Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MegaPuff75

Pages: [1] 2 3
1
I'm thinking she lost it in a game of cards, and Intelectus doesn't work at the poker table.

2
DFRPG / Mental Stress Potion
« on: October 10, 2011, 04:13:54 AM »
I had an idea for a potion but I'm not sure how many shifts it would be. The potion would would extend the mental stress track for a single scene, but would the cost be 1 shift per stress box added, half the value of each box, the full value of each box, or the value of the final box in the extended track?

3
DFRPG / Re: Loot the bodies!
« on: October 09, 2011, 06:53:55 PM »
If my character's dead poor he'll stay that way, even if the adventure means we find several suitcases full of money, unless I spend several sessions slowly increasing my recourses skill (and maintain my skill pyramid while I do so) my character will continue being poor.
He could wallpaper his (tiny) appartment with 100 dollar bills but still not have a penny to his name.
Storywise the explanation for this is that your character with a low resource skill not only doesn't have a lot of available cash, he also has numerous debts that he has to pay off. For example if Dresden ended up with a wad of $100 bills and didn't feel compelled (heh) to return it he would probably pay his rent and bills for the month and any back rent and then use the influx of cash to justify a few days off, so all in all it would have no real effect on his resource skill. If you think about it the resource skill not only represents how much cash you have, but also how you treat the money you do have. You could make a CEO with a resource skill of 2 because he obsessively invests his money and as a result never has cash available to spend on things, or a Cashier with a resource skill of 4 because he saves all of his money and doesn't waste it on luxuries.

4
DFRPG / Re: Would this work? Bulldog Resources in DFRPG
« on: October 05, 2011, 01:24:14 AM »
True but I think that is really a discussion for a different thread. However I do like the idea of gaining an aspect from taking a very specific item from your opponents, in a modern setting it makes more sense than taking all their stuff so you can sell it.

5
DFRPG / Re: Would this work? Bulldog Resources in DFRPG
« on: October 04, 2011, 10:45:06 PM »
Most of the time when you are playing as the good guys those assaults are justifiable, but the moment you follow that up with stealing all their crap your justification for beating the crap out of them is meaningless and you will probably go to prison.

6
DFRPG / Re: Would this work? Bulldog Resources in DFRPG
« on: October 04, 2011, 12:58:07 AM »
It would probably work (I'm not familiar with Bulldog rules) but narratively it doesn't really work in an urban setting. First and foremost is the fact that all the characters would be commiting a felony by looting their fallen enemies (whether they are dead or not), secondly unless there is an item that they could not get from a resource roll they can just buy it if they really need it, and if you can't get it from a resource roll just take it from them anyways.

7
DFRPG / Re: PDF vs. book regarding Crafting
« on: October 04, 2011, 12:52:01 AM »
Okay I see the part about crafting specializations, and I totally understand how those work, but that isn't the same as being able to have a focus item that grants you those bonuses. Focus items don't grant specializations they grant bonuses to either power or control (for evocation) or complexity or control (for thaumaturgy). Since crafting does gain bonuses to complexity or control the RAW would suggest that you can't make crafting foci.

8
DFRPG / Re: PDF vs. book regarding Crafting
« on: October 03, 2011, 05:50:29 PM »
I just re-read the section on focus items in YS and the exact text for Thaumaturgy Focus Items is
Quote
For thaumaturgy focuses, this bonus may be applied to the wizard’s upper bound on “no-prep” complexity (Lore) for thaumaturgy or to the wizard’s control (Discipline) rolls for casting. The type of bonus must be determined and locked down at the time the item is created.
so taking that at what is explicitly allowed crafting foci are against RAW because Crafting doesn't use complexity or control to cast and those are what's allowed to be boosted.

9
DFRPG / Re: Question about last 2 phases of Character Creation
« on: October 03, 2011, 05:41:45 AM »
However if you wanted to you could change the aspect you are already getting from the story (in the "First Story" slot) to match what others added to the story.

10
DFRPG / Re: Catches...
« on: October 03, 2011, 05:35:20 AM »
I totally agree that big animals should get toughness powers, but unless they are actually magical in some way they shouldn't have a catch. My understanding of what a catch represents is the one thing that busts through whatever magic makes you tougher than you should be, so while an  elephant might have superhuman toughness it doesn't have it as a result of magic that is vulnerable to big bullets.

P.S. (IMHO you shouldn't add a catch unless you have a really good narrative reason why it should be there, otherwise the whole catch setup becomes way to meta-gamey.)

11
DFRPG / Re: Things you may stumble opon in the Nevernever
« on: October 03, 2011, 05:23:41 AM »
How about a living M.C. Escher drawing.

12
DFRPG / Re: How to model the redirection spell from Blood Rites?
« on: October 01, 2011, 06:09:50 PM »
actually the first option goes against RAW. the reshaping magic sidebar refers to turning a spell with duration into a different kind of spell if it hasn't been used already that turn. As for the spell referred to in the OP I would probably model it as two separate spells one as a ward that only redirects the spell, maybe 4 or 5 shifts, and a second that reflects the spell, the price of which would be difficult to determine, but probably only like 10 shifts.

13
DFRPG / Re: Attack spell enchanted item
« on: August 31, 2011, 04:16:14 PM »
Okay what my original question was, if I had an enchanted item that was a 6 shift EI and wanted it to be a spray attack can I only use it as one setup, obviously I wouldn't use it to attack a single target because I have other EIs for that, but would I need to say at the creation of the EI that it is a 1,1,1,1,1,1 spray attack or a 2,2,2 spray attack or a 3,3 spray attack or would I simply say it is a spray attack and decide how to split it up when I fire it off.

14
DFRPG / Attack spell enchanted item
« on: August 31, 2011, 03:47:08 AM »
I'm building a character that has a lot of enchanted items, and I couldn't find out an answer either way, so I am bringing it to you people. If I had an enchanted item that is a 6 shift attack that is 6 weapon 1 attacks, could I use it against fewer than six targets without wasting power. So could I have multiple shots attack the same enemy, and if I did have 3 shots hit the same enemy would it be 3 Weapon 1 attacks or 1 Weapon 3 attack?

15
DFRPG / Re: Staff of Moses
« on: August 16, 2011, 04:58:51 AM »
The fact that if you already have water evocation available it becomes just a focus item is why I originally had it grant specializations instead of focus slots. However if the staff has a purpose, whether Divine or otherwise, it comes with a price of its own, I don't think sponsored magic is the right way to go because it is a purely evocation based item already, however it could have Marked By Power and it could have a purpose of its own which could be used to compel the player who wields it so it does have drawbacks not inherent in a normal foci.

Pages: [1] 2 3