Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Archmage_Cowl

Pages: [1]
1
DFRPG / Can Fate Points = Team invokes?
« on: July 24, 2010, 04:47:01 AM »
okay so my question is kinda odd. What i basically want to ask is; can an ally spend a fate point to invoke a teamates aspect to help them out if they are in trouble when it isnt the ally's turn?

Example: Bob gets attacked by the red court vampire. Bob rolls to dodge and nearly gets it but he is two off (as in a +2 would let him dodge it). Bob is already fairly exhausted and injured and if he takes this hit it's into severe consequence territory. Now Bob has the aspect "Quicker Than Thought" and he wants to use that to dodge but sadly he has no fate points to spend on it. However his team mate Sophia has a mountain of fate points. She is also in the battle but is fighting another vampire a little bit away. Is she allowed to spend the fate point to invoke his aspect when this situation is in no way at all related to her?

Thats my question. So far i've been allowing it but it's starting to seem like my players just keep turning to the one pure mortal in my game for fate points all the time. I'm not sure i should allow it. They dont really feel any need to conserve their fate points as she will nearly always have more than them. So any opinions out there?

2
DFRPG / Thaumaturgy at the speed of evocation question
« on: July 16, 2010, 08:30:56 PM »
okay i have a question about thamuaturgy at the speed of evocation. So it says you can do something thamaturgically based quickly i get that but my specific question is can/do you get any bonus's to that.

Like say for example a Wizard with kemmlerian necromancy
Superb(+5) Conviction, Discipline, Lore
Specializations
Evocation Power Spirit +2 Control +1
Thamaturgy Complexity Necromancy +3 Control Necromancy +2

alright so with those stats this necromancer wants to bring a zombie to life right now via kemmlerian necromancy. So my question is whats his effective power and control for this? does he only opperate at superb(+5) power and control because thats what his skills are? does he get his necromancy complexity turned into power for this and get Legendary(+8) power to start with Epic(+7) control? or does he add his preffered element of spirit into it to get Epic(+7) power to start and Fantastic(+6) control? (i realize some of these examples may require specific narrative color)

This is something that has been confusing me for a while now. I've looked through the books but dont really see anything relating to this specifically, so how do you think it should be ruled?

3
DFRPG / If Someone would rate my home made Sponsored Magic
« on: June 12, 2010, 04:59:46 AM »
okay so before i put down the idea a little intro

in one of my campaigns my character has inherited his right eye from his father, called the Eye of Abraxas. His father was Abraxas, who in some legends was a sorcerer or wizard or archmage or "what have you" that delved into ancient, forbidden, or lost magic. Well my character has obtained his father's eye giving him marked by power (the eye is a different color and has a magic symbol in it) and the sight. But i wanted the character to be able to draw power from his father or at least the sources of his fathers magic.

So i created a new type of sponsored magic.

Sponsored Magic: Abraxas [-5]
Description: Your magic comes from Places, Powers, Times, and even Worlds long gone or forgotten, sometimes for the better. Your magic is strong but strange, obviously different but not necessarily or inherintely evil.
Cost: It's -5 because it is more versitle and stronger in it's powers. evocation and thaumaturgy ofcourse can lower the cost (-4 if you have one, -3 if you have both
Benefits: Standard benefits, any debt you call up will likely be used to help further the spread of it’s knowledge so it wont be completely forgotten. It gives a +1 to complexity/ power and +2 to control rolls on any magic that you add a notable touch of ancient, lost, or forbidden power to. Also any magic with those elements added in has a difficulty to lore increased by +2 for anything that would involve lore, such as if someone was trying to assess your magic for a counterspell the difficulty is 2 higher, but it also works for things like rituals so if you had a thaumaturgy ritual that was normally complexity 6 using this power with it would make it complexity 8 (but the benefit of +1 to complexity means you functionally would only need one extra shift than regular). Likely any thaumaturgy at the speed of evocation is viable.

okay so basically i would like people to rate this and tell me if they think i'm being fair about the cost of it and what not. I think it's fair considering thaumautrgy is nigh impossible to do quickly with it but i could be wrong. And if you dont think it works could you please say why. Thanks in advance ;D

4
DFRPG / Real Quick "At the Speed of Evocation" Question
« on: June 01, 2010, 04:40:07 AM »
When you use thaumaturgy at the speed of evocation is it still limited by your lore? sorry if this has already been answered but i was just looking at the pdf thinking up a character idea and got kinda confused.

5
DFRPG / Question on the Opinion of adding stress boxes.
« on: May 07, 2010, 09:51:53 PM »
Okay so lately i find my mind keep being drawn back to how in this game one can easily obtain 8 or even more physical stress boxes with the appropriate toughness abilities. But my question is how could these be done up for the other stress tracks? Also how would one do that for pure mortals who can endure alot of physical punishment? I've come up with a pretty simple idea and would like some feed back.

Rigerous Phyical Training -1 (adds one box to the physical stress track.)
Ancient Mind -1 (adds one box to the mental stress track)
Centuries of Politics -1 (adds one box to the social stress track)

I think these are pretty good, but the problem i have is I'm not sure whether they would be mortal stunts or powers(i'm leaning more toward powers at least for mental and social versions) or whether the cost is really "Fair". I would much like some feedback on these but if you dont like them or dont think they fit please explain why. Thanks in Advance.

6
DFRPG / Quick Question about death curses.
« on: May 03, 2010, 11:29:25 PM »
Okay so I have a session tomorrow and we are coming up to the end of the story arc and everyone in my group is going to be fighting a dark sorcerer who got a little too god complexy. Well I ruled in my game that sorcerers can get death curses provided they have thaumaturgy. But the problem is when he goes(its almost guarenteed but injurelessly? Ha!) He is gonna want to throw a death curse at them(they all seem to have magicly forgotten about death curses even though Ive warned them time and time again) So i was wondering how he would throw his death curse? I mean i was thinking he would attempt to kill them instantly with it(sorta like Sells tear your heart out spell) or at least give them a terrible aspect(i have some question about how to stat it up but this is more important right now) but the only versions of these spells i have seen are single target. Can they be made multiple target or if he wants to kill them am i better going with an enhanced evocation type of deal against them?

7
Okay so me and my group which consists of 7 people including myself(yeah i'm pretty sure its too big but... they all wanted to play, how could i say no? ;D) Sat down to start up our campaign yesterday. We talked about what we all wanted to see in the campaign and given that half of us have read the books and we all love the circle or black council if you will we decided they had to be a powerful entity. Also none of us wanted the war with the red court to be going on and since we love the wizards we said that the campaign would take place in the future(20 years to be exact) and the red courts have been driven to near extinction by the wizards, sort of similar to what happened to the black court centuries ago.

However the fighting between the white council and the red court caused alot of darker creatures to get a leg up if you will. So the black court vamps are powerful again and the city of lost dreams is the home of one of their biggest clans(centered around six flags magic mountain, i mean come on any place with ticket prices like that has to be run by some type of blood sucker ;) ) Then we also decided the paranet is finally fully up and running and is part of the white council now(effectively allowing anyone who joins the paranet to become a member of the white council by way of association). They sort of function like a weaker but well loved section of the white council. They dont get to come to the meetings yet or anything though and many are treated with a sort of disdain by the older wizards but they are slowly growing closer to the white council and are becoming more highly thought of(while many of them dont have talents as diverse as wizards there are more of them than actual wizards so they still have great diversity overall).

On the black council(which is their "Official" name) front, they exist in the semi open now(they are known of but dont meet en masse or conduct any large scale operations). The benifits of joining the black council are quite great: the black council frequently hands out knowledge on dark magic and law breaker powers. They also will accept even the un-trained, like sorceres or even focused practioners. The black council also lets its most elite members become one of The Watchers, a group basicly like the evil wardens(complete with nifty magic tools as well). The black council is led by the strongest, evil-est members and they call themselves the circle(no one knows the identity of any of the members as they all always appear through ghostly illusions of themselves or possibly actual ghosts, and are always wearing non descript black robes). But ofcourse evilness on that scale comes at a cost. The black council forces its members to do jobs, unlike the white council were all membership requires is a set level of power and a following of the rules. These jobs might be as easy as obtaining an old book from your local library. Or potentially as difficult as assassinating a powerful warden quietly.

Phew that was alot! now on to the characters.
 One of my people is playing a Necromatic Priestess who is the daughter of one of The Watchers. She is not officially part of the black council but of course has law breaker. She belives that dark magic can be used for good if its used carefully.
 One of them is playing a Soulfull Black Court Vampire - a regular joe who was subjected to a powerful dark ritual that trapped his soul in the body of a black court vampire. He can draw on his vampiric power but it slowly destroys his soul.
 One of the players is playing a High Wizard the great great grandson of the Merlin(the original not Langtry) An arrogant and powerful young wizard who has somehow come up with soulfire.
 One is playing a Chosen of the Spirits- a native american shapeshifter who was brought back to life by his guardian spirits for a mysterious purpose.
 One is playing a Lance Wielding Amnesiac- a regular joe(or is he?) who woke up about two weeks before the story started with only the clothes on his back and a lance in his hand. He has no memory of his past but is constantly being chased by monsters for an unknown reason.
 One is playing a Wiseass Wizardess A wizardess of the white council contemplating going rouge.
 And Finally one is playing a Rebellious Knight of The Cross a knight of the cross who feels the way the church goes about things is wrong.

Okay we actually did alot more than that but my fingers hurt(lol) so im gonna wait till i can feel them again then i'll post some specific stats for each character and how the start of our first adventure went(which was pretty amazing) On a criticism note: i dont really have any criticism! none of us have ever even been to that side of america and city creation still went really smoothly. I love this system! ;D

Edit: I should probably note that the big three we picked for our city are
The Theme: Supernatural Hotspot
The Theme: Lost Dreams
The Threat: Darkness Prevails

8
DFRPG / Some help with summoning and binding thamaturgy
« on: April 13, 2010, 11:31:37 PM »
Okay so i have a cool idea for a wizard with water magic to create like a guardian knight out of water and i figured this would be best represented by summoning and binding some type of powerful water spirit. So my question is can someone tell me if i have the base idea of how this should work.

First you would create the circle barrier which works like a reverse ward to beat their conviction so at least 10 base(for a conviction of superb(+5)) plus another 3 or 4 for duration.

Second you would summon the entity which is an attack against their conviction so again assuming a superb conviction this would be a difficulty of 10.

Third would be the binding which would again assuming superb conviction would take 4 for their stress track +4 for their two mild consequences, +4 for their moderate, +6 for their severe, +8 for their extreme, and maybe a +1 to take them out? which would come to a total of 26 or 27 depending on which is nessacary. Then going with the 26 version you would put it's extreme consequence as some sort of aspect relating toward its binding to you? and then you can compel that aspect whenever you need it to do something?

I think thats how it's supposed to work. If it is sorry for wasting your time but i would really like to be sure i'm doing it right. After all as bob says its better to get the containment and fail the summoning than get the summoning and fail the containment. lol ;D
P.S. If anyone has any critique or advice or comments please speak them.

9
DFRPG / Question about power levels(for all the characters)
« on: April 13, 2010, 02:56:10 AM »
okay so me and my group started playing last week and we've been playing alot since then(we are majorly addicted). Well some of our stuff sorta got out of hand and basicly we have characters pretty early on that are well frankly alot stronger than many of the more common characters in the story. My question is do you guys think it would be better to tone the power level down a little bit(which would probably get some angry responses) or should i just up the power level of most of the characters in our world as needed?

I know that doing something like this might not be nessacary but its the first campaign and i dont want them to get ridiculously powerful, that quickly at least, so i figured if i up the ambient power it will make their greater power less... well great. Thoughts?

10
DFRPG / quick sponsored magic question(namely hellfire)
« on: April 08, 2010, 11:50:00 PM »
okay so i have a character who wants to play a wizard with hellfire from the shadow of a denarian(sound familar?  ::) ) But this idea has caused me to come up with three questions.

First So okay in the sponsored magic descripition it say sponsored magic can be combined with any evocation bonus's from specialization for a supercharged effect. So would this be like if the wizard has a +2 to fire evocation power and he casts a blast of fire with hellfire in it he would also get the +1 from hellfire for dealing stress equaling a total of +3 to the power?

Second does having the shadow of a denarian cost refresh(like demonic co-pilot)?

Third does hellfire and other sponsored magic's work automatically or does the character have to draw on them specificly for a spell?

11
DFRPG / a quick question regarding denarians.
« on: April 01, 2010, 04:48:49 PM »
um... okay im not sure this even qualify's as a question of any relevance or anything but is any of the denarians in their actual form's statted up? like if one could somehow(who knows how) get one of them out of a coin are they statted or at least partially statted to were you could wing them as enemies or something like that?

12
DFRPG / The Senior Council.
« on: March 28, 2010, 07:57:35 PM »
so i was setting in my room the other day thinking about the dresden files. Well according to dresden's character sheet he starts out at submurged(sp?) power level and is always, even in later books, talking about how his powers aren't at a full stature for wizard's yet. So it got me thinking if the average power level for wizards is that high how strong do the members of the senior council have to be?

I mean they are always talked about as being the most powerful wizards hands down and we even got a basic example about how powerful they are in dead beat
(click to show/hide)
So its got me wondering how freaking powerful would they be? i heard somewhere on here that you can easilly run a game at refresh levels of up to around 30 before you have to start statting up some of the plot devices so i just really want to know how strong people think the senior council is gonna be.

Personally i'm thinking they will all be higher than 30 refresh as i sorta see them as plot devices. but i want to hear other peoples opinions on the senior council.

13
DFRPG / Question about Thaumaturgy.
« on: March 19, 2010, 03:53:39 AM »
okay so i have been reading up quite significantly on pretty much everything to do with this game lately that i can find. I'm pretty sure i have the basic idea of evocation down. The lore, conviction, and discipline aspects of it, how you get to pick 3 elements when you take it and you can specialize in one and such, but i'm not really understanding alot on how thamaturgy is supposed to work. From looking at dresden's character sheet it would appear that you can specialize in a type of power too. But divination is what he is specialized in so my thoughts that thamaturgy would run on the same elements as evocation are totally shot.

So my question is, basically, can someone explain the basic idea of how thamaturgy works(like in game, i pretty much get it in the novels) like how discipline, lore and conviction work into it(assuming they are even part of it)
And maybe a rough power level because i assume its far stronger than evocation potentially(or whats the point lol)

Oh and if this is like a no-no or something, like i'm asking too much, or something spoilerish, you have my deepest apology's. i just suffer from extreme curiosty lol  ;D. So any answer or anything really that can help would be very much appriciated.

14
DFRPG / Wondering if Cowl will be statted.
« on: March 15, 2010, 09:40:13 PM »
Okay just by looking at my name im sure pretty much everyone can guess who my favorite character is lol. but im really quite curious as to know wether or not he will be statted up, as he was/is(dont feel like getting into that debate) a majorly important character and since most npcs are statted i was hoping he would be too. Any info on this would be most graciously recived. Thanks in advance lol  ;D.

Pages: [1]