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Messages - Watson

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151
DFRPG / Re: Compelling an Aspect created through Evocation
« on: December 03, 2010, 03:04:26 PM »
What I was looking for is how to, by the book, create an Evocation that replicates the effect in the book store from Dead Beat (the target is blown away, through the wall (obviously into another zone), taking considerable damage). The opponent is not “taken out” as he comes back to attack Harry later in the scene.

Using a house rule allowing to “sprint” the target into another zone is fine by me, but not when trying to understand how the more tricky Evocations are supposed to be handled (thus my two suggestions above).

How would you replicate the Evocation if using the rules in the book (i.e. no house rules)? It feels strange to be forced to Compel the Aspect created (as I suggested above) to generate an effect that throws the target to the outer side of the street (as this would then not be possible to do for a NPC, without Fate points).

152
DFRPG / Re: Compelling an Aspect created through Evocation
« on: December 03, 2010, 09:02:40 AM »
Is it correct to say that all effects of an Evocation (other than being strictly a maneuver, attack, block or counterspell) MUST be part of a compel (i.e. costing the caster a Fate point, and letting the target “resist” by paying a Fate point in return)?

As an example, the Evocation cast by Harry in Dead Beat where he hurls an enemy out through a window and across the street using Evocation – how this work (as an Evocation technically can’t send someone flying as part of an attack, block, counterspell or maneuver)?

Would it be considered a maneuver, placing the aspect “WIND STORM” on the target, then Compelling that aspect, sending him flying across the street (into another zone)?

Or would it be an offensive air Evocation causing physical stress (i.e. regular attack) and the “flying across the street” is just “color” (a narrative description) – the target is technically still in the same zone as Harry (even though this sounds strange, as “inside the shop” and “the other side of the street” seems like two different zones)?

I assume that a “tag for effect” or “declaration” can’t send an opponent flying across the street as above.

Thanks for the help!

153
DFRPG / Re: Held at gun point
« on: December 02, 2010, 11:40:36 AM »
Thanks for the replies. The game system is a bit different, compared to "traditional" RPG's (read: that are trying to simulate reality more than the FATE-system does), so it takes some time getting used to a different mindset.

154
DFRPG / Held at gun point
« on: November 30, 2010, 11:20:08 AM »
After reading the section in Blood Rites, where Harry is being held at gun point by a, presumably unskilled, shooter I started to think about how to handle that situation in the game. In the book, Harry is afraid of being killed by a single shot, before he can put up his defense magic, so I thought that the same feeling should be able to be created in the RPG.

Going by the book, Harry should not be afraid of getting killed by a single bullet (which is odd). Even if the shooter (not named here, not to spoil some of the story) has had time to place some Aspects on Harry or himself/herself, a single bullet can technically not kill some one, even in that situation.

How would you handle it, to make it a lethal situation for PC in the same situation? Would you assume that the PC is already assumed to be “taken out” (meaning that the NPC would be able to kill him right away, without rolling the dice)? Any other ideas?

155
DFRPG / Re: Compelling an Aspect created through Evocation
« on: November 23, 2010, 05:01:21 PM »
Thanks for the replies. I think that I am starting to get a grip on the Aspects (in regards to compels and Aspects placed as manuevers). Getting rid of the Aspect KNOCKED PRONE as a supplemental action sounds like a really good point (not by the book, but I would allow it in this case).

156
DFRPG / Re: Compelling an Aspect created through Evocation
« on: November 23, 2010, 02:11:31 PM »
Yes, there were a lot of questions in one post, sorry about that.  :)

One of the key things, that I am struggling with, is the question what an Aspect actually means when placed on an opponent (through magic or otherwise). As I see it (correct me if I am wrong) – it does actually not mean anything [seen from a rules mechanical side] other than that it enables anyone to invoke it (for a bonus or for effect) or that anyone can compel it (which costs Fate Points). This also means that someone that is KNOCKED PRONE or LEVITATED OFF THE GROUND is not really technically restricted by those Aspects (unless they are compelled by either the GM or a player), they would [technically] be allowed to move and act freely (but the GM ought to compel the NPC!). 

The fact that the GM might want to compel the NPC’s using the Aspects created by the spells cast by the PC’s is a different story (as this gives the NPC’s Fate Points).

157
DFRPG / Compelling an Aspect created through Evocation
« on: November 23, 2010, 11:36:47 AM »
I have a question about spells as maneuvers: If a spell is cast as an evocation maneuver, it basically places an Aspect on the target – does it actually do anything else (in terms of rules mechanics) than to give the target an Aspect? And what about players compelling that Aspect?

As an example, if you use the Whirlwind spell (YS295) to place the Aspect “KNOCKED PRONE” on the target, does anything actually happen to the target or is someone required to spend Fate points for the target to physically stay prone? If a Fate Point is required to actually make the target stay put (through a compel), would it really be that simple to take out a target by spending a Fate Point, compelling the “KNOCKED PRONE” Aspect and then have the target locked in place?

If the "KNOCKED PRONE" Aspect is not good enough for taking someone out of combat, one could change that Aspect to "LEVITATE OFF THE GROUND". Can a player then simply compel that Aspect to have the NPC hanging helpless in the air? In that case, taking out any target with negative Fate Point scores (i.e. most powerful NPC’s!) is extremely simple…

Or how would you otherwise treat such a spell that places such an Aspect on a target? Is it only there to provide an opportunity to get a +2 modifier or a re-roll (Invoke)?

Or is it fair to say that if the players want to use (read: exploit!) such an Aspect (except getting a +2, re-roll or invoking for effect to state a minor fact), then the player must compel the Aspect (thus costing a Fate Point, and passing the approval of the GM)?

I can see that in case one wanted to lock targets in a zone in place, creating a Block is much more suitable (but as I can’t really get a grip on the Aspect placed by the spell and compelling that Aspect, I ask the question). And afterall, the "Whirlwind" spell is in the rule book...

158
DFRPG / Re: Limits on the number of manuevers?
« on: November 15, 2010, 02:13:12 PM »
Thanks for the quick replies! I interpret it as it is technically possible for one person to create several maneuvers after each other, stacking temporary aspects on a target, and then tag all of them in one mighty attack.

Would it be fair to say that temporary aspects placed on a target as a result of maneuvers can be removed (without a roll, from the targets side) if the target having the aspect does something that makes the aspect seem pointless?

What I mean is something like this: Two PC’s fight a single NPC in a narrow alley, and the PC’s act first in the exchange, by performing maneuvers on the target (placing the temporary aspects CORNERED and OUT OF BALANCE on the target). The target NPC then selects to sprint as his action during the exchange. Would the two aspects still be applicable, despite that the target no longer is in the same zone (perhaps he is in the open, in another zone, and most likely not “out of balance” any more)? Can I as a GM simply remove the two aspects?

159
DFRPG / Limits on the number of manuevers?
« on: November 15, 2010, 11:42:18 AM »
I have searched the forum and the rule book, but can't find anything that limits the number of Manuevers that one person can do in order to place temporary Aspect on a target. Are there any limits for this?

I can see that there is some kind of "in-game limit" during play, as each Manuever takes one exchange (thus three Manuevers takes three exchanges to do, during which time his/her opponent take do three attacks on the one doing the Manuevers).

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