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Harry's Stats plus Assorted Other Stat Revisions (Small Favor through Cold Days)

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Deadmanwalking:

--- Quote from: Sanctaphrax on December 13, 2012, 10:19:39 PM ---Not the same scenario at all. Harry's in the normal universe. He's just intangible. The various shenanigans come from being intangible.

And intangibility is definitely a Power, it's right there in YS.
--- End quote ---

Ahem, as per YS p.313 you can use literally any skill to make a Declaration by the basic rules...as long as it makes sense. To quote:

"In some situations, skills (knowledge skills like Scholarship are the most obvious, but any could apply) may allow a player to make a declaration." (Emphasis mine.)

I assert that being a ghost-like entity is a situation that allows Conviction declarations regarding other incorporeal things. It's clearly a world rule regardless of the precise nature of the creature who's doing it.

That's really the whole argument.

Powers are things not everyone has, if everyone who's incorporeal (even temporarily from a spell or some such) has this ability, it's a rules usage, not a power in it's own right. In other words, if a wizard astrally projects via Thaumaturgy, he should need to buy (with Tags or FP) Spirit Form and Physical Immunity (and maybe Wings to reflect flight). He should not need to buy this particular thing. He gets it just from, y'know, being incorporeal.

If you make it a separate power either A. the Wizard could choose not to have it, probably to save effort (which doesn't make sense world-wise, as that's basically what Harry was doing and he seems to have had it) or B. You have to force the Wizard to buy it...which makes no sense with any other mechanics anywhere.

It just works much better as a rule of the world. one not in the book since we didn't know it when the DFRPG came out.

Sanctaphrax:
I know the Declaration rules. But the Conviction and Discipline skills don't normally include that sort of thing, regardless of incorporeality.

Your "world rule" approach has a notable issue in that it's really no different from just adding a line of text to Spirit Form. If Spirit Form makes you incorporeal and being incorporeal lets you do X, then Spirit Form lets you do X. Not including X in the Power serves no purpose other than to make things more complicated.

You'll notice that I included this in the Spirit Form rewrite. It would indeed by slightly silly for it to be separate.

Deadmanwalking:
I don't necessarily have a problem with that logic. Indeed, I already said I'd give him Spirit Form. I was under the impression you were asking about adding something else entirely to allow that ability which...didn't make sense. Adding explicit note of the ability to use Conviction to make Declarations to the existing spirit form ability seems entirely reasonable (it's a good place for 'em)...but I never said otherwise.

I was specifically arguing that it wasn't necessary to have a new rule or stunt per se...which that isn't. It's a note about the way the existing rules interact with a particular Power, much the way 'Seek the Dead' is under Ghost Speaker. Neither strikes me as an actual power of the stunt, just an explicit note of the way the existing rules interact with it to avoid confusion.

I think we're in basic agreement here, and were simply arguing past each other due to some slightly different/confused terminology on both sides.

Or, more simply "What we had here was a failure to communicate."

Deadmanwalking:
Fix has been updated. Well, sorta. He has changed between Small Favor and Cold Days...but not that much. His sheet's identical, but there are some advancement notes at the bottom.

EDIT: And a few slight changes to Maeve. I do mean slight, though.

Deadmanwalking:
Name: Karrin Murphy

Aspects:
High Concept: Ex-Cop In The Know
Trouble: Making This Make Sense
Other:
Avenging Angel
Aikido Master
Champion Marksman
I Trust Harry Dresden
I Have To Protect This City

Skills:

Fantastic: Fists, Guns,
Superb: Conviction, Investigation,
Great: Athletics, Discipline, Intimidation,
Good: Alertness, Contacts, Empathy, Endurance,
Fair: Burglary, Driving, Lore, Stealth,
Average: Might, Presence, Rapport, Resources, Scholarship, Weapons,

Stunts:

Hard Boiled (Discipline) (-1)
Martial Artist (Fists) (-1)
Redirected Force (Fists) (-1)
Armed Arts: Short Clubs, Staves, Katana/Bokken, Baton (Fists) (-2)
Nasty Infighter: May use Fists instead of Might to initiate and hold grapples (Fists) (-1)
Footwork (Fists) (-1)
You Don't Want Any Of This (Intimidation) (-1)
Pin the Tail (Investigation) (-1)
Scene of the Crime (Investigation) (-1)
Fast Reload (Guns) (-1)
Target Rich Environment (Guns) (-1)

Total: -10 Refresh (Pure  Mortal)

Stress:

Mental: OOOO (+1 Mild Consequence)
Physical: OOOO
Social: OOO
Armor: Usually, 1-2 from sort of worn armor.

And here's Murphy per Cold Days sans supernatural powers. She's been training a bunch, mostly in hand-to hand, and her Conviction's gone up pretty high as well, and her Intimidation and Discipline have been climbing, too. Her Contacts represent her being part of a scarily efficient organization, these days. She's a very scary lady now (she even got an Intimidation stunt for it). Not that she wasn't always...

She's got a couple of supernatural power suites she could accept...but until then, she's got more Fate Points than are quite reasonable, I mean, 18? Really? Damn.

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