ParanetOnline

The Dresden Files => DFRPG => Topic started by: CBIrish on March 05, 2012, 04:41:48 AM

Title: Need Help: True Shapeshifting
Post by: CBIrish on March 05, 2012, 04:41:48 AM
Hello all.  My GM and I have run in to a question regarding this power that we've been unable to clearly resolve and we were hoping your input might help.

My Changeling character has True Shape shifting and the question of the extent of the benefit from the change has come up.  If my character were to turn in to a bird, for example - would he now be able to fly, even though he doesn't have Wings? If he turned in to a tiger, would he be considered to have Claws? The entry says the character can become anything, but only addresses the skill shuffle. 

Has anyone run in to this before? Any informed opinions on how this should be interpreted?
Title: Re: Need Help: True Shapeshifting
Post by: GryMor on March 05, 2012, 04:45:43 AM
If you want actual powers, you'll need to buy them, either directly (probably tagged with human form) or with modular abilities.
Title: Re: Need Help: True Shapeshifting
Post by: Vargo Teras on March 05, 2012, 05:13:53 AM
This is the whole point of the Modular Abilities power.
Title: Re: Need Help: True Shapeshifting
Post by: Sanctaphrax on March 05, 2012, 05:14:37 AM
Indeed, you need Modular Abilities. Taking True Shapeshifting without Modular Abilities is weird and produces weird results.
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 05, 2012, 06:22:09 PM
You're right, it isn't explicitly specified in the True Shapeshifting power, but a) Modular Abilities is recommended in the Options section, and b) the Skill Shuffle trapping of True Shapeshifting emulates Beast Change, which itself does explicitly specify that you need to buy those powers separately.

Note also in the intro paragraph for the Shapeshifting section (YS 174), "The True Shapeshifting ability (below, page 177) is rarely possible for a mortal mind to bear—the stress and strain placed on the sense of self inevitably leads to a psychotic break of some sort. (This may be why those mortals who do learn how to shapeshift rarely enjoy more than a single, fixed alternate form—such as werewolves of the Alpha style.)"
Title: Re: Need Help: True Shapeshifting
Post by: UmbraLux on March 05, 2012, 09:12:24 PM
As others have noted, you want Modular Abilities to get the most out of True Shapeshifting.  It's a very good (near perfect) disguse by itself, but not much more.
Title: Re: Need Help: True Shapeshifting
Post by: Ghsdkgb on March 05, 2012, 10:54:33 PM
You COULD have him only able to change into mammals, to start, with Diminutive/Hulking Size, Claws and Inhuman Speed and/or Strength being the powers he has access to, depending on what he shapeshifts into, and then with further Major Milestones gain the ability to turn into birds with the Wings power or fish/reptiles with the Aquatic power and whatnot.

Or you could further limit him in the beginning if he doesn't have the necessary Refresh for all the powers, only able to turn into mammals from a certain family or whatever.

I'd imagine for TRUE shapeshifting, you'd need an awful lot of Refresh...
Title: Re: Need Help: True Shapeshifting
Post by: Ghsdkgb on March 05, 2012, 11:07:13 PM
If I'm reading the Modular Abilities entry correctly, you can have a different set of skills available for each animal, but the total amount of Refresh you'd have to pay would only be for whichever form costs the MOST Refresh, plus 2. So if you wanted, say, a killer whale in the mix, that'd be Aquatic (-1), Claws (teeth) (-1), Hulking Size (-2), Inhuman Strength (-2), for a total of -6, minus two more for a -8 total, and then True Shapeshifting is -4, +1 for human form...

So that'd be -11 you'd need altogether (no easy task; I'd weaken your whale form to a dolphin or something :-P ), but you wouldn't need any MORE than that to put together a bunch of other forms, provided the total Refresh for the powers of each form are -6 or less.

Again, that's if I'm reading the Modular Abilities power correctly. Someone correct me if I'm wrong.
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 05, 2012, 11:20:33 PM
If I'm reading the Modular Abilities entry correctly, you can have a different set of skills available for each animal, but the total amount of Refresh you'd have to pay would only be for whichever form costs the MOST Refresh, plus 2. So if you wanted, say, a killer whale in the mix, that'd be Aquatic (-1), Claws (teeth) (-1), Hulking Size (-2), Inhuman Strength (-2), for a total of -6, minus two more for a -8 total, and then True Shapeshifting is -4, +1 for human form...

So that'd be -11 you'd need altogether (no easy task; I'd weaken your whale form to a dolphin or something :-P ), but you wouldn't need any MORE than that to put together a bunch of other forms, provided the total Refresh for the powers of each form are -6 or less.

Again, that's if I'm reading the Modular Abilities power correctly. Someone correct me if I'm wrong.

You'd probably want Inhuman Toughness as well, but you have the mechanics down right.
Title: Re: Need Help: True Shapeshifting
Post by: Ghsdkgb on March 05, 2012, 11:25:07 PM
That's pretty cool, actually. I kind of want to build a True Shapeshifter, now.

Hello, new NPC for my players to meet ;-)
Title: Re: Need Help: True Shapeshifting
Post by: CBIrish on March 06, 2012, 02:20:00 AM
I accept no responsibility for any NPCs created from inspiriation provided by my thread(s)!

Kidding aside, his original power configuration was this:

Submerged (10 refresh base)
True Shapeshifting -4
Supernatural Toughness (-4, Cold Iron is the Catch -3) -1
Glamours -2
Inhuman Speed -2

The new configuration is looking like this:
True Shapeshifting -4
Supernatural Toughness (-4, Cold Iron is the Catch -3) -1
Modular Abilities -4 (2 buy in, 2 form points)


Thoughts, opinions, suggestions?
Title: Re: Need Help: True Shapeshifting
Post by: Vargo Teras on March 06, 2012, 04:14:20 AM
I accept no responsibility for any NPCs created from inspiriation provided by my thread(s)!

Kidding aside, his original power configuration was this:

Submerged (10 refresh base)
True Shapeshifting -4
Supernatural Toughness (-4, Cold Iron is the Catch -3) -1
Glamours -2
Inhuman Speed -2

The new configuration is looking like this:
True Shapeshifting -4
Supernatural Toughness (-4, Cold Iron is the Catch -3) -1
Modular Abilities -4 (2 buy in, 2 form points)


Thoughts, opinions, suggestions?
That looks like a good way to set it.  I think you might be able to squeeze in one more point of Modular Ability by limiting it with Human Form; this would mean that you couldn't use your Modular Abilities to wield powers while looking human (e.g., taking the form of a focused practitioner you know to use his Channeling power), but would give you enough to put a one-point Creature Feature and an Inhuman Attribute onto the same form, (e.g., Inhuman Strength and Claws for a bear, Inhuman Speed and Diminutive Size for a cat, etc.)  Alternatively or additionally, as a changeling you might need assistance from an external source to manage your shapeshifting; while a two-point Item of Power would be awkward to carry in many forms, a one-pointer like a necklace which shifts to an appropriate collar or other decoration in non-human forms would also help get enough Modular Ability to manage a wider variety of forms.
Title: Re: Need Help: True Shapeshifting
Post by: Sanctaphrax on March 06, 2012, 04:49:50 AM
Looks functional. Would suggest trading Toughness for an extra Modular Abilities point, though, for optimization reasons.
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 06, 2012, 05:35:32 PM
I accept no responsibility for any NPCs created from inspiriation provided by my thread(s)!

Kidding aside, his original power configuration was this:

Submerged (10 refresh base)
True Shapeshifting -4
Supernatural Toughness (-4, Cold Iron is the Catch -3) -1
Glamours -2
Inhuman Speed -2

The new configuration is looking like this:
True Shapeshifting -4
Supernatural Toughness (-4, Cold Iron is the Catch -3) -1
Modular Abilities -4 (2 buy in, 2 form points)

I notice that Glamours is missing from the updated writeup. You certainly didn't have enough points to do both, but I want to also make sure that you know Glamours cannot be bought with Modular Abilities.
Title: Re: Need Help: True Shapeshifting
Post by: UmbraLux on March 06, 2012, 06:45:25 PM
I notice that Glamours is missing from the updated writeup. You certainly didn't have enough points to do both, but I want to also make sure that you know Glamours cannot be bought with Modular Abilities.
Don't have the book handy so have to ask, where is that limitation from?  As far as I know you can gain any power you can thematically justify by your change.
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 06, 2012, 06:55:40 PM
Don't have the book handy so have to ask, where is that limitation from?  As far as I know you can gain any power you can thematically justify by your change.

YS 177:
"Function Follows Form. You may shapeshift your form to take on a variety of abilities, taking a full action to change them around. When making such a change, you may reallocate some or all of your form points (see above) to purchase new abilities, focusing on those available as Creature Features (page 162), certain Minor Abilities (page 169), Speed (page 178), Strength (page 183), and Toughness (page 184)."

I do find the reference to "certain Minor Abilities (page 169)" to be problematic. While I can theorize that "Minor Abilities" is intended as a catch-all for the weird traits we as players and GMs are likely to come up with in order to flesh out the creatures we invent for our games, that is simply my reading of it.

I feel that the intent, however, is clearly that Modular Abilities is supposed to reflect the ability to rewrite one's physical abilities, much like a shapeshifter would do.

That said, if a GM is willing to allow Glamours as an option for Modular Abilities (maybe justifying it as pheromones or something), I feel that falls under "your table, your rules" and not RAW.
Title: Re: Need Help: True Shapeshifting
Post by: Ghsdkgb on March 06, 2012, 07:07:11 PM
Quote
Function  Follows  Form.   You  may  shapeshift your  form  to  take  on  a  variety  of  abilities, taking  a  full  action  to  change  them  around. When making such a change, you may real-locate  some  or  all  of  your  form  points  (see above)  to  purchase  new  abilities,  focusing on  those  available  as  Creature  Features (page 162), certain Minor Abilities (page 169), Speed (page 178), Strength (page 183), and  Toughness (page 184).

EDIT: Well, crap, looks like he's already got it. Wonder why the forum didn't warn me something else had been posted, like it usually does?
Title: Re: Need Help: True Shapeshifting
Post by: wyvern on March 06, 2012, 08:11:38 PM
Some comments on True Shapeshifting:

Were I to actually use this in a tabletop game, I'd add a limitation: cannot shift to a form that hasn't been prepared in advance.  Dealing with the skill shuffle is really just too much otherwise; trying to keep track of which skills you have at what levels, when, would be just painful.

Alternatively, I'd go with modular powers *without* True Shapeshifting's variable skill shuffle.  Maybe make one skill set that has decent physical skills and can be used in all forms, from human to wombat to sofa.  Maybe use Beast Form and have just one set of high physical alternative skills, so you can be charming (human, housecat, etc.) or feral (eagle, shark, aluminum golem, etc.)  Especially for a fae, if you just want to *look* like a tree or a chair or whatever, I'd seriously consider using glamours instead; glamours + modular powers should cover most of the same bases as true shapeshifting + modular powers.

Also, if people are interested in seeing some examples, I have a (very) high refresh shapeshifter that I'm using in Sanctaphrax' game; you can look at the character sheets here (http://www.silverinsanity.com/~wyvern/johann/).
Title: Re: Need Help: True Shapeshifting
Post by: UmbraLux on March 06, 2012, 11:14:51 PM
YS 177:
"Function Follows Form. You may shapeshift your form to take on a variety of abilities, taking a full action to change them around. When making such a change, you may reallocate some or all of your form points (see above) to purchase new abilities, focusing on those available as Creature Features (page 162), certain Minor Abilities (page 169), Speed (page 178), Strength (page 183), and Toughness (page 184)."
Perhaps I deal too much with policy and procedure documents but there's no limitation or proscription in that statement.  "Focusing on" doesn't mean "limited to".  They're just the most obviously applicable to most creatures we know or imagine.

Really don't think it requires a house rule to allow someone changing to a Sidhe to gain Glamour along with Toughness.  But as you said, your table...   ;)
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 06, 2012, 11:33:21 PM
I think it stretches the bounds of Modular Abilities to allow a transformation to a convincing Sidhe *with* all of the Sidhe powers.

Could one shapechange to a Wizard with Evocation and Thaumaturgy?
Title: Re: Need Help: True Shapeshifting
Post by: UmbraLux on March 07, 2012, 12:07:18 AM
I think it stretches the bounds of Modular Abilities to allow a transformation to a convincing Sidhe *with* all of the Sidhe powers.
Why?  It's "True Shapeshifting"...are there limits on the shape you can take?  (Beyond knowledge and imagination at least.)  Presumably a giant is as valid as a rhino and a phooka as valid as a phoenix.

Quote
Could one shapechange to a Wizard with Evocation and Thaumaturgy?
Is "Wizard" a race?  Or a matter of knowledge?  If you judge it the former, it may be possible.  Personally, I think it's the latter.  That said, changing into something like a phoenix may well get you abilities so close to fire evocation as to be indistinguishable. 
Title: Re: Need Help: True Shapeshifting
Post by: Ghsdkgb on March 07, 2012, 12:11:31 AM
Well, with the name being shapeshifting, I'd imagine it'd be limited to your physical form. You'd have to take a "spiritshifting" power or somesuch to grant yourself access to magic.
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 07, 2012, 12:52:47 AM
I suspect we have a fundamentally conflicting idea of the limits of shape shifting and the scope of any modular powers, Umbralux. And I'm not sure that there is a definitive answer. It gets handled differently in different games, with different expectations of outcome. D&D handles it one way. Point-based systems like HERO or Mutants & Masterminds handle it another way. I can easily imagine taking the appearance and physical attack forms of a Giant, a Phoenix or a Pooka. But the Phoenix's fire abilities, or the Pooka's magical abilities, would be out of bounds. Even inventing one's own tentacular form with a bifurcated head born aloft on a trio of tyrannosaurus legs would only grant certain physical abilities: I wouldn't allow Incite Emotion (insanity) just because the shapeshifter saw an Outsider. Edit: But maybe in a more Outsider-themed game, the appearance *IS* the source of insanity, so it might be appropriate.

I feel the ability to create complex magical effects (Glamours, Evocation, Thaumaturgy, Sponsored Magic) are learned, taught, bestowed and/or innate properties which cannot be mimicked without that Steal Power/Mimic Power ability (which may be evidence that some things just can't be emulated - only stolen from their original possessor). With Fae, I feel that such magic is an innate part of what they are, and a Shapeshifter - however skilled - won't be able to replicate that.

Certain gross, unskilled or simple magical effects I might be able to justify as being replicable. But any shapeshifter that wants to do magic, I feel, needs to buy that magic. But I continue to interpret the line from Modular Abilities as proscriptive, and while I believe the loophole you identify was intended to give players and GMs the latitude to negotiate abilities, I don't feel it is loose enough to justify skilled magical ability.

But at the end of the day, I think of Modular Abilities as a Variable Power Pool (HERO system terminology) limited to physical effects (or simple magical creature abilities, if your table wants to go that way).
Title: Re: Need Help: True Shapeshifting
Post by: UmbraLux on March 07, 2012, 01:41:28 AM
Well, with the name being shapeshifting, I'd imagine it'd be limited to your physical form. You'd have to take a "spiritshifting" power or somesuch to grant yourself access to magic.
Err...we're talking about Modular Abilities granting powers based on shape.  True Shapeshifting's name has nothing to do with what Modular abilities grants.

I suspect we have a fundamentally conflicting idea of the limits of shape shifting and the scope of any modular powers, Umbralux. And I'm not sure that there is a definitive answer.
Perhaps.  I think you're correct about the lack of definitive answer. 

Quote
It gets handled differently in different games, with different expectations of outcome. D&D handles it one way. Point-based systems like HERO or Mutants & Masterminds handle it another way. I can easily imagine taking the appearance and physical attack forms of a Giant, a Phoenix or a Pooka. But the Phoenix's fire abilities, or the Pooka's magical abilities, would be out of bounds. Even inventing one's own tentacular form with a bifurcated head born aloft on a trio of tyrannosaurus legs would only grant certain physical abilities: I wouldn't allow Incite Emotion (insanity) just because the shapeshifter saw an Outsider. Edit: But maybe in a more Outsider-themed game, the appearance *IS* the source of insanity, so it might be appropriate.

I feel the ability to create complex magical effects (Glamours, Evocation, Thaumaturgy, Sponsored Magic) are learned, taught, bestowed and/or innate properties which cannot be mimicked without that Steal Power/Mimic Power ability (which may be evidence that some things just can't be emulated - only stolen from their original possessor). With Fae, I feel that such magic is an innate part of what they are, and a Shapeshifter - however skilled - won't be able to replicate that.
While mythology is often contradictory, neither phoenix or phooka are necessarily intelligent.  If they aren't, any abilities are logically innate rather than learned.

That said, I'm certainly not going to argue against limiting some powers to intelligent individuals capable of learning.  Any of the casting or casting-like abilities might fit.  It depends more on your interpretation of faerie legend than on the power itself - are creatures with animal intelligence capable of natural magics or innate illusions?  Either answer could make for a compelling and interesting world.

Quote
Certain gross, unskilled or simple magical effects I might be able to justify as being replicable. But any shapeshifter that wants to do magic, I feel, needs to buy that magic. But I continue to interpret the line from Modular Abilities as proscriptive, and while I believe the loophole you identify was intended to give players and GMs the latitude to negotiate abilities, I don't feel it is loose enough to justify skilled magical ability.
Let me preface my response by stating everyone is free to create any rules they wish, whether out of whole cloth or not.  I'm really not trying to change your mind on how to play...just on how you're applying unique word definitions to a public audience.  "Focus" means a concentration or central point - even center, heart, core, or nucleus.  All of those are part of a larger whole.  I honestly don't see how it can be interpreted as "this and only this".  That's simply not what the word means.  "Focus" simply doesn't mean "prohibit anything not mentioned". 

Again, this is only an issue to me because we're limited to communicating through words.  Unilaterally redefining words kills communication relying on common definitions.

Quote
But at the end of the day, I think of Modular Abilities as a Variable Power Pool (HERO system terminology) limited to physical effects (or simple magical creature abilities, if your table wants to go that way).
It's not a bad decision.  I can even make an argument for it by limiting some powers to those intelligent enough to learn them.  (Though that has it's own pitfalls in this case.) 

If some powers are not innate and must be learned, it makes sense they won't be available to shapeshifters with Modular Abilities.  It also means no unintelligent creature should have those powers...but that's not necessarily a bad thing. 
Title: Re: Need Help: True Shapeshifting
Post by: Vargo Teras on March 07, 2012, 01:53:59 AM
Consider that with Mimic Abilities, it costs 7 points of refresh to be able to acquire the entire wizard package.  With True Shapeshifting to justify applying Modular Abilities to acquire that package, it costs 13.  Six points of refresh seems like it should be sufficient to cover the differing levels of difficulty in applying one versus the other.
Title: Re: Need Help: True Shapeshifting
Post by: Sanctaphrax on March 07, 2012, 03:05:51 AM
I'd advise sticking to physical powers and stunts with Modular Abilities. Even with that restriction, it's a seriously powerful power.

If you don't stick to physical powers, then you should put some other restriction on the power. And definitely don't allow Thaumaturgy or Refinement or Sponsored Magic.

Given that
Consider that with Mimic Abilities, it costs 7 points of refresh to be able to acquire the entire wizard package.  With True Shapeshifting to justify applying Modular Abilities to acquire that package, it costs 13.  Six points of refresh seems like it should be sufficient to cover the differing levels of difficulty in applying one versus the other.

No.

First of all, you don't need True Shapeshifting to justify Modular Abilities.

Second of all, True Shapeshifting is well worth its cost. Having to buy True Shapeshifting is not the same as spending 4 extra refresh.

Thirdly, the wizard template really only costs 6 Refresh when purchased with Modular Abilities. Because you'll never use both Evocation and Thaumaturgy at the same time.

Fourthly, the difference in difficulty of use between Modular Abilities and Mimic Abilities is freakin' massive. Unbelievably large.

The balance of Modular Abilities depends on the fact that having powers x and y and z one at a time is less good than having them all at once. You have to keep that true for the power to be even remotely fair.
Title: Re: Need Help: True Shapeshifting
Post by: GryMor on March 07, 2012, 03:21:06 AM
Thirdly, the wizard template really only costs 6 Refresh when purchased with Modular Abilities. Because you'll never use both Evocation and Thaumaturgy at the same time.

To play Devil's advocate a tiny bit, stuffing your casting into modular abilities effectively forfeits (Item creation/atunement happens at milestones, loss happens when you swap out the powers) your base item slots every time you swap, so thats close to a two refresh deficit in utility over the real Wizard.
Title: Re: Need Help: True Shapeshifting
Post by: Sanctaphrax on March 07, 2012, 04:16:26 AM
Why would swapping out the power disable the items?

Wait! That's brilliant! Take Ritual (Crafting) and a bunch of Refinements with Modular Abilities, make an arsenal of Enchanted Items, then use them while in other forms!

Seriously, though, ruling that the item slots vanish somehow would make it saner. But not quite sane.
Title: Re: Need Help: True Shapeshifting
Post by: Vargo Teras on March 07, 2012, 05:11:58 AM
Why would swapping out the power disable the items?
One could surmise that changes in one's basic nature sufficient to grant/remove spellcasting ability are sufficient that enchanted/focus items would no longer work properly, in much the same way that they cannot be loaned to another magician; in essence, your newly assumed form is another entity entirely, as far as the magical resonances are concerned.
Title: Re: Need Help: True Shapeshifting
Post by: Dravokian on March 07, 2012, 05:40:56 AM
Ok this is taken straight from YS:177
When making such a change, you may reallocate
some or all of your form points (see
above) to purchase new abilities, focusing
on those available as Creature Features
(page 162), certain Minor Abilities (page 169),
Speed (page 178), Strength (page 183), and
Toughness (page 184).

I would stick to this as close as possible with modulating abilities. In my game I made it Law. You cant access any other power group and it keeps things sane.
Title: Re: Need Help: True Shapeshifting
Post by: GryMor on March 07, 2012, 06:03:07 AM
Why would swapping out the power disable the items?

Mechanics: Your items have power because you are maintaing their power with item slots, as soon as those item slots go away, the item loses power and they don't come back till you hit a milestone that lets you select enchanted items.

Thematically: Enchanted Items and Foci are mystically tied to a particular practitioner and maintained by their magic, the loss of that magic disrupts them, requiring significant effort and time to re-attune.
Title: Re: Need Help: True Shapeshifting
Post by: InFerrumVeritas on March 07, 2012, 01:00:39 PM
Ok this is taken straight from YS:177
When making such a change, you may reallocate
some or all of your form points (see
above) to purchase new abilities, focusing
on those available as Creature Features
(page 162), certain Minor Abilities (page 169),
Speed (page 178), Strength (page 183), and
Toughness (page 184).

I would stick to this as close as possible with modulating abilities. In my game I made it Law. You cant access any other power group and it keeps things sane.

This has already been mentioned.  And the fact that it says "focusing on" rather than "limited to" is an important word choice.  "Focusing" isn't an exclusive word, but rather a refining word.
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 07, 2012, 05:31:58 PM
This has already been mentioned.  And the fact that it says "focusing on" rather than "limited to" is an important word choice.  "Focusing" isn't an exclusive word, but rather a refining word.

Exactly. I take it as a pretty firm guide, but I cannot deny that it is a word choice which could theoretically accommodate the points of view with which I disagree.

There is just so little guidance on the power, and it is easy to either take that bit as a rule, or go straight for that "focusing on" as a means to justify anything else.
Title: Re: Need Help: True Shapeshifting
Post by: Sanctaphrax on March 07, 2012, 09:43:59 PM
Mechanics: Your items have power because you are maintaing their power with item slots, as soon as those item slots go away, the item loses power and they don't come back till you hit a milestone that lets you select enchanted items.

Thematically: Enchanted Items and Foci are mystically tied to a particular practitioner and maintained by their magic, the loss of that magic disrupts them, requiring significant effort and time to re-attune.

This is a valid way to read things, but it's not the only valid way. The rulebook does not specify what happens.

Personally, I think it makes more sense for the items to stick around after the slots are lost. The items exist, and they only need maintenance occasionally.

If I was wearing Harry's duster when he died, would it suddenly become normal fabric?

On the other hand, your interpretation mitigates the broken-ness of Modular spellcasting.

As for what powers Modular Abilities can grant, it's almost certainly deliberately ambiguous. Standard DFRPG canon-writing procedure, it seems.
Title: Re: Need Help: True Shapeshifting
Post by: UmbraLux on March 07, 2012, 11:39:12 PM
There is just so little guidance on the power, and it is easy to either take that bit as a rule, or go straight for that "focusing on" as a means to justify anything else.
As justification for what I think you're targeting, I actually prefer the reason you seem to have mentioned only in passing - some skills simply need to be learned.  It does add some limits on how you use those skills with NPCs but it's good flavor, adds an interesting fact to your world, and makes sense when applied consistently. 

This is a valid way to read things, but it's not the only valid way. The rulebook does not specify what happens.

Personally, I think it makes more sense for the items to stick around after the slots are lost. The items exist, and they only need maintenance occasionally.
Hmm, not sure I agree.  The book is fairly clear on items & foci taking up one or more slots.  If you don't have said item slots, how can you have working items?  It does create a small conundrum within the narrative context...which is solved by the "must be learned" caveat devonapple brought up.  Even if you don't apply that to evocation / thaumaturgy as a whole, I'm very tempted to apply it to item creation. 

Quote
If I was wearing Harry's duster when he died, would it suddenly become normal fabric?

On the other hand, your interpretation mitigates the broken-ness of Modular spellcasting.
Depends what made the fabric 'abnormal' to start with - was is a change to the material or simply an oft repeated mental exercise using the item as focus?  Even if it was a change to the material, do you know how to use it?  I kind of agree with your next statement - there's no canon answer.  But it is answerable...and either answer is justifiable.

Quote
As for what powers Modular Abilities can grant, it's almost certainly deliberately ambiguous. Standard DFRPG canon-writing procedure, it seems.
Yep.  Some days I like that, some days I don't.  Guess I'm almost as ambiguous...   ;)
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 07, 2012, 11:43:34 PM
As justification for what I think you're targeting, I actually prefer the reason you seem to have mentioned only in passing - some skills simply need to be learned.  It does add some limits on how you use those skills with NPCs but it's good flavor, adds an interesting fact to your world, and makes sense when applied consistently. 

I'm glad that made sense.

Admittedly, I only mentioning it in passing because, as rationales go, I felt it was less about RAW and more about the spirit of the game, which I had perhaps dismissed.
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 07, 2012, 11:51:20 PM
Is "Wizard" a race?  Or a matter of knowledge?  If you judge it the former, it may be possible.  Personally, I think it's the latter.  That said, changing into something like a phoenix may well get you abilities so close to fire evocation as to be indistinguishable.

One thing I forgot is that not all Fey get Glamours. though all Sidhe seem to.

I interpret Sidhe as a prestige class or template - whether by evolution, power consolidation, or promotion is left unclear - which provides certain advantages common to all noble Fey. But I don't think Sidhe can really be considered a separate race. More like a rank. And as rank is bestowed somehow, I think that places more skilled magic use like Sponsored Magic and Glamours firmly as a learned or bestowed power, and not something one could replicate without stealing it from the entity in question.
Title: Re: Need Help: True Shapeshifting
Post by: Sanctaphrax on March 08, 2012, 12:26:58 AM
You clearly need slots to create and maintain items. But what happens when the slots disappear is not addressed by the rules.

But I don't see why the problem should arise. Modular spellcasting is a bad idea anyway.
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 08, 2012, 12:37:00 AM
But I don't see why the problem should arise. Modular spellcasting is a bad idea anyway.

Agreed.
Title: Re: Need Help: True Shapeshifting
Post by: Becq on March 08, 2012, 01:00:29 AM
I interpret Sidhe as a prestige class or template - whether by evolution, power consolidation, or promotion is left unclear - which provides certain advantages common to all noble Fey. But I don't think Sidhe can really be considered a separate race. More like a rank. And as rank is bestowed somehow, I think that places more skilled magic use like Sponsored Magic and Glamours firmly as a learned or bestowed power, and not something one could replicate without stealing it from the entity in question.

WoJ confirms that Fae (or at least pixies and Sidhe) are different 'stages' of the same race; that lesser Fae develop into Sidhe (they gain levels!!!):

Quote from: WoJ
#150 Is Toot-toot’s increase in size due to his actions, or the title and followers he has acquired doing Harry’s bidding?
It’s due to /Harry’s/ actions, mostly. Toot done hitched his star to Harry’s wagon. As a result, he’s taken actions he never would have taken on his own, some of which had major consequences. Toot has effectively become a much more powerful being than he was as an independent dewdrop faerie. The physical growth is a reflection of that fact.
I mean gosh, where do you think the Sidhe came from in the first place?
Quote from: WoJ
With all the things Toot Toot and the Za Lord's guard have done that made a difference, and with Toot getting bigger, is that going to upset the balance in the Summer court?
The answer is no, because they are not Summer anyway, they are wildfae.  And everybody over in summer is going to blame Harry for everything they do.  They regard them as a tool and Harry is the guy holding it.  Harry would tell you that he's probably the tool but...  Anyway Toot Toot's been growing because that's where the Sidhe came from to begin with.  They weren't always all tall and glamorous, they kind of got that way.
 
So it's not exactly a rank that's bestowed (though how others treat you seems to play a role) or a state of evolution (unless you consider an individual transitioning over their existence from pixie to Sidhe as 'evolution').  I would imagine it has something to do with the accumulation of reputation, measures either by followers (Harry sets Toot-Toot up as his leutenant, other Pixies join up as followers, so Toot-Toot gains power) or history of favors earned/owed/repaid/etc (that is, each time the Fae gains or loses a favor, or repays or is repaid a favor, he grows in power).  But that's speculation on my part.
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 08, 2012, 01:07:41 AM
WoJ confirms that Fae (or at least pixies and Sidhe) are different 'stages' of the same race; that lesser Fae develop into Sidhe (they gain levels!!!):
 
So it's not exactly a rank that's bestowed (though how others treat you seems to play a role) or a state of evolution (unless you consider an individual transitioning over their existence from pixie to Sidhe as 'evolution').  I would imagine it has something to do with the accumulation of reputation, measures either by followers (Harry sets Toot-Toot up as his leutenant, other Pixies join up as followers, so Toot-Toot gains power) or history of favors earned/owed/repaid/etc (that is, each time the Fae gains or loses a favor, or repays or is repaid a favor, he grows in power).  But that's speculation on my part.

Thank you for finding and reaffirming that bit.
Title: Re: Need Help: True Shapeshifting
Post by: devonapple on March 08, 2012, 08:05:19 PM
Mechanics: Your items have power because you are maintaing their power with item slots, as soon as those item slots go away, the item loses power and they don't come back till you hit a milestone that lets you select enchanted items.

Thematically: Enchanted Items and Foci are mystically tied to a particular practitioner and maintained by their magic, the loss of that magic disrupts them, requiring significant effort and time to re-attune.

My apologies, but I just remembered a canon justification for this:

(click to show/hide)