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Messages - The Mighty Buzzard

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451
DFRPG / Re: A problem with the rules, and a simple fix
« on: August 20, 2011, 12:23:54 AM »
Who has been making this mistake? I haven't noticed anyone doing it.

Pretty much everyone.  The way I read it in YW it's Roll=4df+Stealth+other modifiers.  If Roll > difficulty, you didn't completely fail to be sneaky.  Anyone in a position to see you rolls 4df+Alertness/Investigation/whatever+modifiers and has Roll as their difficulty to beat to detect you.

Standard contested skill mechanics.

452
Very likely, I'm going to re-introduce several Engineering (personal Gadget and Universal Gadget) and Science (Scientific Invention, Weird Science, Mad Science) skill related stunts from the Spirit of the Century rules, so we can emulate the ghostbusting gear.

Otherwise, they collective set of gear -- proton pack, ghost trap, PKE meter, etc -- could feasibly be considered a single "Item of Power", I suppose.

For refresh cost purposes that might work.  Then again, they're mundane items that anyone could pick up and use if they knew how so I could see a somewhat better argument for retaining your PM status and not going that direction for cost.

453
DFRPG / Re: For the Wizard Who Wants Everything.
« on: August 19, 2011, 11:58:25 PM »
No problem. You just take several scenes. That's what you spend your whole day doing. Even better with specializations/focus items in Conjuration.

Damn but I don't want to see those focus items.

454
I would be very interested to see mechanics for the ghostbusters.

Not entirely sure but proton packs need to have fallout happening on a regular basis.

455
DFRPG / Re: Mixed magic
« on: August 19, 2011, 05:51:33 PM »
I can see 2 ways to deal with this.

First, if you need to rely on evocation alone, it would be either a two step spell, first laying down a maneuver like 'loose sand' and then tagging it for a bonus on the second spell to get more power out. Or you can just do it as a single spell, using your higher bonus and just narrating it as a double effect spell.

The second, and I think the way Harry has done it would be sponsored magic and the 'thaum at evos speed' thing, because a multi effect spell would be easier wih thaum.

In essence though, you can use a trillion effects in one spell, as long, as it stays within the rules of the spells. A fireball does the same damage as a frostfireball. The only thing that might change is, that different spell effects might offer different ways to incorporate aspects. An air spell could invoke 'loose sand' easily, fir would have a harder time.

Actually, I think you could probably do a replication of Harry's frost/fire spell as a one step evo but I don't feel like thinking it out right now.

Think you're more or less dead on on the sandstorm though.  Assuming there isn't loose sand already there to be tagged.

456
DFRPG / Re: For the Wizard Who Wants Everything.
« on: August 19, 2011, 05:37:40 PM »
Oh, ha-ha. Here I am trying to have a serious discussion about fictional characters using their fictional superpowers to make fictional money so they can live like real people and here you guys are making jokes. Real classy, guys.

Two words: Fairy Pimp.

457
DFRPG / Re: Extreme Weight
« on: August 19, 2011, 04:10:11 PM »
Honestly? I'd roll the bug as if it were normal sized as well as whoever it's fighting and treat the skyscraper as a fairly brittle (1-3 good hits) weapon:2.  No need to have 500 stress boxes or any such nonsense.

458
DFRPG / Re: Pure mortal to supernatrual character
« on: August 19, 2011, 02:07:44 PM »
Ghost Story spoiler:
(click to show/hide)

However, it is not said if it crosses the boundary into the Nevernever. Personally, I would say not immediately. However, if a building was set on fire and a lot of people died tragically, then that site would probably burn for some eternity in the Nevernever...

I tend to agree.  I'd give it at least a day and maybe a week to settle into its new location.

Interesting side question.  Does the shift occur immediately or would there be massive chaos happening with any doorways that were opened before it settled on a new fixed location?

459
The Chinese Have A Lot Of Hells Lo Pan is a Jade Court vampire, and has been hiding and gathering is strength in Chicago since a humiliating debacle in San Fransisco 25 years ago.

Now that is freaking hilarious. I must watch BTiLC again.

460
DFRPG / Re: For the Wizard Who Wants Everything.
« on: August 19, 2011, 01:58:17 PM »
I thought old-fashioned was turning led into gold...

No, the old-fashioned version of that would be verto plumbum aurum*.

* Disclaimer: my latin isn't much better than Harry's.

461
DFRPG / Re: Pure mortal to supernatrual character
« on: August 19, 2011, 01:25:01 PM »
Rip open a door in the nevernever and punt the loup garou through.

Thaumaturgy.  See above.  Yeah, I know it's an easy enough bit of thaumaturgy that it might as well be evocation.  This is one bit that squarely flies in the face of DF cannon as far as the RPG goes though.  Harry didn't have enough lore to no-prep most of the doorways he created.  It bugs me a bit but I'm still sticking to the RPG rules as far as this goes.

462
DFRPG / Re: Tattoos for other Vampires
« on: August 19, 2011, 01:12:12 PM »
Mina wasn't either of those things; that was Lucy.

Fair nuff.  I plead not having read it in over a decade.

463
DFRPG / Re: Pure mortal to supernatrual character
« on: August 19, 2011, 01:10:26 PM »
I see going into the NeverNever when the whole room is on fire as a terminally bad idea.  Remember, the place you go to on the other side reflects where you are now.  So it would probably be even hotter there.

Depends on how quick the shift in symbology* affects the destination.

*Yes, I know it's symbolism.  My name's not Dollypoposkallius.

464
DFRPG / Re: Pure mortal to supernatrual character
« on: August 19, 2011, 11:53:00 AM »
Depending on the Shield. I could see ways for an Spirit/Force shield to protect against those things.

True but you run into Harry's problem with his new shield.  He's likely having to allocate extra shifts for each thing he wants protected from beyond kinetic force.  And I still wouldn't allow protecting from light (if you still want to see without also making it a veil and paying double shifts) or air (if you still wanted to breathe inside a dome shield).

Use Spirit to go to the NeverNever.
Thaumaturgy, not evocation (YW282).  Not bad thinking though.  Air or water to smother the flames or fire to directly draw the heat from the flames (yeah, it's a bit kemmlerian in application but I might be able to be talked into it because of multiple uses by harry to freeze water with a fire spell).  Spirit evocation though?  Can't think of anything for either spirit or earth off the top of my head that doesn't involve ripping yourself an escape route.

Not even water can do that, right?
Earth can.  Once it's in place, an earth wall is just plain, ordinary dirt.

Use Spirit to backtrack the magic to its source?
Again, Thaumaturgy, not evocation (Divination, YW275).  And I'm not even sure what good being able to locate the source of magic would do to get you down or unpinned/squashed dead .  Being able to retaliate with Earth solves the issue on either count.  Air could be used to actually fly in low-G but I wouldn't allow shifts for duration or anything beyond extremely simple actions.  Fire would be only as useful as water or spirit though in that it could really only be used to block LoS until the duration shifts ran out or attack in return at some serious negatives once the Squashed/Floating aspect gets compelled.

Yeah, there's more than one way to deal with almost anything you can think up but that doesn't mean there's always a way for every element.
[/quote]

465
DFRPG / Re: Tattoos for other Vampires
« on: August 19, 2011, 11:20:33 AM »
Once Dracula forced Mina to drink his blood, she was affected by holy symbols like vampires were, and Van Hesling suspected she'd rise if she died before he did.  So there's half state in that sense; it didn't give her any abilities or impose any bloodthirst though, so it's hard to see what the tattoos would be needed to guard against.

Eh, depends on your interpretation I guess.  Regardless, a bedridden, non-lucid, dying character is not really in need of tattoos or even very playable.

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