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Messages - PirateJack

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16
DFRPG / Re: How effective is a threshold?
« on: February 27, 2016, 12:52:38 AM »
I'd go with the potion being reduced. It's not the wizard's magic that is up against the threshold in that scenario.

17
DFRPG / Re: Ideas for St. Louis city creation
« on: February 18, 2016, 07:18:00 PM »
Supernatural turf wars are par for the course, really. When Harry died at the end of Changes we saw the White Court, Fomor and various other supernatural entities try to stake their claim in Chicago. As it is now Chicago is pretty much the territory of Baron Marcone, with Lara having her own slice of the pie on the side. It's only if you break the Accords in fighting these wars (no breaking truces, no cheating in duels, etc.) that Mab gets involved.

18
DFRPG / Re: Ideas for St. Louis city creation
« on: February 18, 2016, 03:54:22 PM »
After rereading I see what you were trying to say. And I'd argue that Mab doesn't enforce the Accords at all, she just wrote them. She's as beholden to them as any other signer. The enforcers of the Accords are every other signer. Kinda like how the UN is governed by the body of countries and not a single one, if one country acts up they all smack them down.

I believe we have a Word of Jim stating that the reason the Accords exist is because Mab told everyone to sign them. Everyone did because she's Mab. So while the other signatories enforce them for the most part, it's Mab who is the driving force behind it all.

Remember during Small Favor, when Harry talked to Luccio on the phone about how it was in the Council's best interests to intervene in Marcone's kidnapping. He started off with the same line you're using, but Luccio was having none of it. It took Harry telling her that Mab was involved (and letting her draw the conclusion that Mab had threatened to revoke the guarantee of safe passage through the Ways) to convince her. The other signatories only enforce the Accords when it benefits them. Mab provides the background impetus to make them do it. Also, the entire point of Skin Game was Mab getting revenge on Nicodemus for breaking the Accords.

The Accords only work because Mab is one of the most feared and dangerous beings on the planet. If they didn't have that kind of backing, they likely would be like the UN; mostly impotent.

19
DFRPG / Re: Ideas for St. Louis city creation
« on: February 18, 2016, 01:36:59 PM »
I'm specifically wondering if anyone has ideas for the arch. After doing a little research I'm thinking of playing up the "gateway to the west" idea and having the arch be a purposefully weakened veil to the nevernever, but I'm struggling to find a purpose for doing that (besides some demon summoning maniac)

Well, that's an easy one. It's a crossroads. As the Gateway to the West it has become such a prominent metaphysical location that you can travel to practically anywhere else that has the feel of a frontier. Of course, that also means others can find their way here. Lots of strange folks pass through St. Louis.

Quote
Alternatively I was considering having all of St Louis be an accorded safe haven and having the arch disperse the magic nullification of the Mississippi River over the entire city using a giant magic circle. Think a giant warded threshold with the river serving as a battery. But when the red court was killed off and the spell targeting the Reds hit the arch it overloaded the system causing it to fail. Now St. Louis is a war zone over turf and the accords are basically non existent (or at least blatantly ignored).

This half works, in my opinion. I love the idea of a nullification ward powered by the river; it fits thematically so damn well. The only problem I see is that a magic circle weakens the more things cross over it. Hundreds of thousands of people travel/commute to St. Louis every day so I'm not sure how that would work. There's also the fact that the Accords aren't enforced by anti-magic spells. They're enforced by Mab, and she hasn't gone anywhere.

20
DFRPG / Re: Quick and Dirty Domination
« on: January 21, 2016, 12:52:52 AM »
I'd probably go with a compel if you don't want the defender to just run away. Also, once it gets round to the defender's turn he's entitled to try and break the spell.

21
DFRPG / Re: Request A Character
« on: January 18, 2016, 09:53:29 PM »
I'd say he has Claws as well. Cheshire Cats are almost always portrayed as having very sharp teeth.

22
DFRPG / Re: Request A Character
« on: January 14, 2016, 01:35:48 PM »
I'll put this in spoilers because it deals with side stories/comics that may not have been read by some, but here's what I remember of the Venatori Umbrorum.

(click to show/hide)

23
DFRPG / Re: Request A Character
« on: January 08, 2016, 03:38:18 PM »
You can, but the only characters known to do that have been the First Lord and High Lady Antillus Dorotea. External metalcrafting is incredibly rare, apparently.

24
DFRPG / Re: Request A Character
« on: January 08, 2016, 01:19:47 AM »
Gaius Sextus is the eighty year old First Lord of Alera during the first five books. If there's an element he isn't a master of, nobody mentions it. He's also one of the two furycrafters to be able to manifest metal furies, which take the form of living armour that covers him from head to foot. He's also an astute politician, cunning and manipulative as Johnny Marcone, and married to Gaius Caria (daughter of High Lord Atticus Quentin) who has been poisoning for the best part of six years.

Araris Valarian is the best swordsman in Alera. He's also the second metalcrafter able to manifest a metal fury. He was a Singulare of Gaius Septimus, brother of Sir Miles Valarian (whom he pushed in front of a cart to stop him from fighting Aldrick ex Gladius) and (late in the series) husband of Isana. After Septimus died he branded himself with a slave's mark so he could protect Isana and Tavi without anyone recognising him, taking on the name Fade when he did so.

25
DFRPG / Re: Request A Character
« on: January 07, 2016, 10:43:40 PM »
I wouldn't mind seeing Gaius Sextus and Araris Valarian done. I have a liking for metalcrafters when it comes to Alera.

26
DFRPG / Re: Are there rules for making holy water?
« on: January 07, 2016, 10:42:20 PM »
I think, given that it can be made by anyone with enough faith, that a Conviction based manoeuvre would be the best way to handle it. That said, holy water is a Catholic practice more than anything else, and Catholicism is heavily wrapped up in ritual so you could just as easily run it as a common ritual.

27
DFRPG / Re: Request A Character
« on: January 04, 2016, 09:29:12 PM »
Darth Vader

Powers
Kill 1d4 enemies per round.

28
DFRPG / Re: Death Not-Curse
« on: December 31, 2015, 12:35:35 AM »
No specific reason. I believe we have a Word of Jim saying that it's possible, but that most wizards at the time of their death aren't exactly in the blessing frame of mind.

29
DFRPG / Re: Glamour veil vs thaumaturgy/evocation veil
« on: December 30, 2015, 04:24:48 PM »
Glamour works the same way as regular blocks. You have to redo them every turn. Magical veils can last beyond the one round, assuming you put the shifts into it.

30
DFRPG / Re: One more bit on Thaumaturgy...
« on: December 09, 2015, 12:50:53 AM »
I'd say that a magic circle would be a Conviction Declaration or a Fate Point spent. It'd give you an aspect you could invoke for effect to just nullify certain creatures/spells/etc.

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