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Messages - KOFFEYKID

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451
DFRPG / Re: Aspect brainstorming thread
« on: April 15, 2010, 01:21:41 PM »
Alrighty, what do you guys think of these aspects for my Focused Practitioner (Apprentice, eventually will be a Wizard)

High Concept
Grey Wizard
Trouble
Apprenticed to a Black Wizard
Other Aspects

A Life in Payment
Timothy was sold by his parents to a dark wizard in exchange for clearing a debt.
Invoke: Whenever children are in danger, whenever people are being extorted.
Compel: The Above

A Taste of Forbidden Knowledge
Timothy has been exposed to a certain amount of black knowledge.
Invoke: Anything involving dark magics.
Compel: He will be tempted to read or learn about any dark magics he hears about.

My Mind is My Own
Timothy has had to fight tooth and nail to maintain the sanctity of his mind. He has very strong mental walls.
Invoke: Defend VS Mental Attacks, to keep secrets under pressure, deceit in order to keep those secrets.
Compel: Keeping secrets for no reason other than to keep them.

Magical Muscle
Timothy was raised as a magical bodyguard.
Invoke: Whenever he needs a bump for Gross Magical Manipulation. (Not for subtle magics, mostly applies to Evocation, some Thaumaturgy)
Compel: When the player comes up with a subtle tricksy way to get something done, he can be compelled to use a more direct method instead.

Payback is a Bitch
Timothy has learned the art of biding his time.
Invoke: When somebody wrongs him and he has waited at least one scene to pay them back for it. When somebody queers on a deal with him.
Compel: He has difficulty ignoring a chance to get back at somebody.

452
DFRPG / Re: Mental Stress and Spellcasting
« on: April 15, 2010, 05:55:07 AM »
Also dont forget that each subsequent spell you cant can be more powerful if your conviction or power rating is high enough. Your second mental stress slot can soak up 2 mentral stress, and your third can soak up 3, and so on. This will quickly go past your ability to use Rote Spells though, and you'll most likely start taking physical stress in order to channel the excess.

453
DFRPG / Kumori, Necromancy, and Saving Lives
« on: April 14, 2010, 02:43:23 PM »
How exactly would you go about recreating the spell necromancy Kumori uses to keep somebody from dying? I was thinking it would require Kemmlerian Necromancy, and would be a binding targeting the soul, using the persons body as a container. Something like this:

Stay Death's Hand
Type: Thaumaturgy, necromancy (Kemmlerian Necromancy)
Complexity: 10 (varies with duration)
Effect: Binds the target's soul to his or her body for the thirty minutes, staying death's hand. Apply the "On the Edge of Death" aspect to the target for the duration of the spell.
Notes: This assumes the target is not resisting the spell, if so, the target may roll his Conviction, and apply that as a penalty to the caster's Discipline roll to control the spell.

Basically +5 shifts for covering physical stress slots, more may be requires for tougher creatures (who've suffered more damage), but this should suffice for most mortals. Add another five to make it last 30 minutes (should be long enough to get an ambulance to a hospital).

*edit*So for example Bob is dying, and he has 3 Physical Stress slots, so obviously all 3 of his are used up, if Kumori casts this spell on him, he can ignore the 3rd and second stress slots for 30 minutes, Bob might be able to get to a hospital by himself if his wounds dont prevent him from moving. Remember, Bob is still affected by all the consequences he's received along with the damage. A broken rib or two might keep him from being able to move around all together (he is after all, on the edge of death).

Another way I was thinking the spell could be made is as a threshold block vs the spirit leaving the body, but that wouldn't last very long.

454
DFRPG / Re: Evocation, Shifts, and Persistence
« on: April 14, 2010, 12:40:42 PM »
The way I see it is it had to be a block. There was still magic happening (molten lava is was shooting out of the ground for heavens sake, theres got to be something pushing it up), I could see coating the ground in ice to apply a slippery aspect to a zone as a maneuver, since the ice is made in one instant, then it'll melt away naturally.

455
DFRPG / Re: Evocation, Shifts, and Persistence
« on: April 14, 2010, 12:21:06 PM »
I could see this working for lots of spells, say Im going to call down a thunderstorm, it'll take a while for it to disperse. Lets say Im going to make an earthquake type effect, that might take a few exchanges to die out.

Remember when Harry works that bit of Earth Magic in the caves in White Knight?
(click to show/hide)

456
DFRPG / Replacement for Bob
« on: April 14, 2010, 11:17:57 AM »
So, Im working on making a character and I wanted something that could function in a similar capacity to Bob, without actually ripping off Bob.

My idea is an illusion that can store, retrieve, alter information, and can receive and execute simple commands.

Yes, the basic building blocks for a magic computer. What do you guys think? How tough would this be to make with thaumaturgy (how many shifts)?

457
DFRPG / Re: Lawbreaker Questions
« on: April 14, 2010, 10:54:46 AM »
Hmm, the way I see it, is White Court Vamps are already mucking with the laws of magic when they use their instill emotion ability, thats Psychometry, and the fact that you can addict humans to it means you can make thralls with it. A White Court Virgin would probably get a Lawbreaker for killing with magic, but a White Court Vamp already lost his/her humanity when they had their first Killing Feed.

458
DFRPG / Re: Lawbreaker Questions
« on: April 14, 2010, 10:41:11 AM »
Magic seems to be a nebulous term in the Dresden Files, bear with me:

When Harry refers to magic, he is talking about the kind that comes from life, and using it to snuff life then would be wrong.

Kemmlerian Necromancy uses the magic that comes from death,
(click to show/hide)

When Mavra uses magic, she doesn't take it from life.

Also, Im pretty sure that Faerie magic doesn't come from the same place as a human gets his magic, if all Humans were wiped out I dont think the magic of Faerie would diminish in any way.

What does this mean for the Lawbreaker abilities? I think it means that if you can get away with not being a human practitioner (say a white court vamp who picks up thaumaturgy and evocation), you probably wont get Lawbreakers for mucking about with Necromancy, or killing with Magic.

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