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Messages - Troy

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46
DFRPG / Re: Magic and Money
« on: October 12, 2013, 02:39:16 PM »
I think most of the tried-and-true ways to make money using magic are Lawbreaking. You have assassinations... You have your love potions... You have your bringing your dead loved ones back to life... You've got erasing mistakes from the past...  Even the Cosmetic Surgery posted by Arcane up above could be considered Lawbreaking.

When I first saw the title of this thread I thought of making currency with magic. And I was thinking that you should take a look at your money. They tell you all that stuff is printed or minted there to prevent counterfeiting, but it's there as part of a magical ritual. The bills in my wallet only work because me and everyone I transact with believe in them. The pyramid, the eagles, the stars, the images of sacred locations and fallen heroes, the numerolgy, it all contributes to cement the spell and maintain it. Otherwise worthless pieces of paper and bits of metal given immense value through alchemical rituals.

I was reminded of books I've read by Tracy Twyman. :)  Solomon's Treasure: The Magic and Mystery of America's Money, stuff like that.

Doesn't Elaine make a good living as a "consultant?"


47
DFRPG / Re: 186000 miles per second: it's the Law! 55mph? pshaw!
« on: October 10, 2013, 04:25:44 PM »
By the rules of the game, if I wanted to create a Warden-type character who was able to detect the Black in a practitioner I would give him Supernatural Senses (Lawbreakers) or (Black Magic) or something like that.

48
DFRPG / Re: Champions and Thresholds:
« on: August 17, 2013, 01:58:19 PM »
Unless WalMart had a chapel inside its store for people to pray...

Coming soon! You knew it was! Right? :)

I kid. I kid.

49
DFRPG / Re: The Black Staff
« on: August 17, 2013, 01:56:55 PM »
I'm not sure this really applies to anything PCable (by default assumptions). White Courts and Red Court Infected, etc. are stated to not get lawbreaker for mental control by their innate abilities, but that's not spellcasting.

Everything that's in "Types and Templates" has a human soul, so it's at least not obvious to me that any of them would be immune to lawbreaker if they had spellcasting. (Sponsored Magic lawbreaker is a whole other argument ... but I'd certainly say a whampire or  nixie changeling who can get away with Incite Emotion would still incur lawbreaker if they also had Thaumaturgy and used that for mind control.)

That's an interesting take on things. Do you have any posts in any of the Laws threads above that help to flesh out your point of view on this? I'd be interested in learning more.

50
DFRPG / Re: Modeling intellectus?
« on: August 13, 2013, 08:35:01 PM »




Out of curiosity: What's Intellectus?

51
DFRPG / Re: Newbies ask the darnest things
« on: August 11, 2013, 12:56:18 PM »
Here's what we're thinking about doing when it comes to grappling. It deviates from the book but I'm not 100% confident that this sort of interpretation won't disrupt something I haven't foreseen yet.

(click to show/hide)

52
DFRPG / Re: learning how to play?
« on: August 11, 2013, 12:52:24 PM »
If you're into text-based roleplaying, you can come by Ragnarok:NYC and join the game there. The players are really great and the storytellers (GMs) would be willing to help you learn how to play the game. Just follow the link in my signature and come on into the chat room and check us out. I don't even think you have to log in or make an account or anything just to get into the chat and talk with folks.

53
DFRPG / Re: Newbies ask the darnest things
« on: August 10, 2013, 01:55:16 PM »
Is it because of the extra options a Grapple provides that you're required to Tag or Invoke an Aspect for "permission" to initiate one?

54
DFRPG / Re: Newbies ask the darnest things
« on: August 09, 2013, 04:35:40 PM »
I don't feel grapples deviate much from regular rules.

Blocks end when it makes sense for them to end(except for spellcasting).  The same goes with grapples.  It also makes sense to have a rule-set to prevent people from sprinting or moving zones.  They're pretty basic compared to grapple rules I've seen in other systems.

How would you do it?  Just make it a maneuver: "grappled"?

I thought Blocks had to be maintained, too?

And I like doing things the Fate Core way, but it's hard to convince my compatriots.

55
DFRPG / Re: Newbies ask the darnest things
« on: August 09, 2013, 01:14:36 PM »
Is there a reason why the rules for doing a Grapple are different from all the other rules involving Maneuvers and Blocks? Would it disrupt things to make it work like everything else?

56
DFRPG / Re: Characters from Fandom?
« on: August 09, 2013, 04:03:33 AM »
Now that I understand the game a lot better, I'll have to re-work some Stunts/Powers and post the Charmed Ones in this thread. Here's a preview: http://www.ragnarok.gamingsandbox.com/forum/viewtopic.php?f=9&t=66#p358

The Stunts are wonky because I didn't know how to design them, but now I know more.

57
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: August 08, 2013, 02:32:58 PM »
WHITE LIGHTER MAGIC [-4]
Description: This is the magic of White Lighters, ranked among the guardians of White Magic. It is almost always used to defend and protect innocents from the perturbations of the forces of evil and darkness. White Lighters are able to orb (teleport) to any location on Earth or other realms, taking passengers with them. They can also heal those who have been injured, but their power cannot bring the dead back to life.
Sponsor: The Elders.
Agenda: Guide, advise, and protect witches and others who potentially have a great destiny. A White Lighter's charges are assigned to them by the Elders. White Lighters must also work to keep magic a secret from the uninitiated and cannot act in mortal affairs if such action might expose the existence of magic to the world.
Evocation: White Lighter Evocations create blocks and maneuvers in order to protect and defend their charges. Evocations are rarely ever used to attack, but when they do, the magical attack appears to be a searing bolt of lightning.
Thaumaturgy: White Lighter rituals include minor Divination and healing rituals.
Evothaum: White Lighters can perform their Divination and healing with Evocation's methods and speed.
Extra Benefits: Once per target, per scene, a White Lighter may remove Physical Stress and Consequences provided injuries were sustained via "unnatural" means. A man shot by a mugger could not be healed, but a man shot by a mugger who was under the influence of a demon could be healed. Physical Stress and Consequences healed in this manner at transferred to the White Lighter in the form of Mental Stress or Consequences. White Lighters are extremely empathic souls and witnessing the pain and violence wrought by mortals can be taxing and traumatizing for them.

58
DFRPG / Re: Crossroads Demon Stats?
« on: August 07, 2013, 03:12:33 PM »
I had put the deal-making, wish-granting power of demons within the purview of Hellfire Sponsored Magic because it revolves around the trucking in human souls. I figured that was within Hellfire's agenda.

59
DFRPG / Re: Characters from Fandom?
« on: August 07, 2013, 03:11:26 PM »
Also: I noticed a new Sponsored Magic on Troy's stat-practice thread. Do you know if Troy wants it to go onto the list/wiki?

I actually don't mind, it's just that I was discussing with another storyteller over there named Kagami and he was coaching me on how to model the Extra Benefit a bit better. His insight, being unfamiliar with the Charmed universe, was that the extra benefit I have was way overpowered. He gave me some advice from Fate developers on how to do "absolutes" and I think, in light of that conversation I would alter White Lighter Magic a bit.

60
DFRPG / Re: Newbies ask the darnest things
« on: July 31, 2013, 11:51:22 AM »
Yes. Thank you.

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