies a temporary aspect to a person with one free tag.  The recipient can use it for a bonus as you can anytime gaining the one time free use and the tag goes away.  In discussions we determined that it's probably a minimal cost spell probably costs 1 or 2 base plus the duration you want to add to it through thaumaturgy because the target wouldn't resist.  I was curious what the base cost would be with evocation instead.  Would it be a standard 3 plus duration? 

20
DFRPG / Re: Manuvers in a nutshell
« on: August 04, 2010, 08:16:14 PM »
The book specifically says when the person invoking is trying to get an advantage (I read this as "combat advantage to hurt/hinder") then the guy being invoked on gets the fate point.

So you can't invoke your buddy to use him as a human step stool AND give him the fate point.

I was just looking to give him a one time +2 bonus to a check of some kind through a temporary aspect, not a fate point on either side.  it's just a bit of momentary luck. 

21
DFRPG / Re: Manuvers in a nutshell
« on: August 04, 2010, 05:52:15 PM »
This is a good point!

Were you trying to set up said blessing with thaumaturgy, or with evocation?  I think that's the main linchpin in deciding what answer to give you.

my original intention was and still is to set this up via thaumaturgy before combat.  I guess I wanted to know the cost via evocation during combat to apply that same temporary aspect.  3+duration?  It would go away as soon as it's used regardless of duration. 

22
DFRPG / Re: Manuvers in a nutshell
« on: August 04, 2010, 04:49:56 PM »
I'm going to drudge this up because it relates even though I've asked about it previously.  If it's a temporary aspect on a willing person do you still have to count it as a minimum 3 for success as evocation?  in another post I wanted to create a blessing via thaumaturgy which started out a min 3 cost, but ended up with a min cost of 1.  I think that's probably a matter of opinion and circumstance but I just want to understand how this works. 

This is the post I am talking about.
I think you were on the right track at the beginning. Want to put a good luck aspect on someone who is willing? One shift for the aspect and then add shifts to get the duration you want (duration starting at one scene or about 15 minutes). So a complexity of 4 gets you a stcky aspect that will hang around a few hours.

23
DFRPG / Re: Thaumaturgy questions
« on: August 04, 2010, 04:47:40 PM »
I think you were on the right track at the beginning. Want to put a good luck aspect on someone who is willing? One shift for the aspect and then add shifts to get the duration you want (duration starting at one scene or about 15 minutes). So a complexity of 4 gets you a stcky aspect that will hang around a few hours.
argh sorry please disregard this...

24
DFRPG / Evocation Focus Item
« on: August 02, 2010, 07:57:13 PM »
I just realized that there are 4 types of things you can do with an evocation spell, but only two types of focus item bonuses.  You can attack, block, maneuver or counterspell.  The bonuses you get from focus items are only defensive or offensive(whether you choose discipline or conviction).  How do they work related to a counterspell or a maneuver or is it context?  could you apply your defensive focus item to the counterspell? 

25
DFRPG / Re: What's in the nevernever
« on: August 02, 2010, 12:33:58 PM »
That makes sense, but do you think that when wizards are travelling between areas through the nevernever that they are always in Fae lands or do they cross into other places as well?

26
DFRPG / Re: What's in the nevernever
« on: July 30, 2010, 05:25:09 PM »
So if hell is there then 'heaven' might be part of the nevernever too. I wonder if it's just angels and demons or if there are mortal souls too? If so, an explorer might be able to travel from the mortal world to hell or heaven and back.

Though of course, they might be separate and distinct worlds rather than countries in the nevernever, or perhaps you can cross from one to the other if you know where the door is, or if you have the right key.

Of course if one of those doors was to open would it be possible to close it again?  hmm, something is keeping the run of the mill demon from jumping across into fae and coming through the next portal that some unlucky wizard opens...

27
DFRPG / Re: What's in the nevernever
« on: July 30, 2010, 05:15:07 PM »
Are Demons from the Nevernever or are they Outsiders or something else? If they're from the NN, are they susceptible to cold iron?

I'm pretty sure that only Fae are susceptible to cold iron and they are not Fae :)  I just looked up in the our world book and it says this about demons:
Most demons are beings from somewhere in the Nevernever (many hail from a subdomain called the World Below or Downbelow, which may or may not be Hell)

I guess they are in the nevernever.  Only Fae are susceptible to cold iron though.

28
DFRPG / Re: What's in the nevernever
« on: July 30, 2010, 05:06:45 PM »
Thank you Luminos.  So theoretically it can be where long lost gods of ancient religions would be or demons probably not close to the fae border though.  The farther out you get the more powerful I guess. 

On the same note, with Fae, any thoughts on why some live in the nevernever and some live in the human world like Toot Toot?  Is that something they choose and if so, does that go against their Fae nature? 

29
DFRPG / What's in the nevernever
« on: July 30, 2010, 04:56:00 PM »
My group and I were discussing the nevernever.  The nevernever is more than just fae right?  What else exists there?  Do demons exist somewhere in the nevernever?

30
DFRPG / Re: Changling Character
« on: July 29, 2010, 08:17:53 PM »
You beat me to it.  I was just going to ask what fae in the books could incite emotions?  I'm not saying it isn't possible, I just can't think of any examples. 

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