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Messages - wyvern

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16
DFRPG / Re: Thresholds vs. uninvited Wizards and other questions
« on: November 03, 2015, 08:48:16 PM »
How would that apply to, say, a Werewolf though? Reduce any bonuses he gets from his Inhuman Speed and Inhuman Strength by the amount of the threshold?
Or require a discipline check against the threshold to change form - one or the other.  A shapeshifter that explicitly turned into a real, physical, ordinary wolf wouldn't have their physical abilities reduced at all, though.

There is precedent for a threshold only stripping away some powers though. From the same wiki article I referenced earlier, in regards to Ghost Story:
I don't agree with your interpretation here.  Yes, it makes it harder for the WCV to access those powers.  Does that mean those are the only powers limited?  No, just that they're the ones Dresden mentioned that time.

17
DFRPG / Re: Thresholds vs. uninvited Wizards and other questions
« on: November 03, 2015, 06:44:24 PM »
I'd apply the threshold strength as a penalty on use of supernatural powers, rather than explicitly stripping refresh off abilities.  Otherwise you get the weird effect of a creature where some of its powers go away entirely, but others aren't diminished at all, which doesn't seem quite right to me.

18
DFRPG / Re: How to work up an Emissary/Scion of a Dragon PC
« on: October 31, 2015, 12:36:46 AM »
Varies a ton by type of dragon - I'd strongly suggest going with a lower-case-d dragon, though; they're still incredibly potent creatures, but a bit more approachable.

For example, a scion of an eastern style dragon might possess a Pearl of Wisdom that grants them flight & sponsored magic (with themes of water/healing/growth/storms & a sponsor-agenda of 'maintain balance & energy flow in the world') - and be otherwise entirely human.
Or such a character might have Channeling & Ritual: Water, Human Guise, Aquatic, Claws, and Inhuman Toughness & Recovery with a +3 catch, and use the traditional 'Pearl of Wisdom' as a focus item for their magic.

A western style dragon's scion would probably be more focused on physical prowess - and less capable of feats of personal shapeshifting.  For such a character it might work well to add an Item of Power that grants Human Guise (and perhaps Glamours) - something he acquired by cutting a deal with a fae, or a gift from an otherwise-distant draconic parent, or even a device custom-crafted for him by the party's wizard (assuming there is one).

For an Emissary, agenda is important; start by putting the dragon in as a major local power, and see who its allies and enemies would be - an old and well-established dragon is almost always going to land on the 'preserve the status quo' side of that chart.  An emissary of such a beast is likely to be tasked with whatever "minor" matters the dragon considers to be beneath its notice - which could range from negotiating with other local powers, to collecting tithes from the dragon's allies, to exterminating a nest of Black Court Vampires that's disrupting the feng-shui of the area by their presence.

Or you could go with the opposite spectrum, with a very young dragon that's chosen to empower a PC emissary because it saw something in that character it could use to secure its newly-claimed territory - perhaps the PC has a significant magical talent, or is the heir to some bloodline that allows them to wield a specific Item of Power that the dragon owns.  (Side-note on this one: a young dragon is probably a vanishingly rare creature in the modern world, and likely to attract significant attention from powers looking to groom it as an ally for later - or to eliminate it now while it's still weak.)

Edit: Oh, and don't forget the unusual - a dragon might well include a quetzalcoatl style creature, especially if your game is set after Changes.  I don't know enough of the right lore to be much help in figuring out powers for something like that, though.

19
DFRPG / Re: How expensive it can be?
« on: October 28, 2015, 08:05:01 PM »
I'd simulate that with Physical Immunity, definitely, with a +4 catch of "Silver or ludicrous overkill".  It's essentially the Loup Garou or the Skinwalker - impossible to permanently harm if you don't have its weakness, at least without doing something absurd like luring it into a nuclear test.

Well, actually, I'd probably simulate that with Supernatural Toughness & Supernatural Recovery, with a catch of "Silver", and an addendum that - unless you were using ludicrous overkill (or silver) - its catch does not include the ghoul's catch of "stays dead when killed".  That way it's possible for your PCs to actually drive off such a monster, and the only thing that's really off the table is a take-out result killing it without using either silver or extreme measures.

20
DFRPG / Re: Arcane sanctums - what do they do?
« on: October 16, 2015, 06:46:19 PM »
If you want a world-class workspace, I'd actually make that (part of) an aspect, or perhaps a stunt: +3 lore when you have time* & opportunity to go home and research - excluding any actual spellcasting uses of lore.  (For spellcasting bonuses from having a really good workspace, see crafting & thaumaturgy focus items.)

The actual sanctum / library rules that get mentioned a time or two in the book should, however, be ignored - as Dragoonbuster said.

_____
* How much time is needed?  Well, that's a GM call; I'd expect at least a few hours.

21
DFRPG / Re: Character Idea and 1st Law Question
« on: October 09, 2015, 12:14:38 AM »
Not going to address game mechanics, just the lawbreaker part.

My personal definition of when 1st lawbreaker comes is if there is no further act of free will between your spell and the resulting death.

By that definition, a spell* that nudged an in-flight bullet** to hit & kill a human would be a lawbreaker.
By contrast, a spell that set up a sort of a force-effect tube, or that adjusted wind levels, to make it so that a fired bullet would hit, would not be a lawbreaker - because in this case there's a further act of free will involved: you need to also pull the trigger.

Given that human reaction times basically don't work on the scale of a bullet's travel to its target, I'd be inclined to suggest that your minor talent is more likely to be doing the latter than the former, and thus probably shouldn't be getting lawbreaker powers / corruption.  Of course, the White Council's Wardens would be happy to remove your head from your shoulders either way.

____
* "Spell" here including the action of minor talents.
** Or frozen turkey, or whatever other projectile happens to be at hand.

22
DFRPG / Re: The Catch ... how would I ...
« on: October 08, 2015, 07:30:29 PM »
I'd also add a note on research - it's very easy to justify almost any level of this that you want.

For example, consider the Gruffs.  They're faeries.  Faeries are vulnerable to iron; everyone knows that.  Clear +2 researchability, right?  Well... actually, no, they're a clear example of a +1 researchability, because it takes significant research (Harry had to go consult with Bob) to realize that they're faeries.  (And without that key insight, knowing that faeries are vulnerable to iron doesn't help you figure out what to use against these strange goat-people.)

It wouldn't be hard to propose some unusual type of fae that got a +0 researchability just because its mere existence was only known to a handful of specific people.

Alternatively, it's not hard to just say "Well, someone figured out my catch and published it on the paranet; thus, it's a +2 researchability regardless of what it might otherwise have been." - and then you've got a good seed for a first adventure, detailing how that particular problem came about.

23
DFRPG / Re: The Catch ... how would I ...
« on: October 08, 2015, 07:21:35 PM »
Were I GMing, I'd give that a +0* for the "protects vs." part of the catch, just due to the broadness of what it does protect against; the +2 here is meant for very narrow defenses like "only protects against fire".  You'd definitely get the +2 for it being a catch that anyone can get access to.  And knowledge is as Haru put it. Which makes the total catch value +2 to +4.

There are, however, a lot of grey areas you'll want to shake out before this goes live in play.  Things like:
Is magic 'natural' or 'manufactured'?  Does it depend on exactly how the magical attack is themed?  Would a spell to have an animated tree clobber you act differently than one that animates a brick wall?
How about conjured fire?  Or a flamethrower?  Or the continuing damage from your clothes or environment 'naturally' being on fire after someone points that flamethrower at you?
Does this protect against falling damage?  Does it matter what you land on?
Are you vulnerable to creative use of "non-weapons"?  I.E. if you're shielded against a guy with a sword, what happens if someone just grabs a rock and hits you with it?  A tree branch?  A chair leg?  A broken bottle?  A car?

_____
* Footnote: Though, were I playing, and the GM decided to give it a +1 for being a sortof inbetween case, I wouldn't complain.  In this case the catch would be worth +3 to +5 depending on who'd know about it.

24
DFRPG / Re: Sponsored Magic Debt
« on: October 07, 2015, 07:52:23 PM »
getting temporary allowance to cast outside of the Sponsor's agenda is going to come with stings.
Strings, too, but - especially for hellfire - this seems like a pretty apt typo.

25
DFRPG / Re: Technomagic Help
« on: September 03, 2015, 07:52:59 PM »
Ahh, yes, I was coming at this from the point of view of the GM.

From the point of view of the player, I'd probably prefer to leave it mysterious and then maybe include a handful of examples of agendas in case the GM doesn't want to invent one themself.

26
DFRPG / Re: Technomagic Help
« on: September 03, 2015, 07:10:52 PM »
Agenda's an interesting one, and should ideally be tied into the game setting.  Expanding influence and recognition is a good basic one; any such entity might have a goal of getting itself on the Accords, for example, or of expanding the number of mortals who have made pacts with it.  What else such an entity might want needs a bit more information than just "Ghost in the Machine".

Perhaps it's the spirit of Security, with an agenda of hunting down hackers and keeping people Safe (even if they don't want to be, or even if safety impinges on US ideals of freedom...)

Perhaps it's more a spirit of secrets and cryptography that communicates via complex mathematical formulae and has an agenda of making information public - and a final goal of bringing the supernatural to the public attention.

Perhaps it's more of a literal ghost, with an agenda that matches up with the former goals of whatever human left such an imprint on the ether.

Work out a bit more of who and what it is, and the agenda should become more obvious.

27
That's fine, but it is important to note that's not an opinion or interpretation of rules; you're describing a house rule. The Rules as Written are clear that concessions occur before a dice roll.
I strongly disagree with the claim that this is a house rule.  But we've been over this before and it never goes anywhere good, so I'll offer you this concession: that we can refer to such negotiations as "negotiations" instead of "concessions".

28
I didn't realize that you're taken out if all your stress of a particular type was filled, as long as you still had consequences.
Not quite - the take out comes when you can't absorb a hit with stress.  So if all your physical stress is filled, you can keep going just fine - until the next hit that deals stress.  (A hit that lands exactly and deals no stress won't take you out.  A hit that would deal stress, but can be reduced to zero by taking consequences also won't take you out.)

Also note that I disagree with people on the questions of "concession" versus "take-out" - from my point of view there's nothing wrong with trying to negotiate a concession that starts with "Okay, there's this hit incoming that I'd need to take a moderate consequence to absorb.  I don't think this conflict is worth a moderate consequence.  Can I negotiate an alternative?"  Of course, the table needs to agree that any concession offered under such conditions is at least as bad for the character as a moderate consequence.  An actual take out where the player doesn't have any narrative control left only comes when the player doesn't have a choice anymore - which should be a vanishingly rare state of affairs.  I highly suggest talking with your GM & gaming group over this, though; some people on the forums seem to think that it's fair game for the GM to kill a character if the player opts not to use one of their consequences to stay in a fight - and if you get a GM that has that sort of attitude, well, better to know about it when your character isn't dead.

29
That's an interesting end-game, but there's one piece that seems a bit off to me: mortals are the nuclear weapons of the supernatural world.  Doing something this blatant would all but force mortal involvement on a large scale.  Now, some of that can be explained with Black Council involvement - they don't seem to care what happens to their pawns as long as they can disrupt the status quo.

So I'd suggest changing it up just a bit: make the spell call up a layer of heavy clouds and thick fog - and have that include a mental fog effect as well, making it much harder for NPCs to realize just how long it's been since they saw the sun.  (Thinking a bit of the Dark City film, if you've seen that...)

That way, mortal authorities won't be instantly clued in that there's something really wrong going on.

30
DFRPG / Re: Kemmlerian necromancy and death curses...
« on: July 23, 2015, 08:22:08 PM »
Hm... Actually, I'd probably treat this as an aspect invocation rather than a ritual.

Why?  Well, let's see here: if you take a target out, you get to narrate that take-out - and can easily narrate using your necromancy to hold them on the edge of life and death.  In this situation, there's no chance of a death curse at all, because it's your take-out result and you're not killing.

The other option where a death curse can come up is if they decide to pre-emptively die and throw a death curse; mechanically, I'd treat this as a concession, and negotiate it (and the outcome of the curse) as such.  And that's where you can offer up a fate point to invoke your aspect as a kemmlerite to change the available range of concessions.

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