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Messages - Haru

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1981
DFRPG / Magic Items
« on: September 27, 2010, 02:03:58 PM »
Since I still don't have a group to play, I get by creating characters for the moment. Every now an then I get an idea that I don't know how to work with.

Latest idea I had was a character with the high concept THE COLLECTOR. Basically he is a rich guy on the hunt for magic items, but he does not have any power himself. So he is supposed to be a mortal with some items of power and maybe even collecting more during the game. Some of the items I got him are "Shoes of Hermes" (they provide Inhuman Speed) and "Shaper of Reality" (A ceremonial dagger which provides the Worldwalker power).

Without the discount those are both -2 refresh items, but they are supernatural powers, and as such not available to mortals. I was thinking of giving him a number of items, but without the discount. Every milestone he could then choose, which items will work for him (costing refresh) and which items will not work for him, but he still has them. Or I could just give him a few items (total power should still be his refresh I think) and have him spend a FATE point every scene he wants to use one of them. The Problem here would be of course, that anyone could use those items, and I don't see a good way around that, and I don't want this character to give his entire collection to the groups wizard to boost him in the fight against the bad guy and himself standing there with nothing left.

Any other ideas on how to get this idea to work?

1982
DFRPG / Zones and Characters
« on: September 23, 2010, 10:41:54 PM »
I just found these links in a german FATE forum.

http://worldwithoutsyn.com/2010/06/gaming-on-the-cheap-part-1-paper-miniatures/
http://worldwithoutsyn.com/2010/06/gaming-on-the-cheap-part-ii-paper-mini-construction/
http://worldwithoutsyn.com/2010/06/gaming-on-the-cheap-part-3-fate-zones-with-index-cards/

Especially the index card idea stuck with me and is going to make a lot of fights a lot easier. The paper minis are a good idea, too. You could just use some random markers, but I think it is going to create a lot more atmosphere if every character and villain has its own personalised paper miniature, and this way it is going to be affordable  ;D

1983
DFRPG / Re: Thaumaturgy Lore requirements
« on: September 23, 2010, 03:03:26 PM »
I think the sponsored magic option is the best, for multiple reasons. First, you can make the book itself evil, and the jock have no power of his own. That way, your players can "save" the jock from the book and destroy it (which will for the moment be the same as killing the jock with power himself). However, the jock now knows some things about magic and magical power, and you can have him return as an emissary of something much nastier when nobody is expecting it (Think Cassius in DB). This will work very well if you have some sort of faith based character in your group, I think.

On the other hand, if you want him to have magical talent, give him a lore stunt on necromancy and let the book be his necromancy complexity focus. That way you would have Lore 1 + Stunt 2 + Focus 2 = 5 Complexity. If you need more, you can always give him more focus item slots. Of course you won't have it at the speed of evocation this way, and once he is defeated, he is gone.

1984
DFRPG / Re: Items, but not Enchanted, Of Power, etc
« on: September 22, 2010, 04:35:47 PM »
I don't think the quality of the forgery matters as much as how you use it. Focus on that instead of the forgery itself and it should be easier. The badge itself is not the issue, but somebody questioning the characters authority is.

For example:
You try to get some information from the local police department, so you prepare yourself: declare your badge (and maybe something else that might fit) as a temporary aspect while you create your FBI agent disguise. Now when you pose as an FBI agent you can tag this aspect for free to aid your roll to deceit (or performance?)

On the other hand, if by chance you have your fake FBI badge with you, when you run into a fresh crime scene and you want to get in there, you would have to use a FATE point to add your badge's aspect to your roll, because you are using it on the fly.

Or at least that is how I understand the rules.

1985
DFRPG / Re: Regarding raising difficulties
« on: September 21, 2010, 02:54:53 PM »
The books are written from his point of view, so we do not have a lot of different viewpoints. I always understood those statements as only being true for him and his understanding of magic.
Morgan for example would probably disagree, as he does quite well with earth magic, as far as we know.

I think it mostly depends on the wizard itself. If the character resembles one element better than another, the odds are good, that he is going to be better with that element than the opposite. Harry is the Wind/Fire guy, as stated in YW: "not so subtle, yet quick to anger". Morgan on the other hand is always described as rock solid, never wavering, which fits earth pretty well.
Changes spoiler:
(click to show/hide)

I think that this is reflected in the evocation rules pretty good. You start out with 3 of 5 elements, specialising in them before you can even think about casting anything from the other elements. Getting the other elements is in fact quite expensive, and you are never going to be great in all of them.
Maybe Harry's "earth evocations" aren't even earth evocations, but spirit evocations using brute force to create the effect he wants. That would explain, why he thinks that they are hard to do, because he has to use way more energy to create the same effect than someone with a specialisation in earth evocations would have to.

Although I had a problem creating a character. The player wanted to specialise in earth evocations, and he wanted to be able to put up walls if he was followed or create a hole in the wall to get through. I told him, those would have to be maneuvers which he could then tag. He was not satisfied with this, because he said he should be able to cut of anyone following him completely. Same with blocks, he said if he raised a wall between himself and his attacker, the attacker should not even be able to hit him. Well, he is a bit of a powergamer, borderline munchkin, so that might have been the main problem.

1986
DFRPG / Re: trouble stuck in a video game
« on: September 19, 2010, 08:05:06 PM »
The High Concept should include the class your character thinks he is playing.
Based on that you can choose the magic powers.

I think a character like that would probably best fit something like Mage, Priest, Paladin, Druid, Shaman, maybe a few others.

Mage is pretty straight forward: either pick a template like Sorcerer or Wizard (Sorcerer probably fits better), and let him have some of the standard spells like fireball or frostbolt.
Or (taking WoW as a baseline): let him be a focused practitioner with either arcane (spirit), fire or frost specialisation.

Priest would be a True Believer, although that might not be right, because he does not actually believe. Again a focused practitioner would be the way to go. Put the focus on something holy and you should be good to go. Remember, that you can not just throw out healing spells like you can in an mmorpg. You can (and should) however do a great deal with blocks and helpful maneuvers.

Paladin is pretty much the Fist of God type. Again, that template requires true faith, so again, a focused practitioner would be best. Maybe only ritual(holy) and some refinement, so you can enchant a weapon and maybe bless you and your friends with a "prayer" before you do battle.

Druid is easy, either a wizard/sorcerer with druidlike spells, or a true shapeshifter. Might be tough to get enough beast powers to be efficient in every single one of them, but you can still do a lot with it.

Shaman is simply a wizard/sorcerer with a focus on totems and ancestral spirits. You can do pretty much anything, as long as you keep it "shamanesque". Possibly a great focus on thaumaturgy rather than evocation.


All in all, the character pretty much builds itself, ones you have chosen a class that you want to derive your power from. You might also think about having him be an emissary of that exact class, having some sort of "god" somewhere in the nevernever, that has been created by so many geeks "believing" in this class. Think phobophages in PG, some of them had taken a form of general believe as well. The character would take his powers directly from that "god", so it would be sponsored magic.

I think as a GM I would compel the trouble aspect almost everytime the player is hesitating to go into battle, because if he dies, he would simply "respawn", no harm done, so why be afraid to die?

1987
DFRPG / Re: I dont hav an issue i have a subscription
« on: September 19, 2010, 07:33:46 PM »
I've had a similar idea only with a demon, but the concept might help you as well.

The character and a few friends had - by accident - summoned a demon. The character is a roleplaying geek, so he "knew" a bit about demons. He was able to bind the demon to himself, before it was able to do any harm. From that moment on, the demon and the character have become one, fighting over control of the body. The demon's agenda is destruction, and the longer he is not able to destroy or kill, the angrier and stronger he becomes. The character on the other hand is trying to keep the demon at bay, so he is directing the destructive forces of the demon in a better direction. The demon does not care what it destroys, as long as there is destruction.
I treat this as an Emissary of Power / White Court Hunger combination. Every scene that does not satisfy the demons agenda strengthens it, making it more likely to take over.
On the other hand, just killing the character would not help, because it would be a blood sacrifice to the demon, making it even stronger and helping it cross into our world entirely.

Maybe you can apply something similar to your character. The warden would not dare kill the character, because it would open the doorway for the outsider (and maybe even some of its friends) but he would constantly have to watch over him, and help him not lose control. Of course on the long run, the warden might try to get rid of the outsider for good, and if he does, he would change the characters high concept, which might not be wanted.

1988
DFRPG / Re: Chloromancy (you know... plant spells)
« on: September 18, 2010, 02:54:55 PM »
I've been thinking about some thaumaturgy spells for my chloromancer:

Rampage Growth
Complexity: 23 (21 to reduce time from "a mortal lifetime" to "a few moments" + 2 to cover a zone)
Duration: a few moments
Effect: The plants in the zone start growing extremely fast, creating cover and obstacles, growing in and over houses, cars, everything.
Variations: reduce shifts for a slower growth (14 would take a whole day to grow), making it more of a reforestation spell, but it would also be a lot easier to do.

The time chart is usually used to increase the duration of the spell, I used it to lower the growing time of the plants, did I still count the complexity right?


Banana phone (yeah, that's right)
Complexity: 2 for duration +1 for each banana over the first two, that is connected to the "network"
Duration: 1 hour
Effect: The chloromancer takes a bundle of bananas and creates a link between them. For the duration of the spell the bananas will act as a radio to communicate. It is important, that the bananas are still connected before the spell is cast.
Variations: add shifts to increase duration.

I know, this one is kind of silly, but I really like it. Bananas are plants (or parts of), so as a chloromancer I should be good to go. For complexity I took the advise from iago from another thread, where he suggested the complexity of a water breathing spell at a level equal to a resource roll for buying scuba gear. Radios are not really expensive, so a roll of mediocre should be enough, so the spells complexity is only made up of duration and the number of "phones".
As a matter of fact, you could use pretty much anything to create short term radio communication for your group. Take some playdo, put a little piece in everyone's ear and you got the full blown wizard version of it (and the less silly/fun one). Of course, the range is limited, maybe a block or two, but if you use it to storm a house from opposite directions or something similar, it is extremely useful. And it is hexing resistant as well.

There are some other spells, but with those two I was not sure if they should be able to work like that.

1989
DFRPG / Re: Blocks
« on: September 17, 2010, 02:53:56 PM »
Generally I would agree with babel. However, depending on the kind of block that has been set up it might have to be discussed during the game. For example a block like Harry's shield bracelet would always be effected, because it is connected directly to him. On the other hand, Carlos entropy shield might not be effected, because it is set in place and an attacking spell could fly past it if both gm and player agree on it. In that case the block would be intact after the attack, if the defender was able to dodge it entirely. However, now he might have jumped too far away from his block to be able to use it during the next exchange. I guess it all comes down to how and if something is possible to describe.

1990
DFRPG / Re: More Spell help... water
« on: September 16, 2010, 03:46:19 PM »
Problem is, to short circuit a wizard using water, you would have to have a constant stream running over him, like Nick did in DM. Other than that, most you would likely accomplish is him not being able to cast for an exchange or 2, so a block against his discipline would probably be the way to go. As long as he can't overcome the block he won't be able to cast any spells. Sort of like an entropy cloud around him that keeps him from shaping a spell.
Or, as you pointed out, you can do it as a maneuver.

Another way to do this would be through thaumaturgy, like Harry did to Kravos in GP. He had a doll with some of Kravos Hair and he used it to block out his spellcasting for the entire scene. Would also be a block against his discipline (or maybe even conviction?) I think, but with a hell of a lot more oomph than you could accomplish with evocation. Plus it will last a hell of a lot longer than an evocation would.

And of course there is the simple "draw a circle, add a drop of blood" trick. Kincaid used it on Harry once, but I have no idea how one would do that in terms of the rules. Plus, the circle is easily broken. Still, even mortals can do this.

1991
DFRPG / Re: Block, Counterspell and the like
« on: September 14, 2010, 04:37:21 PM »
Exchange 1: wizard A attacks and his spell is countered by wizard B. Wizard B attacks and his spell is countered by wizard A.
Exchange 2: wizard A attacks and his spell is countered by wizard B. Wizard B attacks and his spell is countered by wizard A.
Exchange 3: Both wizards have already run out of mental stress. The fight continues with fists.


Not exactly. In my houserule set the counterspell is an action, so Wizard B would have to have an initiative at least at the same level as wizard A in order to counterspell the attack and not used his action this exchange. Once that is done he would not be able to attack again in the same exchange.

But I get your point, and I didn't say this is final. I haven't played that much yet, and maybe the rules really only felt weird because of the increcible discipline roll. I might just get used to the game a bit more, and maybe the group setup wasn't the best to do that either. I think I will try both rules and see which way feels better to my style of playing.

1992
DFRPG / Re: Block, Counterspell and the like
« on: September 13, 2010, 11:10:39 PM »
Thanks everyone for your contribution. I don't think enchanted items alone will work only so far. Sure an armour or a block can help, but I think infight counterspells can really add to a high power game.


As a houserule, I would do it like this:
Without the lore roll to determine how much power the spell was cast at, so the counterspeller is flying blind. He makes a counterspell evocation at a power he choses beforehand, done by the standard evocation rules, including mental stress. If he is not able to match the power of the spell with the power of his counterspell, the only thing he achieves is to lower the weapon rating of the spell, it still hits with the full discipline roll made plus the remaining power. If on the other hand the counterspeller is above the power of the incoming spell, he gets an extra stress per shift of power above the incoming spell, reflecting the power that is summoned yet unused . Plus, the counterspeller has to have his action waiting for a spell to counter, it is not a defence action.

So in my example from above:
Weapon:7
Discipline Roll: 10

The defending sorcerer tries to counter the attack. He doesn't think his opponent would go all in in the first round, so a counterspell:5 should do. He rolls a 6 on his discipline roll, so he can easily apply his will to the incoming attack. Unfortunately that only brings the powerlevel of the spell to a 2, which is still enough to inflict 12 physical stress combined with the shifts from the attack. As an evocation, the counterspell inflicts 1 base stress, because it is at the conviction of 5 (bonus from foci would apply) of the counterspelling sorcerer.

If he had gone with a counterspell:8 instead, it would have looked like this:
assuming he succeeds in his discipline roll, he overshot his counterspell by 1. He rips the incoming attack right out of existence, but now he has to deal with the backlash. First, he will get 1 base stress plus 3 for each level of power above his conviction. And 1 additional stress for the 1 power his counterspell is above the incoming attack. This results in 5 mental stress. Not cancelling the stress out to zero, but this is a hell of a lot better than in the example above.

You can wear yourself out by this quicker than if you would sling out spells yourself, but I think it is a good option. Maybe another rule to add 2 shifts to not cancel out a spell but redirect it. The rules above would still apply, so if you have an power 5 spell incoming, you would have to at least put 7 shifts into the spell to redirect it. Anything above that gives an extra stress as a standard counterspell would, but it does not increase the spells power. If the counterpower (power - 2 shifts for redirecting) is below the attacking spell the attackpower is just decreased as above, nothing is redirected. The redirection attempt has to be announced before the counterspell is cast.

And last but not least, I might go with the penalty for not knowing an evocation element, but I don't know if that really is necessary.

Oh and one absolutely last thought: the sight should cancel out the "flying blind" disadvantage, making it possible for the wizard to assess the power of the spell by a Lore roll. I was first thinking of just having him know the spells power without a roll if he activates the sight, but that would be too easy. Plus, that way the sight is not such a major advantage, so any wizard would still think twice about opening it up in a combat situation.

I would have to test this, but I like it so far.

1993
DFRPG / Re: Block, Counterspell and the like
« on: September 13, 2010, 09:38:18 AM »
Ok, so evocations are intended to be that powerful, good.

To clarify the actions:
All he could have done was to try and dodge the spell (rolling athletics against the 10 shifts of the discipline roll), right?
If he set up a block beforehand, that would have helped, so obviously that should be the first thing anyone does.

Can I even counterspell an attack evocation? If for example I wait until the other sorcerer starts his evocation to disrupt it at the same time? Would be useful if in a conflict every group has a wizard, and all they do is cancel each other out. Or better yet: just waiting for the other one to act to cancel him out.
Or are counterspells only to destroy blocks and maneuvers?

1994
DFRPG / Re: Block, Counterspell and the like
« on: September 12, 2010, 04:43:56 PM »
We created the characters at the submerged level, so 10 refresh.

I have never played fate before, so I admit, I might have done something wrong, but I did it exactly as the examples described it.

The first sorcerer was at 5 conviction and 5 discipline. His specialisation and foci made that into 7 and 6 for spirit attacks, so a 7 spirit attack would be at his conviction level, 6 control + 4 shifts from his roll would put his attack at 10 plus weapon:7 from the spell is 17.

1995
DFRPG / Block, Counterspell and the like
« on: September 12, 2010, 04:29:18 PM »
Yesterday we made our first characters and tested the waters, so to speak. There was something odd about the block/counterspell mechanics. I already looked in the forums and read the rules passages over and over, but it feels really odd.

To test the mechanics, we let the 2 sorcerers in the group fling around some spells at each other. The first sorcerer was specialised in spirit evocations and threw a spirit attack power 7 at the other and landet +4 on his roll, making it an attack of 17. We went through the options the other sorcerer (with an earth specialisation) had, none seemed to be satisfying:

- an earth block would only counter part of that spell, so a block 7 would still result in 10 stress
- a dodge against an attack roll of 10 was outright impossible due to a low athletics skill
- a counterspell seemed wrong, because the countering sorcerer did not know spirit evocations

On the other hand, if we would let him do a counterspell, he would only need to roll 7 on his disciplin roll, making it more effective to counterspell the evocation he doesn't even know, than to block it with the evocation he knows extremely well.

Another idea I had was this: if I put up a block in advance, because having a block is always a good idea in a situation like this, and when I am attacked, I put up a second block, in this case it would amount to two power 7 blocks, reducing the attack to only result in 3 stress. That would mean, everything comes down to the one thing most important for a wizard: preparation.

That and the realisation that evocations can hit you like a freight train, which probably should not come as a surprise...

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