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DFRPG / Re: Grappling Versus Incite Emotions?
« on: August 30, 2010, 10:17:07 AM »A grapple is a block against actions.
A grapple is a block against physical actions.
So I dont see how a grapple couls block an incite emotion.
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A grapple is a block against actions.
during a discussion of the first law several people asked why wasn't there a consequence for a mortal who kills another mortal ( refresh wise )? no matter how you get there the taking of a life is a big deal.
and in the end, it only matters what your friendly neighbourhood the warden saw.
My proposed fix was to ditch the lawbreakers and enforce aspect changes.
I wouldn't require them to actually take consequences, but I'd probably require the power of the spell be equal to stress tracks + consequences. Shapeshifting magic is supposed to be hard in the Dresdenverse, and a 3-5 shift thaumaturgical effect (to just overcome a stress track) doesn't really fit the bill IMHO. Even adding a few shifts to bolt on powers puts shapeshifting into the "pretty easy" category.
Well, I haven't had a chance to sit down and read the rules, but here's the reason why I wasn't sure if you could just take evocation and no other power because of the templates. I mean I couldn't see just the evoker template.
Also, consider that vampires in the dresden verse are not people! (exception of white court, of course) They are demons that have infected a host, and when the host is fully turned, the person that used to be there is completely gone. Its just a demon (as in a nevernever monster, not something from hell) wearing a human face. What works in WoD won't necessarily work (or even come close to working) for the dresdenverse. My advice, is that when playing a game, the players accept the premises that the game is based on, and that by doing so you have more fun.
When you (Self-)Transform into another thing you loose all your Powers and Stunts.
Unless you buy them back into the Ritual.
The basic difficulty for transforming is based on the True Shapeshift Power (-4 Refresh = 8 Shifts)
(Reason, while one Ritual can only change you into one form, you can have multiple Rituals. Thats True Shapeshift.)
Since you may want to end the spell before sunrise, we add another shift.
So the basic Self-Transforming spell is an Complexity Ritual 9.
So lets say our Wizards want to transform into an Wolf. With the Lvl. 9 Ritual he can take the form off an Wolf, but he is unfamiliar with the body.
He incorporates another Power into the Ritual: Beast Change for the Skill Shuffle (Demonic Co-Pilot would work too?).
Thats another Refresh (Total of 5) or 2 Shifts of Power. = Complexity of 11
After an Encounter with an Hellhound our Wizards want to change into one.
A Hellhound is an -7 Refresh creature with the -4 from True Shapechange that would be -11. To much for our Submerged Wizard (10 Refresh Total, max. -9 Refresh)
He researches further and cuts the Pack Instinct out and the Stunt Unflappable (Presence), that would bring the Refresh to -9, but then he realises he needs still the Beast Change Power...
He cuts the other Stunt since he overlaps a little with Echoes of the Beast.
Complexity of the Ritual (9*2)+1 = 19
Later in the Campaign after the Wizard got 7 new Refreshes he bought True ShapeChange (-4) and the Modular Abilities (-3).
So he can Shapechange into an Wolf on the fly (with all his Powers intact), but anything more complicated (like an bird) he needs still to cast an Ritual.
He could change into an Bird with allmost all his Powers intact with an Ritual.
Example:
-3 Evocation
-3 Thaumaturgy
-1 Wizards Sight
-2 Refinement
-1 Diminuitive Size
-1 Wings
-1 Beast Change
-4 True Shapechange
-----------------------
-16
He could'nt use his True Shapechange, because this is the Ritual Version. He would need to end the spell first.
The Complexity of the Ritual would be (16*2)+1 = 33
With two more Refresh spent on Modular Abilities he wouldn't need the Ritual (And it would be much faster).
IMHO with this you could play an Junior Wizards who grows into an Powerfull Shapechanger.
It's flexible, but you are at least 4 Refresh points behind the Specialist.
I like it so far... Opinions?
You could allow the Wizard to go over his refresh, with the temporary Power rule on page 92 YS.
Not shure about that...
Just how many refresh is that guy O.oSubmerged
And I disagree, I would have something like the scarecrow be one of the Summoners Big Guns.
Not something he pulls out all that often, but more something if he needs to go war.After all, its still taxing for it.In regards to your thread I am more inclined towards Deadmans view on summoning/binding then your own in anycase.
I have looked at it, and looked at it, with like no rules for binding and determining the refresh level of constructs/summons its kind of hard to figure out how to do this, the rules put together by Korwin seem kind off to me.
I'd really like some good imput on this...
One of my ideas for such a character is someone who made a deal with a Demonlord (An Archangel strength being) for in return for services rendered (Favors) the Demon provides the right to call on the subordinates of the Demonlord in Downbelow's hierarchy along with there Names for calling them.
Here another try of an Summoning Character, this one with more justification for the social side of Summoning and Binding.
High Aspect: Mortal General for the War Department of the Chinese Hell as described in this books
Trouble: Stupid Orders
Other Aspects: Demons under my Command
Marked by Power -1
Item of Power: Scepter of Command (Spear) +2
Human Form +1
(when using the Item, the Gerneral shows full body (glowing) Tatoos which proclaim his allegiance to the War Department)
Ritual: Summoning and Binding -2
Refinement x 2 -2 (4 Extra Focus Item Slots = 6 Item Slots) +5 Complexity +1 Controll
-------------
Total -1 Refresh
Refinement -1 (2 Focus Item Slots converted into 4 Enchanted Item Slots)
Physical Immunity (only against Mortal Magic) -3
Supernatural Recovery -4
Catch: Wood +3
-------------
Total -1 Refresh
Lawbreaker First (multiple times) -2
Total Refresh Cost of Char. -9
Summoned Item Crafter:
-3 Thaumaturgy +1 Item Crafting Power (Focus Items +2 Wards Complexity)
-21 Refinement
+6 Item Frequency,
+5 Item Power,
+5 Wards Complexity
+4 Wards Controll, +4 Transformation Complexity
+3 Transformation Controll, +3 Divination Complexity
+2 Divination Controll, +2 Summoning Complexity, +2 Summoning Controll, +2 Conjuration Complexity
+1 Conjuration Controll, +1 Transportation Complexity, +1 Transportaion Controll, +1 Veils Complexity
-2 Inhuman Strenght
-2 Inhuman Thoughness
-2 Inhuman Recovery
+3 Catch: Wood
Skills:
Superb +5: Lore, Resourcess
Great +4: Discipline, Conviction
The General orders his Magic Items by this Demon (and his Home is warded by this Demon).
Tai Chi clothes of hellish Protection (Block +10 or Armor +5 / 7 uses per session).
Silk gloves of Sudden painfull Death (to hit with Guns, Damage +8 / 9 uses per session).
Kukri of Dimensional Rending (opens door into the NeverNever +6 effect / 11 uses per session).
Facemask of Skulking (Veil +8 / 9 uses per session)
Bodyguard/Guide in the NeverNever
-4 Supernatural Speed
-2 Supernatural Strenght
-4 Supernatural Recovery
+3 Catch: Wood
-8 Physical Immunity
Catch +2: Taoistic holy relicts
-1 Claws
-1 Flesh Mask
Skills:
Superb +5: Lore, Awareness
Great +4: Fists, Endurance
True! But frequency of occurence isn't actually part of the cost structure, just ease of acquisition, and silver's pretty easy to get.