Author Topic: Transmutation  (Read 3854 times)

Offline sinker

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Re: Transmutation
« Reply #15 on: March 15, 2012, 07:22:35 PM »
I think if I had to choose between a block and an aspect I'd still pick the aspect.

Mechanically, Non-evocation blocks must be maintained, and are not broken if exceeded (everyone forgets that bit). Whereas the aspect functions to prevent actions, has a difficulty to remove that is assigned by the GM or the shifts determined to create the aspect (essentially the same as breaking a block), can act as a block (if we choose to invoke for effect to do so), and has a number of other uses. Aspects are more flexible, have more options for use and are mechanically more fitting to the situation.

Also an aspect generates fate points.
« Last Edit: March 15, 2012, 07:27:54 PM by sinker »

Offline GryMor

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Re: Transmutation
« Reply #16 on: March 17, 2012, 06:19:36 AM »
A thaumaturgy spell to reinforce a coat is, mechanically, easiest as a transformation maneuver generating an aspect (Bullet Proof, for instance) with one free tag per 3 complexity invested. Don't forget to put some complexity into duration though, as it will only last the scene otherwise.

Or you can have the enchanted item, and burn a mental stress if you need it more than once per session. This is probably best if you have any specialization/foci put into item creation. Enchanted item blocks are really efficient (much better than enchanted item attacks).

Offline UmbraLux

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Re: Transmutation
« Reply #17 on: March 17, 2012, 01:56:09 PM »
He's not trying to get around enchanted items.  Just make the equivelant of a bullet proof vest with magic instead of kevlar and an industrial sewing machine.  It still has the holes of a bullet proof vest of not protecting against being thrown off a building, etc. 
Areas like this are where DFRPG suggests you start from desired result and work backwards to which mechanics fit.  So, if the desired result is a normal kevlar-like vest which, for game purposes, will be indistinguishable from an actual kevlar vest I'd just treat Lore as a resources roll.  Figure out the Resource 'cost' for a kevlar vest, add a couple for "doing it the hard way" (i.e. Using transformation instead of just buying it.), and if you succeed you've transformed your coat into a kevlar vest.  As a transformation, it changes the clothing to be armor - it will look like armor and be just as obvious as wearing a kevlar vest.  On the other hand, if your desire is something magical which humans will think of as a normal coat or piece of clothing I'd go with an enchanted item.

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Also, make a glass wand as strong as steel, making it difficult to break. 
Same idea as above.  You can transform the glass into steel in which case it has all the properties of steel or you can magically enhance the glass as an enchanted item.

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Transmutation gives permanent aspects, i.e. If someone was transmuted to be a quadruple aputee, would you then have to tag the aspect each exchaned in order to prevent him from getting up and kicking your ass.

should permanent aspects applied to someone, something have to be tagged each and every exchange in order to keep the transmutation.  which had to be aquired by a taken out result.
Transformation can give permanent aspects.  It may also be modeled as a block or even an attack leading to takeout.  If you're turning someone into a quadruple amputee, you're going to need to take them out.

Seriously.  Fit aspects to the effect not the effects to the aspect. 

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I knocked someone unconcious and tied them up.  If I had to tag the aspect of tied up each exchange, would he then be able to just get up and walk away, as soon as I ran out of fate points.
If you've knocked them unconscious you've taken them out.  If you've got someone tied up you should have a free tag on the Tied Up aspect which you can compel (or invoke for effect) once to get all the narrative effects of them being tied up (can't move, can't use hands, etc) for at least a scene.  How long and exactly what the limitations are is negotiable - a contortionist will be less limited and get free sooner than most of us.

Bottom line with FATE games - only some of the mechanics are there to simulate an action or event.  Others are for manipulating the narrative.  Sometimes an aspect compel declaring a narrative result is all you need.  When the desired result is being actively resisted, it's probably going to require a takeout via combat to force the issue. 
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Offline Zenjoriki

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Re: Transmutation
« Reply #18 on: March 17, 2012, 06:08:22 PM »
or: Desired Result: Make an Armored vest (can be accomplished via craftsmanship or resources) Say challenge rating 4 or so as the Thaumaturgical equivalent of a simple action (YS263 - 264) then simply add shifts of power to increase duration.
    But if (for some reason) the character wants this item to be permanent then you are looking at an Item of Power. Remember that a person can have more than 1 Item of Power but only gets the points from 1. So an Item of Power (+0) with out any powers attached to it would still have the base trappings of the Item of Power ( "it is what it is" etc.) A lenient GM may allow a person to be able to "Purchase" this threw an adventure or something similar. Also remember that an Item of power requires an aspect to support it. SO the real question boils down to just how important is this vest to your player? Part of his character? fits into an aspect? then item of power. If not then an item that needs to be periodically recharged. (either an Enchanted Item or sustained spell effect). To the best of my knowledge no other options are supported by the rules.

Offline sinker

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Re: Transmutation
« Reply #19 on: March 17, 2012, 06:36:04 PM »
To the best of my knowledge no other options are supported by the rules.

One could argue that other options are supported by the rules, but not explicitly stated. Since the rules regularly state that one should reduce rules use in instances that have no benefit (I.E. skipping rolls that are boring, allowing players access to anything that they reasonably should have, skipping scenes that are unnecessary, allowing the players to add personal advantage if it gains greater narrative, etc) one could say that a player wanting a magic Kevlar vest that has no benefit beyond a normal Kevlar vest shouldn't have extra rules to get there.

Then again, at this point I'm kinda just being argumentative for it's own sake.

Offline UmbraLux

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Re: Transmutation
« Reply #20 on: March 17, 2012, 07:26:04 PM »
SO the real question boils down to just how important is this vest to your player? Part of his character? fits into an aspect? then item of power. If not then an item that needs to be periodically recharged. (either an Enchanted Item or sustained spell effect). To the best of my knowledge no other options are supported by the rules.
I think you're forgetting FATE has rules for affecting both actions and narrative. 

A functionally identical 'kevlar vest' could be built thread by thread with Craftsmanship or Lore (Thaumaturgy) or it could simply be purchased with Resources.  A narratively identical vest could be used through aspect - either temporary or permanent.  Similar armor items could be made via evocation blocks, item enchantments, thaumaturgical ward spells (there's no reason your 'traps' have to be offensive), or by spending fate/refresh on a power.  I wouldn't be surprised if I've missed a few other possibilities.  ;)  That's why it's often easiest to work backwards from effect to mechanics. 
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Offline Mr. Death

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Re: Transmutation
« Reply #21 on: March 18, 2012, 12:51:49 AM »
Okay, forgive me if I'm wrong, but the impression I'm getting is he wants something that...

A. Looks like a regular coat,

B. Resists bullets through magic power,

C. Is lasting and always-on,

D. Doesn't cost fate points to use,

And E. Doesn't cost Enchanted Item slots.

If all of that is the case, that simply isn't working within the game system. Armor of any type--really, an advantage of any type--should have some kind of cost: either refresh in the case of powers, item slots in the case of magic armor, a short life in the case of magic effects, or inconvenience in the case of mundane armor.

To paraphrase Sanctaphrax, if there's no cost/disadvantage/downside, why doesn't everyone do it?
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Offline Richard_Chilton

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Re: Transmutation
« Reply #22 on: March 18, 2012, 03:38:49 AM »
Is there a mundane material that is as strong as kevlar as flexible? If so, then I'd have no problem with him working out a Thaumaturgy rite to do the transformation.  Of it would have be complicated enough to do a Great or Suburb job plus have enough steps to devote to duration.  Say 13 steps to make it last a year, fewer if he wanted it to last less than that.  Call it 18 steps or so total.

This leaves him with a coat that can be transformed back by being counterspelled.  Something that has mundanes going "Hey, why didn't that bullet go through your coat?" whenever he gets shot.  Oh, and the coat can be aimed around.

That's if there's a substance like that.  I think I've heard one made out of genetically spliced goats - ones that produce a spider silk like material. 

Here's an article about that http://www.geek.com/articles/geek-cetera/spider-silk-and-goat-milk-can-make-human-skin-bulletproof-20110815/ - but I'd rule that you'd need a high Scholarship (and maybe Scholarship stunts) to understand the material well enough to make it.  And most of the information in "Can I conjure a Sword?" would still apply to the coat.

An enchanted item (Harry's Duster) or IoP would probably be a better way of getting there. 

Richard

Offline computerking

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Re: Transmutation
« Reply #23 on: March 19, 2012, 02:38:27 PM »
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Offline Richard_Chilton

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Re: Transmutation
« Reply #24 on: March 19, 2012, 06:18:37 PM »
It's still in the "We think this will work - once we iron out the bugs" phase.  If memory serves they've been talking about it since the mid 90s.

And that's the only flexible armour I could think of.

Richard