Yes rotesThanks Taran!
Question. I have a character who has an item of power and I am deeply interested in getting the ability "All are equal before God" or a variation on my item of power eventually since our power level is feet in the water. What I would like to know is how much would such an ability cost. I asked in my whatsapp group and everyone was freaking out and whatever like its gonna be the end of the world. One side argued that their should faith based items because of different religions and whatever but my DM shut that idea down. My DM made it so that there will only be 3 faith based items in game i.e the swords of the cross and he was going on about how its unfair for a p.c. to just spend refresh to get that particular ability, while someone else who took the time to be a knight of a across to get said item. I argued that its easy to get a sword of the cross only because of the red tape surrounding it, via the trappings and restriction and have a high concept to match.
How would a character defend against a "Blinding Flash" maneuver? Like a Blinding Flash Ring or Blinding Flash spell, etc? Would it be Alertness, saying you notice in time to try to close your eyes, or Athletics which is used for most other physical defense rolls? Or another skill?
Didn't we have a thread like this a while ago? Maybe we can make this one sticky so people see it?
When I get the chance I'll post what all he's done since game one and you will see why I am frustrated.
I'm not sure incite is that obvious - maybe actual psychic damage is, but I'd say the maneuvers are designed to be subtle otherwise everyone would know what a White Court Vampire is.
Has there ever been an example of anyone using Outsider magic? An if so what would be a good example of what to expect of such a thing?In the novels? What comes to mind is
Red Court Infected can get by without feeding. Most of their magical superpowers are blood-fueled, though.
My quick question:
In the novels, Harry is able to fend off vampires using his faith in magic to hold them at bay. Is he using something like the Conviction-based "Blessed Words "Stunt (that allows him to swap Conviction for Fists or Athletics) to defend against the attack, or is he actually performing a block with Evocation (and taking a point of mental stress as he does so)?
The laws of magic only applies to those who only use magic correct?I'm going to need some clarification, please. I will say that they apply to those ostensibly mortal/free-willed characters (IOW, PCs for the most part). For more info, either wait for Tara/Haru/Sancataphrax to chime in or go to the sticky law threads.
I don't pretend to know the nuances of the Laws of magic. Usually it's whoever cast the spell.Oh my word, you are correct. My apologies.
Also, maybe just a typo blackstaff, but it's Taran (http://prydain.wikia.com/wiki/Taran), not Tara...
How powerful is Thamaturgy exactly and do I need to be a full wizard to do it or no?
The laws of magic only applies to those who only use magic correct?
For more info, either wait for Tara/Haru/Sancataphrax to chime in or go to the sticky law threads.
The laws of magic only applies to those who only use magic correct?That's going to depend on you and your group and how you want to interpret the laws.
How is sponsored magic out of their jurisdiction?
How is sponsored magic out of their jurisdiction?For one, the reason Taran describes. A sponsor could simply shield your mind from corruption.
For one, the reason Taran describes. A sponsor could simply shield your mind from corruption.At your tables perhaps the Wardens act that way. Any Warden that sees someone using magic to take a life, be it Outsider, Fomorian, Hellfire, Summer/Winter, etc., is STILL going to see a murderer and will closely question that caster, assuming he doesn't kill the caster right off the bat just to make sure. YES, the Sponsor may shield them from the cosmic hit of Lawbreaker; no, they will not go to bat to protect the idiot so crass as to use it to kill or otherwise break the Seven Laws.
But when it comes to the Wardens, they would not only have to deal with you, but with your sponsor as well. Worst case, this would start trouble in the politics of the supernatural community. They could go through the channels of the unseelie accords, but if it's not a mortal wizard, they can't claim jurisdiction over them. The supernatural world is big on stuff like this.
In fact, in some cases, you could interpret a wielder of sponsored magic as the sword of the sponsor. He is no more liable for his actions than a sword would be, at least where supernatural politics are concerned.
But this doesn't mean they are immune to it all. They could well take a lawbreaker stunt without the Wardens being able to touch them.
At your tables perhaps the Wardens act that way. Any Warden that sees someone using magic to take a life, be it Outsider, Fomorian, Hellfire, Summer/Winter, etc., is STILL going to see a murderer and will closely question that caster, assuming he doesn't kill the caster right off the bat just to make sure. YES, the Sponsor my shield them from the cosmic hit of Lawbreaker; no, they will not go to bat to protect the idiot so crass as to use it to kill or otherwise break the Seven Laws.How would you view the loophole we've seen in the novels with Binder? He's known to summon creatures and then order them to kill, but that bare degree of separation keeps him clear of the Wardens Justice (if not off their radar).
That's how I'd rule at my table, anyway.
How would you view the loophole we've seen in the novels with Binder? He's known to summon creatures and then order them to kill, but that bare degree of separation keeps him clear of the Wardens Justice (if not off their radar).Simple. The moment Binder ordered the creatures to break the Laws, Lawbreaker. Might have it already but for an editing error.
At your tables perhaps the Wardens act that way. Any Warden that sees someone using magic to take a life, be it Outsider, Fomorian, Hellfire, Summer/Winter, etc., is STILL going to see a murderer and will closely question that caster, assuming he doesn't kill the caster right off the bat just to make sure. YES, the Sponsor may shield them from the cosmic hit of Lawbreaker; no, they will not go to bat to protect the idiot so crass as to use it to kill or otherwise break the Seven Laws.Oh, absolutely. In the heat of the moment, things can get messy very fast. A Warden is bound to react that way, when he sees someone murder with magic. But in other situations, where it isn't quite as immediate, things can get political. Not a lot of wardens are going to like this, but what else is new?
That's how I'd rule at my table, anyway.
Simple. The moment Binder ordered the creatures to break the Laws, Lawbreaker. Might have it already but for an editing error.Not disagreeing with the Lawbreaker, but there's some grey area between Lawbreaker and instant execution by a warden. Harry said in TC that Binder has always "careful not to break any of the Laws of Magic, so the Wardens haven’t ever been able to take him down." Give that one of the things he apparently gets hired for is as an instant army capable of "trigger work" it seems that he's found such a loophole. In his case, nobody dies by magic, they die by guns fired by creatures that were summoned with Magic. As I understand it such a thing still ought to cause the twisting of the soul side of things, but make it past the secular WC legality side.(click to show/hide)
I thought the role of the summer/winter knight was in part to kill humans? Harry references historical figures of terror that were Winter Knights. Slade was very definitely a ruthless and brutal murderer. The White Council does not represent as the defenders of humanity for the Accords. So I don't see how Wardens could/dare to police the knights as they work Seelie/Unseelie magic. You really think a Winter Knight who did not start as a wizard would hesitate to kill with magic? Harry certainly blew an ogre to bits in a horrific fashion to make an example as a knight, implying winter influence.They dont, as a legal matter, police the actions of the Knights are outside their jurisdiction, in the same way Molly is now outside their reach. But then Harry says he may well be the first Knight that was a wizard first and who maintains membership, which puts him into an awkward grey area.
Not disagreeing with the Lawbreaker, but there's some grey area between Lawbreaker and instant execution by a warden. Harry said in TC that Binder has always "careful not to break any of the Laws of Magic, so the Wardens haven’t ever been able to take him down." Give that one of the things he apparently gets hired for is as an instant army capable of "trigger work" it seems that he's found such a loophole. In his case, nobody dies by magic, they die by guns fired by creatures that were summoned with Magic. As I understand it such a thing still ought to cause the twisting of the soul side of things, but make it past the secular WC legality side.Touche. That said, so much for a simple answer. ;D Perhaps this should be a sticky thread?
Thoughts?
Not disagreeing with the Lawbreaker, but there's some grey area between Lawbreaker and instant execution by a warden. Harry said in TC that Binder has always "careful not to break any of the Laws of Magic, so the Wardens haven’t ever been able to take him down." Give that one of the things he apparently gets hired for is as an instant army capable of "trigger work" it seems that he's found such a loophole. In his case, nobody dies by magic, they die by guns fired by creatures that were summoned with Magic. As I understand it such a thing still ought to cause the twisting of the soul side of things, but make it past the secular WC legality side.Touche. :D Look, I admit to running a somewhat conservative game regarding LoM (but without playing "Gotcha!" Players and I agree, we hate that). Barring further data from Evil Hat or the novels themselves, I'm sticking with it.
Thoughts?
Quick Question and Easy Answer I Hope:
Say a Wizard casts a Darkness Spell using Spirit Magic, is there any defense for this? From my understanding it would be manipulating the actual light in the room so there is no resistance to this spell that I can find.
Quick Question and Easy Answer I Hope:
Say a Wizard casts a Darkness Spell using Spirit Magic, is there any defense for this? From my understanding it would be manipulating the actual light in the room so there is no resistance to this spell that I can find.
If I wanted to build a feet in the water version of Jared Kincaid, how would it be done?
...can you please tell me how do I determine how much refresh do I get from my catch? I need to show my dm as proof because quite frankly he is a hard ass. Example, he tried to tell me that the catch: cold iron is probably only 2 refresh. Where I have seen on this forum that people usually get +3 refresh, I even saw in book 2 that some creatures got +3. Which is confusing because Book one is not the most clearest material in the world. Or if its only 2 then I can live with that.
If the vulnerability can only be deduced from personal knowledge, the bonus is +2 in addition to the value for how common it is (Example: No one ever knew that the Noose that Nicodemus wears could be used to attack him, until Harry made a lucky guess).
New question, what did they mean by water being able to ground out magic? As in if a house was surrounded by water, like a moat or something of that sort. If someone were to cast a spell, does that mean it will not work?
Nice Shaft, you covered everything very clearly... I just wanted to point this out: Do you mean +0?
Frankly, I'd also require you have at least Inhuman Speed on top of that and a good Aspect + reasoning. Bullets coming out of most common handguns tend to travel in the several hundreds of meters per second range of velocities, and those coming out of rifles can get up around pr over a kilometer per second.
So how do I go about making this stunt a reality? An I gave never seen a stunt where I can use fist to block such a thing.
Footwork: You’re fast on your feet and have
been in enough fistfights to know how to make
yourself a hard target. You may use Fists to
dodge attacks instead of Athletics, in all the
circumstances where Athletics might apply
(page 121).
What counts as cold iron or what exactly is it?Any metal with significant iron content, so various steel alloys qualify. It's not a special material in and of itself, as it is in other settings or in traditional DnD games.
can someone like bob cast spells with sponsored magic trait
With supernatural senses, where it says I have a wide range of senses (up to 12) does this mean if I want too I can have senses similar to Daredevil?
A Trapping of the Empathy skill dependent on whether or not the target was a beating heart?
You should be careful though because the things he can do are pretty powerful...like detecting lies by listening to people's heart-rates. I'm not sure how I'd adjudicate that. But it'd be one of the 12 senses.
A Trapping of the Empathy skill dependent on whether or not the target was a beating heart?
I find the description of Supernatural Senses a bit ambiguous.fwiw, in the Nextflix show version, it's described as all his other senses working together and giving him a more unified 3d perception based on sound but also smell and the touch of air currents and whatnot, so they at least played it as broader in source than pure echolocation. That approach especially makes sense if we are talking about some supernatural predator or other PC that could be expected to incorporate other senses like Smell naturally into their survival strategy.
I'd say that Daredevil has 'echolocation'. Which, essentially, lets him hear so well he can see. To me, that's one sense.
hmmm....although, he has a great sense of smell and touch too.
In any case, yes, you can have senses like Daredevil which let him automatically see through mundane disguises, recognize people, chemicals etc...
You should be careful though because the things he can do are pretty powerful...like detecting lies by listening to people's heart-rates. I'm not sure how I'd adjudicate that. But it'd be one of the 12 senses.
Or letting you detect lies with Alertness instead of Empathy? Is that how supernatural senses works?That would make sense to me.
Would something like this be able to bypass glamors and or stealth?I'd say it depends on the quality of Glamor and/or stealth. A glamour or stealth ability that incorporated all senses, or worked by mental manipulation, would probably function against it. But if it were all visual this ability might get around it.
small question lets say harry mixes soulfire and hellfire in same spell to attack bad guy of the book. what happens they fizzle each other or somehow harry learns how to create universe
for experiment harry has lash(lashciel's shadow ) with him
Can you make a Black Court PC?
All there powers seem to be in the Rule Book (Living Dead, Spider Walk, Supernatural Sense,Cloak of Shadows, Domination, Feeding Dependency etc.), and there are Red Court Infected and White Court Virgin template, seems the only thing keeping you from making a PC is the technicality that there is no middle-stage that you could call "human" and with Free Will.
small question lets say harry mixes soulfire and hellfire in same spell to attack bad guy of the book. what happens they fizzle each other or somehow harry learns how to create universe
for experiment harry has lash(lashciel's shadow ) with him
How does one get around a white court vampire's incite emotion ability? An how can one protect themselves from such a potent ability?
Sorry for double post. Also how does one get past or across a magical block without relying on magic, if possible.
How does one get around a white court vampire's incite emotion ability? An how can one protect themselves from such a potent ability?
Sorry for double post. Also how does one get past or across a magical block without relying on magic, if possible.
The minimum Refresh cost for a BCV is 14, which is too much even for Submerged.Now Im curious. Have you ever put together a PC Blampire? I could have some fun kicking around stats for a BCV-lite.
Of course, that shouldn't stop a group from hacking something together if they want to do so.
Now Im curious. Have you ever put together a PC Blampire? I could have some fun kicking around stats for a BCV-lite.
I could see some kind of blampire where the transformation was halted or the victim, somehow, survived and kept a semblance of humanity.I was thinking either that direction, as some sort of half-Blamp (maybe go Blade with it and make it a child who's mother was turned), or else maybe a PC with a very limited Sponsor agreement that holds the Blampire at bay and keeps a shred of their Humanity intact. In the latter case they'd treat the Blampire Powers as something that they can access via Sponsored Magic mechanics, but with the normal range of restrictions and consequences for using them too much.
That's how I'd spin it. Then give them some of the powers of a Blampire.
What does might over magic do exactly? I've heard the name of the ability mentioned before but has no idea of what it can do.
Now Im curious. Have you ever put together a PC Blampire? I could have some fun kicking around stats for a BCV-lite.
Nope. Some NPCs, but no PCs.Ill have to wait until I get home (or find my pdf's) but I think I want to start a new thread to chase this idea. :)
Can I also let the character take the Catch (only at night) on his Toughness/Recovery Powers that can be discovered/deduced with access to rare texts once the sponsor is known for an additional reduction on top of the Human Form bonus?
ALL PCs with Recovery or Toughness need to attach a Catch of some kind at my table. You don't "get" to take one, you must take one, because there's a silver bullet for literally everything supernatural in the Dresdenverse, it's just a matter of figuring it out and getting a hold of it.
As far as Human Form and Catch rebates...they're just completely separate things. If both are appropriate, you get both. Human Form is for when you *don't* have some powers 'normally' and *do* get them in some shapeshifted or conditional situation. Whatever your Catch is, the rebate it provides still can't reduce the total costs of Toughness/Recovery below -1, and ALL the powers attached to Human Form must add to overall cost -1. Here are some examples:
"Not Allowed" Example - The overall Toughness/Recovery/Catch cost is -0. You're not locked out of using Fire, but you would need modulate the bonus down to +3 to make the math legal again for a total -1 cost.
-2 Inhuman Recovery
-2 Inhuman Toughness
+4 The Catch: Fire
"Not Allowed" Example - This isn't allowed because your overall cost here is -0, so you'd have to modulate the cost down to -1 overall on your sheet or buy more powers to stick under Human Form.
+1 Human Form, covering:
-2 Inhuman Recovery
-2 Inhuman Toughness
+3 The Catch: Cold Iron
I have an idea for a character based on Moon Knight who is the champion of Khonshu, an Egyptian moon god. He would have Inhuman Strength, Speed, Toughness and Recovery as well as Cloak of Shadows, but only at night. I suspect that assigning these powers under Human Form would be appropriate to get a 1 point Refresh reduction on the abilities, but could/should I also say that the circumstances are "Rare" to reflect the fact that these powers are only available at night (and get a further 1 point Refresh reduction in addition to the one above).
Can I also let the character take the Catch (only at night) on his Toughness/Recovery Powers that can be discovered/deduced with access to rare texts once the sponsor is known for an additional reduction on top of the Human Form bonus?
[+2] Human Form: Involuntary Change, covering
[-1] Cloak of Shadows
[-2] Inhuman Strength
[-2] Inhuman Speed
[-2] Inhuman Toughness
[-2] Inhuman Recovery
[+O-3] The Catch: <insert catch here>
is exactly how I meant to suggest it in my first answer. ;)So, I'd allow this set-up, but your total powers under the catch would still add up to -1, despite the +4. If the player upgrades to Supernatural Toughness, the +4 bonus would come into play.
That's what I mean by "...modulate the rebate down to +3..." but in hindsight it isn't that clear versus how you said it.
1. During my session on Sunday, I had a player cause 12 stress on the Bridge Troll. The stress bar I think only has a stress count of 10. Since he went over, is that an automatic KO? I want to assume no and that they did that for printing sake.
Story: Wizard Brawler went to attack with Fists (+4) and roll +4 and +1 for hitting trolls. Troll defended with Fists and rolled a -3 for a total of +1. In addition to the +7, he had Weapon:5 (due to lots of strength stats) for a grand total of 13 stress hits, or 12 stress points.
Hello! I just have 2 simple questions.I'm not quite following your math here, but if an attack deals more stress than the highest available stress box, the target has two options. Either become Taken Out, the result of which is decided by the attacker. This can be anything narratively appropriate: death, knocked out, taken prisoner, whatever that has the target no longer a part of the conflict.
1. During my session on Sunday, I had a player cause 12 stress on the Bridge Troll. The stress bar I think only has a stress count of 10. Since he went over, is that an automatic KO? I want to assume no and that they did that for printing sake.
Story: Wizard Brawler went to attack with Fists (+4) and roll +4 and +1 for hitting trolls. Troll defended with Fists and rolled a -3 for a total of +1. In addition to the +7, he had Weapon:5 (due to lots of strength stats) for a grand total of 13 stress hits, or 12 stress points.
I'm not quite following your math here, but if an attack deals more stress than the highest available stress box, the target has two options. Either become Taken Out, the result of which is decided by the attacker. This can be anything narratively appropriate: death, knocked out, taken prisoner, whatever that has the target no longer a part of the conflict.
The other option, if the target wants to stay in the conflict, is to take one or more Consequences to reduce the stress. If in this case the highest available stress box is the tenth, and they're suffering a 12 stress hit, the troll can take a Minor Consequence to reduce the incoming stress by 2, and take the remaining 10 by checking the last stress box. If instead the troll takes a Moderate Consequence (reducing stress by 4), they instead check the 8th stress box.
Edit: As Shaft points out, if there are 10 stress boxes, there is certainly armor involved from Toughness powers, don't forget those.
Can someone take multiple consequences in the same shot?
Example: A character has only 1 stress box left, but no consequences. He/she takes 6 points of damage. Can the character break it up and take two consequences concurrently (one Mild and one Moderate) instead of just one Severe consequence?
2. I will be running a campaign here in the next couple weeks about the Midnight Man, a creepypasta urban legend come true. Im wanting to let my players take some initiative and figure it out themselves. In the introduction, I was planning on giving them a 'case file.' Beyond fake newspaper clippings, and some clues in each clipping, what else should I include in it?
How about blog posts from "eyewitnesses"?Or go full ghost-facers and film some shaky and poorly lit video of a pseudo-encounter?
2. I will be running a campaign here in the next couple weeks about the Midnight Man, a creepypasta urban legend come true. Im wanting to let my players take some initiative and figure it out themselves. In the introduction, I was planning on giving them a 'case file.' Beyond fake newspaper clippings, and some clues in each clipping, what else should I include in it?
Or go full ghost-facers and film some shaky and poorly lit video of a pseudo-encounter?
Id give them access to some wiki article that gives Midnight Man background lore; if there is an existing one that fits that could work otherwise you may want to edit it to fit your scenario.
Add the shaky video to the blog post. maybe it's something that's circulating around.
How about blog posts from "eyewitnesses"?
In addition, Im trying to also create a storyline for a voodoo 'Shadow Man' (think Princess and the Frog). What powers would you recommend
I havent read the books in a while, but was Oberon or the Autumn Courts ever mentioned? If so, has other people ever used them as stories?
No official mention in the books of the Autumn court, but I have seen some speculation on this site in other threads that Oberon was the Summer Duke and that the Erlking was the Autumn Duke, and that both Courts fell.Per WOJ, Oberon was a mortal that got caught in a love triangle between Mab and Titania and did not survive the experience. Similarly per WOJ, the Erlking is a Summer King and Santa is a Winter King, but they are still Wyldfae and are not actually part of the two Courts, just like some of the other various wyldfae courts. They are Summer and Winter in that they have metaphysical roots on that side of things and they are beholden to the Mothers, which was compared to being beholden to gravity.
This thread from RPGnet might be useful: https://forum.rpg.net/showthread.php?579537-DFRPG-Fae-Spring-and-Autumn-Courts&s=afbdb559e71ae254ce3648291fe5189a
1. Player plays character in a way that gets them into trouble. GM rewards Player with a FP during or after the scene.As a GM, I always loved the looks on a player's face when this happened and I just silently slid the poker chip across the table to them mid-scene.
Hey everyone!
What are your experiences with "self-compels" and players understanding/not understanding the concept. For me, a self-compel is when the player is knowingly really playing up to their character's aspects, such as mouthing off [Epic Wiseass] to Lady Fox [Unseelie Huntress Turned Nightclub Owner] and the whole time the player knows that doing so is going to cause a lot of problems, so that's definitely worth a fate point.
I've temporarily taken over as GM for the DFRPG group that I'm part of and I'm running a 3-part storyline. Just ran part 1 a few weeks ago and it was mostly a success (I'm often a bit overly critical of my GMing skills), but I had mentioned self-compels to the group, as a way to encourage them to really get into character and as part of my overall discussion of the rules (we'd been playing really, really rules-lite until I took over) and many of the players seemed to think that anytime they're playing their character they should be getting fate points for self-compels. I think it is when you're willingly playing your character in such a way that you're purposefully bringing trouble into your life.
So, from everyone's experience, am I correct with my interpretation? How do your players/fellow players understand or use self-compels? Thanks!
So you have to play your character in such a way that it produces complications and troubling circumstances and advances the plot.
If someone wantesld to be able to use haki in your game, how would someone here rule it?
What kind of action would it be to target a Red Court Vampire's blood sack stomach? I know that their Inhuman Toughness doesn't provide armor for the belly; so would it be an attack or a maneuver? Or is puncturing/tearing it only the result of a consequence that the RCV took?
a pirate crew equivalent to the Firefly folks and their ship, or similar.
I would definitely agree with this, especially since Serenity was as much a member of the crew as the rest of them.
Great advice and points, everyone. My plan is that a RCV sorcerer is trying to use tracking/locating magic to find a journal that the group stole from him and, if I remember right, when using thaumaturgy in that way, you have to take account for thresholds. I'm really only interested in a story purpose: whether the vamp can succeed mechanically is of less concern than the "I'm safe!" or "I'm not safe" feeling that the player/character should have. The changeling of the group (descended from mermaids) is the one living on the yacht.
I would definitely agree with this, especially since Serenity was as much a member of the crew as the rest of them.Well, both in the novels and in the game Thaumaturgy can still technically reach past a threshold, though it does impede it. In the case of the Houseboat I'd allow them to have a base threshold to build normal wards on like any house, but also let them take advantage of the water to "Bunker Down" when they want extra protections by taking the boat out into the middle of the water and dropping anchor their. It offers magical security in exchange for isolation and limited escape options, and they'd face the same weakening of magic as everyone else unless they have a water mage in the group.
Great advice and points, everyone. My plan is that a RCV sorcerer is trying to use tracking/locating magic to find a journal that the group stole from him and, if I remember right, when using thaumaturgy in that way, you have to take account for thresholds. I'm really only interested in a story purpose: whether the vamp can succeed mechanically is of less concern than the "I'm safe!" or "I'm not safe" feeling that the player/character should have. The changeling of the group (descended from mermaids) is the one living on the yacht.
Furthermore, when used in combination,
stunts should avoid overlapping such that their
bonuses “stack”—both adding in the same way
to the outcome. If such stacking is possible, then
the stunts, taken individually, should each be less
effective than the norm
Supernatural abilities in The Dresden FilesYW p158
RPG are also represented by stunts, just like the
specialties and talents of “mundane” mortals (see
Mortal Stunts, starting on page 146). These stunts
are called supernatural powers
...a -1 Refresh Power is allowed to be a little more effective than an otherwise equivalent stunt.
They stack, IMO.For general use that sounds like it works fine. For a chase scene, something where for example you are trying to outrun a car with a bike going 60 mph, I'd want to impose the danger of the bike just exploding to pieces for being forced to operate so far outside of it's intended capabilities; probably fine in a short burst, but something offering a cumulative chance for it to fail the longer the scene lasts
Biking would be an athletics roll and you'd get your sprint bonus if you did nothing else but move.
But a bike should move faster than a person on foot, shouldn't they?
Maybe it's harder to peddle a bike at supernatural speeds so you don't go any faster. You are limited by the equipment. Or maybe you say bikes cover bigger zones than people on foot so for each zone you move on a bike is further than when running.
How do I build a knight of the cross in training? An also what should I focus on?
It’s Nothing. Twice per scene, you may clear away a mild physical consequence (page 203) as a supplemental action (page 213).in DF RPG.
The alternative recovery/regeneration power (for my Chronicles of Darkness-to-DF conversion). Image the recovery power which doesn't improve character's stamina nor guarantee your a total recovery, and work with wounds only, but on the way higher level. Like, character can use this trick: in DF RPG.
In WoD the whole damage healing based on this, but it can be used multiply times and without mild-only limit.
E.g. WoD-werewolves. While in their war-form, every turn they will eliminate all mild and moderate, and possibly even some sewer consequence (except of those which inflicted by silver weapons). So, to hurt werewolf, you need use silver, make her accept sewer/extreme consequences, or inflict take down during one exchange.
For WoD vampires it doesn't work so good, but they still can eliminate moderate consequences a lot of times during fight.
So, how expensive such abilities could be in terms of refresh?
The standard rules for werewolves is that they heal one bashing injury (stress basically) per round or can spend one essence (fate point) to heal a lethal wound (a low tier consequence), and can't heal quickly from aggravated wounds (high tier consequences) without supernatural abilities.It was in 1st edition. Now werewolf heal bashing injuries equal to their Primal Urge (no direct analog in DF system) automatically, or the same amount of lethal damage if she spend one Essence point. In Gauru-form, werewolf heal all damage of both types every turn.
As such, to cross it over I'd probably just let them heal their leftmost physical stressbox once per round representing mild bruises and damage instantly repairing, with the option to spend a fate point to regenerate a mild consequence. That would fit most closely to the actual system used. Alternatively, give them inhuman toughness and the 1 armor represents them autoregenerating.
If you make them autoregenerate consequences you're letting them regenerate lethal/ aggrevated wounds automatically, which is going to put them at a much higher power level than werewolves in either system.
The alternative recovery/regeneration power (for my Chronicles of Darkness-to-DF conversion). Image the recovery power which doesn't improve character's stamina nor guarantee your a total recovery, and work with wounds only, but on the way higher level. Like, character can use this trick: in DF RPG.
In WoD the whole damage healing based on this, but it can be used multiply times and without mild-only limit.
E.g. WoD-werewolves. While in their war-form, every turn they will eliminate all mild and moderate, and possibly even some sewer consequence (except of those which inflicted by silver weapons). So, to hurt werewolf, you need use silver, make her accept sewer/extreme consequences, or inflict take down during one exchange.
For WoD vampires it doesn't work so good, but they still can eliminate moderate consequences a lot of times during fight.
So, how expensive such abilities could be in terms of refresh?
The standard rules for werewolves is that they heal one bashing injury (stress basically) per round or can spend one essence (fate point) to heal a lethal wound (a low tier consequence), and can't heal quickly from aggravated wounds (high tier consequences) without supernatural abilities.
As such, to cross it over I'd probably just let them heal their leftmost physical stressbox once per round representing mild bruises and damage instantly repairing, with the option to spend a fate point to regenerate a mild consequence. That would fit most closely to the actual system used. Alternatively, give them inhuman toughness and the 1 armor represents them autoregenerating.
Removing the leftmost stress box each turn probably isn't. Bear in mind, no attack can fill more than one stress box. So unless your opponent can blow through your whole stress track to put a consequence on you, you're invincible.
Okay, but do you want them to be invincible to each other too?Nope. Actually, this is just an optional rule. Using RAW, they aren't invincible at all, though very tough. Like, Marvel's Wolverine level of regen for non-silver weapon.
Nope. Actually, this is just an optional rule. Using RAW, they aren't invincible at all, though very tough. Like, Marvel's Wolverine level of regen for non-silver weapon.
They actually not the strongest gameline - Beasts, Demons and (in physic terms) Prometheans are. Potentially, Mages also good.
What kind of spells can I create from sponsored magic: hellfire?Fire at the obvious forefront, but anything destructive and/or chaotic really. But nothing requiring to much precision or finesse, as a power source it fluctuates and stutters (per SmF) and it doesnt lend itself well to long-term workings.
Demon-summoning fits too.That's a good point. You could actually go pretty far with the idea of it as "demon magic." It could be used to supernaturally Seal a Bargain, maybe? Could probably burn a hole-Way to the NN that would stay open longer than normal (needing to "heal" instead of just close)?
When I look at thematic spellcasting, I assume it can do almost the full range of Thaumaturgy but within the theme.That's a really great way to look at it. Makes it much easier to establish the boundaries early.
-Hellfire could do divination by summoning a demonic entity and asking it questions. Maybe using one of the more sadistic methods of divining (looking at entrails of a still-alive victim or whatever)
-It can do anything summoning can do but only with demonic entities
-It can probably do psychomancy with a focus on temptation and, probably pushing someone towards violence.
-It can do wards that focus on explosions, fire, pain, suffering, summoning demonic guardians etc..
-It might be able to do a very, very limited ectomancy if the ghost you're trying to talk to has some kind of connection Hell or whose spirit roams because of some kind of sin...
Really, it's up to the player to see what kinds of things they can justify and up to the GM to decide if it fits. Hammering out guidelines before a game starts is probably wise.
lets consider mab and harry have a son how powerful the kid will beVery.
lets consider mab and harry have a son how powerful the kid will be
Sarissa wasn't especially powerful. Harry's magical bloodline is notably potent, given what it's produced. So, probably a strong wizard.On the other hand, Sarissa never made her Choice and so would not have gotten much use from her Fae side. But who knows, had she chosen she might well have been a damn powerful Sidhe even without a mantle, coming directly from a Queen.
Mantles aren't fully inheritable.
Ha, ha, I love it!Maybe a "Feel Lucky Punk" stunt that warps probability one direction or the other?
Although I feel Dirty Harry should have higher fists and intimidate but with a submerged character you could boost those.
AlAspects are great although one should be a play on one of his famous phrases. Feel Lucky Punk? Or Go ahead Make My Day. The latter could be his trouble but I also like the trouble you have.
Maybe a "Feel Lucky Punk" stunt that warps probability one direction or the other?
What kind of super sense would the spider-sense be considered in dresden files rpg?Probably a combination of a bonus to Alertness against surprise attacks and a boost to dodging attacks in general.
What kind of super sense would the spider-sense be considered in dresden files rpg?
I could easily see Spidey-Sense being useless in certain situations that are inherently dangerous: warehouses being on fire, Radioactive areas, Hdes or Hell, and certain areas of the Mos Eisley Spaceport.
I could easily see Spidey-Sense being useless in certain situations that are inherently dangerous: warehouses being on fire, Radioactive areas, Hdes or Hell, and certain areas of the Mos Eisley Spaceport.Im not sure I like that, purely from my old Spidey fandom. I dont think Spidersense is supposed to be able to be "drowned out" like that expect in very rare circumstances, in fact I think it was the specific and unique danger of Morlun (https://en.wikipedia.org/wiki/Morlun)and his ilk.
Yeah, the Spider-Sense is generally more of a, "Hey! You, specifically, are about to be hit by something!" than just making him generally aware of danger.
Just a quick question! A friend of mine is going to be joining our campaign and hes looking to make a dwarf. Does anyone have any build recommendations for one?Can you elaborate on what kind of "Dwarf" you are looking for? My brain goes straight to classic DnD dwarves (craft-heavy with heavy stone and/or subterranean flavor), I know others default to Tolkien, and neither have great equivalents in the DV that I can think of (Svartalves are pretty close maybe)
Can you elaborate on what kind of "Dwarf" you are looking for? My brain goes straight to classic DnD dwarves (craft-heavy with heavy stone and/or subterranean flavor), I know others default to Tolkien, and neither have great equivalents in the DV that I can think of (Svartalves are pretty close maybe)
Does anyone know of a way to disrupt the Ways or block access to them from a specific city? A spell, sacrifice, magical item, entity, something?
Thanks for answering. So just to clarify, under what circumstances would bumping power be more beneficial than the discipline of an evocation spell?Blocks and maneuvers are resisted based on the power. So a power 5 block or maneuver would require a roll of 5 to overcome. There's no targeting.
In addition to this, I'm still confused with the 'landmine' ability of thaumaturgy. Could someone just make a 'land mine' bullet, and pump enough points into it to kill even the most powerful of enemies?Yeah, basically.(edit: assuming you have enough time and power to do so) A bullet would probably be a spirit(telekinetic/force) attack.
The effective targeting roll will be
equal to the power of the evocation, though the
spell’s complexity may be increased on a one for
one basis to add to the targeting roll
add complexity equal to
the power of the evocation spell stored within
the ward.
The thaumaturgy rules are really not engineer-proof. I could cite some rules to explain why putting a landmine on a bullet is not really workable but it'd be beside the point. If a player wants to break thaumaturgy they probably can, and the best answer to ask them politely not to.
I blame Pathfinder; but my group is pretty optimised minded. That's not to say they're not great roleplayers, but they'd like to have a solid mechanical base to run that off.
Thank you for clarifying how power is relevant to certain things like blocks and maneuvers. That always confused me.
My remaining concerns are thus
1) Landmines: as I understand it, you don't need evocation to put evocation abilities into wards. So the Landmine ability could constantly trickle a powerful spell into the ward. My group would definitely start every day making some thaumaturgy wards before heading out (sacrifice a handful chickens etc.). I believe there's a section that says a ward needs concentration so likely you couldn't have multiple of them, but I don't want super powerful landmines to rule the game.
2) Evocation: this is a dense question, but how does one defend with evocation? I know you can create Blocks (shields and stuff) and maintain the spell, but the everyday block mechanic. Is it another Conviction + Discipline roll, and if so does it induce a stress? Or does a spell caster either choose to keep up a block or have to use something else like athletics?
BTW this community is great
Awesome. Thx all. That answers all my questions :)
I suppose you could cast a ward on a piece of paper, and lay in it a doorway ;)
Wards are pretty specific. You can cast them on a threshold or on an "intersection or doorway".Could the paper not be a single-use spell container like a potion? Im picturing those traditional Japanese wards that are calligraphy on rice paper and get stuck/glued to the door-jam.
So, the paper could be the trigger or link but if you move it, it makes the spell useless.
So, you can't cast the spell on a paper, walk around with it and then place it in a doorway. You have to cast the spell on the doorway.
Could the paper not be a single-use spell container like a potion? Im picturing those traditional Japanese wards that are calligraphy on rice paper and get stuck/glued to the door-jam.
Yes but that would fall under the enchanted item/crafting rules.Oh, certainly. I just meant as an alternate path to get mobile, pre-programmed and fueled wards, something you could use in the field without a whole lot of on-site prep-work. They'd be one-use so once they're deployed they could not be moved without breaking them.
There is a house-rule that people use that lets you cast a spell as a 'dodge' action. It takes a stress and the spell only works for that one attack (not for the full round).Not a house-rule anymore. The Paranet Papers codify it.
Yes but that would fall under the enchanted item/crafting rules.
"I cast Explosive Rune this morning"
Oh, certainly. I just meant as an alternate path to get mobile, pre-programmed and fueled wards, something you could use in the field without a whole lot of on-site prep-work. They'd be one-use so once they're deployed they could not be moved without breaking them.
I could actually see playing a whole character being based off that idea of mobile, off-the-cuff barriers. Ward charms like that, maybe some varieties of Insta-Circle geared toward specific classes of enemy. Probably some physically oriented veil-work as well for tangential variety.
If you boost your Lore and have some focus items, you can do a 'quick ritual' anywhere. It still takes time, but a 7-shift ward is nothing to sneeze at, especially considering that people who attack the ward can have the damage reflected back.Im with you. I might impose an expensive/rare material component for the higher shift items as an added limiter, just to prevent them from spamming them every session without pause.
Pre-programmed wards would be enchanted items limited to your Lore. You take them out, stick them to a door and they function and are immobile once cast. I don't see why not. It could get pretty powerful, especially if you make a crafter with 10 shift enchanted items but it's still of limited use because they are limited by session and a 10 shift reactive block is almost always going to come up before a 10-shift ward.
The rules don't say much about replacing Powers in general, outside of upgrades like Channelling -> Evocation.Yeah, it depends on the story -- in one of my games, a character gave up his Denarian coin (losing Hellfire, shapeshifting, healing, etc.) and, over the course of the next in-game year, became a pyromantic (with the logic that using the coin opened up some latent, minor talent) and a werewolf (with the logic that using the coin 'taught' him enough that -- with a lot of tutoring -- he could learn to shift on his own).
If I'm running the game, though, you can swap out whatever Powers you want. Not necessarily right away; sometimes it'd strain plausibility for a Power to appear or disappear. But I'll do my best to cooperate with the changes you want to make to your character.
Dunno anything about Jeepers Creepers.
So, going from channeling to evocation might require your character to get training or do research in magic or different elements to make the refresh change plausible.Bargains. You should absolutely make an open-ended bargain with something powerful to get the change in skill set. Those things always work out for the best :P
So, Ive got another simple question.Well, all my family is from Oklahoma, so there are a few ideas. Not many, because it's an abysmally boring place :P
Im the DM for my group and Im currently working on major players in the Oklahoma region. My players gave me input and I want to surprise them as we go, but so far, Ive come up with this list:
White Court
Native Americans (Skinwalkers I know Q_Q)
Bible Belt
Are there other groups that would be fitting for Oklahoma? Im trying to come up with lots of story material and feel like those hit the big ones but, even then, I cant think of minor ones either.
So, Ive got another simple question.Some of these urban legends might be good to draw from also.
Im the DM for my group and Im currently working on major players in the Oklahoma region. My players gave me input and I want to surprise them as we go, but so far, Ive come up with this list:
White Court
Native Americans (Skinwalkers I know Q_Q)
Bible Belt
Are there other groups that would be fitting for Oklahoma? Im trying to come up with lots of story material and feel like those hit the big ones but, even then, I cant think of minor ones either.
Some of these urban legends might be good to draw from also.Nice! Those are a gold mine!
8 Urban Legends In Oklahoma Will Keep You Awake At Night (http://www.onlyinyourstate.com/oklahoma/urban-legends-ok/)
Nice! Those are a gold mine!