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Topics - SunlessNick

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DFRPG / Appeal to the Brain Trust - Potential powers for Djinn
« on: November 23, 2011, 03:30:26 PM »
I'm currently working on an Arabian Nights themed Dresdenverse game, and have hit a stumbling block with djinn in that it contrast to the "mortals have free will, creatures have a nature" theme, it's an important part of the folklore of djinn that even the most powerful do have free will.  For the most part, I've sacrificed the folklore to the mythos, but nevertheless, I'm looking for some ways to push the line a bit.  So far, I have three approaches, and am looking for second opinions.

The Wish:

A portion of a djinni's power that it can only use by giving up its free will and ceding that power to a mortal's will instead.  Unlike modern takes, this does require that the djinn play fair with whomever makes the wish (that's more in keeping with the folklore I've seen in fact - when djinn were malicious, they'd just attack people rather than offering a wish and twisting it - when wishes were twisted, it tended to be a punishment by fate on a wisher who'd proved they didn't deserve it, rather than by the djinni).  The djinni can carry out a wish so as to add stuff it wants to - eg if it wants an underground palace, it can find someone who wants an overground palace, get them to wish for it, and dig out the former to provide material for the latter.  And the wish will be flavoured by the djinni's nature unless the wisher specifies otherwise - eg an Ifrit will grant wishes in a fiery way, because it wouldn't think to do otherwise unless told to.

I'm not sure how to render it though.  Should the wish be a discount a-la Item of Power or Catch, or should it be a power that grants access to several extra Refresh not normally available?  Or something else?


Ruled by Passion weakness:

Essentially a weakness that means refusing a compel costs an extra Fate point over normal.  Meaning it can't be done as often and needs more taken compels to catch up.  Makes free will possible but taxing.

What should that give back in terms of Refresh?


Passion stress track:

Not compatible with the previous, this adds a stress track similar to Feeding Dependency.  Using the linked powers causes stress that can only be alleviated by acting out according to the djinni's nature.  Makes free will possible, but exhaustible.

What should that give back?  And how to handle alleviating the stress and consequences?  Compels without Fate points or something less obvious?


Lastly:

Not to do with free will, but how would you cost a power that lets you apply the "with evocation's methods and speed" to a mundane skill?  Eg Craft, where rather than conjuring the aforementioned palace out of thin air, you build it mundanely, but impossibly quickly.

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DFRPG / No True Name - How to cost it?
« on: November 23, 2011, 03:11:43 PM »
I have this power/weakness in mind - the character type I'm thinking of in relation to it is based on White Wolf's Prometheans (a sort of Frankenstein's Monster-alike that's not truly part of the world and is rejected by it) - but for this thread, I'm trying to think more generally.  Anyway, it's having no true name in the magical sense.

The ramifications so far decided upon are:

Magical (or other supernatural powers) can't be targeted on the character via her name.  Likewise, sympathetic links don't work - cut off a bit of her hair, and there'll be no quality to it that still connects it to her.  While contagion doesn't come up as much as sympathy in the Dresdenverse, that wouldn't work either.  This doesn't confer any other immunity to magic.

Flip side:  the character can't make a sponsorship deap (nothing with which to sign on the dotted line as party of the second) or the kind of deal that Harry had going with Chauncy.  I largely regard this as a weakness-that-isn't, since few character concepts that work for this would include sponsorship deals anyway.

Whatever effect a Threshold has on the character is not negated by an invitation.  Essentially the barrier doesn't "think" to connect the invitation with the character.

People sense as wrongness about the character, making all social rolls one or two (not decided) steps more difficult; a roll which fails only because of this penalty is likely to provoke an aggressive response.  Unlike a lot of social penalties based on seeming off, this also applies to intimidation. 


How should I cost this?


And can you think of any more ramifications I should add (more than one or two more would be overkill though).

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DFRPG / Magic with Necessary Items
« on: June 28, 2011, 05:34:54 AM »
Over in the thread on Rune Magic, it was mentioned that for the most part, the props in Dresdenverse magic are just props - they make it easier, but if you're good enough, you don't need them.

But what if you do?  Not psychologically, but metaphysically, your magic won't work without a particular aid - either part of a sponsorship deal, or just a quirk (the specific idea I'm thinking of is someone with a severed left hand whose bones she still has and uses in her magic).

In such a case, would it be worth giving the Item of Power discount to the magic (it almost certainly wouldn't have the normal trappings of a real Item of Power, though).  Or charging Ritualism's prices for Thaumaturgy's effects - the restriction not being the effect you can do or what you can do it on, but when and how you can do anything at all?

What if it was a type of item?  Say, you categorically need a set of runestones, but any set will do?

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DFRPG / Homebrew Vampire Courts
« on: May 11, 2011, 05:05:39 AM »
[Although "Court" is a bit of a misnomer for all three; none of them are very organised bodies, and the term's applied because it's applied to the more familiar types]


Grey Court:
(Yeah, I know, everyone uses Grey; but there aren't that many colours that seem vampiric).

Like the White Court, the Grey Court is made up of families which propgate by interbreeding with humans.  They are similar in another respect too, in that they are living beings who access their supernatural power by feeding - and attunement with spirits of hunger - although in the Grey Court's case, this feeding is on blood.  Grey Court vampires resemble normal humans by day, during which time they are also deprived of most of their power - only at night do they take on their full strength and hunger, together with a much less human appearance - their nocturnal forms have bluish skin and features halfway between a rat and a rotted corpse.  Within a Grey Court family, all the vampires are of one gender - when they have children with humans, the children of that gender will be vampires, the others human.  How Grey Court families treat their humans varies widely - anything from slaves, to favoured pets, to respected retainers, to near equal lovers can be found.  Most Grey Court vampires are also magical practitioners (almost always Ritual; the spirits within them tend to go haywire under the raw power of Channelling).  Grey Court families usually ignore one another unless one poses a problem for the other.  They extend the same attitude to other vampires, which is why they don't have any prominence in the dealings of the Courts.  Some have been found on each side of the vampire war.

(Essentially, a way to get the "human by day, monster by night" and "bloodsucking witch" types into a Dresden-style Court).

Human Form (they assume their supernatural form at night, and are human by day) and Feeding Dependency. These affect the following: Fangs, Inhuman Stength, one of Inhuman Recovery or Toughness (the Catch is symbols and trinkets holy to the human side of their heritage), and Blood Drinker.

They have the Sight in both forms. If they have Rituals, they have this in both forms as well.

Minimum Refresh cost: -4, -6 if they have Rituals.


Green Court:

The Green Court are among the most territorial of all vampires, because it's literally territory they feed on - they leech the vitality out of their surroundings, affecting people, livestock, crops, and all.  Rather than feeding physically, they drain an area through their auras, spreading their own diseased energy into the land itself.  The presence of a brood of Green Court vampires is marked by an increased in stillbirths and wasing illness.  Green Court vampires resemble emaciated and plague-stricken corpses, and are preternaturally stealthy (no physical slouches either).  They haunt an area in broods of a half dozen or so, together or in various underground boltholes.  They reproduce by "injecting" their energy into the bodies of those killed by their feeding - they are purely inhuman, with no memory or spirit of the victim remaining - and as might be expected, they're irredeemably nasty.  Most can't meaningfully communicate with those outside the Court, though a few learn the languages of the people around them - they have no dealings with other vampires, and indeed tend to be hunted out when discovered by the rest of the Courts as they mess up the whole area in ways troublesome for other predators.

(Based on vampire-as-disease of course, most especially a couple of African legends).

Feeding Dependency, which affects every other ability.

Living Dead, Cloak of Shadows, Psychometry (works on locations rather than portable objects), Gaseous Form, Inhuman Strength, Inhuman Recovery and Supernatural Toughness (the Catches are healing and healthful herbs like garlic, or being wounded with wooden weapons).

They also have "Area Drinker," which I made a -4. Each day, they roll Conviction to feed on the life forces of the area around them - this affects a radius in zones equal to ten times the numberical value of the numerical value of the result on the ladder - the affected area takes on an Aspect of "Depleted," which can be compelled and invoked to cause illness and decreptitude, and against the healing of physical consequences suffered by inhabitants (inhabitant being defined as someone who last slept in the affected area).  The effect is cumulative if multiple vampires feed.

Refresh cost: -15.


The Pale Court:

Pale Court vampires are spectral entities (although some can manifest themselves physically) that feed on emotional and vital force, usually on sleeping victims. They do apparently begin as ghosts, since they remember a mortal life before their current existences - how they turn from normal ghost into Pale Court vampire is subject to some conjecture in magical circles - but the White Council usually puts it down to necromancers seeking a more capable and freer roaming servant than the average ghost (and which then gets away from them through those same attributes). What is known is that Pale Court vampires have gained or regained a level of coherent sapience, which is maintained as long as they continue to feed - should they go without, they begin to revert to the autonomic condition of the average ghost.

(The hungry ghost niche obviously).

Ghost Speaker, Spirit Form, Physical Immunity (the catch comprises the same sorts of things that harm ghosts, which I made +2, as research can turn them up fairly easily; they do not get the protection that an attacker needs to gain their acknowledgment in order to affect them). They also have Manipulate Dream and Dream Vampirism (see below). And they have Feeding Dependency, although rather than affecting their powers, it affects their sapience and free will.

Refresh Cost: -12.

Manipulate Dream -2: This power allows a creature to incite or alter a target's dreams. In general, this is a contest of Deceit vs the victim's Discipline - success allows the creature to lay an Aspect on the dreamscape, which can be tagged or invoked to ease further manipulations, or the use of other powers such as Dream Vampirism. Aspects on dreams can be environmental ("everything grows dark"), emotional ("everything is inexplicably frightening"), or an incorporated element or monster ("beware the jabberwock"). [Mortals can take a Lucid Dreaming stunt for Discipline, which allows them to use this power on their own dreams, which counters the manipulations of others]

Dream Vampirism -1: This is carried out using the same system as Emotion Feeding, using the vampire's Decit vs the victim's Discipline - as the name implies, it can only be used on a target who is currently dreaming - however, any Aspects laid on a dream by the Manipulate Dream power can be tagged or invoked to benefit feeding. Some Dream vampires draw on emotional energy, while some siphon life force more directly - the only mechanical difference is that the former inflicts psychological stress and the latter physical - decide which one this vampire does.

Some Pale Court vampires have Domination, Incite Emotion, and/or the Poltergeist enhancement to Spirit Form.

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