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Messages - sinker

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16
DFRPG / Re: Playing a true, Pure Fae
« on: November 24, 2012, 03:34:04 AM »
Keep in mind also that one may also simply create an excuse for your fey character to have gained some sort of free will. The books certainly imply that it is possible for a fey to alter their relationship with their court (though it doesn't say anything about altering their nature). It's not too tough to believe that one may find a way to give themselves a bit of mortalness.

17
DFRPG / Re: Blocking Magic Internally - Help
« on: November 24, 2012, 03:27:02 AM »
I totally understand the concept and it's one I've played with myself, but mental stress isn't chi or any kind of energy for that matter. Mental stress is one's concept of self. You damage someone's mental stress track by changing who they are, not how they behave or what they can do physically, but what they believe. Mental stress is dealt by torture, mental trauma or spells that alter the very psyche of a person. Mental consequences are almost always repaired in the care of a psychologist. It just doesn't fit to me.

You're doing something physical that alters someone's physical body and the energy running through it. In the same way that a sleep spell deals physical stress or suffocation deals physical stress, so too would this.

As for the issue that the defender makes the consequence, they must make a consequence that fits the attack. If they make a consequence that is not related to energy disruption, then you didn't hit them. That's how it works, and it's fine.

18
DFRPG / Re: Blocking Magic Internally - Help
« on: November 24, 2012, 02:30:46 AM »
I'm with sancta here. I have a really hard time with a punch altering how I see myself or the world (on its own anyway). And if you cause a consequence, someone needs to go to a councilor or psychiatrist to fix it? You have to admit that is a bit off.

19
DFRPG / Re: Having trouble with character creation
« on: November 24, 2012, 02:26:32 AM »
If you want to get really technical Harry has three forms of sponsored magic and has had one more. (if I'm remembering correctly)
(click to show/hide)

20
DFRPG / Re: Having trouble with character creation
« on: November 23, 2012, 07:53:27 PM »
I think you're over thinking the karmic debt thing. For now I would leave it as an aspect and let your GM compel you to create the effect you want.

As far as sponsored magic goes, I would only take it if you actually want the magic. Debt is not solely a function of sponsored magic, so if you want debt (but not evocation/thaumaturgy) then I would simply give yourself an aspect justification, and then make sure your GM is onboard with that.

I once created a outsider scion that had mainly powers like claws and strength and immunity to mortal magic, however the aspect connection to my father justified drawing power from him. It worked really well.

Having a forge as sponsored magic might be a little funny (in this particular case). I'd probably just use an aspect to represent it.

21
DFRPG / Re: Having trouble with character creation
« on: November 22, 2012, 05:16:42 AM »
Additionally if you don't want to actually sprout wings then you could always boost the athletics skill (via aspects, thaum skill replacement or at the most extreme beast change) in order to "jump good".

22
DFRPG / Re: Blocking Magic Internally - Help
« on: November 22, 2012, 05:11:25 AM »
So from what I gather it seems like the block is the ideal solution, other than the fact that it isn't a long term concept.

I think the old adage "There's more than one way to skin a cat" is fairly appropriate here. If you want a short-term quickly applied solution, then a block is ideal. If you want to remove their ability over the long term deal physical stress (as you are physically striking them) and then find appropriate consequences (which can be invoked to prevent casting) when they are inflicted. At the most extreme case one could alter aspects as the result of a take out/concession.

23
DFRPG / Re: Thaumauturgy/Potions
« on: October 22, 2012, 06:44:22 AM »
Yeah, there really aren't any rules in the evocation or thaumaturgy section that tell us how to make something like Rashid's ointment, so I generally tend to try to ignore it as an example.

Now that I think about it though, I think one of the earlier versions (pre-publication) had blocks stacking with rolls, so maybe it was a throwback that got missed in the editing process.

24
DFRPG / Re: Warden Sword for a Mortal?
« on: October 12, 2012, 05:49:00 PM »
I have to agree with the others about the sword. It's just too good of a hook to say no. Give him a nice sword and let it develop as he does.

As for the stunt, there are a few different things I would note. Firstly it's a bit weird that it works off of the character's lore when someone else is making it. I'd look to bag of tricks for the solution to that (and allow the thematics to guide the mechanics).

Secondly a stunt is usually only capable of providing two shifts of effect. This stunt could easily provide 8 or 10 shifts of effect (albeit in a bit more limited sense). To me that seems too powerful for a stunt. Heck it's more powerful than some equivalent powers (aquatic for example).

Lastly, you seem to be looking at refresh from only the mechanical side. When we have talked to Fred about refresh he talks about it from two sides. There is the mechanical side (mortals get a bonus because they don't get powers, characters with equivalent refresh should be equivalent, etc), but then there's the thematic side. Refresh is free will. Characters with less refresh have less choice in how they act. And by extension characters with more power have less choice. This character has more power. He is capable of powering enchanted items. From that side this character should not be eligible for the mortal bonus.

25
DFRPG / Re: Practical Application of (a specific) Death Curse
« on: July 02, 2012, 03:00:35 PM »
Alright then, lets do the math. I'm assuming a great conviction, if it's different you can adjust. So, four shifts to start (and only four shifts unless she's got blank stress boxes, otherwise things can get a bit murky) plus tags on two mild consequences for four more, plus eighteen for inflicting more consequences, and six more for tagging them.

 I'd think it wouldn't be too hard to take someone out and change their aspects with thirty-two shifts of power. ;D

Also any fate points she has can invoke her aspects (I imagine she has at least a couple related to spellcasting) or barring that just give a flat +1.

26
DFRPG / Re: Quick and Dirty Star Wars Hack
« on: June 11, 2012, 08:47:42 PM »
Check out the side bar ("The dark powers are always willing to help") on YS290. It talks about an external sponsor lending power (in the form of a fate point, good for two shifts of effect) in exchange for a future favor (in the form of a compel). In the case of star wars, you would replace the external sponsor with the dark side and the favor with some sort of compel to their darker nature. It works great for a well defined and temporary consequence (occasional slips and the like), while the aspect change and Lawbreaker powers are good for more permanent altering. I always felt the attitude made more sense for the dark side too, giving you more immediate power at a cost (which is always what the dark side is about, right?).

27
DFRPG / Re: Quick and Dirty Star Wars Hack
« on: June 11, 2012, 07:44:04 PM »
I'll be flat out honest and tell you that this link is a bit of a rabbit hole, however there is some discussion of the idea here with a number of links to further discussion.

As for Dark Side corruption, I feel the Lawbreaker aspect/power combo works just fine for it. Rename it to "Dark Side Corruption" and call it a day.

As I said in our previous discussion, I always felt that debt is a far better way of modeling the dark side, though debt and Lawbreaker works well too.

28
DFRPG / Re: First run at a character
« on: June 09, 2012, 01:04:29 AM »
- As a pure mortal, you may want to keep another refresh or two free, or...

He's got seven free, do you think he needs more?

29
DFRPG / Re: Damnation by Association?
« on: June 08, 2012, 05:20:57 PM »
She wasn't adding power though. She was meeting the complexity requirement. She helped craft the spell, helped make it possible, but in the end she was just a ritual component, all of the magic was Victor's.

Edit: But then again, maybe you're right. Maybe the game's mechanics are creating a distinction that doesn't exist (or at least isn't true to the fiction in that book). I don't know.

30
DFRPG / Re: Damnation by Association?
« on: June 08, 2012, 04:39:05 PM »
The reason I think you can add power without being held responsible for the effects is that Helen Becket still has a head.  There’s no way Morgan didn’t know what she was doing at the Victor Sells’ lake house.

At the time she wasn't a practitioner though. She wasn't adding her magic to the spell, she was assisting in meeting the complexity requirement.

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