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Topics - Theonlyspiral

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DFRPG / Sponsored Magic and Refinement
« on: February 16, 2013, 08:00:42 PM »
Quick Question: When you have evocation, can you use refinement to specialize in the element granted by your Sponsored Magic?

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DFRPG / Players Compelling Other Players
« on: February 16, 2013, 07:45:41 PM »
So something I've never heard or read about has been happening at my table. My players have started to compel each other. It's in situations where they feel like there is a more...dramatic choice to be made. Now I will admit every single one of us is either a Drama Major or a Drama Minor when we were still in school. I feel like I'm handing out a lot of FATE points. Even with a refresh rate of 2-5 most people spend their time at 9-14. Now I don't have a problem with this in theory. I'm just concerned that maybe I'm not doing my job of doing enough compelling or creating interesting situations.

Do players do this in other games? 

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DFRPG / Sponsored Magic for Review
« on: February 05, 2013, 03:28:57 AM »
So one of the players in my game is a warrior who mixes sword play and magic to try and complete his family quest. He's found that he really doesn't want the depth from evocation. We were thinking to switch it for something evocative. Despite the number of threads I've started in the past 2 months I'm not 100% on all this stuff yet so any help or advice you could give me would be greatly appreciated.

Akai Legacy [-4]
Description: By drawing on the power of your deceased ancestors you're able to utilize a potent form of spirit magic. In return however you give your ancestors great sway over your actions.
Sponsor: The 20 generations of Akai ancestors who have wielded the family sword before you.
Agenda: See Akai Family code.
Evocation: The Ghosts of the Akai family provide spirit or metal evocations that often emulate sword techniques.
Thaumaturgy:  The Akai Legacy allows its user to cast rituals that tap into the legends of dead heroes, as well as rituals that summon spiritual warriors.
Evothaum: Any Thaumaturgy granted by the Akai Legacy can be cast with the speed and methods of Evocation.
Extra Benefits: The ghosts of your ancestor demand poise and acting with honour at all times. You use your discipline in place of your presence to determine your Social Stress track.

The Akai Family Code
1.       Never kill a mortal with magic
2.       Knowledge is not only power, it is also a burden
3.       Nothing is ever there to just help you, never stay in debt
4.       Faeries are deal makers, be careful with your words around them
5.       Duty before Love
6.       Ensure the succession of the line
7.       Never make a deal with the demon, or his allies
8.       Honour the way of the sword
9.       Keep bystanders out of your charge
10.   Repay Allies and foes alike each in kind
11.   Respect the dead
12.   There is always another day
13.   Never Trust a Wizard

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DFRPG / Enchanted Items: Ideas and Help
« on: February 04, 2013, 11:27:25 PM »
I was tinkering around trying to figure out a couple Enchanted Items for a Character and (considering I've only ever made one) I had some trouble on the second. I then noticed that the Resource Collection lacks any sort of thread on enchanted items and figured we could use this thread to develop some. Leave ideas here for people who want them.

The item I've had trouble with is a Ring of Invisibility. Basically I want a ring that when you put it on it makes you invisible for a short time. The character was has Lore 4 and no crafting specialties. I am pretty free on how many slots to spend, but I was hoping 2 Enchanted Slots. I was originally thinking of doing it as a block on sight, and then I wondered if maybe a Maneuver would be the way to do it. I'm not really sure what the best way to do it is. Any help would be appreciated.

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Hey guys, I've got another question for the universal wisdom. In our game (linked below) we have a public park that is serving as a prison for a powerful Giant Formor. numerous leylines have been moved in ancient times to keep this one powerful creature from when the Formor were originally driven underwater. Almost noone in the city knows what is underneath and it being released would basically be game over. In YS when it's talking about Baltimore, it has very basic rules for attuning yourself to the Ley Lines as a lesser form of Sponsored magic. So in this case how would it work?

Would you only have access to the Sponsorship in the park? Or would the city?
Would you still take debt outside of the park and get compelled but other abilities only function there ? (Intellectus?)
Would the compel be based on keeping the Formor imprisoned? Or on the agenda of the Aboriginal Peoples that first incarcerated it?

Basically this is a little far out from normal sponsored magic and some guidance would be appreciated!

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DFRPG / Feedback on Homebrew Stunts
« on: January 15, 2013, 05:16:02 PM »
Hey there All! Hoping to continue the excellent help I've been getting from the board, I have a couple stunts I'd like some feedback on. The character is a Gish (Swordswoman/Caster). The player wanted some custom stunts and I just wanted to make sure they were in line. Any an all feedback is welcome!

Master's Bladework [-1]
You gain a +1 bonus on all rolls with Weapons to make a maneuver.

Samurai Warrior [-1]
You gain a +1 bonus on all attack rolls made with the traditional weapons of a Samurai (Tanto, Wakazashi, Katana, No-Dachi).

Follow-through Strike [-1]
Once per scene after you take out an opponent with a weapon attack, you may spend a fate point to immediately make a weapon attack with the same weapon against another opponent in the same zone.

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DFRPG / Help With Extreme Consequences
« on: January 12, 2013, 07:14:47 PM »
So last night we had the first combat in our game. The party threw down with a group of demons, in a home. The building burned down, police were called, all the fun stuff. Now our Knight of the Cross went head to head with two of them, and refused to concede. He filled his physical stress, consequences and refused to concede. He was forced to take his extreme consequence in order to avoid getting killed. Now I'm not 100% sure what an appropriate consequence would be for being slashed with a demon's claws. Any help or ideas for appropriate consequences would be appreciated.

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Hey there guys. Firstly I want to thank everyone who helped with my last item question. The boards here have been very supportive and an absolutely fantastic resource as me and my players try to find our feet in the FATE system. Now I've got another Item of Power question for people. We're rotating the DMing duties, and when it's my character's turn he's going to be constructing a staff. This is what I've managed to get to so far. I know it's not done but I'd really appreciate everyone's help in developing it. Names in brackets are just placeholders until I decide what hunk of magical Junk got put on their to provide the ability. Any thoughts or help would be greatly appreciated.

THE VOID STAFF [-3]
Description: An irregularly shaped staff, set with stones and capped with a ruby lens. Created by Ex-Warden Allister Leclair, the staff is an amalgamation of artifacts and magical fragments he has gathered over the past several years.
Musts: You must have an aspect related to your use of this item. You must also have Evocation.
Skills Affected: Endurance, Lore
Effects:
[-0]It Is What It Is:A wooden staff. It serves as a Weapon: 1 in combat.
[-0]Purpose: The Void Staff was created to destroy power magical beings (Outsiders, Denarians, powerful Fae ect.) made manifest in the mortal world.
[-0]Unbreakable: The Void Staff is unbreakable except by the use of a ritual designed to bind it in the service of powerful supernatural beings.
[+2]One Time Discount: It's a 6 and a half foot long staff. Good luck hiding that.
[-1](Sponsor Debt): The wielder of the staff can take a point of sponsor debt as per the normal rules in the Sponsored Magic section of YS in order to spend a fate point once per scene. The compels on this debt are to destroy and combat even helpful supernatural creatures.
[-2]Inhuman Toughness: Carved from the wood of the Tree of Life, the staff provide the wielder beyond human vitality.
[+2]The Catch: Fire? I'm not really sure about this part. I'm open to changing the catch.
[-1]The Seid Stones: 13 stones each containing the essence of one of the spells Odin learned during his Vigil. The Void Staff ignores the normal limit on focus item slots on a single item, but does not provide any additional focus slots. Additionally you may treat your lore as +2 when determining the number of Rote spells available to your character.
[-3](All Creatures are Equal Before God):As the ability in YS. I'll call it something like Magic Bane or some such.

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DFRPG / Help with a Player's Item
« on: December 18, 2012, 07:38:22 PM »
Hey There Guys,
A player in my upcoming game sent me his Family Sword (an Item of Power) to review and make sure it was OK. I've played about 2 hours of the game, completely out of the books and a pregenerated adventure, so I'm a little out of my depth here. Having had bad experiences with magic items in other games, I figured I would come to the experts. The character is the last son of a family that has a destiny to destroy a specific outsider. I would really appreciate everyone's thoughts on this blade.

Akai Family Spirit Blade [-3]
Description: An unassuming Japanese Katana that has gained significant magical powers over the past several centuries.
Musts: You must be a descendant of the Akai family, and Have a High Concept related to the family Destiny.
Skills Affected: Weapons
Effects:
[-1]Memories of the Ancestors. The wielder of this sword gains +1 Weapons while wielding it in combat.
[+1]One Time Discount. You're not Duncan Macleod. You can't hide a Katana on your Person.
[-1]Outsider Bane. This sword serves as the catch for any supernatural toughness abilities possessed by outsiders. This weapon increases and stress it inflicts on an Outsider by 1 step.
[-1]The Quest. This item is unbreakable as long as it is used in the service of the family destiny. If it is ever used to further the aims or ends of Outsiders it looses it's magical properties until the user redeems himself or it passes to a new member of the Akai family.
[-1]Spirit Sheath.Up to Four times a day you may use the sword to generate a strength 7 Block against magic on yourself.

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Hey All,
My group has a game starting up in January, and one of the players is planning to run a "Chi Healer"...so basically a focused practitioner with Spirit healing. Now he's kind of flaky and while he wants to play with us, doesn't want to read the books. He knows that it's a mythic realism game but that's about it. Now, if you had to do up a 1 page summary of what a character like this would know about the game world, what would be in it?

Besides the Laws of Magic and the Wardens I'm not 100% sure what needs to go in.

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DFRPG / Morgan-Styled Warden as a PC in a Magic Heavy Group
« on: December 05, 2012, 11:32:50 PM »
Hey There, Long time Lurker first time Poster.

My group is wrapping up a 2 and a half year long D&D game this December, and we're planning to transition into the Dresden Files for our next game. We'll be rotating Game Mastering duties by case file so everyone gets a chance to play. We're planning on doing a full day session for Character Generation and City Generation, but everyone is crazy excited and putting together concepts so we can sit down and hit the ground running. So far we have:

-A Magical Ronin hunting a Specific Denarian (Evocation, Magic Sword)
-An Alphas-Style Were-Ram
-A Mystical Chi Healer
-A Focused Practitioner that uses his magic to cheat at Gambling and Boxing
-A Pure Mortal who stumbled upon a set of Mystical Murders and is now Driven to finding the truth
-A Native American Shaman/Armed Forces Veteran who's been thrust into the Supernatural

Now I'm a Morgan fanboy. I have no Shame. I have gotten into loud arguments on how Morgan isn't really that Unreasonable given what he knows about Harry. My concept is a Warden that was rescued from an Outsider Cult (he was going to be sacrificed) but Morgan and a team of Wardens saved him. He's dedicated himself to being a wizard in Morgan's mould, even being his apprentice for a number of years before becoming a Warden in his own right.

My question is: Do you think such a character that is a Hardliner and devout on the Laws, can fit in with a group with wide and divergent views and magical talents? Or do you think it'll put too much burden on us as players and maybe I should save the concept for a game where it might be less disruptive?

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