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Messages - archmagelite

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DFRPG / Re: Seelie magic questions
« on: August 10, 2014, 04:42:41 PM »
however we're playing a game called "small talents" were not really experienced with our powers enough to ramp up monstrous levels of declaration fueled shenanigans. 8 pts seems about right for the campaign so far.

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DFRPG / Re: Seelie magic questions
« on: August 09, 2014, 09:18:07 PM »
ahhhh but i want summer empowered mech riding pixies ;(

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DFRPG / Re: Seelie magic questions
« on: August 09, 2014, 01:18:16 AM »
probably looking at a voice activated 8pt block using the hedge around the house, not going to make it a grapple cause its his first real ward set. The house itself will have another voice activated block on the doors/windows/roof, iron strong vines growing up and surrounding the house, again probably 8 pts, i could maybe go for 10 on the block for the house. One cool idea i had was for that little pixie friend i made could take control of an animated tropiary and atk intruders using it like a summer empowered mech? Sounds cool anyway.

the math im using for the wards are.
lore 4 dis 4 conviction 5 scholar 3 should generate easy peasy 10 pt wards.

hedges activate on, "Oops i did it again?" activated on my voice.
House block on, "the bunny of death aproaches" again activated on my voice.

animated tropiary would be something like a 12 pt boimancy based one time use spell/ward/thing? maybe a declaration i make behind the safety of my wards as i watch the little pixie murderate the bad guy?
12 points split between inhuman str and speed (ea cost doubled from 2 to 4) maybe fists at 4(which i think i get one for one)

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DFRPG / Re: Seelie magic questions
« on: August 07, 2014, 01:51:21 AM »
excellent i guess i get to start making wards on sunday :)

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DFRPG / Re: Wedding Gifts from the Sidhe
« on: October 02, 2012, 11:49:45 PM »
An enchanted mirror that shows only the subject of her husbands desire. That's a winter court gift :)

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By generating the "drowning aspect" on a person with a manuever, do you then take into account the drowning environmental dmg discussed in the "story" book. Same with "on fire" aspect, or suffocating from being dropped into an earth evokers mud/sand pit? A couple of these have come up in my game recently i ruled that if the victom is suffering from a manuever and cant break it, then yes they take the extra damage from environmental factors. Usually a 3 stress hit from fire and a 5 stress hit from drowning.

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DFRPG / Re: Magic circles.
« on: December 14, 2011, 09:21:03 PM »
I might allow for a magic circle to be a conviction or lore based block against supernatural creatures. With the caveat that if they break the block your defenceless. Great for spirits and the odd magical manuever, but try it against anything with a physical form...

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DFRPG / Re: Veils.
« on: December 14, 2011, 05:36:03 PM »
Yeah veils can be nasty pieces of work, but magic is supposed to be rough. If it was an ambush situation they get an alertness roll to detect an incoming threat, if they match or beat the veil they know "something" is coming. Then its investigation or lore to pierce the veil and that "search" is a supplimental. When you start seeing veils of 8 or 9 then ur looking not at "invisible man, i cant be seen" but rather "i dont exist, ive erased my presence" kind of veils.

If its in combat, then they dont need an alertness roll they know their there. Its straight investigation and lore, and its probably still a suplimental action. Remember that combat manuevers like "waving arms around" can be checked by the person under the veil, usually against athletics or stealth.

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Perhaps something entirely mundane then, something personal involving a wounded soldier, or he helps a cop friend in the area settle a score with a drug dealer? This could help him set up a known contact in the area, but wouldnt involve any supernatural badness.

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hmm Knights dont go anywhere there isnt Trouble. Perhaps an old Ally of faruk's is going to be around, and he has to start showing his loyalty to the Good, by taking on one of Drakul's supporters.

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DFRPG / Re: AP Podcast - City on the River
« on: December 08, 2011, 08:34:33 PM »
lol, i wondered what happened. Dont get burned out though on the postings, trying to grind out 6 hrs of recordings in a couple days would be tedious. We want this going for as long as it can  ;D

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DFRPG / Re: How would you stat Harry's crystal from Turn Coat?
« on: November 30, 2011, 10:00:08 PM »
The way i'd rule it in my game, and thats a stipulation.

Its a thaumaturgic block one use spell thats tied to an item. In that sence its a scene wide block spell, perhaps several spells to create a defence/offence terrain change to a single battle. Ie a area block, and a few landminds. To get this to work would be a major casting, probably a whole week of declarations like you'd use to make the family houses wards.

How many spells to an item? Depends on the items quality. A fist sized uncut diamond, resource 6 or 7 would be able to hold several spells, probably its "Quality Rating". Theirs probably also a lore limit to how much an item could hold say the quality rating times the lore skill of the caster's a good base.

Kind of a Defensive Doom Box from the tv series.

I wouldnt permit declarations for the "summoning" of one of these, its a thematic ritual, probably a story in and of itself how you came about the knowledge to make this thing. Maybe done during the week between sessions.

Its it powerful? Yes, is it more powerful than a 30shift ritual to murder someone with their fingernail clippings? Probably not.

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DFRPG / Re: AP Podcast - City on the River
« on: November 30, 2011, 12:22:16 AM »
Ive been listening to the cast since episode one, and i have to say that not only do i like the story, but im also enjoying the "table" in general.

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