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Messages - UmbraLux

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1636
DFRPG / Re: Branded Soldier
« on: January 15, 2011, 06:49:14 PM »
Has nobody else noticed that you have no refresh? You have a base 6 refresh and 6 points worth of powers. Not a playable character.
He has +4 and -9 listed for a net of -5 which leaves him one.  (Assuming all are valid.)

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I almost agree with Ren about the feeding dependency (as long as the rules remain the same) except that there's no real argument against just feeding fully (an action that would normally result in someone's death) to get rid of your hunger stress. It's a tough one but if you could think of a reason why it might be hard to feed fully then I'd totally be on your side on that one, Ren.
Could copy the ghoul's feeding dependency...though that may lead to an unwanted 'squick' factor.   :-\

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Modular abilities work for the character though I'd expand on some of the trappings if using that method.  Perhaps he has a tattoo for each potential ability but his body can't take having more than a few activated?

1637
DFRPG / Re: Branded Soldier
« on: January 15, 2011, 02:48:16 PM »
As noted above, there are a few issues.  I'd call a Feeding Dependency on normal food a +0 item, tattoos as an IoP might be +1 but won't be +2 (too concealable), and Refinements adjust spellcasting.  The recovery / toughness powers are problematic as listed - while I might (not certain) allow that catch, I would say the catch itself means you can't heal any consequences / damage taken when you didn't have a recovery tattoo active.  More thematically, do you envision being able to turn tattoos on and off with a thought / action?  That's what modular abilities allow.

I would create such a character using Thaumaturgy.  Something like the following:
 - Wizard's Constitution (+0)
 - Thaumaturgy (-3):  Specialization - Runes (+1 Complexity)
 - - Refinements (-2):  (+8 enchanted items)
 - - Focus Item (one):  Traditional tattoo needle (+1 Complexity)
 - - Enchanted Items (ten):  These are your tattoos.  Up to ten separate one use spells or fewer spells with multiple uses.  

It allows creation of tattoos up to Lore +2 in a minute or two and more powerful tattoos with more prep time.

I'm using Refinement her for the Third Purpose, extra slots for Focus Items in this case represented as additional Brands or Scars that are set to a static purpose; i.e. one gives +1 Physical Defense, 1 Gives +1 Fists Damage etc...I think it would be apropos for the concept.
Focus Items only give bonuses to Control or Complexity of spells.

1638
DFRPG / Re: Wizard Baiting For Fun And Profit
« on: January 14, 2011, 12:24:55 AM »
Thus, I've been playing with similar ideas for game plots--methods by which mortals can outfox wizards and other supernaturals by taking advantage of various mental and perceptual blind spots.  However, it doesn't seem that I'm quite canny enough, so I'm throwing this out there to see if anyone else has any ideas. 
Electronic locks which fail closed (most do) - could be anything from a front door to a time locked safe.

Any information is easily encrypted and stored on electronic media.  Wizards could destroy it but not access it.

Alarm circuits targeted at wizards may simply be set to go off when any remote sensitive electronic item fails.

Messages passed by electronic means are probably safe from most wizards.

A building with elevator(s) but no stairs would be challenging (though would fail honest building inspections) and might end up being a trap.


1639
DFRPG / Re: question about magic blocks
« on: January 11, 2011, 02:59:47 PM »
I may need to revise earlier thought - per YS:210 (the example) you don't stack a block with your defense, you simply get the better of the two. 
So... say my character has decent armor on (armor 2) and a ring that functions as a block 3.

A hitman attacks with a dagger (weapon 2) and rolls a 6 to attack.  My character rolls a 3 on athletics (doh!) to evade, and ends up facing a 5 stress hit.

What you're saying is that I could activate the shield ring to soak up 3 stress, and then the armor would soak up the last 2 stress leaving my character unharmed, right?
Looks like you'd need to choose between using the Block and using Athletics.  In your example both are 3 so it'd be a wash.  But you'd take that 5 stress hit (reduced by armor) for a result of 3 stress.

1640
DFRPG / Re: question about magic blocks
« on: January 11, 2011, 04:40:17 AM »
Could you elaborate?  I am not familiar with this.
Full Defense is on YS:199.  Basically you give up your action for a +2 to defense.  Compared to casting a block where you use (give up) an action, take a point of mental stress, and have a (small) chance of failure...if you ignore the mental stress and failure chance, casting a block's break even point is when you put 4 shifts in it.  But that mental stress is important!  It could also be used for attacks, maneuvers, counterspelling, or veils.  So my off the cuff rule of thumb is needing at least 7 shifts for break even...6 to get armor:3 and one to extend it an exchange.  Even then you're using a precious mental stress point...

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<comments on armor>
As with many things it's open to some interpretation.  Going by YS:202, armor won't stack (but may cover broader attacks), lags behind weapons, and lists Armor:4 as beyond "...personal scale, except maybe in magical or supernatural context."  So if the best personal armor (the bomb disposal suit) is 3 most good vests will be 2 and the cheap ones only 1.  Murphy's stacking armor covers both firearms and melee attacks instead of making it stronger against either.  The book doesn't draw a hard line though...I'm not trying to convince you so much as show you my reasoning.

1641
DFRPG / Re: question about magic blocks
« on: January 11, 2011, 03:12:27 AM »
It seems based on the information I've gleaned in this thread so far that (upon GM's discretion) a character could create a magic shield as a reactionary, defensive action (which would be a good idea if they have a rubbish athletics skill) and then create magic armor too during their own turn.
The reactionary block is gone by the second action unless you have an extremely generous GM.  (As a reaction I don't think most GMs would allow the caster to split power between blocking and extending the spell duration.  Reactions are all about that immediate "Oh sh--!" moment.) 

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This would effectively stop any attack that does not meet the shifts of the shield, but if it does, the character would roll athletics or some other kind of block (like with a weapon) to stop/evade the attack, and if it gets through, the magic armor would also take shifts off of the attack before actually chipping away stress, right?
More correctly, a Block would stop any attacks not powerful enough to break through and Armor would lessen the power (take shifts off) of affected attacks.

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That actually sounds pretty reasonable.  It seems like a character who is madly trying to stay alive could layer the magical defenses in that way.
I could make a case for full defense being a better option.  :)  It doesn't cost you Mental stress and gives you a +2 for as long as you care to keep defending yourself.  Better than a quick evocation Armor unless you're able to put a significant number of shifts into the effect.

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That said, magic armor is not all that great except for not weighing a character down and some evocation focuses (like spirit) are good at deflecting almost everything.

Using "Aftermath" as an example, Murphy has armor that I would rate a 3 against projectiles and a 3 against melee. 

It seems that body armor would be just as good (if not better) than magic armor and is always in effect.
I don't think most body armor will be any better than Armor:2 (enough to stop a pistol round) unless you're moving into bomb disposal suit territory.

For trappings, I recommend looking at some of the spells in the back of YS.  Carlos Ramirez's Entropy Shield, Hyperawareness, and Riffilitum are all blocks (shield spells) with differing trappings.

1642
DFRPG / Re: question about magic blocks
« on: January 11, 2011, 02:19:24 AM »
I guess what I am getting at is that a magic shield cannot be created as a reactionary defense action, right?
This tends to be GM-dependent.  The book is vague enough to leave room for interpretation.

I suppose that makes sense... but what about a character who has inhuman toughness?  Would the 1 armor from inhuman toughness (or worn armor) be added to the magical armor?
Per YS:202 neither armor nor weapon ratings stack.

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It seems that if that were the case, the magic armor would be pretty good.
Yes, spellcasting is powerful.  Evocation is limited by Conviction though...and actions / spells spent on defense aren't spent on offense.  (One reason why I don't have a problems with using spells as a defense.)

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That said, armor is not a shield or avoidance.  Soooooo..... say I create an armor of 3 that will last 3 rounds.  I'm assuming I am still dodging based on athletics and anything that gets through is absorbed by the armor, right?
Depends on the trappings.  Armor created by an Air spell might deflect attacks so they miss, Water might absorb the attack, and an enchanted Jacket could also...which fits the situation and block used best?

1643
DFRPG / Re: question about magic blocks
« on: January 11, 2011, 01:57:59 AM »
Your Block must be overcome before you are actually 'attacked'.  So a Block:3 completely negates attacks hitting with less than 3 shifts.  As soon as your block is surpassed, the block is shattered / ended and you make your normal defense roll against the full power of the attack.  It's all or nothing.

A block set up as armor does lessen the power of any attack it affects.  So an Armor:3 block would drop that 4 shift attack to 1 shift.  It also does not dissipate / shatter when a hit goes through it.  Of course it is twice as expensive as a standard block...  :)

It's worth noting blocks don't usually affect everything.  The obvious example are Veils - they tend to block perception only.

1644
DFRPG / Re: The wizard challenge!
« on: January 10, 2011, 11:12:35 PM »
Win X number of discrete, surprise fights in a row in a single encounter against minor to average henchman, where X in the number of fights a character focused on combat (guns of fists) could handle before being "Taken Out".

I've always held that in most systems a wizards weakness is stamina, but I would be interested to see if someone can prove this not true in DFRPG.
There was a speculative thread on combat thaumaturgy some time ago.  It might answer your question...or just raise more questions.  :)

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Regarding other challenges, how about crafts?  Even something as simple as basketweaving would (I think) take an exorbitant number of thaumaturgy shifts to accomplish.  Is something as complex as building a car even in the realm of possibility?  For challenge purposes, both basket and car need to be permanent physical objects usable for their normal purposes.

1645
DFRPG / Re: Counterspell Specializations?
« on: January 07, 2011, 11:29:47 PM »
I'd allow a Counterspell refinement or enchantment...after telling the player I suspect he'd find it a less than optimal use of item / refinement.  :)  As a refinement, I'd even consider (would need more thought than I've given it) allowing it to add to Lore for assessment purposes.  If someone wants to be good at breaking an opponent's spells, go for it! 

1646
DFRPG / Re: Two questions
« on: January 07, 2011, 01:03:31 PM »
Heck, Harry Dresden spent almost an entire book hanging out with Butters and he probably couldn't win a fist fight against a 10 year old.
Err, the RPG uses refresh and how much each character has spent to reflect that, not differing power levels.  In your example, Dresden has spent all but one refresh while Butters probably only has a couple Scholarship stunts and a bunch of unspent refresh.  Choosing a power level for the group doesn't mean everyone has to spend all their refresh.

1647
DFRPG / Re: Help with an Emmisary of Power/sponsored spellcasting source
« on: January 05, 2011, 11:34:07 PM »
Any thoughts? Ideas i've missed?
I like your second idea...the city's spirit so to speak.  May steal it someday.  :)

That said, there are a couple other ideas worth a look:
  • Loa - perhaps Baron Kriminel, though several would work
  • The Bohpoli or Nalusa chito from Choctaw myth

1648
DFRPG / Re: It's not a rain of toads, but...
« on: January 04, 2011, 01:02:41 AM »
CNN: Falling Birds Died From Massive Trauma

What does it say about me that my first thought is, "Uh, oh, Summer's obviously gearing up for a fight"?  And that my second thought was how to use this as a plot hook for my game. :) 

So, does anyone have other weird nature news that they'd care to share that can easily be mined for plot hooks?
Don't forget the 20 miles of dead fish happening at the same time as dying birds...definitely a fae war!

1649
DFRPG / Re: Thinking about buying this...
« on: January 03, 2011, 01:18:46 PM »
Was hoping for some input on this game.  What do you guys think about it and how does it rate vs other P&Ps?

Is it like Mage or Vampire or D&D? play style/rules and so on that is.
It isn't much like either of the games you've listed IMO.  :) 

Mechanically, FATE is a simple / light game where you roll a trait + 4df (think a d3-2 so the range is -1 to +1) and add aspect modifiers by spending a fate point.  Aspects are unique concepts / attributes about your character which may be used for bonuses or compel you to do something.  DFRPG adds a fairly robust stunt / power system onto the core FATE rules.

In play FATE often seems very meta-game oriented at first - in part because of the way aspects work and in part due to the explicit input players have in building the story.  It is very much a game of building a story rather than telling a prewritten story.

DFRPG itself is the best fiction to RPG conversion I've read.  It does an excellent job of playing like the books read.  The heroes are going to get beat up and compelled before they come back and stomp on the bad guys.  I highly recommend it!

1650
DFRPG / Re: Hex Vs. Items of Power
« on: January 02, 2011, 05:50:29 PM »
Hexing an IoP seems like a decent compel.  I'd treat it as one.  That lets the character buy out of it if they want.  And, if a PC is attempting to hex an IoP, I'd require a fate point which goes to the NPC owner in addition to the roll.

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