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Messages - Set Abominae

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16
DFRPG / Re: Her Royal Majesty's Witchfinders
« on: July 14, 2011, 03:54:06 PM »
You're right. I wasn't expecting that at all.

Sigh, we're going to have to do something about your straight-man routine  :P

17
DFRPG / Re: Scared to play as a Wizard
« on: July 13, 2011, 05:04:29 PM »
When I first started playing DF I too was intimidated and instead of making a Wizard I went with what was essentially a front line fighter with a lot of issues.  After he "died" (IE he ascended becoming a full archangel) I decided to play a young warden as my next character and I was surprised at how easy it is to use Evocations. I have grown to really love the freedom the system gives me. Thaumaturgy can be a little difficult for me at times but I am quickly getting the hang of it too. So I say jump in the deep end and face your fear.  You won't regret it.

I find that the key to Thaumaturgy is teaching yourself to think like a "witch". Summon up those memories of every convoluted "magic" ritual you've ever seen in any movie or TV show and then think about how you'll make that happen in the game. Odds are if you come up with enough toys to play with, the GM will find a way to stick them all together and give you a dice roll (or a few) to make. That and I study Willow and Giles in the Buffy show pretty close to keep me thematically centered.

Also reading how Harry does things in the books can be a good grounding. I find that thinking in terms of "symbolic link first" keeps me on track, and the rest just falls into play as window-dressing and dice boosters on their own.

I find it helps to remember that anything you can do (mechanically) with evocation, you can usually do with thaumaturgy, only with more potency and a few more dice rolls (and a chance of blasting yourself to atoms if you get a tad too ambitious). So I tend to refer to the evocation modifiers when I'm looking for a quick fix to tweak a given spell.

18
DFRPG / Re: Scared to play as a Wizard
« on: July 13, 2011, 04:40:14 PM »
There's really not much math in it, the biggest requirement is for creativity.  Need to think up ways to use spells fairly quickly.  :)  That does get easier with practice.  

As for the mechanics, there are some cheat sheets here which may help.

Well said. As a gamer in Mage (WoD) for a long time, it wasn't too hard a leap for me to grasp the idea of letting role-playing drive the magic system, but having played plenty of other systems, I can see where some people might be intimidated.

To me the spellcasting in DFRPG falls somewhere between Mage and Shadowrun (both of which I love).

Mechanically it really is pretty simple. I highly recommend all players, and GM's with wizard concerns take a little time reviewing the rules and those cheat sheets, and then most importantly doing some test rolling/simulations.

That's what I did, and much like any math class will teach you, a handful of simple repetitions will learn ya pretty quick.

Then you can settle in to the fun and creativity of being a clever wizard without worrying about the mechanisms.

Also, I tend to encourage matching discipline and convictions skill levels for new wizards. Helps cut down a bit of math and gives the player a "safe zone" of casting that they can easily get a handle on.

Creativity over math skills make for a good wizard player.  In our game, we have one Wizard and one PC with Sponsored Magic.  In a nutshell the players say "I do this" and I tell them how much power that will take and the difficulty for the casting roll.  Simple as that.

And THIS!

Given the role-play, collaborative nature of the Fate system, the biggest concern should probably be what's cool for the role-playing. The GM can fudge the machinery as much as he/she likes to accommodate a really cool idea the player comes up with.

If there is any rules-lawyer concerns, just have the GM discuss with everyone how flexible he/she is going to be in adjudicating magic right at the start, hash out any concerns, and then run with it.

I tell my folks that if they can come up with something awesome and reasonably feasible, I'll invent a roll if I have to in order to give them a shot at it. We've always played it pretty pliable where rules are concerned. Role-playing comes first.

19
DFRPG / Re: What Happens When A Fairie Reaches Positive Refresh?
« on: July 13, 2011, 04:24:37 PM »
I was going to say Ronald McDonald  :-[

20
DFRPG / Re: Anyone simplify the DFRPG?
« on: July 12, 2011, 01:46:02 AM »
Dude.  The best way I've found to explain Aspects to D&D gamers is "Aspects are like your D&D character class".

Your character has the aspect "Barbarian".  He can spend a FP and get bonuses for doing things barbarians do.  He gets FP when his Barbarian...ness makes life hard for him.  When he can't read the warning sign on the rickety bridge.  When he's expected to be civilized.  When people won't sell items to him because he's a filthy barbarian.

Good example.

21
DFRPG / Re: High complexity wards
« on: July 12, 2011, 01:26:07 AM »
The wizard I'm running has big-time wards.  I offered him a compel: if he accepted, His wife was going to, unwittingly, invite a Monster into the house and bad stuff was going to occure.

If he turned down the compel, we agreed that the wards would hold up and his wife would be safe as long as they didn't delay and got to the house ASAP to go save her.

As far as mechanics go, the strength of the wards were irrelevant.  

Good example, and if you had been so inclined you could have run some of the wards against the baddy to "soften" him up for the coming conflict. Ultimately OP it comes down to if your GM is going to ever put those wards into action.

My player's wizard routinely double-checks his wards on the assumption that some day I'm going to make them important for saving his bacon...and he'd be right.

22
DFRPG / Re: Her Royal Majesty's Witchfinders
« on: July 12, 2011, 12:58:57 AM »
Well are they theologically motivated? That might be a good reason to throw some of the faith based capabilities in the mix.

It might also be an excuse to throw ritual into the line-up. You could feasibly aim it at "sanctified" rituals meant to ward against evil, demons, etc.

I'd say the following possibilities are feasible depending on the theme you're going for:

Bless This House
Cassandra’s Tears
Guide My Hand
Holy Touch
Item of Power
Marked by Power
Psychometry
Righteousness
Ritual
Supernatural Sense

23
DFRPG / Re: Giving players a choice...
« on: July 10, 2011, 05:18:05 PM »
Just thought I'd share something I recently tried - giving the players a chance to choose something for the bad guy.

We recently had a major fight - the big bad tracked down the PCs to where one of them lived.  Fortunately the big bad thought they were rival drug dealers (a huge mix up, don't ask) and wasn't prepared for mystic resistance.

So he had two normal toughs with him - a couple of Good skills each, one stunt each, each could take one minor consequence - and the Big Bad had a full sheet and full consequences.  When he realised that things weren't going good for his side Big Bad decided it was time to leave - and he had a rote for that (Evocation veil that lasted for two exchanges).  Two players made Lore declarations that they had a potion that could pierce veils (they didn't want to look at him with the Sight) and one (the powerhouse in hand to hand combat) was able to spot him.  As combat went on I decided to make part of his sheet public (everything except rotes and items - which were on another page), so people could see just what they were (and weren't) doing to him.

When things got really bad for him, he did a non-rote Evocation veil, taking mental stress so he could have it at Legendary for 2 exchanges.    As he was fleeing at Inhuman Speed, the wizard who went through that ordeal I posted a while back had one last shot at him.  At this point he had his 1st stress box unmarked.  He had taken two mild physical consequences (he had a stunt that gave him a second one) and his moderate and severe were used.

Needing to do at least two points of stress the wizard blew through his remaining FATE chips, taping every aspect he could to get bonuses on his targeting rote to cast his magic bolt at the fleeing warlock.  Then the warlock dodged into the bolt (rolled horrible with his defense roll) and when the last of the warlock's defenses were taken into account there were 7 stress remaining.  If he got away he could rest up, gather allies, and even contact criminals to put contracts out on the group.

So I gave the player a choice over whether the warlock used his extreme.  It was up to the player who fried him - the warlock would use his extreme and escape OR the warlock would die from the 7 stress levels.  After all, the wizard had put everything he had behind the attack (tagging everything he could and spending all of his FATE chips) and he knew the attack could kill, so either the bad guy gets away or the bad guy dies - his choice.

After the game, the player said having that choice was one of the funnest moments of RPing that he'd ever had when dice were being rolled.  A moral choice after the dice are rolled and the result determined? He'd never seen that before.

What did he choose? It didn't matter to him (it mattered to the PCs, not the player).  What mattered was that he had the choice.

Richard

Great stuff Richard. I really think you've hit upon one of the strengths of the system and the mechanisms behind the "taken out" and consequence rules, with your own modest spin on them. The system really shines for its collaborative qualities. Role-playing has always been, to varying degrees, cooperative story telling, and the FATE system really puts a spotlight on that aspect (pun recognized and accepted).

24
DFRPG / Re: Case-file: Tech Support
« on: July 10, 2011, 05:12:51 PM »
I like it. It has some similarities to something I was mulling over myself. After all their are plenty of things that would like to get their hands on a way to reliably curb wizard mojo (like the RC for example). One possible spin is that the doohicky only grounds out unguided magical energy making wizards able to use computers and technology while in its field. Plenty of things don't want wizards having the advantage of modernization either.

25
DFRPG / Re: The consequences of more Consequences
« on: July 10, 2011, 05:07:02 PM »
I also think that the single consequence pool forces conflicts to conclusion and indeed, makes the consequences characters suffer in previous conflicts matter no matter what.  Like, you know, consequences.  :)

And to me it represents a more holistic approach to a characters well being. To me it allows for all the accumulated baggage of a characters confrontations to wear away at him/her. Most real people start to feel overwhelmed when their wrist is broke, their reputation has gone from good neighbor or friend to troublemaker or failure, and they've fallen into a deep depression and/or anxiety from watching a bus full of school kids get eaten by some mind-shattering "thing that should not be".

This kind of snowball effect is possible with the consequence track. People are multidimensional, and so are their problems.

Or as some would say, it's not the years but the mileage.

26
DFRPG / Re: Looking For some advice on fleshing out a sub-plot
« on: July 10, 2011, 04:58:31 PM »
Seriously, this is so true. Once city creation is done, you have a whole bag of hooks just waiting to be used. I was amazed that when we got done with the Twin Cities corebook just how many plots immediately presented themselves. And, if your players made sure to tie their characters into the setting, it's practically automatic how they get involved.

This is one of my favorite parts of this system.

Completely agreed, and one of the things that had me feeling that I was on to something golden once I started reading the core rulebook. My knee-jerk reaction was "What? We're starting the book with GM stuff?", but once I read through and started applying the process, I was saying "Brilliant!"

27
DFRPG / Re: Looking For some advice on fleshing out a sub-plot
« on: July 10, 2011, 04:34:53 PM »
Have you done city creation?  I have found in my Seattle game that the stories and villains wrote themselves once the city creation was done.  

That's my experience so far too. Spent last night filling out my location and city sheets, and have found myself with more than one page worth of faces and a handful of casefile hooks.

Which makes me happy.

But on the topic on hand, my first thought is to keep the kids young. Second thought is that the McNasty is one of the kids, but not in the traditional sense. One of the kids has night terrors or some form of undiagnosed delusional mental illness. Their touch of power has allowed this part of their psyche to make their fears manifest (so the monster under the bed or in the closet becomes real). None of the kids is trained or old enough to recognize what's happening, so they all think the monsters are real and killed their parents. At least one of them (preferably not the troubled one) can make shields and did so (probably reflexively) to protect them from the scary "monster" that attacked them. Perhaps each has their own magic talent that will manifest in some way during the story.

What this can do is keep the players guessing as the "monster" keeps changing to fit the kid's current worst fear. Of course, it could be a phobophage, or if you wanted to ratchet up the tension, in danger of attracting phobophages. Point being that the players would have to figure out that the McNasty was actually just a scared, disturbed kid, and how to stop the kid without hurting him/her. Of course, if the kid killed with magic and/or mucked with people's minds, however unintentionally, and you want to complicate things further, have the Wardens show up to dispense some "we don't see grey areas" style damage control, putting them at odds with the player characters who do.

28
DFRPG / Re: Giving players a choice...
« on: July 10, 2011, 04:31:17 PM »
I like to give the players a choice too:

Cake or death.  :P

29
DFRPG / Re: Meet the cast.
« on: July 10, 2011, 05:05:09 AM »
I've been fleshing out our locations, and came across these pictures of one of our local churches that will be featured in our game:

Our Lady of Perpetual Help

http://www.flickr.com/photos/thejulianfamily/2969432432/sizes/l/in/photostream/

http://www.flickr.com/photos/thejulianfamily/2697668857/sizes/l/in/photostream/

http://catholicforum.fisheaters.com/index.php/topic,3422082.0.html

That last one is my favorite.

30
DFRPG / Re: Help, Help, I'm Being Seduced!
« on: July 08, 2011, 03:43:36 AM »
Next time someone asks me how Declarations work, I'm going to use the Holy Hand Grenade as an example.

Also:

Killer Rabbit (Chest Deep)

High Concept: Killer Rabbit
Other Aspects: Mean Streak, You Will Know Fear, Cute Little Bunny, That Rabbit's Dynamite!
Skills:   
Superb: Fists, Athletics
Great: Deceit, Alertness
Good: Survival, Stealth
Fair: Conviction, Discipline
Average: Presence, Endurance
Stunts:
Very Fast Neck Lunge (Fists): May make spray attacks with Fists.
Can-Opener Teeth (Fists): Ignore 2 points of armour when attacking with natural weaponry.
Deceptively Cute (Deceit): May use Deceit instead of Stealth by pretending to be harmless.
You Will Know Fear (Fists): Use Fists instead of Intimidation against people who have seen the rabbit kill stuff.
Powers:
Potent Natural Weaponry (Teeth) [-2] (Weapon 4 natural attacks)
Echoes Of The Beast (Rabbit) [-1]
Diminutive Size [-1]
Supernatural Speed [-4]
Supernatural Toughness [-4]
The Catch (Holy Stuff) [+2]
Total Refresh Cost:
-14
Refresh Total:
-6

Sweet, and hey you used my caption  ;)

Run away!!!!!!

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