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Messages - theDwarf

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46
DFRPG / Re: Focused Practitioner - Alchemist
« on: July 12, 2010, 04:02:23 PM »
I'd say a sling would be weapon:2 and could hit someone up to 2 zones away (maybe with a small penalty for the second zone?).

Given typical ranges fall short of 400m but the Guinness Book record for slinging is well over 400m (477.0 for a dart, 437.1 for a 52g stone) I would say yeah, 2-3 zones sounds about right given that (YS197) indicates "some guns can shoot three or more".

47
DFRPG / Re: Norse Mythology and the Nevernever
« on: July 12, 2010, 05:46:06 AM »
They are not, but my area of study is fairly strictly Scandinavian-

Well, I stated "Norse" because most people tend to associate certain mythology with the Norse even though there is strong evidence it was common amongst virtually all the Germanic tribes and at least a few of the Slavic tribes.  Tiwaz (Tyr) as the chief god (Odin took over later, probably during or just before Danelaw IIRC), Wotan, Donnar (and equivalents) and so forth.  If I were to state "Germanic Mythology" or "Slavic Mythology" people would have no clue as to what I was talking about :( and the Norse myths from the sagas make up the largest known core (albeit other, older, records also exist).

In many ways it is the "strictly Scandanavian" myths that were older Germanic myths "corrupted" by contact with the natives, but that contact did create a lot of tales, and probably more interesting ones.  ;)

48
DFRPG / Re: Really Magic Computer
« on: July 11, 2010, 04:00:39 PM »
So what about a magical Difference Engine?  All steam, clockwork and gears, an artifact that could be as delicate and elegant as you like, or as clunky and enormous as will fit the scene.  Not really an item for most PCs to have, sure, but it's the sort of thing I think of when I think "Magic Computer".

Or the "Ants Inside" machine from Hogfather (the movie).
A nice mechanical-magical cumbersome "computer" could be entertaining in a game, particularly if it has a bit of a mind of its own ...  ::)

49
DFRPG / Re: Focused Practitioner - Alchemist
« on: July 11, 2010, 03:50:11 PM »
This would definitely be a nice Bag of Tricks character, with a potion for every encounter.  If you don't mind mixing in a bit of modernity, I could see this alchemist carrying around a dart gun loaded with different potions in darts for offensive purposes.

Remember that enchanted items can also work like potions, therefore even simpler is the "alchemist" that enchants "magic bullets".  Said could be inscribed with runes or such.  As long as they take only 1 Enchanted Item slot they can be no smaller than an ear ring, which a larger caliber bullet typically is (small caliber is another story).  I could even see some arranged that when the bullet leaves the shell the magic starts to activate (and thus only viable for snub-barreled pistols or such).

Coins or sling stones also work and could be hurled or slung.

Even potions in vials could be hurled, if they activate on breaking, albeit they would tend to be more vulnerable to breakage.

50
DFRPG / Re: Norse Mythology and the Nevernever
« on: July 11, 2010, 03:41:33 PM »
As far as I know, actually, trolls are usually lumped in with jotun-kind.  (The ugliest among them, as they are usually described.)  And I've personally never heard mention of the term "goblin" in any Norse saga.

The Sagas are no longer the entirety of the mythology.
There is also myths from various countries once dominated by the Norse, such as the Orkney Islands, from where the term "Trow" comes from.
Trolls may be the equivalent of giants, but are also often smaller in size.
Then there are the Vitterfolk, which are human-sized (huldrfolk, etc).
Once we hit the era of the fairy stories trolls range in size from that of giants to as small as dwarves.
Elfquest in fact blurs the line between Dwarf and Troll IIRC.


As for goblins, that is technically a French or Anglo-Norman term IIRC, but I have run across some comments as to the nature of orcneas (Beowulf).  They are not defined, but the translations I have found seem to distinguish them from giants.  In my own mind they become something similar but smaller, possibly "Hell-corpses" as defined by another analysis I ran across.  It is from Tolkien for one where the terms Orcneas (orc) and goblin cross and often become one.
Remember that "spirit", "jinn", "demon", "fairy" and even "goblin" have dual-purpose in that they can mean a generic or a specific and that their meanings can cross unless one is speaking purely in terms of a specific resource (like a specific story, such as a saga or the Dresden Files, but even then sometimes terminology "evolves" (like we see in Tolkien)).

51
DFRPG / Re: Dwarves: to fae or not to fae
« on: July 11, 2010, 03:55:26 AM »
I was able to talk to my GM the other night and got approval for a half-Dvergar scion.
Powers:
Thaumaturgy (-3) with Crafting Specialist - Frequency
Refinement (-1)  Thaumaturgy - Extra Slots
World Walker (-2)
Wizard's Constitution (-0) (explained in part by using alchemy to extend his life without choosing, etc ... something about having an old alchemist's book)

Supurb Lore
Great Resources & Discipline

still finalizing the rest.

 ;D


52
DFRPG / Re: Norse Mythology and the Nevernever
« on: July 10, 2010, 11:38:58 PM »
Actually, the dwarves being vulnerable to the metal that they work with would certainly be possible. Humans work with deadly substances all the time. It might even be a point of pride with the weaponsmiths.

But that is more consistent with English & French stories of the Fae/Fairies rather than the Norse stories of the Dvergar, who, along with other Svartalfar such as goblins, trolls, and the like, had problems with sunlight instead (and which is why I keep using the term Dvergar for the Norse Dwarves).

Some Svartalfar would turn to stone permanently, some while daylight hit them, others would burn and blister.  Many were the color of pooled blood.

53
DFRPG / Re: Norse Mythology and the Nevernever
« on: July 10, 2010, 09:45:52 PM »
No apologies needed if no harm was done.  That's the way of the Norsemen.  ;)

And there is no reason why they could not be separated in a game or game world.
More names = more unique critters from a game design standpoint!  ;D

54
DFRPG / Re: Norse Mythology and the Nevernever
« on: July 10, 2010, 09:44:21 PM »
Quote from: AsaTJ
Deadmanwalking- Svartalfar actually are dwarves, and don't let White Wolf tell you any different.   :P

Or TSR.

Dwarf, Zwerg, Zwerge, Dvergar, Druegar, Drow, Trow, and half a dozen other words all mean "Dwarf" in the Norse sense.

Way I understand it is that the "God - Giant" and "Fair Elf - Dwarf" dichotomies are indicative of different points of view of the Axemen invasion. The germanic Axemen, who were short, dark, and with dark hair, invaded areas inhabited by tall, fair peoples probably ethnicly related to the Finnish, Lapp or Helvetii.  The two sides told stories and from the Axemen's point of view it was the Gods (them) versus giants, and they feared reprisals, and from the native point of view it was the fair elves (them) being invaded by the shorter dark elves (dwarfs).  Many of the stories likely come from that tribal movement and the current Danes, Swedes and Norse the result of the two mixing.  An oversimplification at best, but enough for people to get the picture, even why the Dwarfs are superior smiths.  The full legends formed after years of intermixing and the references became crossed and entered into similar stories.

I could also discuss Wayland Smith and Deadelus, but hey, myths and legends get around quite a bit.    :D

55
DFRPG / Re: Norse Mythology and the Nevernever
« on: July 10, 2010, 09:32:34 PM »
I have some info on how Dvergar and Frost Giants (I'm not going to attempt to call them by the proper terminology with a bona fide scholar of these matters looking at the thread) fit in to my version of the Dresdenverse, but it definitely is spoileriffic, so just PM me or start a new thread to get it.

OK, I will start a second thread in the Spoiler section (if no one beats me to it) for any spoiler information on Norse.  :)
< Edit: set up in Spoiler section ... post away there! :) >


Originally started it here for more traffic and I thought we could avoid spoiler info longer, but I actually started working up Norse Dwarves before I <listened to> the most recent book ...




... ok, so maybe I am a "Martian", but I can listen to books and work at the same time, something I can't do while reading.  ;)

56
DFRPG / Re: Norse Mythology and the Nevernever
« on: July 10, 2010, 09:28:30 PM »
One of my players is big on norse mythology and his Wizard is very much centered on that theme but Norse is one area of lore that Im quite ignorant of. This thread has already been very informative! Is there any reccomended sources of reading?

Thank you, as that is one of the reasons I started it :)

I know some, but I know there are always others who know more than I and a communal thread helps me immensely  8)

57
DFRPG / Focused Practitioner - Alchemist
« on: July 10, 2010, 09:18:38 PM »
I have been toying with this concept for a bit and, reading the rules, here is what I have figured out:

  • 1) Max out Lore: Creation of Foci, Enchanted Items, and Potions is based on Lore.  Lore is the base strength of the Potion and can be reduced to increase the number of potions / uses.
  • 2)  Ritual and Thaumaturgy:  Yep, you technically do not need anything else really yo be an alchemist, just Ritual or Thaumaturgy.  Ritual is useful to save more points for Refinements (and thus extra Foci/Enchanted Item slots) but a character with Thaumaturgy can specialize in Crafting with +1 to Frequency and thus gain an extra potion per Enchanted Item slot.  More on the benefits of that below.
  • 3) Take Refinement - Extra Slots:  Ritual or Thaumaturgy starts the character with 2 Foci slots, one of which can be turned into 2 Enchanted Item / Potion slots.  Each Refinement adds 2 Foci slots (4 Enchanted Item / Potion slots ... see top of YS183) therefore with a few Refinements an Alchemist can go from 2 to 6, 10 or possibly 12 Potions uses even in a Feet in the Water level campaign.  Doesn't sound like much, but see #4
  • 4) Crafting Foci: Here things really start getting good.  By my reading only one of the two Foci slots for Ritual or Thaumaturgy can be used for 2 Enchanted Items or Potions slots.  You might be thinking "that's not fair" until you read YS280 on Crafting Specializations and catch the line at the top of the 2nd column.  Combined with the mention in the text about additional Thaumaturgy Refinements not stacking except with Foci, then creating a Foci, such as an Alchemist's Mortar & Pestle or Alchemist's Cauldron that adds to frequency would turn the two slots to yielding 2 uses each per potion, meaning you effectively "break even".  Not so great at first, but as you add refinements that add 4 more Potions each which suddenly become 8 more each Refinement slot.

Putting it all together ...

-3 Refresh: Character is best off having Ritual - Alchemist (or Ritual - Crafting) with 1 Refinement slot and thus yielding a Foci and 6 Enchanted Item slots and thus 6 potions of base 2 uses each if Foci is Crafting-Frequency.

-4 Refresh: If you happen to have Thaumaturgy rather than Ritual you "lose" one Refinement slot but can specialize in Crafting - Frequency and yield 3 uses per slot (therefore 2 potions of 3 doses each for the basic Enchanted Item slots and 12 doses per Refinement (4 slots at 3 doses per slot) and therefore with 1 Refinement you would be only 2 behind a character with only Ritual and 2 Refinement slots, but you would have the whole spectrum of Thaumaturgy to boot (Wards, etc) to allow for more versatility on that -4 Refresh.

-5 Refresh: Thaumaturgy (Crafting Freq. Specialist) and 2 Refinement slots yields a Foci and 10 Enchanted Items slots for 30 doses (up to 10 different potions of 3 doses each if Foci is also Crafting-Frequency).


Even in a Foot in the Water game the character would have some flexibility as a spell caster.  Add to that the fact that the items can be transferred to other players (or, unfortunately, lost).  Now Lore for Foot in the Water is limited to Great, but that means the character can turn in additional levels for additional uses per day (or more people) and end up with a LOT of daily uses, or "only" the number of uses per day mentioned above but at Great +4 Strength (or higher, depending on Aspects and campaign level).



Note the character could do similar things with a slightly different Foci (say a Crafting Hammer) and accomplish the same affect entirely in Enchanted Items.  I would tend to call such a character an Artificer rather than an Alchemist, but it works.

Like I said, just some notes on one way to create an Alchemist type character, probably more useful at the lower levels, but a different type of "Hedge-Wizard" to consider.

 ;D

58
DFRPG / Re: Norse Mythology and the Nevernever
« on: July 09, 2010, 05:43:11 PM »
First thing to realize is that in Norse Mythology there are "nine worlds":
  • Midgard (Earth; land of human mortals)
  • Alfheimr (land of the fair elves)
  • Svartalfaheim (land of the black elves, including Dvergar/dwarves)
  • Vanaheimr (land of the Vanir)
  • Muspellheim (land of fire)
  • Jotunheim (land of the giants)
  • Asgard (land of the Aesir/gods)
  • Hel (the netherworld)

Muspelli (Fire giants, also eldjotnar) come from Muspellheim, but a number of different types of giants come from Jotunheim.  These include risar (such as Bergrisar or mountain giants and Vedrisar), Žursar (or "thursar", which may come from "to thirst" and an example is HrimŽursar (aka, Rime (aka "frost") giants)), jotunar (possibly from "etan", to eat; thus "man-eaters", and include Bjargjotnar and Eldjotnar).  There are also giantesses known as gygjur and ividjur.  Jotun can also refer to norse trolls.

So far most are self-evident but I probably should mention that the ividjur were forest giantesses and their people were know to be able to take animal form or such.  Skorgrthursar would probably be a viable term as a generic or for the male counterpart, although I do not recall if I made it up or located it in mythology, but in any case wood giants should be able to shapeshift into a specific type of tree or animal form depending on tribe  (Fenris would be an example of a giant that is half wood-giant and thus form-locked).

Rime giants were believed to be composed for ice/frost almost entirely, possibly with bits of earth in them (thus how Ymir's body became Midgard), and were believed to sail in on ships (or icebergs) during freezing fogs or blizzards (thus why they would be covered in hard rime even if not entirely made of water).


59
DFRPG / Norse Mythology and the Nevernever
« on: July 09, 2010, 04:58:47 PM »
I see a number of related posts about various elements of Norse Mythology:
Dwarves / Dvergar
Frost Giants
Fire Giants
Norse Trolls (Trow?)

and so on.

Given how posts get lost, and because I am thinking about a character along these lines, I figure I start a thread on the subject.

Right now I am a bit pressed for time, but will come back with a few notes in a bit.
Hopefully others will comment as well.    ;D

60
DFRPG / Re: Dwarves: to fae or not to fae
« on: July 09, 2010, 04:54:15 PM »
Norse dwarves should have Ritual [-2] with specialty in Creating.
Would usually be "Potions" but generally in the form of one-use trinkets or baubles with runes on them.

Sunlight would be a catch/vulnerability for full dwarves, as would greed, and being harmed by things they owned would likely work against any defensive powers.

I am thinking along the same lines, but plan to "tweak" it a bit, possibly adding Worldwalking (aka, half-blood raised in the Nevernever)

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