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Topics - Wolfwood2

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DFRPG / Pack Instincts useless for a PC?
« on: May 22, 2012, 08:00:25 PM »
So one of my fellow players wants to play a lycanthrope PC, and I am kind of wincing on his behalf.  The "only near the full moon" limitation on his abilities is bad enough.  (I know it's meant to be taken care of narratively, but a lot of adventures/campaigns lend themselves to tracking time more carefully.)

However, I can't help but feel bad that the template is forcing him to take Pack Instincts.  None of the other players are playing lycanthropes or any creature with pack instincts.  And honestly, the benefits are pretty weak even if they were.  Less useful than a lot of stunts.

I think Pack Instincts make good sense for building NPCs, but I wouldn't put it as a mandatory part of a PC template.

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DFRPG / Most useful rotes in-play?
« on: June 03, 2011, 02:31:56 PM »
So having played a couple of wizard characters now, I'm still struggling when writing up my evocation rotes.  I'm never really confident that I've designed them "right", not so much as reagrds to the rules as to what makes a good rote.

So I'm asking folks with actual play experience using rotes.  What have you found most useful in game?  When have you broken something out and said, "Boy, I'm glad I had that as a rote?,"?  Do they really matter at all?  Is there a trick where maneuver rotes or protection rotes are more useful?

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DFRPG / Comment on Enchanted items?
« on: May 02, 2011, 08:45:47 PM »
For my "former mercenary" wizard, I am going to try going a little heavier on the Enchanted Items.  Looking for some comments/suggestions/clarifications.  He will have Lore 5 and the Crafting Specialization that adds an extra use/day to every enchanted item.

(1 EI slot) Ghost Dance Bracelet - Provides an automatic 5 shift Spirit Block against an attack twice per session.  (Can I also make it Armor 2, depending on which is better?)

(1 EI slot) Hole in Time - A clockwork pocketwatch with no minute or hour hand but only a second hand that rotates by magic.  Twice per session it can rip a hole into the Nevernever for one exchange allowing a quick escape.  Technically passage into the Nevernever for non-weak areas is "5 and up", but I am starting with Lore 5, so I'm just going to ask my GM that we bend the rules a little and say it 'just works' unless the GM wants to compel some scene aspect about the barrier to the Nevernever being thicker than usual.  The PC has an Aspect, "The Nevernever is my playground" so it seems appropriate.

(1 EI slot) Luck Swallowing Camera - Basically does an Entropomancy curse on a target in plain sight as though with a Complexity 5 Thaumaturgy ritual, placing an Aspect of "Bad Luck" on the target for a scene unless they oppose with a Discipline roll.  There are probably better things to be doing on combat, but this has the benefit of being able to work out of combat on unsuspecting targets.

(1 EI slot) Some generic attack enchanted item.  Still considering.

(2 EI slots) Two potion slots.

(1 focus item) +1 Offensive Fire.

What do you think?  Different enough?

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DFRPG / Mercenary Spellcaster Character Concept Question
« on: April 25, 2011, 04:25:14 PM »
So the DF game I am playing in, we are doing a reboot and making some new characters.  I came up with the concept of a spellcaster who had spent years selling his services in conflicts all over the world, but recently decided that this was no way to live.  He is attempting to retire and "go straight".  During his "Bloodsoaked mercenary past" (his Trouble Aspect), he has always been careful not to break the laws of magic.  If he did a divination to tell the artillery where a rebel encampment was, wasn't on him when they shelled the rebels to fine red mist.  Or if he cursed a guy until until he couldn't walk straight then shot him in the face, it's not like he killed the guy with magic.

Another of his Aspects is "Magical Elitist".  Basically, think Draco Malfoy.  He thinks that since he can control the fundamental forces of the universe, walk through the spirit realm, and may live for hundreds of years, this makes him better than other human beings.  Go figure.  He used to think this meant the lives of regular humans didn't matter.  Now how still thinks he's better than non-magic mortals; he just doesn't think that justifies killing them anymore.

Now my question is, should this guy be a Sorcerer or a Wizard?  He's supposed to be powerful and infamous.  The whole Mercenary thing seems a little more Sorcerer (they're supposed to have a longer leash), but the magical elitism thing works better if he's an actual Wizard at the top of the heap.  Maybe he's just a 'black sheep' WC Member whom many of the other WC members think is a jerk, but who was all, "What business is it of yours?"

I'm going back and forth on this.  It doesn't matter too much for the 'How many times can he take Refinements?," (the only actual mechanical distinction), since we're starting at 'Chest Deep' anyway.  And whatever, if we ever get that much refresh and I really want those Refinements, maybe I'll ignore the rules for the Sorcerer template and take them anyway.  No,  the only question is, will this character work better if he's formally a part of the White Council or not?

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DFRPG / New Minor Talent Concepts
« on: March 09, 2011, 05:32:39 PM »
I'm looking to make a list of potential minor talent descriptions/concepts for quick reference and inspiration.  Note that I very deliberately say "description" as opposed to "power".  The existing powers in the book are very broad, and it's very possible to that many or most concepts for a minor talent could be covered under an existing power.  Nevertheless, there may be many different takes on any given power.  Someone who can lay out tarot cards and see a person's future might have the same power in a mechanical sense as someone who can channel ghosts from the future, but they'll play out very differently.  Or some concepts may be hard to represent with an existing power, but it may not be important if they're just an NPC.

A few ideas off the top of my head to 'prime the pump':

1. Old woman with lots of cats who has a telepathic bond bond with all of them and can see through their eyes and control them.

2. Taxi driver who can drive his cab from one end of the city to the other in less time than is physically possible.

3. Guy who can conjure ectoplasmic versions of his tattoos.

4. Woman with "x-ray eyes" who can see through walls and doors (but whose distance vision isn't better than anyone else's).

5. Someone who can see a person's future in a tarot reading.

More?

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DFRPG / Looking for Necromancy Ideas
« on: March 07, 2011, 07:12:35 PM »
During city creation for a camapign I'm going to be running, the players decided that necromancers and necromancy-related stuff should be a big Aspect (literally) of the campaign.  In fact, a City Theme is, "Necromancers' Playground".[1]  So to accomodate, I want to come up with a lot of interesting variants on necromancy and how it might be used.  Non-obvious stuff, neat tricks, goals for necromancers, and that sort of anything.  Anything to stretch beyond the basic raising of human zombies.  Ideas are welcome!

Other things going on the city (Pittsburgh) are a major (and successful) war campaign by the Winter Court to crush Summer.  Also, the White Court has deep roots in the city and are known to be in an uneasy alliance with the necromancers.  Red Court doesn't seem to be around.  Character aspects that should also be played into:

1) One PC is a priest with True Faith and an Aspect, "My Mother is a Necromancer".  Obviously I can have fun with that.

2) One PC is a White Court Virgin (despair), so ideas on how the White Court and the necromancers cooperate would be good.

3) One PC is the illegitimate son of Hermes, and the player is interested in Hermes' role as 'guide for the dead' and has taken the Ghost Speaker power.

4) One PC is an aging (or rather non-aging) ex-rock star who sold his soul to Hermes years ago and is now assigned to watch over Hermes' son and do whatever else he's ordered to.  (His Trouble is 'My Debt is Due'.)

One idea I already had is to build off the idea of zombies requiring a beat to make music potentially very important in necromancy.  Like, if you build music beyond a basic drumbeat into your necromantic spells, you can get some amazing effects.  This would play into the former rock star's character concept.  (I am not particularly concerned with following Dresdenverse canon here.  I prefer cool over Harry's idea of what necromancy can do.)

(1) If you're asking where the Wardens are in all this, they're around but operating under some hindrances.  The Wardens (and the White Council) is highly distrusted in this city, and they get completely stonewalled in attempts to track down necromancers.  Nobody will talk to them voluntarily.  Again, please no setting arguments about how the White Council wouldn't allow that or anything.  This is the city the players built, so that's how it works.

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DFRPG / Thaumaturgy Communication Ritual
« on: February 07, 2011, 10:18:09 PM »
Suppose you wanted to use thaumaturgy to commuicate over a distance with someone.  Let's say the trapping is that the caster waves his hand over a mirror, it grows foggy, and his face appears in a reflective surface near the target.  They can then converse.  (This was a lot more useful before they invented cell phones.)  To me this feels like the "duplicate a skill use, ignoring that it's impossible" type of thaumaturgy, though I'm not sure what kind of skill it should be.  It's not really meant to be an attack or something that the target needs to defend against.

What complexity do you think it should be and why?

Does it fall under the Divination specialty, or if not then what?

How should it interact with thresholds?

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DFRPG / Enchanted Item realization
« on: February 04, 2011, 09:18:29 PM »
I had been wondering if Enchanted Items didn't kind of suck compared to potions, which are much more flexible.  Then when reading the Enchanted Item rules for about the third time, I _finally_ noticed that last sentence.

When a practitoner has already used all the 'uses per day' for an item, they can continue to use it by taking one mental stress for each extra use.  Gah!  That makes enchanted items about fifty times more useful.  This is especially nice if you're someone with Ritual or Thaumaturgy but not Evocation and aren't using that mental stress for anything else when not doing ritual casting.  Get yourself a nice Enhanted Item weapon and go to town.  Even for a full wizard, I can see a lot of situations where it would come in handy.

Am I the only one to have not noticed that rule on the first read-through?  Right now I'm feeling kind of dumb for having dismissed enchanted items.

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DFRPG / Fortune Telling and Seeing the Future
« on: December 06, 2010, 04:46:06 PM »
Fortune telling is pretty classic magic.  Reading tea leaves, dealing out the tarot cards, poking through entrails....  I don't think it's supposed to be a 6th Law violation, as that seems to talk exclusively about actual time travel.  Though then the reference to the Gatekeeper also seems to imply that seeing the future is very difficult.

How should fortune telling be handled in game?  I'm talking beyond Cassandra's Tears, let's assume thaumaturgic ritual type magic to see the future.  The easy answer would be to say it can't be done in the Dresdenverse, but I don't think the books ever come out and say that.  And frankly, like I say above, that sort of divination is one of the cornerstones of magic in stories and mythology.  I'd hate to toss it out or say it's only the province of warlocks.

On the other hand, obviously any type of future prediction is tough in an RPG.  Has anyone handled it in their games?  If so, how?

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DFRPG / Who can enter the Nevernever?
« on: October 18, 2010, 06:50:08 PM »
I'm a little confused on what it takes to get into the Nevernever.  As far as I can tell:

1. Any supernatural creature can do it, but it usually takes them them a scene (or being absent from a scene) so they can go find a place that "resonates" with their power.

2. Anyone with Worldwalker can do it at any time, so they can use it for quick escapes and such.

3. Anyone with Thaumaturgy can do it?  Not quite sure I got this one.  Harry seems able to rip open portals to the Nevernever on the spot.  Is that because the complexity of the ritual is below his Lore, so it's not a problem?

Also, what about humans who have more limited powers?  Like, can a focused practicioner find their way to the Nevernever?  Do we treat them as "a supernatural creature" for this purpose?

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DFRPG / Help Design a Rote "Freeze" Evocation
« on: September 08, 2010, 02:55:04 PM »
So I need to come up with a couple of rotes (Lore at +2) for my character in a chest-deep game.  He's got an affinity for ice evocations (specializes in water), so I am considering having one of them be a "freeze" attack spell that basically encases the target in a block of ice.  Can someone help me work out how this would work and how the rote should be best designed?

Right now the character has Conviction and Discipline at +4, a speciality in water (Power +1), and I have not yet decided on his focus items.  (Feel free to suggest; he has 4 slots.)

I imagine that the effect of this should basically be a grapple, though I'm not sure if I understand how grapples work.  Does a grapple prevent someone from acting defensively?  Like, say, using Athletics to dodge in response to being attacked?  It seems really powerful if it does, but I'm not sure conceptually how to explain an opponent still twisting and dodging when they're encased in ice.

How much power should I put into this thing?  Is it worth overchanneling as standard on a rote?  How many shifts is it useful to put into duration?  I want it to last at least one additional exchange, because I can't count on going before the opponent and that means it's basically wasted it it only lasts one exchange.

Just curious how the mechanics experts would do this one.

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DFRPG / Attacking Hunger Track with Evocation
« on: September 01, 2010, 07:20:00 PM »
Could Evocation be used to attack a vampire's hunger stress track directly?  It seems to me that Water ought to be able to do it for Red Court and Black Court (as they use physical blood) and Spirit ought to be able to do it for White Court (as they use emotion).  In narrative terms it seems simple enough to describe what you're trying to do, which is to destroy the 'fuel' the vampire is using to power their supernatural abilities.

Do you think it would be defended against with Discipline, or would Endurance or something else be more appropriate?

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