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Topics - blues.soldier

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DFRPG / Quick Lawbreaker Question
« on: September 05, 2010, 02:21:50 PM »
No, this isn't another "does my carefully engineered powergamer loophole to do nasty things with magic escape the metaphysical laws of the universe?" kind of question.

YS p.182 says "Gain a +1 bonus to any spellcasting roll whenever using magic in a way which would break the specified Law of Magic." Would you as a GM let that apply to the Power/Complexity roll as well as the Control roll, or just one of the two? I can see arguments both ways, so I'm putting it up here for the more expert types.

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DFRPG / Did I build my BBEG correctly?
« on: September 04, 2010, 05:58:55 PM »
I'm running a Dresden-inspired fantasy game, using the same crunch as the DFRPG. I'm working on the stat bits for the game, and I've been staring at the page in front of me for so long the math is getting all jumbly. So I'm going to post this guy up and let anybody who cares to nitpick him to death. Note that this guy is NOT a starting character; he is, in effect, my Darth Sidious/The Emperor and is in one way or another the originator of a lot of the evil the players will be facing.

Also, he works off of a nine-point elemental system: earth, fire, air, water, metal, wood, spirit, necrotic and radiant

Gwydion Ambrosius (aka Caladrius, leader of the Chantry)
played by Sir Patrick Stewart
HC: Heir to the Throne Nightmare Warlock
Other Aspects: Plans Within Plans; False Religious Zealot; Pact with the Nightmare King; Fear is the Greatest Weapon; Traded My Soul For Power;
Extreme Consequence Aspect: Horrific Burn Scars

Skills
+5: Conviction, Discipline, Lore
+4: Deceit, Intimidate, Academics (Scholarship)
+3: Resources, Presence, Contacts
+2: Rapport, Empathy, Alertness
+1: Craft, Stealth, Investigation

Stress Track (base 3 stress, not DFRPG 2)
Physical: 000
Mental: 00000 +1 Mild consequence
Social: 00000 +1 Mild consequence


Powers [Total Refresh  -15]
Thaumaturgy (+1 Summoning Complexity)[-3]
Evocation (fire, spirit, necrotic) [-3]
The Sight, Soulgaze, Wizard's Constitution [-1]
Sponsored Magic: The Nightmare Court [-2]
Refinement x6 [-6]

Specializations
Necrotic Control +1
Necrotic Power +1

Spirit Control +1
Nightmare Power +2
Nightmare Control +1

Divination Complexity +1
Divination Power +1
Summoning Complexity +1
Summoning Power +1


Focus Items
Black Chainmail Gauntlet (+2 necrotic control, +1 necrotic power) [3 slots]
Tome of the Nightmare Fae (+1 Divination Complexity+Power, +1 Summoning Complexity +Power) [4 slots]

Spellcasting
Fire: Power 5, Control 5
Spirit: Power 5, Control 6
Necrotic: Power 7, Control 8
Nightmare: Power 7, Control 6
Summoning: Complexity 7, Control 7
Divination: Complexity 7, Control 7

Rotes (all rotes require focus items)
Arshiul
Spirit Maneuver
Power 5, Control (targeting) 6
Instant
Defend: Might
Effect: Target takes the "Knocked Sprawling" aspect and is thrown 1 zone per additional shift

Lamh an Bais
Necrotic Attack
Power 7, Control (targeting) 8
Instant
Defend: Athletics
Effect: Claw of sickly yellow-green energy slashes at the target's life force

Eagla Mhor
Nightmare Maneuver
Power 7, Control 6
Defend: Conviction or Discipline
Effect: The energies of the Nightmare Fae assault the target's mind, wrapping them in a miasma of fear. Target takes the "terrified" aspect, 1 additional exchange of duration over target's defense

Fiseanna Tromuli
Nightmare Maneuver
Power 7, Control 6
Defend: Conviction or Discipline
Effect: Horrific visions of terror, violence and destruction attack the target. Target takes "Visions of Terror" aspect, 1 additional exchange of duration over target's defense.

Gadai Chumhact
Nightmare Block (Conviction)
Power 7, Control 6
Defend: Conviction
Magical energy assaults the target's willpower, sapping their resolve and sense of self. Target has difficulty 6 for all Conviction tests for 2 exchanges.

Background: Gwydion Ambrosius was destined to rule. Born in 941 (current year 993) to King Julius I and his wife Siobhan, sister to the High chief of Cambria, Gwydion is the scion of two powerful royal families. He was trained as a statesman and warrior for most of his youth, preparing his head for the heavy crown. But it was not to be. His younger brother Claudius attacked him while on a hunting trip, the court wizard ambushing Gwydion and burning him horrifically with magical flames. Left for dead and in agonizing pain, Gwydion's mind rages and screamed for vengeance--and was answered.

A mighty and twisted archfey named Shandoresh, and calling himself the Nightmare King, responded to the dying Gwydion. In exchange for his service and soul upon his death, the Nightmare King saved the young man from death and took Gwydion to his realm in Faerie. There Shandoresh taught the bitter, scarred man the ways of magic that harnessed the powers of fear, corruption and destruction to his will. The King also taught Gwydion how to manipulate others to do his bidding and the ways of politics, machination and subterfuge.

When Gwydion returned to the natural world,  he realized he had been played as thoroughly as he had been taught to play others. Time runs strangely in the Nightmare Realm, and almost 50 years had passed while Gwydion had studied for only 10. His betrayer had borne children of his own and perished, splitting the kingdom that should have been Gwydion's into three constantly infighting princedoms. Gwydion knows in his heart that he is the true and rightful heir to the throne of Albion and the squabbling children of his vile brother are not going to stop him from claiming what is his by law.

But Gwydion knew he needed a plan; simply declaring his heritage, especially when he appears to be only a man of 36 winters, is folly and will result in nothing but his death. Thus, he has built a network of intelligence and contacts all across Brittanis, and is setting the stage for all three kingdoms to be brought to their knees. Then Gwydion will step in and declare himself and his heritage and unify all the lands that should have been his by right under his own iron fist.

Gwydion started his master plan by forming a religious sect known as the Chantry. Based around the tenets of the Church of Light, Gwydion manipulated his followers into a small army focused on putting spellcasters of all kinds either under Gwydion's control or in the ground. The magics taught him by the Nightmare King make him exceptionally good at brainwashing and inspiring fear; it was a short step in taking the Chantry from guarding against evil magic to striking out against all spellcasters except those "educated" by the Chantry.



 

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DFRPG / Sponsored Magic "As Fast As Evocation" Question
« on: July 31, 2010, 08:48:23 PM »
I'm using the DFRPG magic system for a fantasy FATE game I'm getting ready to run, and I'm trying to figure out how this works. I'm running my divine-cleric-priest characters as all having a kind of Sponsored Magic, so this is a big deal.

I'm basically trying to re-create the Reiki healing spell (or a more powerful healing spell) at Evocation speed. Character has Lore at Great+4, Discipline at Good+3. Help?

Edit: Also, how would turning this into a Rote spell work? She's got a Focus item at +1 Power, and Conviction at Fair (+2)

4
DFRPG / Record of Play Including Game Mechanics
« on: July 28, 2010, 04:34:11 AM »
I have an entire gaming group of complete FATE newbies. I'm one too. Has anybody posted a session log that includes how the game mechanics worked as well as the story those rules created? I'd love to be able to point to something like that so that my players have a better "feel" for how FATE is really a complex storytelling tool and not a numbers-crunchy tactical game.

Thanks,

Jason

5
DFRPG / Healing Potions
« on: June 17, 2010, 10:17:32 PM »
For the record, I'm not running a DFRPG game. I'm running a fantasy story in a homebrew world, using a mashup of Legends of Anglerre and DFRPG rules. FATE is beautifully modular that way.

In any case, my game is not so gritty as the Dresdenverse: starting with 3 Stress per track, increased by Skills, etc. Still very dangerous, but my characters aren't going to get their teeth kicked in or stay injured quite so often as Harry does.

My question is this: I'm debating how to use/apply healing magic, specifically consumable items such as potions/poultices/etc. These aren't going to be potions of cure light wounds ala D&D--rather they will be important, strategic items that are hard but not impossible to come by. I'll likely be using them as story or quest rewards--something worth risking your neck for, in other words.

What mechanic should they use? I am very familiar with the reiki spell rules, and I'm using that as a baseline for what a spellcaster can do solo on a regular basis, but that doesn't seem quite potent enough for what I'm looking for. Should the potion remove consequences entirely? Remove a number of damaged stress boxes? Remove ALL stress boxes but leave consequences? This is my sticking point.

Any help would be appreciated.

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DFRPG / Aspects per Exchange/Scene?
« on: June 10, 2010, 12:11:19 PM »
I own every major publishing of a FATE rules system, so maybe I'm imagining this from another version. Still, the question remains.

Assuming the character has enough Fate points, is there a limit on how many aspects they can pile on during a single exchange? What about a scene? I recall somewhere that an Aspect was only invoke-able once per scene. Is this accurate? Can you supply the reference?


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