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DFRPG / Re: Story-Related Questions (slighlty book soilerish)
« on: November 28, 2010, 06:40:54 PM »
I need to read the book again but I thought
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Which brings up an interesting side question. Can you use feeding dependency as a Catch? I'm feeling too lazy to look it up.(I'm interested also but didn't want to derail the other thread.)
What's the catch?Currently going with all the 'true emotions' as catch (on the theory each would be beneficial to the soul) but I'm not entirely happy with it. I'd like to find something better before it comes up. Any suggestions?
A well crafted real Katana feels like magic in your hands and have a crazy edge.This is true of any well crafted blade.
Now, both the Channeler and the full on Thaumaturge can be Voodoo priests. Both of them can use the trappings of Voodoo, and both of them can come from that background. But one has gone WAY beyond the other.Agreed. One has far more learning / power than the other. My point was simply that, to an external observer, there's very little to tell the two apart. Both will look to voodoo rituals as the solution - one because that's all he can do and the other because he just that good at it.
A wizard can do a salt circle. Or a blood circle. Or woven holly. He can also do it with a cheap marker bought at the wal-mart or do it in his mind. Full thaumaturgy isn't limited by trappings beyond what the wizard chooses out of habit, belief or familiarity. As long as said houngan believes it would work, he could use pink crayons and do it just as well as in a blood circle. (as long as the social consequence he'd take from being a cheapskate would be the same level as the physical from drawing a circle in blood)From an external PoV, I think it would be difficult to tell the difference between a houngan ritualist and a houngan thaumaturgist with refinements specializing in a particular ritual theme. For that matter, don't the books state one of the senior council
As for being caught with consequences, other people cannot tag consequences for free - only the guy that dealt them. So, only the wizard could tag said consequences. On the other hand, the GM can compel them instead.Meh, the terminology is one thing I dislike about FATE. The point was, if that attacking character, PC* or NPC, spends a couple fate points to take advantage of those consequences, does the wizard share some responsibility for the werewolf's death?
Nope. That character does not have Thaumaturgy. They got the much more limited Ritual: Voodoo Magic. Someone with Thaumaturgy is like a wizard; they can do Voodoo, summon demons, curse people, pull meteors from the sky, raise the dead, try to become gods, tear holes in the fabric of the universe and whatever else they could possibly imagine. That's another reason why wizards with enough experience to know how to use Thaumaturgy best are terrifyingly powerful.Not certain I agree. A powerful houngan or mambo (one with Thaumaturgy) could accomplish the same things as any other thaumaturgist, they simply use different trappings. The houngan may sacrifice chickens and create a blood circle while a druid weaves his circle out of woven holly and the wizard simply uses salt. The end result is the same.
Anybody got any advice for a newbie to find a group to play with?Others had some good advice. I'd recommend starting with the local game store and checking to see if the college has a gaming club. If you don't have any luck finding local games, there are also a variety of Virtual Table Top programs for playing online (I use Fantasy Grounds). Skype, chat, and various forums are also common media. Good luck!