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Messages - Drachasor

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31
DFRPG / Re: Using Aspects Against Players
« on: June 28, 2011, 11:26:06 PM »
A Pile of Fate Points can be useful here as Sinker says (e.g. you either have one pile for all NPCs or one just for Mooks, and when mooks are compelled or whatever you add a coin to their pile).  Another option is to let NPCs Tag things, in which case the Brightly Lit Hallway is something those guards could tag for +2 without need a Fate Point since you just introduced that hall.  A Compel is the third way to go.

Wyvern, I'd note there's no reason to have the guards invoke for effect.  The GM can Compel players anytime he bloody well pleases.  He doesn't need an NPC to start it up for him.  A junkyard at night might be a sufficient reason to have a PC trip over some junk and mess up some ritual even if no NPC is on the scene.

Now, a rule of thumb here is that Compels should make things more interesting.  So when you decide to do a compel it shouldn't just be "that doesn't work, you suck, here's a fate point" but the PCs should have their lives complicated in some way and the resulting situation should be more fun.  If you don't think that's really going to be the case, then going with a pile of fate points for NPCs and using one for a +2 bonus is probably the way to go.

32
DFRPG / Re: Magic with Necessary Items
« on: June 28, 2011, 11:16:29 PM »
There's no reason this can't work as an IoP.  That's a pretty perfect rules system to implement this.  It is ALSO a Fate Point Farm in that it gives you an extra Fate Point every session.  If it is essentially a massive crutch for using magic, there's no reason why a GM wouldn't let you spend a Fate Point to emulate the IoP for a scene.  All that seems like a good way to have it work.  This would stretch the IoP rules slightly only in two respects.  One, you couldn't lone it out (by that's an easy agreement for everyone at the table to make).  Two, an IoP like that is probably going to be worth something like 5 Refresh (3 Thaum, 3 Evoc, -1 Size).  So as a temporary power one Fate Point might seem a bit light, but I don't think this is the case since that's actually most of the character tied up into that one item (and an item that just gives say Ritual, with all other powers part of the character, would only cost 1 FP).  Hmm, as far as Temporary Powers like this go, I would say that if you lose an IoP that is a crutch like this, just paying the discount of the IoP in Fate Points makes sense to activate the power for a scene.

An aspect is another way to go, to about the same effect.  Then again, you might be able to find a more interesting aspect instead -- I am not sure how much this one would come up.

33
DFRPG / Re: Qualifications for a sword of the cross?
« on: June 28, 2011, 06:21:35 AM »
Except that
(click to show/hide)

That RCI does have issues.  There's burning if they don't have love in their heart (the sword used is the sword of love).  So I think that fits under "unlikely to fare much better" -- going by lore it would be essentially impossible to find an RCI that could use any sword for an extended period of time.

34
DFRPG / Re: Custom Insect Swarm Power
« on: June 27, 2011, 06:34:07 PM »
Yeah, it was just meant to be an example that can be modified as needed.  Difficult Movement is nasty there, I agree.  Other options might be to change it so it is half as effect except in the direction the Infection is trying to make you go (so the GM can go, hey, if you go down that Dark Alley there's no border!).

Here's a webpage where they talk about fractals for consequences.

Edit:  One thing you can do with an infection like that, which is pretty neat is tag "Bees. My God" when doing something particularly effective on insects (maybe a treatment that is a cold attack).  Hmm, not sure if you'd want a stunt cover some attacks like that affecting the patient or not -- you could probably handle that by using a compel on the character's consequence to be hit by an appropriate attack to (but in the case of a cold attack, only the infection would get hit by the +2 bonus on the attack).

35
DFRPG / Re: Character Creation Help.
« on: June 27, 2011, 06:31:18 PM »
This guy needs Might, Fists, Guns, Athletics, Burglary, Deceit (all spies need this), Stealth, and Alterness as his major skills.  Hmm, if you do a 2x5 spread on skills (2 skills of each level), then I think that might work out well.

Hmm, would "Stubborn as a Mule" be a good aspect?

Oh, and tell your GM there needs to be an enemy with "Might is Reich" as an Aspect.

36
While I don't disagree with the purpose (preventing the ridiculous bonuses this could lead to) this kind of rule is just bad. When you're making rules you must think about what that will lead to. All I can see is players spending time and effort to come up with ten different variations on the aspect "on fire." This slows the game unnecessarily and could lead to frustration and distraction. There are probably far better ways to deal with an issue like that, namely just saying no when a player is clearly trying to abuse the system.

In this particular example, you CAN only come up with one aspect.  They are all being applied together with one spell so the aspect on each guy has to be the same.  (E.g. this might be a 7 strength spell, 5 strength maneuver "On Fire" with 2 strength used to hit a whole zone).  If we consider other maneuvers done later, just how many times are they going to be lighting people On Fire?  If they are really doing it 10 different times, then it would help just from a book-keeping level to be able to keep track of each effect.  It's not hard to come up with a bunch of possibilities:  On Fire; Burning; Help! I'm on Fire!; Really On Fire!; Pants on Fire; Flame On!; etc.  That said, I'd be shocked if you ever needed more than two or three at most.

37
DFRPG / Re: Custom Insect Swarm Power
« on: June 27, 2011, 06:22:04 PM »
Thank you, UmbraLux.

I suppose it could work, but it seems overly complex.

What benefits would using a fractal provide that using ordinary poison rules + GM fiat-based monster spawning wouldn't?

Here's what you might do instead of going with even having poisoned claws:

If the Swarm inflicts a Consequence, then the Consequence is Swarm Infection, which is a fractal (e.g. essentially a creature).  How powerful it is depends on the severity of the consequence.

It has a skill rating equal to the shifts in the consequence.  So either 2, 4, 6, or 8.  An infection through a minor wound isn't as bad as one transferred as a major hit.
It will have stunts, and we can use them to define how it uses its skill.  We might have:
  • Difficult Movement:  The illness due to infection makes it difficult to move about, it creates a zone border for the infected character equal to the infection strength.
  • Worsening Condition:  If the infectee takes a more severe consequence than this infection, then he insteads chooses a consequence to replace the infection, and the infection moves up to the more severe level.
  • Attack!:  The Infection attacks the target at the end of each scene, using its skill defended by endurance (by default).  Or, it can choose to make Mental or Psychological attacks, and inflict consequences to alter the behavior of the infectee (e.g. making him run away from those trying to help him).
  • Resilient:  Swarm Infection will not heal own its own.  It must be killed.  It defends itself from all attacks uses its skill.

Stress Boxes:
The Infection has its own stress boxes, equal to the severity of the consequence it is placed in (2, 4, 6, 8).

It might have the aspects:
Revolting Parasite
Bees.  My God.

Why do this?  Because it makes the infection bigger and more significant.  It makes it more thematic.  It also means it is something the players are going to actually spend more time dealing with and confronting.  Think of the SG1 Episode where Teal'c gets infected by a thing similar to this.  The WHOLE Episode is about the infection.  So a system like this is appropriate if you want someone being infected to be a big deal in a story sense, rather than a big deal in a just a first aid sense.

38
Alternate usage:
What if you wanted to perform a spell that removes the fire from all of the burning minions (and maybe the scene, as well) and turns it all into a huge fireball to hit the big bad? It could be argued that because the spell is meant to make magical "contact" with all the burning minions, that all of those minions' "On Fire" aspects can be tagged. Would this be something to allow?

I'd say not for a +20 bonus...only for a bonus for each person.  On a rules level I view them as the same aspect.

It would also be extremely bizarre to turn what is essentially a 6 or so shift spell into something that's more like a 15 or so shift spell.  In the end, one can make all the arguments one wants, but it certainly wouldn't be good for the game.  It would be really overpowered.  It's also uninteresting, since rather than have people invoke those tags one bit at a time or for effect for something dramatic, you are instead just pouring them all into one attack that ends the combat.  Lame.

39
Mm, the thing is that technically it's only one casting roll and as such you don't really get to "divide" the bonus from multiple tags among different targets on the zone castings, so it feels like the Rules as Written would leverage that +20 bonus, if not the Rules as Intended.  Still, since it's basically a bonus on a to-hit roll it could just as easily be handled per target.  Probably doesn't matter though, as if by some small chance there isn't a rule against re-invoking the same aspect for one roll there really should be.

Well, my response, if I were the GM would be that you can't tag an aspect for a +2 bonus on a group if the aspect is just one one person.  Don't make no kind of sense.  I would let you get a +2 bonus on each relevant person by tagging their aspects.  Could get a bit confusing, so if there were people with the aspect and those without, I'd handle it on my end by treating a +2 bonus to hit as a -2 penalty to defense.

As for the rules, YS page 99 has
Quote
you can’t use the same aspect
more than once on the same roll or action
  On the boards most people go with the interpretation that if two aspects have the same name, then for this purpose they are the same aspect.

40
DFRPG / Re: Monsters using magic
« on: June 27, 2011, 03:52:28 PM »
So tempted to point out contradictory argument....

But I bow out. You have many points. Your argument has merit, but at this point you are not introducing anything that would convince me and I clearly can't convince you. I would just be arguing for the sake of arguing.

I will agree to disagree as well.

41
If Bob is On Fire, and standing in the same zone as Steve, does it make sense to get a +2 bonus on Steve when you invoke Bob's being On Fire?  I'd say in this case you just get the +2 bonus with respect to Bob (essentially Bob has a harder time with the spell/effect than Steve).  So in the 10 person scenario, you'd get a +2 bonus on all of them, rather than just one of them.  That seems to make the most sense.  (Though, AFAIK, you can't tag an aspect with the same name to get the same effect anyhow, so your initial concern is handled by that as you suspected).

More interesting here is that Frank is saying you can do a zone-wide maneuver with a spell, which actually isn't something the rules spell out as possible -- they only go over maneuvers on a scene or on one target.  I think this makes sense to allow, however, since it is definitely better for the game.  Otherwise maneuvers become less and less worthwhile for an evoker as he grows in power, which makes the game less fun and interesting -- and honestly, a zone-wide spell that puts a maneuver on everyone is generally a lot less powerful than a weapon 8 attack or whatever, but it is a lot more party-friendly.

So I guess in this view, one should treat Maneuvers as having the same options as attacks and at the same cost (this seems to make the most sense).  You can also treat the whole scene as one target.

42
DFRPG / Re: Monsters using magic
« on: June 26, 2011, 11:17:51 PM »
This is an issue I have. Saying that the GM can do whatever they want is not a good argument to prove anything. Yes, the GM can do what ever they want. They can always do whatever they want. That's how being a GM works (within reason and in the table's best interest of course). However think about it this way. Our World is there to show us how things work. Why would evilhat intentionally distort the system in their only example? Why would they show us how to do it wrong, with no other example of how to do it?

The game book is clear about how the GM doesn't need to follow the CHARACTER creation rules with regards to enemies.  The people who made the RPG books have repeatedly said the same thing.  It's not distorting the system at all, but using it as they intended it to be used.

The rules say literally "Technically, the Laws of Magic only apply to mortal spellcasters." Billy goes on to talk about politics, however sometimes people infer specific meaning from something that may or may not be there and then discuss that specific point without looking any other possible meaning or understanding. Reminds me of something else...

The fact that the only time they ever talk about "mortal spellcasters" with regards to the Laws of Magic is when they are talking about Warden Enforcement says a lot.  When they are talking about them as a physical law, then they don't care.

Actually in the books it is clear. In the game however they actually make a point of telling us that they don't know the full capacity or workings of soulfire because all we've ever seen has been through one set of eyes. Read the whole description of soulfire on YS292 and tell me that you have a complete understanding of what soulfire entails from that...

Granted, I mispoke there.  The novels are clear, the game isn't  -- I'd really argue the game definition is a pretty poor fit for the novels even.

And here's where we come to the real crux of my problem. The vampire gets lawbreaker. A vampire is a predator, a killer. What happens if a vampire breaks the first law? He becomes twisted into... a predator? When you are naturally a killer then what does it matter if you believe it's your right to kill or if the universe has made you a killer? That's already present.

A RCV being a player is already something highly, highly unusual.  At that point you've already tossed the normal rules out the window (so to speak).  Using logic that would work on a standard RCV on one that would be highly non-standard doesn't make a lot of sense.  Again, I'm not saying that ANY RCV would get Lawbreaker here, I am just saying a PLAYER RCV would, since the rules seem to clearly spell out that Lawbreaker is for players.

43
DFRPG / Re: Custom Insect Swarm Power
« on: June 26, 2011, 09:20:56 PM »
Hey, wouldn't this be a great way to use Fractals?  The "poison" itself would be like a weak creature attached to whomever was infected.  If the host dies, then it becomes a standard swarm.

Edit:  Also, they should be bees.

44
DFRPG / Re: Gard's Rune Magic?
« on: June 26, 2011, 08:37:37 PM »
(Primary creator of the above Rune Magic writeup) Hence the reason it can "emulate any Evocation or Thaumaturgy effect," if I could update the writeup in one way it might let you make the large scale wards (like Marcone's manor) without spending your slots. I don't think that would be a big change to the power, I know in my experience I don't see wards get used very much... Though I'm not quite sure how that would effect the creation of the Living Lightning ward/trap (in Small Favor).

Other changes I may consider would be a +1 bonus to crafting strength or frequency (or both) to reflect the imbued knowledge of how to create runes. Again, not quite sure how that might effect the base cost of the power. Of course some of these changes/updates might be covered by the minimum -3 cost of the power (since Evocation does not give a rebate).

Yeah, the fact she Wards large areas is why I'd say it is really just Thaumaturgy + Benefits.  It uses a different system of thought than what Dresden was taught, of course, so the props are different.  Of course, props literally are just props in the Dresdenverse.  Honestly, I found the whole idea of her Rune Magic being sponsored a bit odd in itself.  Thaumaturgy + Crafting Strength Specialization + 4-8 more Item Slots seems to get the job done that we see in the books just perfectly at 4 to 5 refresh.  I do agree that we don't see any evidence of there being evocation though (beyond evocation via an enchanted item that works like a potion or a ward or the like).

Living Lightning Ward is just a complicated Thaumaturgical ward, really.  Seems to be a one-shot trap with has the flavor of looking really cool.  Honestly, we don't get much more than that from the description in the book.  Now, admittedly, she doesn't show any sign of ever doing summoning or conjuring.  It is possible she can and possible she can't.  I suppose one could right it up as her just having Wards, Divination (huge lore for that culture so I think you have to leave it in), and enchanted items, with 16 or so slots, and +1 or +2 power at 4 or so refresh.

Now, one thing that is pretty cool is that she could easily make a powerful ward pretty quickly.  If her enchanted item strength is 6 for instance, she can make runes that give her two maneuvers that she could then tag for a ritual.  So let's say she is making a Living Lightning Ward.  Let's say her Lore is 5, then she spends 4 slots in preparation for that.  She could then spend half of her aspects on gathering power and half on the strength of the ritual, and gain +2 power each turn and a total complexity of 13 without ANY research.  A little bit more work and she could easily get to complexity 20.  Taking a bit more time and only uses aspects when necessary to not get backlash and she could pretty easily bump up that 13 to 17 or s without any research.  Taking a whole day just to ward a place would easily let her make a 30 shift or greater ward.  Someone like this can do a lot of powerful thaumaturgy without as much work as other characters.

Personally, my scholarly Son of Thor character just has Thaumaturgy and uses runes instead of potions.

45
DFRPG / Re: Monsters using magic
« on: June 26, 2011, 08:22:56 PM »
Dude, chill.  There's nothing in the rules that backs up either interpretation.  Fate is a pretty freeform system, incase you're not familiar with it and its design mechanics.  And, like anything, flavor and mechanics are somewhat mutable. 

It's a free form system.  You can play it however you want.  However, the rules do NOT distinguish between mortal or non-mortal casters, sponsored or non-sponsored magic as far as the Laws of Magic are concerned.  The Laws of Magic are merely written to apply to the PCs, with zero mention of the sort of magic the PC has or even whether the PC is human or not.

I am NOT say one has to stick to RAW on this.  I am saying the RAW, as best I read it, says the Laws of Magic (and the Lawbreaker consequence for breaking them) apply to PCs of any origin whether they use sponsored magic or not.  Again, one can play this however one wants in a game, and I only bring this up because it is ideally important to know what RAW is so you know when you are stepping away from it.

I did reread the section on the Laws of Magic again, btw.  Nowhere does it say that the laws only apply to a mortal caster.  The only place it discusses human vs. inhuman casters (which is different than mortal vs. non-mortal for what it is worth), is in regards to targets of spells (like Toot Toot).  Throughout the whole section, it is pretty clear the view is that the Laws, as a rule of creation (in universe) apply to all players.  I believe they even talk about the important of the laws with regards to given muggles their own distinct edge with regards to PCs and magic, and that sort of principle would apply to any player (but admittedly it is purely one of game mechanics).

The above is why I bring up positive refresh as a decent baseline.

We see very few guys with sponsored magic in the lore who don't have mortal magic (by the way, I refer to text as the novels and rules as the game books, which I think caused some...misinterpretation on your part).  A good example is that we don't see the former Winter Knight with Lawbreakers in OW.  The only ones we see with Lawbreakers also have mortal magic.  Oh, and Mavra's entry doesn't say anything about Lawbreaker despite her having some pretty dark magic (so dark Harry comments upon it).  And there's a whole paragraph talking about the ambiguity of the "positive refresh rule" and how its only "one way" to interpret things.

The former Winter Knight doesn't need to have Lawbreaker.  He's an NPC.  NPCs very clearly do not need to follow the rules that PCs do.  An NPC only needs a given ability if it is significant enough for them to have.  If they don't feel the former Winter Knight's lawbreaking is meaningful enough, then there's no need to write him up with this.  There are tons of places where they talk about how NPCs can break the rules in general both in the books and out.  The same is true, of course, with Mavra.  It is very sensible for a GM or a game designer to decide an NPC is more interesting with refresh spent elsewhere.

I'm not pretending anything, so stop being so offensive.  The rules talk about "true black magic." Oh, and the series of stickies on YS236:

First, I'm not being offensive, so calm down.  I'm neither being nice nor mean.  Second, again, those sidebars are clearly talking about the Laws of Magic as enforced by Wardens, not the Laws of Magic as physical laws of the Universe.  The two things are distinctly different in the rules even if they are both referred to as "The Laws of Magic".

Not arguing about mechanics. The GM can use whatever they want to represent their vision however they feel it should be. That's not really a great argument for how it should be always, and isn't really applicable to the OP.

Well, that's why I said positive refresh is a good principle to go by, generally.    Note that the GM determines what enemies have positive refresh and which ones don't.  Generally, it seems like anything that isn't human will have negative refresh, though exceptions certainly exist (like angels and even the rare other creature).

See InFerrum's sticky. GM Fiat can do whatever, but the rules say mortal spellcasters.

The rules say mortal casters with regards to Warden enforcement, not with regards to reality sticking you with Lawbreaker.  The rules also explicitly say these two things are different.

Belief is part of the equation, however if you read some of what Jim has said about the laws you realize that these are actual physical laws. Laws of the universe if you will. When you use your magic to change the universe in these ways it changes you. Physically (or metaphysically). If you accidentally kill someone with magic it doesn't matter if you believed you had the right to do it or not. Someone's dead and you used your innermost being to do it. Lawbreaker.

The weapon definitely matters too. This doesn't happen with a gun or a knife, even if you believe you have the right to take a life, no lawbreaker. This only happens with magic. The way I see it sponsored magic isn't that sacred part of you, thus it doesn't work the same.

Agreed.  I have read what Jim has said.

I can agree that there's definitely evidence to support either side. This is the way I choose to view it. There's intentionally some leeway in the text so that each table can decide what kind of game they want to play. Do you want to play a game where the laws are brutal and it's all too easy to slip up and wind up in a dark place? Great, do that. Do you want to play a fast and loose action game where everything explodes and it doesn't matter at all? Have fun.

I think we can all agree the rules pretty clearly say there are the Rules of Reality Laws of Magic and the Rules of the Council Laws of Magic.  The latter only applies to mortal casters, no question.  Reality punches anyone with free will in the face, but this is a term that cannot be properly defined.  However, any player by definition of the system has free will, so he should get hit in the face.  Note that despite the capacity to play non-humans in the system, the rules on breaking laws always says "players this" and "players that."  It doesn't say "humans", "mortals", or the like, and is all about players.  The only exception to this is when talking about the Council enforcing their own consequences to law breaking.  To me this is pretty clear.

As a random side note, this is a really unpopular opinion but I've always thought that the way we see soulfire today is only because it's viewed through a wizard's bias. Why wouldn't someone be able to directly access the fires of creation themselves (I.E. not their soul, but the source of souls) and manipulate them in any number of different ways (I.E. not fire or force, like a certain someone). Then again the agenda of the sponsor with soulfire is such that I would think that it would be tough to break a lot of the laws anyway.

There are of course multiple ways you could go about it.  In the game it seems pretty clear Soulfire uses up your own soulstuff, as opposed to you being given soulstuff from someone else.  I suppose one way you could go is use whatever makes for a more interesting debt system.

Anyhow, regarding the OP, here's how I'd go with it.
   
Quote
You are a vamp wizard using your vampire powers to kill someone. Break any laws?  What about the same vamp using wizardry to kill someone
Using Vampire powers?  No.  Using magic?  If you are a PC, you get Lawbreaker.  In the latter case, the Council will not come after you for breaking the law per se (e.g. if they come after you it isn't because they are being cops, more like an act of war or the like).
   
Quote
You've made a thrall with your natural powers. Now you use wizardry to do some specific tinkering. Do they have enough mind left to count for the mental law?
I'd say if they still have any sense of self or mind, then screwing around with their brain gets you Lawbreaker.  If you get them to the point where they are no better than an animal, then you wouldn't.
Quote
    Can you use wizardry to feed? Say using magic to induce the appropriate emotion, or just to rip out psychic energy for a white court.  Does using magic affect your Hunger?
You could certainly use Wizardry to help yourself out and create emotions to feed on.
Hmm, you could even probably make a Thaumaturgic ritual to feed off of a given emotion in an area.  That actual might be a good way to handle things.  Why incite an emotion if you make a big ritual and feed off all the stray lust in an apartment building or something?  You don't have to even adjust anyone's emotions this way, I'd say.  Great tool for the Ethical White Court Vampire, I think, but it only works for wizards, unfortunately.  Anyhow, no Lawbreaking is inherent here, though inciting an emotion, if you go that route, is on the edge (but it isn't making a thrall).

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