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Messages - Xelah

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I did neglect to mention why I was running an election campaign, making strange bargains, and skipping scenes until I had the numbers.  City of 50,000 people, 10% turnout, 23% of those people giving 2 shifts each.

It was a couple campaigns worth of build up.  A vote for Veronica is a vote for a safer Galveston.  :)

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Can't believe your GM let you get away with that...

It was among the more sane things I was pitching. My group has a somewhat antagonistic relationship with the white council.  They'd told me not to meddle with mortal politics.  I told them to go jump.  Not getting anything from it would've killed a perfectly good plot point. 

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Just curious, death curses were a popular subject a while back, but what about mundane rituals that don't involve anyone dying?  How did you power it?  What did you do with the power?

My best is about 2,200 shifts of power.  I bartered with a summer fae to allow me to stay awake for 11 days without I'll effect to complete the ritual and had a bunch of gator-thropes guarding me.  Anyway, I ran for mayor of a city with a fear monger campaign and got 23% of the votes, then inflicted everyone that voted for me with a mild social consequence (implied consent from that group of voters).  ... The white council is less than thrilled with my antics.

I talked the GM into a new artifact that grants intelectus over the island the city is on (costs mental stress to use), and cloak of shadows.

How about you guys?

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DFRPG / Anyone used Hero Forge?
« on: August 27, 2015, 12:37:58 PM »
Yeah, so the Fate system doesn't really require miniatures as much as some other systems, but they're still nice to have.

I was wondering if anyone had used Hero Forge and what quality minis they got.  I was thinking about ordering a few, but did not want to throw money at it until I'd talked to a few people that had used their service.

Attachment = a mock up of Harry that I made

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DFRPG / Re: The Dresden Files Accelerated Playtest Is Open
« on: August 27, 2015, 12:10:18 PM »
and even though I am a moderator I don't know how to give that.

Noob. :D

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DFRPG / Re: Soulfire Power, -1 refresh?
« on: July 31, 2015, 11:20:44 PM »
Ah, my bad.  My group just started playing again once we got paranet papers.  Thanks.

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DFRPG / Re: Soulfire Power, -1 refresh?
« on: July 31, 2015, 10:58:20 PM »
That sounds like how the Greek government does math.  At the end of the day, you still only have 4 stress boxes... which means three usable stress since filling the last box takes you out.

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DFRPG / Re: Soulfire Power, -1 refresh?
« on: July 31, 2015, 09:31:56 PM »
Maybe I'm missing something, but how does 2 more stress boxes translate into 7 stress?

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DFRPG / Re: Soulfire Power, -1 refresh?
« on: July 31, 2015, 03:38:22 PM »
That seems rather over priced for a single stress box.  You could take a stunt to get an extra consequence for the same refresh.

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DFRPG / Soulfire Power, -1 refresh?
« on: July 31, 2015, 05:12:17 AM »
As I understand this, each rank of this works like normal refinement in that it gives a power boost to spells, but also adds a stress box to the soul track.  Is this accurate or am I missing something?

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DFRPG / Re: Kemmlerian necromancy and death curses...
« on: July 24, 2015, 02:50:02 AM »
I don't think I would measure death curses in shifts. To me, that's something highly significant, it's a plot device more than anything. So I would treat it as such. Killing a player character with a death curse is boring and I would probably just say that the dying character just can't do that. Well, unless it's a player sacrificing themselves to kill the big bad, but not the other way around. Instead, I would go for something more dramatic.
DIE ALONE!

Except the power you can throw into a death curse is measured in shifts.  Dresden got "die alone" because the caster knew he wasn't powerful enough to do "die"

 I would call shenanigans on any gm that tried making a death curse from anyone that's been pushed into a severe or extreme consequence worse than a moderate inconvenience.  Their life is literally splattered all over the ground back there.  What are they powering the spell with?  Hopes and dreams?  No.  Dresden goes so far as to explain that all power to fuel magic has to come from somewhere.  Their life in game mechanics is 1 extreme, 1 severe, one moderate, and a few minor consequences.  The only "plot device" level stuff should be well beyond the reach of player characters.

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DFRPG / Re: Death Curses
« on: July 23, 2015, 10:55:09 PM »
My previous spellcaster (cloak and dagger assassin that had a special bond with the Malks) went out with"step on a malk kitten"

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DFRPG / Re: Kemmlerian necromancy and death curses...
« on: July 23, 2015, 10:27:41 PM »
I don't know about you, but if I was readying myself to take the other guy down with me and they were able to stop it, I'd be pretty damn disheartened. You've just attempted to take the final step and the enemy has just thrown how weak you are in your face. I'd find it pretty difficult to work up that sort of nerve again.

Also, if I were GMing it I'd allow the creation of an aspect that stops them from dying. Assuming this isn't part of the take out/concession, I'd model it as an extreme consequence that turns into one of their aspects, which then stops the character from taking their own life on an ongoing basis. Kemmlerian Necromancy is perfect for this due to the mixed necromancy and psychomancy, so it'd act like an enthralment using necromancy. Thou Shalt Not Die, or something similar.

That's pretty good too, love FATE for versatility, but hate it for mechanical disputes.

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DFRPG / Re: Kemmlerian necromancy and death curses...
« on: July 23, 2015, 10:17:08 PM »
What would the purpose be long-term? Even if you stop it they can try again next action they get. You probably just want a plain do-not-hit-me style block.

That would depend largely on how the mechanics unfolded.  If they ate the consequences, they would have no more to throw into the curse.  If a concession as listed above is used, they don't get to dictate further action about a death curse if I have the fate token to spend.   Also, I could shave some power off the block to add some duration.

Two reasons my character would want to stop a deathcurse before it starts, we want the guy alive... or as a shield for other team members that can't throw up a 16 shift block.  They would only have to roll against normal spells.

If you're interrupting the spell after they've paid the cost, then they would still be dead, the spell would just fizzle.  Death curses occur when the life force of a person is used to fuel a spell.  In the books it seemed to be an all or nothing thing.  Harry has never mentioned being able to use portions of his life energy.  He prepares the whole shebang or nothing at all.  (This is not to be confused with his soul when casting soulfire.)

It seems to me that in your situation, you have two choices:
1.  You can stop the spell after they've cast it.  The costs are paid, and they are dead whether the curse lands or not.
2.  You stop them from casting their life energy at you to begin with.  You effectively remove the option of them using their life energy as fuel for a spell.  Mechanically, they can't inflict the consequences to cast the spell, so they don't die and there is no spell.

EDIT: wyvern's suggestion of a concession seems like an elegant work-around to the problem.

The concession is pretty good, this isn't bad either.  Gonna run all this by my gm since it is his table.

Hm... Actually, I'd probably treat this as an aspect invocation rather than a ritual.

Why?  Well, let's see here: if you take a target out, you get to narrate that take-out - and can easily narrate using your necromancy to hold them on the edge of life and death.  In this situation, there's no chance of a death curse at all, because it's your take-out result and you're not killing.

The other option where a death curse can come up is if they decide to pre-emptively die and throw a death curse; mechanically, I'd treat this as a concession, and negotiate it (and the outcome of the curse) as such.  And that's where you can offer up a fate point to invoke your aspect as a kemmlerite to change the available range of concessions.

Hrmm, this isn't bad either.  Gonna talk to my GM.

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DFRPG / Re: Kemmlerian necromancy and death curses...
« on: July 23, 2015, 07:59:47 PM »
Sorry everyone, I probably should have phrased my question better.
 Now that I have confused some, let me clarify.

My Kemmlerite necromancer is fighting another spell caster and I am winning.

The other spell caster wants to level a death curse.
My Kemmlerite wants to stop the other spell caster from dying.  No death, no death curse.
I was asking about the mechanics of this.

Also, apologies for not multiquoting, the browser on my phone is a pain when it comes to large text boxes.

@wyvern
You raise a good point on the blocking it at the flow of life stage.  By that interpretation, they would not be able to inflict the consequences on themselves.  My only real beef with that is that the block is preventing death, not any other effect.  Mechanicswise, as I understand it, I am interrupting their ritual after they've paid the cost for it.  Which is why I think they should still eat the consequences.

@Quantus
Yeah, sorry for the lack of clarity.  The way you suggest, what would be the opppsing roll to try bypassing the block on death?

@Piratejack
That's what I was thinking.

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