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The Dresden Files => DFRPG => Topic started by: Oblyss on December 14, 2012, 09:01:29 PM

Title: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 14, 2012, 09:01:29 PM
Hey everyone! I just started getting into this game and I have to say the system looks really amazing. I've never seen such a open ended magic system before and it's definitely been a little paralyzing with what all you can do with it. I'm still trying to learn everything but me and my best friend are starting up and we're still working on our characters and the city.

Before I type up a wall of text here's the gist of it:
 I'm doing my first Dresden RPG session soon, and I'm playing a female White Council necromancer that's not good or evil, and is probably going to take some inspiration from John Constantine in some ways. So while they may not be evil they are going to be doing a lot of questionable things. Their trouble aspect at the moment is, "Walking the Line" to reflect this. My GM suggested this one, but we're both new to aspect ideas.
I'm looking for some help on stuff like skills and items mainly, and suggested aspects, but I'm open to any suggestions on the other parts as well. It looks like they're going to be in a tough position so I want to try and make them statted out in a way to be able to handle it.

------


My friend's the GM and we've been working hand in hand on my character and some others. I decided I wanted to play a younger Kemmlerian Necromancer that's with the White Council now after making a war time deal for a pardon, by betraying the Kemmlerites that were training them. Also with their situation being taken under advisement. "Oh well they're just a kid, they didn't even know about the white council until after they were trained as a necromancer." They're of course more in their twenties in age.

My GM is all fine for this, and of course we've both agreed that while it works out, they are still going to have half the council at least convinced they are evil psychos waiting to snap. And the only reason any of this works out is because the Council was in a desperate situation and my character offered an easy out to solve the problem for a minor headache. We've also agreed that means there's going to be a bunch of old school wardens out to kill my character first chance they get. Specifically we got one named "Warden Adams" that's going to more or less be the "Morgan" for my character, but less reasonable.

My character's the only wizard in the group, and there aren't many others. So far there's also a Dragon Knight beholden to Ferrofax.


Here's my second character sheet: http://puu.sh/1ATho

I've got one aspect marked as "Placeholder" and I'm still trying to decide a good one to put there, I'm also open to suggested revisions on the other ones including the high/trouble aspects if a really good one is offered.

Anyway, I apologize if I made a mistake in my post. And I appreciate any suggestions people may have.


Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: DFJunkie on December 14, 2012, 10:21:08 PM
I'm also a little confused about one point.  Kemmler bought it for the last time in 1961, and while I get that your character is younger in relation to Kemmler's other apprentices (Cowl, Corpsetaker, et al.) assuming the game takes place in the modern day that would still put your character in her mid seventies.  Perfectly normal for a Wizard of course, but it also means that she's been a part of the Council for over fifty years now.  Has she continued shady? 

Also, do you have someone who took responsibility for your character like Eb took Harry in?  If she defected it might not be necessary, but maybe have a previous mentor on the Council who took a risk on you.  That could get you an aspect related to your mentor.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: narphoenix on December 14, 2012, 10:58:41 PM
Plus, necromancy is a gross violation of one of the Laws of Magic. Unless she only practiced animal necromancy, and even then, it's a major gray area.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 14, 2012, 11:15:59 PM
Quote
I'm also a little confused about one point.  Kemmler bought it for the last time in 1961, and while I get that your character is younger in relation to Kemmler's other apprentices (Cowl, Corpsetaker, et al.) assuming the game takes place in the modern day that would still put your character in her mid seventies.  Perfectly normal for a Wizard of course, but it also means that she's been a part of the Council for over fifty years now.  Has she continued shady? 
My idea was that a one of Kemmler's apprentices had a stronghold somewhere and was recruiting wizards to train in the ways of Kemmler, to be cannon-fodder/scapegoats against the white council or whoever.  So my character isn't a direct apprentice of Kemmler, but of one of his apprentices. This also all took place in Europe, and she later came to America. I may be wrong, but so far this seems to work out well enough. My GM hasn't pointed out a problem with it, but while we're both big time Dresden readers I wouldn't say we're infallible experts.

Quote
Also, do you have someone who took responsibility for your character like Eb took Harry in?  If she defected it might not be necessary, but maybe have a previous mentor on the Council who took a risk on you.  That could get you an aspect related to your mentor.

That's a good question! I actually did consider that idea, but I haven't set it in stone yet. So far it seems to be an "either way" thing, and that maybe they did and maybe they didn't. Off the top of my head, it doesn't seem to make as much sense as Harry Dresden and Ebenezer for Dresden Files book plot reasons regarding the two, but it's not impossible either. I may take you up on this as it would make for interesting play, to have one Warden unofficially hunting her, and another older council member looking out for her to some degree as long as she doesn't do anything too over the line.


Quote
Plus, necromancy is a gross violation of one of the Laws of Magic. Unless she only practiced animal necromancy, and even then, it's a major gray area.

You are correct, though the game is taking place during the Red Court war. Where the rulebook says that wardens investigating shady evidence is going to be "more rare" than before. This is where her one aspect is going to come into play "If the Ref doesn't see it. It's legal."

She's going to have one Warden spying on her a lot and trying to find an excuse to kill her, or give her jobs that'll get her killed.

As for the White Council as a whole, we decided it was going to be the sort of thing they didn't ask to many questions about. Sort of like Inglourious Basterds with the Americans making a deal with the Nazi officer. He gets off "scott free" in return for his part of the bargain. They don't trust them, but they're willing to work with them under supervision in return for what they offer. They aren't placed in any sort of area of actual trust or position to betray them back as well.

I imagine there was a half dozen soul gazes on her and hours of interrogation before they even considered the deal and someone argued it was a good trade on her behalf. It's probably came down to them sweeping past actions under the rug, to a degree. And saying if she ever breaks a law and they catch her they will drop the hammer hard.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 14, 2012, 11:42:37 PM
The big issue with this character mechanically is the Lawbreaker Stunt and her lack of both it and the Refresh to buy it. By background, she should have Lawbreaker - 5th [-2], unless she has only ever used Necromancy on animals (enormously unlikely, I'd personally say impossible, for a Kemmlerite) and possibly other Lawbreaker stunts as well (if she's ever killed for instance). So, that's a definite problem.

Thematically, having an ex-Necromancer seems possible, but a Kemmlerite? Much less so...though I suppose if Kumori came off as sympathetic it's possible.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 15, 2012, 12:09:14 AM
The big issue with this character mechanically is the Lawbreaker Stunt and her lack of both it and the Refresh to buy it. By background, she should have Lawbreaker - 5th [-2], unless she has only ever used Necromancy on animals (enormously unlikely, I'd personally say impossible, for a Kemmlerite) and possibly other Lawbreaker stunts as well (if she's ever killed for instance). So, that's a definite problem.
I thought the sponsored magic rules keep lawbreaker stunt from being involved as long as you're using the sponsored magic itself to break the laws. The trade on this being the sponsor agenda, otherwise a necromancer would go insane in ten minutes of being one.

Edit: And I just checked Kumori out in the book and she doesn't have the lawbreaker stunt, though it also doesn't list her as having Kemmlerian necromancy. It says it's "unsure if she has full access to it". But I'm pretty sure we see her use necromancy on a human in the Dresden books as well.

Quote
Thematically, having an ex-Necromancer seems possible, but a Kemmlerite? Much less so...though I suppose if Kumori came off as sympathetic it's possible.
It's of course not the most likely of stories, but it's one I find fun and my GM's on board with it. They seem pretty interested the story of the Warden out to get her.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: narphoenix on December 15, 2012, 12:11:06 AM
Nope. Check Our World. Both Grevane and Capriocorpus have Lawbreaker 5th.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 15, 2012, 12:22:29 AM
Nope. Check Our World. Both Grevane and Capriocorpus have Lawbreaker 5th.

You can still get lawbreaker with a sponsor, but standard sponsor benefit seems to allow for negating some law breaking unless I'm mistaken.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 15, 2012, 12:24:39 AM
Not by any of the rules they don't. Some people would argue that they do allow such things...but I've never agreed with them, and think that's thematic hogwash.

There's also the fact that I'm pretty sure you need to be a Necromancer (ie: have Lawbreaker - 5th) before you can even become a Kemmlerite...just logically.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Richard_Chilton on December 15, 2012, 12:35:48 AM
You could be a necromancer who hasn't gone all the way corrupt yet.  Say that you worked mainly with an animals or find the points to pick up a level or two law breaker.

In the books, Kumori is a non-Kemmlerite necromancer who isn't evil.  Crazy and in denial about it, sure, but not evil.

Richard
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Haru on December 15, 2012, 12:59:27 AM
Necromancy doesn't necessarily have to be about killing and reanimating. It can also be about controlling ghosts and the likes. Maybe not even ghosts, just death energy of some kind or another.

You could look at it like this: every action has an equal but opposite reaction. So every spell you do is not one action, but a pair of action-reaction. Now most wizards learn to use magic a certain way, what I would call the action in the simile. Necromantic magic seems to work the other way around, creating what would usually be the reaction, so the action occurs. Granted, this will only translate very roughly to magic, but I hope you get my point. Necromancy, without killing or raising anyone or anything. Harry says so himself, Magic springs from life, Necromancy from death. Kumori says something along those lines as well, and she says that Necromancy can be turned to do good.

In some applications, the necromantic method might even be better than the magic everyone else is using. We don't have much to go on there, but I think that could be something that would let you walk the straight and narrow, while still having necromancy.

Spinning off this idea, every warden of the white council will probably feel the necromantic energies around you, that doesn't seem to be something that can easily be hidden. However. once they soulgaze you they will find out, that you never killed anyone, never intend to, that there is something about the necromantic energy around you, that might not be inherently bad, and they will definitely see, that you never broke a law. Add to that a sponsor, and you are good to go.

I would keep Kemmlerian Necromancy from your sheet, though, because that definitely is the darkest dark of necromancy and will, like Deadmanwalking said almost certainly come with a lawbreaker. attached. If you do put it on your sheet and use it, you will end up on the dark side, and if you don't use it, you have two points of dead weight in your refresh pool. Refinement would be the better way to go there, I think. If you want to have a Kemmlerian background, put it in one of your aspects, so if you really want to go there, you can draw upon it that way.

Speaking of aspects: I think "walking the line" and "if the ref doesn't see it, it's legal" are basically saying the same thing, and I feel that the second one is way more fuego than the first, and might make for a better trouble aspect, while conveying the same message.

Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 15, 2012, 01:06:50 AM
Two minor notes on the above: Firstly, ghosts are not technically people, messing with them is thus Ectomancy not Necromancy. Secondly, even non-'Evil' necromancy (like Kumori saving that guy's life in Deadbeat) will get you Lawbreaker - 5th if it involves human beings. Just not Lawbreaker - 1st or any other Lawbreaker stunts.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 15, 2012, 01:12:41 AM
Not by any of the rules they don't. Some people would argue that they don't...but I've never agreed with them, and think that's thematic hogwash.

There's also the fact that I'm pretty sure you need to be a Necromancer (ie: have Lawbreaker - 5th) before you can even become a Kemmlerite...just logically.

Kumori doesn't have lawbreaker and she's clearly a necromancer and has used the abilities. In any case, I wasn't looking to butt heads on it. I understand some people might be against the idea but my GM and group think it to be a fun concept and no one sees any mechanical issues with it in the rule book. I was hoping more in input from more experienced players about the selection of skills/items and such for a wizard in their position for someone new to the game.


Quote
You could be a necromancer who hasn't gone all the way corrupt yet.  Say that you worked mainly with an animals or find the points to pick up a level or two law breaker.

In the books, Kumori is a non-Kemmlerite necromancer who isn't evil.  Crazy and in denial about it, sure, but not evil.

Richard

I do understand people's suggestion that lawbreaker would make more sense, and I do agree. I just also feel it's not completely necessary, and I'm working on the 10 point refresh otherwise I'd have been happy to throw that in as well. Though I will talk to my Gm and see about what they want to do, I understand it's not completely unthinkable to bump the refresh up by one for everyone at the GM and group's discretion. I'll ask what they think, but I'm not going to argue if they want me to leave things as they are.

Thanks for suggestions though Richard, they're a good example. As I mentioned already I'm taking some inspiration for my character from John Constantine from Hellblazer, the "hero" of the comics. Though most people would describe him as being a bit of a bastard rather than a hero, though they wouldn't describe him as a villain either. An "Any means necessary" type trying to do the right thing, but also a little too selfish for self sacrifice.


Necromancy doesn't necessarily have to be about killing and reanimating. It can also be about controlling ghosts and the likes. Maybe not even ghosts, just death energy of some kind or another.

You could look at it like this: every action has an equal but opposite reaction. So every spell you do is not one action, but a pair of action-reaction. Now most wizards learn to use magic a certain way, what I would call the action in the simile. Necromantic magic seems to work the other way around, creating what would usually be the reaction, so the action occurs. Granted, this will only translate very roughly to magic, but I hope you get my point. Necromancy, without killing or raising anyone or anything. Harry says so himself, Magic springs from life, Necromancy from death. Kumori says something along those lines as well, and she says that Necromancy can be turned to do good.

In some applications, the necromantic method might even be better than the magic everyone else is using. We don't have much to go on there, but I think that could be something that would let you walk the straight and narrow, while still having necromancy.

Spinning off this idea, every warden of the white council will probably feel the necromantic energies around you, that doesn't seem to be something that can easily be hidden. However. once they soulgaze you they will find out, that you never killed anyone, never intend to, that there is something about the necromantic energy around you, that might not be inherently bad, and they will definitely see, that you never broke a law. Add to that a sponsor, and you are good to go.

I would keep Kemmlerian Necromancy from your sheet, though, because that definitely is the darkest dark of necromancy and will, like Deadmanwalking said almost certainly come with a lawbreaker. attached. If you do put it on your sheet and use it, you will end up on the dark side, and if you don't use it, you have two points of dead weight in your refresh pool. Refinement would be the better way to go there, I think. If you want to have a Kemmlerian background, put it in one of your aspects, so if you really want to go there, you can draw upon it that way.

Speaking of aspects: I think "walking the line" and "if the ref doesn't see it, it's legal" are basically saying the same thing, and I feel that the second one is way more fuego than the first, and might make for a better trouble aspect, while conveying the same message.


Thanks Haru! There was some very good points you brought up. I'm definitely going to consider these things. And if I switch the trouble aspect out it would give me a good rearrangement for the rest of my aspects so I think I will definitely take you up on that.

I agree with all your points on the necromancy, it's definitely not going to be a secret from the council, just for now she's not going to be a top priority on their list. They're more or less watching and waiting. They feel any of them could take her out if they need to, they're seeing if she can be useful to them. The war is going on so they're definitely trying to make use of her, at her expense. And if she gets herself killed doing it, it's one less headache for them. Most of them will definitely not be comfortable around her.

Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Sanctaphrax on December 15, 2012, 01:14:30 AM
Personally, I think the Lawbreaker Power shouldn't be mandatory for people who break the Laws. Because having a Wizard PC break a Law and suffer the consequences for that is fun, and the mandatory-ness of the Lawbreaker Power interferes with that story.

So I recommend you just ignore the thing that says you need to take Lawbreaker. Don't let the oddities of the rules get in the way of your game.

Requiring that breaking a Law affect your Aspects is pretty cool, though. Aspect changes are a great way to represent corruption.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 15, 2012, 01:24:55 AM
Personally, I think the Lawbreaker Power shouldn't be mandatory for people who break the Laws. Because having a Wizard PC break a Law and suffer the consequences for that is fun, and the mandatory-ness of the Lawbreaker Power interferes with that story.

So I recommend you just ignore the thing that says you need to take Lawbreaker. Don't let the oddities of the rules get in the way of your game.

Requiring that breaking a Law affect your Aspects is pretty cool, though. Aspect changes are a great way to represent corruption.

Well that's the thing, I just don't see anything that actually says it is mandatory. It all seems to be a pretty vague area regarding sponsored kemmler and the laws. Currently my GM has ruled that I'll be more 'resistant' to lawbreaker corruption under specific circumstances, but not immune to corruption by any means. And that the sponsor agenda (Death) will constantly be hanging over head. I also do not doubt at some point my character will become a lawbreaker. Though they aren't going to set out to do it.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 15, 2012, 01:29:18 AM
Kumori doesn't have lawbreaker and she's clearly a necromancer and has used the abilities. In any case, I wasn't looking to butt heads on it. I understand some people might be against the idea but my GM and group think it to be a fun concept and no one sees any mechanical issues with it in the rule book. I was hoping more in input from more experienced players about the selection of skills/items and such for a wizard in their position for someone new to the game

This is almost certainly an error (or a result of the difference between PCs and NPCs), not an intentional statement on how the Laws work. Adding Lawbreaker was one of the last things that got done in OW (and considered more important on PCs than NPCs anyway), and nobody noticed its' absence on Kumori. No, really, I know, I was the one who pointed out it's absence on Grevane. They immediately put it in. Nobody did the same for her.

Indeed, I'll link you: http://www.jimbutcheronline.com/bb/index.php/topic,16539.msg784716.html#msg784716 (http://www.jimbutcheronline.com/bb/index.php/topic,16539.msg784716.html#msg784716)

That said, if you want to and it's fun for your group, go for it. That's by far the most important thing. Way more than any pedantic rules argument.

Personally, I think the Lawbreaker Power shouldn't be mandatory for people who break the Laws. Because having a Wizard PC break a Law and suffer the consequences for that is fun, and the mandatory-ness of the Lawbreaker Power interferes with that story.

So I recommend you just ignore the thing that says you need to take Lawbreaker. Don't let the oddities of the rules get in the way of your game.

Requiring that breaking a Law affect your Aspects is pretty cool, though. Aspect changes are a great way to represent corruption.

I disagree, I think the loss of free will involved in Lawbreaker very neatly models the reality of the books (which is what the game's trying for, obviously), and is quite fun in its own way.

But running a game without it is certainly viable. I would advise consistency, though. Either have it or don't or put a number of times you need to do X to get it, no applying it sporadically...that'd get weird.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Sanctaphrax on December 15, 2012, 01:34:06 AM
Quote from: Your Story page 233 paragraph 8
In game terms, whenever your character crosses the line for the first time-breaking a law that he has not broken before-he must immediately take a new Lawbreaker ability. A Lawbreaker ability is a supernatural power (page 158) that reduces your Refresh by one-you should sit up and take notice here.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Sanctaphrax on December 15, 2012, 01:40:11 AM
I disagree, I think the loss of free will involved in Lawbreaker very neatly models the reality of the books (which is what the game's trying for, obviously), and is quite fun in its own way.

It does model the reality in the books fairly well, but it doesn't lead to fun play. Lots of spellcasters have 1 Refresh, so if they break a Law they're instantly turned into NPCs. Which means that (unless you do some rules fiddling of the sort I recommend) you can't have the story where they break a Law and face the consequences.

It's not quite as bad if the spellcaster has spare Refresh, but even then it's not great. It screws around with the balance of the game to reduce one character's Refresh total for no real benefit.

Aspects model the loss of free will just as well (if not better), since Compels compel behaviour. And they don't have the problems that the Power does.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 15, 2012, 01:44:42 AM
This is almost certainly an error (or a result of the difference between PCs and NPCs), not an intentional statement on how the Laws work. Adding Lawbreaker was one of the last things that got done in OW (and considered more important on PCs than NPCs anyway), and nobody noticed its' absence on Kumori. No, really, I know, I was the one who pointed out it's absence on Grevane. They immediately put it in. Nobody did the same for her.

Indeed, I'll link you: http://www.jimbutcheronline.com/bb/index.php/topic,16539.msg784716.html#msg784716 (http://www.jimbutcheronline.com/bb/index.php/topic,16539.msg784716.html#msg784716)

That said, if you want to and it's fun for your group, go for it. That's by far the most important thing. Way more than any pedantic rules argument.

I disagree, I think the loss of free will involved in Lawbreaker very neatly models the reality of the books (which is what the game's trying for, obviously), and is quite fun in its own way.

But running a game without it is certainly viable. I would advise consistency, though. Either have it or don't or put a number of times you need to do X to get it, no applying it sporadically...that'd get weird.

Well here's what I've also read on it.

Quote
Actually it’s a pretty excellent question and one that is NOT explicitly stated to my knowledge. It is generally assumed when it comes to the Faerie Knights but there are exceptions. Linked below is a thread on the DFRPG site that debates the various approaches. The book does reference it and I’m pasting that here for clarification:

This quote is from the post-its on p.236
Technically, the Laws of Magic only apply to mortal spellcasters. I haven’t seen either of the Sidhe Knights at the meetings or ice cream socials.

But I think this could be a fertile ground for stories in someone’s game. Like one of the Knights whacks a Council-allied mortal, and there’s a movement inside the Council to apply the Laws to the situation, but the Accords get in the way…Sort of the reverse of what happened in the Death Masks case.

Stars and stones, Billy, my life is complicated enough here without pulling more politics into it!
And this quote is from p.241
As enforced, the Laws of Magic are applied where human victims are involved, but similarly, they’re primarily applied where human spellcasters are the ones doing the deeds.
FORUM THREAD
http://www.jimbutcheronline.com/bb/i...c,18574.0.html

Myself, I agree with a number of the positions.

1) If it is only Sponsored Magic (not a mortal wizard tapping Sponsored for more Oomph) then it really doesn’t come from them and the soul/moral consequences of the Lawbreaker talent doesn’t seem appropriate.

2) It’s going to depend on who the Sponsor is! No Warden is going to claim jurisdiction over a Knight. (And that is explicitly stated in several offers of knighthood to Dresden that they would love to have a Wizard that was not bound by the White Council’s rules. It is also stated that the Wardens would be off his back… it was a conversation with the Faerie Ladies in McAnally’s I think). But the power of the Sponsor and the origin of the Sponsor are going to be very important in the decision-making of the Warden.

3) Is the Sponsor a member of the Accords? If so, then they and their minions do not have to answer to another member except under those terms. What do the Accords say about it? No fricking idea, they’re a plot device.

4) What kind of Sponsored Magic? After all, Kemmlerian is simply magic that delves deeper than others into darkness. Kind of necro-methampheta-magic. Anyone who has dug this deep is no longer worried about the Laws.

5) This is a decision for the group and the GM. Remembering that the use of Magic to break the Laws is something internal as well as external in the game. It implies a blot on your soul, a change in your perception, a step down the path to NPC/madness. Do not use Sponsored Magic as a way to get around the personal effects of the Laws. In fact, if you have someone who is doing so and it's considered "legal" due to the Accords, I don't think it's too far of a stretch to apply the actual character effects to the character. After all, in the end, they simply represent the character becoming less human... And, in the end, isn't that what many of the Sponsors want? Downbelow would love for the person to become less and less human. Same with the Fae. What better temptation from DownBelow than "Burn everyone you want, the Wardens can't touch you."

I honestly just do not see a necromancer having to worry about going insane easily from using the type of magic they specialize in. Cowl, Grevane, and company would have been braindead if it were the case. And also for my group it is not a case of "x times before you break the law" it's just a case of "You can do this without breaking the law, but not this."
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Richard_Chilton on December 15, 2012, 01:52:38 AM
I understand some people might be against the idea but my GM and group think it to be a fun concept and no one sees any mechanical issues with it in the rule book.

Then the ultimate DFRPG authority has already ruled that your character is legal - that being the table you're playing at.  That philosophy is why there's a thread with official "suggestions" on the first law as opposed to one with a ruling.

That said, if you're replacing your trouble you might think about getting one of those "you've broken the law so often it changes one of your aspects" style thing from the Lawbreaker rules.

Something like:
I Have Power Over Death
I Can Bring Them Back
I Command The Spirits
I Raise The Dead
- to reflect how tempting it is to use forbidden power.  Your PC can do those things and the only reason she doesn't is because the White Council says she shouldn't.

And you might want to reflavour Kemmlerian Necromancy.  Call it "True Death Necromancy" or something like that, because the Kemmlerian Necromancy leads to really batshit crazy stuff.  Every single one of Kemmler's former apprentices came off looking more insane than Cowl and Kumori  - and that's saying something.

Why reflavour it? Because when you use the term on this board people will think about the default "become completely insane" power rather than the variation that your group is using.

Richard
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Sanctaphrax on December 15, 2012, 01:57:18 AM
http://www.jimbutcheronline.com/bb/i...c,18574.0.html (http://www.jimbutcheronline.com/bb/i...c,18574.0.html)

Your link is broken.

Here's one that works:

http://www.jimbutcheronline.com/bb/index.php/topic,18574.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,18574.0.html)

PS: The Sponsored Magic thing has been argued a million times and is not going to be resolved here. I suggest not arguing it again.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: ways and means on December 15, 2012, 02:00:21 AM
Then the ultimate DFRPG authority has already ruled that your character is legal - that being the table you're playing at.  That philosophy is why there's a thread with official "suggestions" on the first law as opposed to one with a ruling.

That said, if you're replacing your trouble you might think about getting one of those "you've broken the law so often it changes one of your aspects" style thing from the Lawbreaker rules.

Something like:
I Have Power Over Death
I Can Bring Them Back
I Command The Spirits
I Raise The Dead
- to reflect how tempting it is to use forbidden power.  Your PC can do those things and the only reason she doesn't is because the White Council says she shouldn't.

And you might want to reflavour Kemmlerian Necromancy.  Call it "True Death Necromancy" or something like that, because the Kemmlerian Necromancy leads to really batshit crazy stuff.  Every single one of Kemmler's former apprentices came off looking more insane than Cowl and Kumori  - and that's saying something.

Why reflavour it? Because when you use the term on this board people will think about the default "become completely insane" power rather than the variation that your group is using.

Richard

Cowl never really came off as mad to me he seemed more like a game theorist to me, his actions all seemed measured and planned.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Richard_Chilton on December 15, 2012, 02:00:37 AM
I honestly just do not see a necromancer having to worry about going insane easily from using the type of magic they specialize in. Cowl, Grevane, and company would have been braindead if it were the case.

Personally I consider all of those characters to be insane.

The Kemmlerite were insane.  As in "Why negotiate when I can kill him then break into the morgue (killing a bunch of people) and get what I want" insane.  I see all of them as having all of their aspects twisted by the Lawbreaker power.

In White Knight it strongly hints that Cowl deals with the Outsiders.  That's only one more "I am above the concept of sanity" act that this loony does.

Even Kumori "I go around helping people" is crazy.  Read that conversation she has about how she will banish death from the world.  When Dresden points out the tiny little flaws in her plans (Hitler living forever, vast over population, etc) she completely tunes reality out - because she lives in a world where delusions can come true.

None of those were slobbing at the mouth insane, but they were all insane.

Richard
PS: Edited to address:
Cowl never really came off as mad to me he seemed more like a game theorist to me, his actions all seemed measured and planned.

Cowl believes himself above good and evil, above sanity and insanity.  He cooperates with raising the Dark Hallow because he knows he will make a Just God.  He works with capital E evil types.  The Proto-ghouls, the murdering women who have a touch of talent, the... well, almost everything he does portrays someone who considers himself amoral and asane - which shows how insane he is.

Looking at it another way - if he really has left all mortal moral judgements behind, then he's operating at a level that can't be considered sane.

Richard
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 15, 2012, 02:04:39 AM
It does model the reality in the books fairly well, but it doesn't lead to fun play. Lots of spellcasters have 1 Refresh, so if they break a Law they're instantly turned into NPCs. Which means that (unless you do some rules fiddling of the sort I recommend) you can't have the story where they break a Law and face the consequences.

Only if you aren't willing to be flexible. I'd very much let them get by with Refresh 0 for long enough to have a Milestone if they've got good reason to keep going (probably treating it as a temporary power and charging them FP every so often till then). Heck, by any reasonable definition, Harry did something very like this in Changes (though not with Lawbreaker).

It's not quite as bad if the spellcaster has spare Refresh, but even then it's not great. It screws around with the balance of the game to reduce one character's Refresh total for no real benefit.

This is a legitimate issue, and one I myself have a House Rule about: You can use your Lawbreaker bonus whenever doing something that would break the law but doesn't due to a technicality. For example, I'd let Harry get it when killing anything, not just humans, or a Necromancer get it when raising an animal. It never made sense to me that it would behave otherwise. I also allow the bonus to apply to predicting or noticing the behavior of those who also have that particular Lawbreaker (Molly does this in Turn Coat, IMO).

That makes it useful without eliminating the downsides.

Aspects model the loss of free will just as well (if not better), since Compels compel behaviour. And they don't have the problems that the Power does.

The issue there is that while they change the nature of compels you receive, they don't make you need to accept more of them...which is really what less free will is all about.

Well here's what I've also read on it.

Which is legit. This is an old debate (hell I posted in the thread you link over two years ago!)...I was speaking explicitly and only to the use of Kumori as evidence. As Richard_Chilton states, trying to solve the Sponsored Magic/Lawbreaker thing is probably not gonna be that productive...

I honestly just do not see a necromancer having to worry about going insane easily from using the type of magic they specialize in. Cowl, Grevane, and company would have been braindead if it were the case. And also for my group it is not a case of "x times before you break the law" it's just a case of "You can do this without breaking the law, but not this."

Huh? Lawbreaker doesn't make you insane, it makes you the kind of person who does that. It makes you arrogant enough to believe you have the right to do that kind of thing, and gradually subsumes everything else in your life into your use of that kind of Magic (as it changes your Aspects). All of those sound like perfect descriptions of the people in question.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Sanctaphrax on December 15, 2012, 02:16:59 AM
Only if you aren't willing to be flexible. I'd very much let them get by with Refresh 0 for long enough to have a Milestone if they've got good reason to keep going (probably treating it as a temporary power and charging them FP every so often till then). Heck, by any reasonable definition, Harry did something very like this in Changes (though not with Lawbreaker).

...

This is a legitimate issue, and one I myself have a House Rule about: You can use your Lawbreaker bonus whenever doing something that would break the law but doesn't due to a technicality. For example, I'd let Harry get it when killing anything, not just humans, or a Necromancer get it when raising an animal. It never made sense to me that it would behave otherwise. I also allow the bonus to apply to predicting or noticing the behavior of those who also have that particular Lawbreaker (Molly does this in Turn Coat, IMO).

That could work.

My houserules aren't the only houserules that could fix the issue.

The issue there is that while they change the nature of compels you receive, they don't make you need to accept more of them...which is really what less free will is all about.

Well, sort of.

Compels affect players, not characters. So "mobsters kidnapped your boyfriend, go rescue him" is just as viable a Compel as "your corrupt nature makes you want to murder people". But the latter affects the free will of your character while the former doesn't. So if your IN DEBT TO THE MOB Aspect changes to I KILL MY PROBLEMS when you fireball the Don, you lose some free will.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 15, 2012, 02:21:50 AM
That could work.

My houserules aren't the only houserules that could fix the issue. 

Indeed. Mine either. :)

Well, sort of.

Compels affect players, not characters. So "mobsters kidnapped your boyfriend, go rescue him" is just as viable a Compel as "your corrupt nature makes you want to murder people". But the latter affects the free will of your character while the former doesn't. So if your IN DEBT TO THE MOB Aspect changes to I KILL MY PROBLEMS when you fireball the Don, you lose some free will.

I disagree, actually. Being in debt to the mob (or otherwise chained by your obligations to others) is, both mechanically and thematically, at least as much of a way to represent a lack of free will as being a more dangerous/worse person. Indeed, I'd argue it's more of an imposition on your free will, since it actually keeps you from doing as you'd like, while the 'Killing Your Problems' one just defines what you like/want.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 15, 2012, 02:49:13 AM
Your link is broken.

Here's one that works:

http://www.jimbutcheronline.com/bb/index.php/topic,18574.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,18574.0.html)

PS: The Sponsored Magic thing has been argued a million times and is not going to be resolved here. I suggest not arguing it again.

Wow, thread kind of exploded while I was gone.  Thanks for the working link, and I agree with you. I am not a fan of flaming old arguments that can't be resolved. I was merely pointing out my group's current view on the subject. I'm definitely much too tired these days to engage in long internet arguments. I'm perfectly happy to agree to disagree here.


Then the ultimate DFRPG authority has already ruled that your character is legal - that being the table you're playing at.  That philosophy is why there's a thread with official "suggestions" on the first law as opposed to one with a ruling.

That said, if you're replacing your trouble you might think about getting one of those "you've broken the law so often it changes one of your aspects" style thing from the Lawbreaker rules.

Something like:
I Have Power Over Death
I Can Bring Them Back
I Command The Spirits
I Raise The Dead
- to reflect how tempting it is to use forbidden power.  Your PC can do those things and the only reason she doesn't is because the White Council says she shouldn't.

And you might want to reflavour Kemmlerian Necromancy.  Call it "True Death Necromancy" or something like that, because the Kemmlerian Necromancy leads to really batshit crazy stuff.  Every single one of Kemmler's former apprentices came off looking more insane than Cowl and Kumori  - and that's saying something.

Why reflavour it? Because when you use the term on this board people will think about the default "become completely insane" power rather than the variation that your group is using.

Richard


Those are good points, it might be a good idea to reflavour it but my GM might want to leave it as is, I'll bring it up to them. And I will take you up on the aspect change, it's a good idea.


Personally I consider all of those characters to be insane.

The Kemmlerite were insane.  As in "Why negotiate when I can kill him then break into the morgue (killing a bunch of people) and get what I want" insane.  I see all of them as having all of their aspects twisted by the Lawbreaker power.

In White Knight it strongly hints that Cowl deals with the Outsiders.  That's only one more "I am above the concept of sanity" act that this loony does.

Even Kumori "I go around helping people" is crazy.  Read that conversation she has about how she will banish death from the world.  When Dresden points out the tiny little flaws in her plans (Hitler living forever, vast over population, etc) she completely tunes reality out - because she lives in a world where delusions can come true.

None of those were slobbing at the mouth insane, but they were all insane.

Richard
PS: Edited to address:
Cowl believes himself above good and evil, above sanity and insanity.  He cooperates with raising the Dark Hallow because he knows he will make a Just God.  He works with capital E evil types.  The Proto-ghouls, the murdering women who have a touch of talent, the... well, almost everything he does portrays someone who considers himself amoral and asane - which shows how insane he is.

Looking at it another way - if he really has left all mortal moral judgements behind, then he's operating at a level that can't be considered sane.

Richard

I don't see that as insane at all, corrupted yes but insane to me is an entirely different bag of stuff. Well, I'm not saying they're perfectly sane. But I'm also not saying they're any more insane than an average healthy individual can be. I think whenever you give someone powers like that, you're opening them up to all kinds of ideas that to us seem insane because we live in a non magical world. Where as for them, they can accomplish the impossible. That's one of the definitions of thaumaturgy in the rule book.

I'm not saying they're right either. I'm just saying most of them don't seem to have lost control of themselves by any means. Of course the corruption in the RPG isn't just about sanity, it's about how much freedom over your core nature you have. Which means you can be perfectly sane but just not in control of your fate anymore.


Huh? Lawbreaker doesn't make you insane, it makes you the kind of person who does that. It makes you arrogant enough to believe you have the right to do that kind of thing, and gradually subsumes everything else in your life into your use of that kind of Magic (as it changes your Aspects). All of those sound like perfect descriptions of the people in question.
Well my character would go 'insane' or however you'd like to put it, losing control of themselves for simply doing the type of magic they've been trained to do for years due to only having one refresh. It doesn't seem right that they'd drop down every time for simply using their main magic.

Though I am refreshing myself on Lawbreaking power and it may not be as bad as I previously thought, I was under the impression that it would have crazy refresh cost repeatedly instead of a limit cap on each law. It might actually be good to include it at the start, I'll bring it up to my GM, they'll probably agree after we discuss it. Am I correct on this? The refresh cost caps at -2 for each law then it merely changes your aspects?  If so that would be a good way to start off, one violation wouldn't instantly make me turn into an NPC and it'd symbolize my character being young and fighting the corruption, but becoming more in control after a milestone passed. They'd still corrupted from then on out (aspect changes) but not in fear of losing control of themselves, only changing into something else.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 15, 2012, 02:59:25 AM
Wow, thread kind of exploded while I was gone.  Thanks for the working link, and I agree with you. I am not a fan of flaming old arguments that can't be resolved. I was merely pointing out my group's current view on the subject. I'm definitely much too tired these days to engage in long internet arguments. I'm perfectly happy to agree to disagree here.

Yay!  A consensus has been reached on this issue.   ;)

Those are good points, it might be a good idea to reflavour it but my GM might want to leave it as is, I'll bring it up to them. And I will take you up on the aspect change, it's a good idea.

Seems reasonable, yeah.

I don't see that as insane at all, corrupted yes but insane to me is an entirely different bag of stuff. Well, I'm not saying they're perfectly sane. But I'm also not saying they're any more insane than an average healthy individual can be. I think whenever you give someone powers like that, you're opening them up to all kinds of ideas that to us seem insane because we live in a non magical world. Where as for them, they can accomplish the impossible. That's one of the definitions of thaumaturgy in the rule book.

I'm not saying they're right either. I'm just saying most of them don't seem to have lost control of themselves by any means. Of course the corruption in the RPG isn't just about sanity, it's about how much freedom over your core nature you have. Which means you can be perfectly sane but just not in control of your fate anymore.

I agree with this. They're not insane in any normal sense of the word, they're monsters driven by their nature...but that's not quite the same thing.

Well my character would go 'insane' or however you'd like to put it, losing control of themselves for simply doing the type of magic they've been trained to do for years due to only having one refresh. It doesn't seem right that they'd drop down every time for simply using their main magic.

Though I am refreshing myself on Lawbreaking power and it may not be as bad as I previously thought, I was under the impression that it would have crazy refresh cost repeatedly instead of a limit cap on each law. It might actually be good to include it at the start, I'll bring it up to my GM, they'll probably agree after we discuss it. Am I correct on this? The refresh cost caps at -2 for each law then it merely changes your aspects?  If so that would be a good way to start off, one violation wouldn't instantly make me turn into an NPC and it'd symbolize my character being young and fighting the corruption, but becoming more in control after a milestone passed. They'd still corrupted from then on out (aspect changes) but not in fear of losing control of themselves, only changing into something else.

Yep. There's a solid cap there. Also, if you're actually gonna use it, Lawbreaker is actually pretty nice mechanically. +2 Control to every single roll you make using Necromancy either Evocation or Thaumaturgy? That's not bad at all.

And front-loading it is definitely the way I'd do that, yeah. Indeed, my first post pointing out your lack of it was intended to suggest something like this...apparently very poorly. Sorry about that.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 15, 2012, 03:13:12 AM
Yep. There's a solid cap there. Also, if you're actually gonna use it, Lawbreaker is actually pretty nice mechanically. +2 Control to every single roll you make using Necromancy either Evocation or Thaumaturgy? That's not bad at all.

And front-loading it is definitely the way I'd do that, yeah. Indeed, my first post pointing out your lack of it was intended to suggest something like this...apparently very poorly. Sorry about that.

No worries, I may have misunderstood and I definitely misunderstood the rule to some degree. I was under the impression it was going to start dropping my refresh like crazy every single time I tried to do what my character does. Starting off with lawbreaker -1 means a bit of careful sailing until my first refresh point.

I still need to figure out how to set up my items, but my aspects and powers seem about complete now.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: DFJunkie on December 15, 2012, 06:28:46 AM
A couple thoughts now that the conversation has gotten rolling.

I don't want to butt into your game too much, but being an active, practicing, still-breaking-the-Laws Necromancer while maintaining council membership is dicey.  If your character is found out she will be hunted and killed by insanely powerful wizards.  The ways around this (while keeping your character pretty much as statted) are:

1) You haven't used Necromancy on a human being in a long time.  Whether or not Lawbreaker goes away over time is one of those "talk to your GM about it" topics.  If we assume your character was a Kemmlerite 50+ years ago and stopped with the full-blown Necromancy when she came over to the Council there's a pretty strong argument to be made that the "taint" would dissipate.

2) You're newer to Necromancy.  Maybe instead of being involved in Kemmler's actual circle you were trained by one of his apprentices after his death, and betrayed that master rather than Kemmler himself to the council.  If that was the case it's also possible that your character never got to actually use her powers on a human corpse, thus dodging lawbreaker.

Outside of that, another angle you might want to look into is that your character is a full-blown Necromancer who continues to practice, but you have something over the council.  Kemmler was, to quote Bob, a certified nightmare.  It is possible that, by the end, the Council would be willing to deal with just about anyone to get a shot at taking him out.  Maybe a couple of the Senior Council are willing to not just accept you as a member, but also cover for future Lawbreaking on your part, and were willing to swear that on their power, or otherwise give you some leverage to use against them.  Now, in this case you might have refresh problems, so maybe talk to your GM about either being in the hole for 2 refresh or learning full-blown Kemmlerian necromancy later.  Or something.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Mr. Ghostbuster on December 15, 2012, 02:44:26 PM
The Lawbreaker stunt is supposed to be mandatory for a reason. I represents the slippery slope of dark magic and the whole theme of choice vs. nature which is a HUGE theme in both the books and a game. Break too many laws and you stop being a person and become a monster, loosing your free will and becoming a slave to your nature. I personally believe it should not be ignored, it cheapens the game and whats at stake.

But, you know what? In the end its your game. Do what you (and your group) want.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Sanctaphrax on December 15, 2012, 10:48:38 PM
I disagree, actually. Being in debt to the mob (or otherwise chained by your obligations to others) is, both mechanically and thematically, at least as much of a way to represent a lack of free will as being a more dangerous/worse person. Indeed, I'd argue it's more of an imposition on your free will, since it actually keeps you from doing as you'd like, while the 'Killing Your Problems' one just defines what you like/want.

But if you're going to go by that definition of free will, then Lawbreaker doesn't actually necessarily involve a loss of free will.

Sure, you're down 1 Refresh...but the mob is dead! They won't mess with you now! +1.3 virtual Refresh worth of free will!

I dunno, I feel like that definition denies the entire point of the Lawbreaker concept.

The Lawbreaker stunt is supposed to be mandatory for a reason. I represents the slippery slope of dark magic and the whole theme of choice vs. nature which is a HUGE theme in both the books and a game. Break too many laws and you stop being a person and become a monster, loosing your free will and becoming a slave to your nature. I personally believe it should not be ignored, it cheapens the game and whats at stake.

But, you know what? In the end its your game. Do what you (and your group) want.

This comment bugs me.

Feels like you're saying, "do what you like, but bear in mind that if you don't do it my way you're doing it wrong".

Plus you don't provide any actual reason to use that particular mechanism to represent the loss of free will. So you haven't given an actual reason to keep Lawbreaker mandatory.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 15, 2012, 11:06:46 PM
But if you're going to go by that definition of free will, then Lawbreaker doesn't actually necessarily involve a loss of free will.

Sure, you're down 1 Refresh...but the mob is dead! They won't mess with you now! +1.3 virtual Refresh worth of free will!

I dunno, I feel like that definition denies the entire point of the Lawbreaker concept.

See, that's the thing, lowered Refresh really does mean less Free Will, on both a thematic and mechanical level. What you want to do (which should be based on Aspects to some degree, but is freely chosen) is mercilessly replaced by what you are driven to do with no ability to resist those impulses (as you have fewer and fewer Fate Points to resist compels).

Or to put it another way: I'd say the change from "In Debt To The Mob" to "I Solve My Problems By Killing" is, call it +.2 free will. You pair that with a -1, that's still -.8...as you have become slightly freer in one sense, but much less so in another, as you have become much more a slave to your impulses than you ever were to the mob.

The changing Aspects are a good thing and neatly reflect becoming a worse person, more of a monster in the classic sense, but they do nothing to make you a slave to your monstrousness like Lawbreaker Stunts do. A person with Refresh 12 and a list of awful Aspects is still in control of himself. He can choose not to do or be what his nature asks him to do. The same guy with Refresh 1? He's not able to resist and must do what all his awful impulses ask of him.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Sanctaphrax on December 15, 2012, 11:15:01 PM
I'm not gonna argue specific decimal values, but let it be noted that I was going to until I realized how painful that would be for everyone involved.

I disagree with your conception of Refresh, because characters don't actually get to spend their own Fate Points. Take my mob kidnapping example: refusing the Compel could prevent the kidnapping. And spending a Fate Point can Declare things that your character doesn't interact with.

So while Refresh does correspond generally to free will, it's not terribly exact. Even with 12 Refresh, you might still be a slave to corruption if your Aspects have been reshaped the right (wrong) way. Those Aspects reflect what you are and what your nature makes you do much more than your Refresh does.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 15, 2012, 11:56:49 PM
I'm not gonna argue specific decimal values, but let it be noted that I was going to until I realized how painful that would be for everyone involved.

Oh, good. Mine was entirely arbitrary simply to express the point that I thought the nature of an Aspect quite a bit less important than a point of Refresh free-will wise.

I disagree with your conception of Refresh, because characters don't actually get to spend their own Fate Points. Take my mob kidnapping example: refusing the Compel could prevent the kidnapping. And spending a Fate Point can Declare things that your character doesn't interact with.

That's certainly true, but 'doesn't always' and 'never' are different. Every time a player spends a Fate Point to resist a Compel to do something specific that's both the player doing something and the character exercising his free will to resist his impulses. The point crosses the line and becomes part of the character and not merely the player at that point...and the higher his Refresh the more often he can do that. And thus the more free will he has.

So while Refresh does correspond generally to free will, it's not terribly exact.

No, not exact, but close enough for government work.  :)

Even with 12 Refresh, you might still be a slave to corruption if your Aspects have been reshaped the right (wrong) way.

No, he won't be. He may be completely corrupt but he chooses to be that way he could always, always, choose again and be otherwise. He can have moments of humanity, mercy, any of those things he feels like. He can be a whole other person, for a while anyway, simply by deciding to be. Will he? Maybe not. But because he can he is not a slave to his dark side, just very in touch with it.

Those Aspects reflect what you are and what your nature makes you do much more than your Refresh does.

Yes, they do.  But they don't reflect at all the degree to which you have no choice but to do it. That's free will, it's what Refresh is for, and it's part of what (canonically) Lawbreaker takes away. Warlocks are compulsive, even if they want to, they simply can't stop and that's part of the horror of them, and why I like Lawbreaker costing Refresh and think it's, if by no means necessary, at least very desirable if you want to emulate the books properly*.




*Note: This is far from the only thing to use the DFRPG for, IMO. It works very well for a lot of urban fantasy (and pretty well for some other stuff), large parts of which you should scrap Lawbreaker entirely for, again for proper emulation. The same for many homebrewed worlds. I'm purely talking about if you're using it for the Dresden Files world.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 16, 2012, 01:28:33 AM
Might anyone be interested in offering some suggestions on how to put my items together? Or does the current set up look okay? I'm also interested in some rote suggestions if anyone wants.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 16, 2012, 01:36:40 AM
Well, item-wise, to some degree it depends on whether you have Kemmlerian Necromancy or Lawbreaker or both...so that's an issue, especially with your Specialty and Focus Item.

Aside from that, well, your defensive item isn't noted right, it needs a number of uses per session noted, and equally importantly, can be used for either Block or Armor on each individual use, for example:

Robes (8 shift Block or Armor 4, 5 times per session) (6 item slots)

This is also a hell of a protective item, and debatably overpowered in some games, so check with your GM if it's cool. If it is, then it's a solid choice.

In terms of Rotes, with 5 slots and Spirit as your element of choice I'd go with a basic defensive spell, a Veil, an attack spell using and requiring your Focus, a maneuver using and requiring your Focus, and an attack spell not using your focus just in case. That covers most of your basic contingencies pretty well.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 16, 2012, 01:45:24 AM
Well, item-wise, to some degree it depends on whether you have Kemmlerian Necromancy or Lawbreaker or both...so that's an issue, especially with your Specialty and Focus Item.

Aside from that, well, your defensive item isn't noted right, it needs a number of uses per session noted, and equally importantly, can be used for either Block or Armor on each individual use, for example:

Robes (8 shift Block or Armor 4, 3 times per session) (6 item slots)

This is also a hell of a protective item, and debatably overpowered in some games, so check with your GM if it's cool. If it is, then it's a solid choice.

I see, well currently it's an "on all the time" item. I dropped a load of enchanted item slots into it, I think I did the math correctly but not positive on that. To get this I set one enchanted item slot aside for the item itself, then with Lore 5, I dropped 3 enchanted item slots into that to bring it up to strength 8 from 5. Then halving that gets you an item that is on all the time right?

As for my speciality and focus item, those were just what I threw down at the moment. I am not dead set on them, but I figured kemmler works better with spirit. And yes, my character has both Kemmler and lawbreaker(fifth) now, we did end up moving up to 11 refresh to make it fit better.

I'll definitely bring it up with my GM, I'm glad to hear I did okay with it. The other thing is our party isn't very big, so I'm definitely trying to keep my eye out for things to get the group by in it. I don't really know how these games work yet, so maybe I am being overly cautious.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 16, 2012, 02:22:52 AM
I see, well currently it's an "on all the time" item. I dropped a load of enchanted item slots into it, I think I did the math correctly but not positive on that. To get this I set one enchanted item slot aside for the item itself, then with Lore 5, I dropped 3 enchanted item slots into that to bring it up to strength 8 from 5. Then halving that gets you an item that is on all the time right?

Uh...the current rules have no proviso for always on items (which strikes me as a good thing, IMO). If you're using a version that does (likely the Early Bird PDF, which has such rules, but is very very obsolete)...then that doesn't quite work. See, Armor is always half the shifts of the effect, so you're halving 8 twice to get an armor rating. Or to put it another way, it'd be a permanent 4 shift block or permanent Armor 2.

If you've only spent 4 items, you've got an open Slot, though.

As for my speciality and focus item, those were just what I threw down at the moment. I am not dead set on them, but I figured kemmler works better with spirit. And yes, my character has both Kemmler and lawbreaker(fifth) now, we did end up moving up to 11 refresh to make it fit better.

Oh, Spirit's definitely your go-to element here. And, if you have Kermmlerian Necromancy, Power's the specialty you want, since your Necromancy control bonus can be used on appropriately death-y Evocations. So, that being the case, you've got a good setup. Though bear in mind that free slot.

I'll definitely bring it up with my GM, I'm glad to hear I did okay with it. The other thing is our party isn't very big, so I'm definitely trying to keep my eye out for things to get the group by in it. I don't really know how these games work yet, so maybe I am being overly cautious.

Well, as a permanent item isn't going to be nearly as potentially powerful. Or cool. Indeed, you'd be better off just getting some kevlar and using the slots elsewhere. One reason the permanent item rules were removed from the current version of the game.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 16, 2012, 02:55:12 AM
Uh...the current rules have no proviso for always on items (which strikes me as a good thing, IMO). If you're using a version that does (likely the Early Bird PDF, which has such rules, but is very very obsolete)...then that doesn't quite work. See, Armor is always half the shifts of the effect, so you're halving 8 twice to get an armor rating. Or to put it another way, it'd be a permanent 4 shift block or permanent Armor 2.
I'm a little confused then, my book says this.

Quote
The uses-per-session limitation may be
removed by halving the base strength, rounded
down; so if you have Good (+3) Lore, you could
create a one-use-per-session item with an effect
strength of Good (+3), or an always-on item
with an effect strength of Average (+1).
I'm curious if we're using an outdated rule book now. I brought this up to my GM and we're looking into it. Mine says "OPEN GAME LICENSE Version 1.0a"



If you've only spent 4 items, you've got an open Slot, though.

Oh, Spirit's definitely your go-to element here. And, if you have Kermmlerian Necromancy, Power's the specialty you want, since your Necromancy control bonus can be used on appropriately death-y Evocations. So, that being the case, you've got a good setup. Though bear in mind that free slot.

Well, as a permanent item isn't going to be nearly as potentially powerful. Or cool. Indeed, you'd be better off just getting some kevlar and using the slots elsewhere. One reason the permanent item rules were removed from the current version of the game.

Okay thanks for the tips, my GM said I should knock the armor down to 2. So I'll do that. I also have to figure out what my other items should be in that case, since I have a lot of free slots now any suggestions on where to put them towards? Also for spirit evocations using necromancy control, what sort of justification do I need for that? Or does it just always work that way?

Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 16, 2012, 03:09:13 AM
Okay, I found a newer version. The one I had was indeed outdated, the new book says this.

Quote
You may increase the number of uses per
session by one by reducing the base strength
of the item by one. So if you have Good (+3)
Lore, you could create an enchanted item with
an effect strength of Good (+3) that you can
use once per session, or an item with an effect
strength of Average (+1) that you can use three
times per session. When doing this, the base
strength of the item may not go below 1.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 16, 2012, 03:17:28 AM
Okay, I found a newer version. The one I had was indeed outdated, the new book says this.

Yup, that's the current version. With that and your 6 slots you can make the item I suggested above (which I'll repeat here):

Robes (8 shift Block or Armor 4, 5 times per session) (6 item slots)

Which is both more powerful, and, IMO, more fun. Less boring anyway.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 16, 2012, 03:28:39 AM
Yup, that's the current version. With that and your 6 slots you can make the item I suggested above (which I'll repeat here):

Robes (8 shift Block or Armor 4, 5 times per session) (6 item slots)

Which is both more powerful, and, IMO, more fun. Less boring anyway.

Oh sorry, I saw that though my GM said they want me to reduce the armor down to 2. So right now I have it set up like this.
Robes/Coat
   (4 shift Block or Armor 2, 5 times per session)  (2 item slots)

Is that correct?

Edit: The GM said under these rules the armor 4 is okay since it's limited use.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Sanctaphrax on December 16, 2012, 03:37:17 AM
Every time a player spends a Fate Point to resist a Compel to do something specific that's both the player doing something and the character exercising his free will to resist his impulses.

No, it can be just the player.

Really, there's no reason to require the character be involved. Maybe refusing the Compel prevents the issue from arising in the first place. Maybe your character gives into the impulse, but because you refused the Compel none of the consequences occur.

Whatever.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Richard_Chilton on December 16, 2012, 03:51:12 AM
Okay, I found a newer version. The one I had was indeed outdated, the new book says this.

That was one of the major changes between the pre-release and the final draft.  It can be fun going through the two versions and seeing what else changed.

Then guessing at why it changed.

Richard
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 16, 2012, 03:57:01 AM
Oh sorry, I saw that though my GM said they want me to reduce the armor down to 2. So right now I have it set up like this.
Robes/Coat
   (4 shift Block or Armor 2, 5 times per session)  (2 item slots)

Is that correct?

Edit: The GM said under these rules the armor 4 is okay since it's limited use.

Not quite, your basic 1 slot Item would be 5 shifts, 1 use, or 4 shifts, 2 uses. So the 2 slot version is only 4 uses, not 5.

But since the better one's allowed, I'd go with that.

No, it can be just the player.

Really, there's no reason to require the character be involved. Maybe refusing the Compel prevents the issue from arising in the first place. Maybe your character gives into the impulse, but because you refused the Compel none of the consequences occur.

Whatever.

Sure...but it can also be be the character resisting (whenever you, the player, want it to be)...which is the whole point I was making.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 16, 2012, 04:06:47 AM
That was one of the major changes between the pre-release and the final draft.  It can be fun going through the two versions and seeing what else changed.

Then guessing at why it changed.

Richard

I can imagine.


Also looking at this bit:

Quote
In addition, if you already practice evocation, you may use a sponsored power source to “supercharge” an element you’ve already specialized in. So Summer magic might combine with the air element to give a “breath of life” effect; hellfire might combine with fire to produce, well, hell-fire; and Kemmlerian necromancy might combine with the spirit element to inflict potent visions of death upon a victim. This sort of combination allows the spellcaster to use his existing evocation specialization bonuses with the new power source.

Okay so, any evocation type I have specialized in, I can supercharge in with kemmler and use my necromancy specialization bonus for control of it? And then I just faintly explain how that works out in flavour? I don't need any rationalization past that?

So for me, currently it would be only applicable for spirit, but later say if I specialize in fire. Would I be able to super charge my fire with kemmler, and use necromancy bonus to control it? And then say I fueled flames with the power of death? Maybe give it a new green/black/blue/pale-white color to go with it.
(click to show/hide)


Not quite, your basic 1 slot Item would be 5 shifts, 1 use, or 4 shifts, 2 uses. So the 2 slot version is only 4 uses, not 5.

But since the better one's allowed, I'd go with that.

Oh okay thanks, I'll go read up on that section so I know what I'm doing.

Currently here's my idea for this item:

Kemmlerite Gauntlet
   (8 shift Block or Armor 4, 5 times per session) (6 item slots)


I'm still trying to decide if my character is going to be going around in robes or a more Constantine-esque outfit, but I thought a medieval gauntlet would be really cool on either one. The idea being this is some enchanted item she stole from the kemmlerites on her way out, and of course by this point it has lost any power it once had, and is now solely being refreshed on her own magic. It's just a flavor thing and has no real power on it's own.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 16, 2012, 04:23:39 AM
Yep. That's all correct (though powering some stuff with raw death energy might be hard to justify). Sponsored Magic's pretty cool, but then it oughtta be for 2 Refresh.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 16, 2012, 04:34:23 AM
Yep. That's all correct (though powering some stuff with raw death energy might be hard to justify). Sponsored Magic's pretty cool, but then it oughtta be for 2 Refresh.

Okay I see thanks for all the help, and touching back on my aspects I started to settle on this.

Quote
High: Your Friendly Neighborhood Necromancer
Trouble: If the Ref doesn't see it. It's legal.
Any means Necessary
Death Serves Me (lawbreaker)
Politics is my favorite Game
I'm not always such a smart ass, sometimes I'm asleep.
I'm Everybody's Friend ... Until I'm Not

I just started considering smart ass because I thought it might make for some fun situations. Though I don't know what these games are like yet, and the last one seems like it might help my character not alienate everybody they come across.

The alternative for either of those last two I figured would be an Ebenezer type NPC for my character that helped them out in the transition.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 16, 2012, 04:44:53 AM
Those all look good. :)
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 16, 2012, 04:56:10 AM
Cool thanks!
Pretty sure that's everything for now then.


So far the city creation has been pretty fun, we decided to throw vampires(Aspect: Red, White and Black all over) in the mix in philadelphia. For the white court we went with House Malvora, and after looking at some stuff around the city we found out there's a big Prison that's a tourist site now "to visit and get spooked", and it turns into a haunted house on halloween.

The reviews for it online are always "Really convincing monster actors!" I got a huge laugh out of it.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 27, 2012, 10:45:01 AM
Had some new questions come up, and figured I'd just add them to this thread instead of a new one.

I've finally got a couple sessions under my belt and having a good bit of fun. Almost died in the first battle my GM sent a fetch at me and I made mistakes regarding how many shield uses I had.

Anyway, still trying to learn thaumaturgy's rules and such, but one thing I noticed had me curious. It says you can sacrifice a sentient for 20 shifts to lore in thaumaturgy. Now, obviously most of the time this violates the first law and such. Though I was curious if you used something like a red or black court vampire for the ritual, does it still give you the 20 shifts, and does that count as lawbreaker? I'd say no on the lawbreaker, but I have no clue about the 20 shifts.

Except that it
(click to show/hide)
Edit: I also understand this is speculation, and that in this book it was mostly a matter of linking rather than power summoning.

 Would this be a "good law abiding" way for my character to get quick and powerful thaumaturgy spells off, if they could pull it off? Even if it counts, I imagine you'd have to do something like toast them with a big shift evocation unless you had them prepped in some way.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 27, 2012, 11:15:51 AM
Technically? Yeah, that works fine.

But there's a catch: 20 Shifts is if they still have all their Consequences. It's based on inflicting said consequences. Mostly, enemies get taken out or even more often concede instead of taking Consequences...but if you're planning on capturing them, they may concede (with death their concession) or (potentially much worse) fight through all their Consequences. So doing it reliably is pretty much not gonna happen. They start fighting to the death real quick.

As a one-off? Yeah, it'll work fine and technically breaks no Laws.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 27, 2012, 11:43:39 AM
Technically? Yeah, that works fine.

But there's a catch: 20 Shifts is if they still have all their Consequences. It's based on inflicting said consequences. Mostly, enemies get taken out or even more often concede instead of taking Consequences...but if you're planning on capturing them, they may concede (with death their concession) or (potentially much worse) fight through all their Consequences. So doing it reliably is pretty much not gonna happen. They start fighting to the death real quick.

As a one-off? Yeah, it'll work fine and technically breaks no Laws.

Cool thanks, that's good to hear. Obviously not something that'd happen often, but I wanted to ask because I do see it coming up.

My group's city is infested with vampires and I think it may come up at some point, and my character might be able to use Black Courts really well for this. Other courts, possibly. I'll keep the catch in mind that they need all their consequences for it to be 20 shifts.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: JDK002 on December 27, 2012, 03:17:00 PM
It wouldn't be in violation of the 1st law.  Vamps aren't human, but if I were the GM I probably wouldn't give a full 20 shifts unless it was a spell designed to target vamps.  My personal take on it is sacrificing a human is a big deal because they have free will.  You're essentially snuffing out an infinite number of possibilities and harnessing it's power for a spell.  Vamps are slaves to their nature.

Agreed on the second part.  If someone thinks you're going to kill them they are gonna fight till the end.  Deceit or stealth are useful for the one shot knock out or the luring people in.  You'll also likely end up in a declairation/compel war with the GM during the scene.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Sanctaphrax on December 27, 2012, 10:19:25 PM
That one's a bit iffy.

The rules say that if you commit murder on a sentient being you get all of the shifts for all levels of consequence - a total of 20.

The actual meaning here is rather unclear.

It doesn't say that those consequence slots must be un-used, but maybe it should.

It says the total is 20, which causes weirdness when your victim is some nobody who normally wouldn't even get mild consequence. (This leads to the "bus full of refugees" problem.)

It's also not clear whether that total gets changed if the victim has extra consequences. Normally it would, but the rules explicitly say that the total is 20 so maybe the total is 20.

It also says that this is a violation of the First Law. Since sacrificing a vampire wouldn't be a violation of the First Law, maybe these rules don't work for vampires.

It's also unclear what the murder of a sentient being actually is. Because rabbits are sentient...maybe they actually meant sapient being. And is it murder to de-animate a vampire?

tl,dr: It's impossible to play by strict RAW here because it's impossible to tell what the RAW actually means.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 27, 2012, 10:40:27 PM
From context, I think it's clear that it come from inflicting Consequences (since the entire section is called 'Accept or Inflict Consequences', after all) and additional Consequences will grant more (same basic reason). Also that they meant sapient (sentient is misused for sapient so often it's basically one of the word's definitions at this point). It is more than a bit unclear how it interacts specifically with non-humans and the First Law and more generally characters who don't normally take Consequences, though.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Sanctaphrax on December 27, 2012, 10:54:27 PM
I wouldn't call it clear.

When I first read that, I thought it was a special exception to the normal consequence-inflicting rules. 20 shifts for killing, no questions asked, to provide some extra incentive to kill instead of filling consequence slots with various permutations of TIRED and BLOOD LOSS. (And maybe a SEVERED LIMB for the extreme slot.)

And if I drag my enemy in to my sacrificing room after a massive brawl where I inflict every possible consequence to him, I want some shifts.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 28, 2012, 12:37:58 AM
I wouldn't call it clear.

When I first read that, I thought it was a special exception to the normal consequence-inflicting rules. 20 shifts for killing, no questions asked, to provide some extra incentive to kill instead of filling consequence slots with various permutations of TIRED and BLOOD LOSS. (And maybe a SEVERED LIMB for the extreme slot.)

And if I drag my enemy in to my sacrificing room after a massive brawl where I inflict every possible consequence to him, I want some shifts.
I'm kinda with you on this part. I think if you're the one who inflicted the consequences on him then you definitely would get full shifts. I think it's a lot more gray after that and I wouldn't know.

As for rabbits, the book says you only get 2 points for killing them "with a spoon". I imagine because they're both unintelligent, weak, small, young. Not much magical energy to them due to all of that.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 29, 2012, 12:03:41 AM
New question.

I've been looking into potions, and one guy says they are crazy good. So I'm considering taking a few slots out of other locations to open up for one or two potions.

I don't know what kind of potions I should use though if I do that, I know I can leave them blank and try to roll my Lore to decide on the fly. Though one good idea seemed to be stat boosts to discipline, conviction and athletics.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 29, 2012, 12:06:21 AM
Leaving them open is the reason they're crazy good, IMO. Lets you do almost any effect you want more or less on the fly. Very handy.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 29, 2012, 12:08:17 AM
Leaving them open is the reason they're crazy good, IMO. Lets you do almost any effect you want more or less on the fly. Very handy.

I see, thanks!
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: JDK002 on December 29, 2012, 07:47:51 PM
On the opposite side, if you leave them open you have to keep them pretty general.  Claiming that you have super specific potions that just so happen to be exactly what you need for the given situtation will either have a very high difficulty, or be rejected outright by the GM.  Though the pros of open potion slots generally outweigh the cons.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Haru on December 29, 2012, 08:06:39 PM
Super specific potions are better left to create in game, anyway. Much more interesting and much more fun.

Though they can be declared AND created at the same time, if the declaration involves a creation flashback. Have your potion and drink it too, so to speak.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 30, 2012, 11:13:16 AM
Thanks for the extra tips you two! I'll keep that in mind.


Another thing I'm trying to figure is, I'm currently working on a big 31 shift thaumaturgy in my game. And currently I'm trying to meet the complexity while thugs have been attacking me. So we've gone a couple sessions still preparing the ritual, and I've had tons of fate points go unused at the end of every session.

My GM doesn't think I can spend these fate points to boost my lore on the ritual each session, and that I "have to spend it all at once."

My take on this is that they are confused about meeting complexity and gathering power. Am I wrong?
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 30, 2012, 01:08:51 PM
No, I think you're right. From description you have to be in Phase 2 on p. 262, not Phase 3. You could get interrupted during that phase and still maybe be okay, depending on the nature of the spell, and could take multiple sessions. You should be able to Invoke any Aspects you have at any point during that phase (though you could invoke each one only once during one spell...no using 3 FP to use your High concept three times).

So assuming you're still in that phase, you're good to spend FP when you like...though to be honest I'm finding it difficult to figure out why it matters that much. You get 1 Fate Point per session regardless of when you spend them so...little unclear why this matters.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 31, 2012, 12:34:59 AM
No, I think you're right. From description you have to be in Phase 2 on p. 262, not Phase 3. You could get interrupted during that phase and still maybe be okay, depending on the nature of the spell, and could take multiple sessions. You should be able to Invoke any Aspects you have at any point during that phase (though you could invoke each one only once during one spell...no using 3 FP to use your High concept three times).

So assuming you're still in that phase, you're good to spend FP when you like...though to be honest I'm finding it difficult to figure out why it matters that much. You get 1 Fate Point per session regardless of when you spend them so...little unclear why this matters.

Okay thanks. And the reason is because I'm a wizard that only gets one refresh per session hah. Excluding the ones from my compels, but I've been having to use them a lot to get by. I've been using dice that we figured out favored 1, yay. Changing to a dice generator program from now on. But anyway, it's just a helpful boost to the spell with unused fate points. I understand the limitations on this method.

Edit: Also the reason is, while my character is trying to prepare for the spell. A bunch of thugs have been attacking them, so the spell's been put on hold during the complexity stage. The new few hours she won't have time for it and she'll have to consider dealing with a red court face.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 31, 2012, 01:48:10 AM
Edit: Also the reason is, while my character is trying to prepare for the spell. A bunch of thugs have been attacking them, so the spell's been put on hold during the complexity stage. The new few hours she won't have time for it and she'll have to consider dealing with a red court face.

No, I get why you need to do the spell, and why being interrupted is important. But why is precisely when you spend the Fate Points important? Your FP total winds up the same either way...so why is the timing of that particular expenditure relevant?
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 31, 2012, 05:55:24 AM
No, I get why you need to do the spell, and why being interrupted is important. But why is precisely when you spend the Fate Points important? Your FP total winds up the same either way...so why is the timing of that particular expenditure relevant?

Because the fate points are going unused, they get refilled back up to my total adjusted refresh each new session right? I've been ending sessions with one fate point still available, and between sessions a refresh happens that would give me that point back correct?

I could either spend it at the start of a session towards my spell, then I am out of fate points for that session when I am inevitably going to be attacked and make horrible rolls I can't fix with that fate point now.

Or I could spend it near the end of a session, I go a little bit without it, then session ends, refresh occurs. I get it back right when next session begins.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 31, 2012, 06:05:25 AM
True enough, I suppose, but with Refresh 1 that's a pretty small number of FP all told. Still, I guess if you're hurting for them already...
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 31, 2012, 06:10:38 AM
True enough, I suppose, but with Refresh 1 that's a pretty small number of FP all told. Still, I guess if you're hurting for them already...

My GM tried to say I'd have 4 if I hadn't taken sponsor debt, but I had to make a roll of 7 to hex the machine guns of two guys, which I of course failed.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on December 31, 2012, 12:30:30 PM
7?! That...seems excessive for, well, hexing guns, never mind automatic weapons (which are 4 or 5 per p.258). A 7 will hex things that operate by steam power, after all. I guess some guns are simpler/older than that...but not any that are in common use.

EDIT: Thinking about it, I guess if you're applying the Zone Wide extra shift-cost to that it'd make sense. I wouldn't usually do that on hexing, but I can see the logic to doing so, I suppose.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: UmbraLux on December 31, 2012, 03:22:24 PM
My GM tried to say I'd have 4 if I hadn't taken sponsor debt, but I had to make a roll of 7 to hex the machine guns of two guys, which I of course failed.
Sponsor debt doesn't affect your refresh or even directly* affect your current fate total.  So not sure how you'd have more fate.   ???  Also, I agree with Deadmanwalking - unless those were old school hand cranked gatling guns or protected by a circle/ward, it shouldn't require anything close to an Epic success to hex.

*It may indirectly affect fate if you spend them to resist compels.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on December 31, 2012, 07:54:41 PM
7?! That...seems excessive for, well, hexing guns, never mind automatic weapons (which are 4 or 5 per p.258). A 7 will hex things that operate by steam power, after all. I guess some guns are simpler/older than that...but not any that are in common use.

EDIT: Thinking about it, I guess if you're applying the Zone Wide extra shift-cost to that it'd make sense. I wouldn't usually do that on hexing, but I can see the logic to doing so, I suppose.

Yeah it was a zone deal, sorry. I had already been shot once and I was kind of in a hurry to finish it. I'm still new so I'm learning how combat goes, this was my first fight with humans.


Sponsor debt doesn't affect your refresh or even directly* affect your current fate total.  So not sure how you'd have more fate.   ???  Also, I agree with Deadmanwalking - unless those were old school hand cranked gatling guns or protected by a circle/ward, it shouldn't require anything close to an Epic success to hex.

*It may indirectly affect fate if you spend them to resist compels.
The idea was, I spent the points on the sponsor debt instead of receiving the compels afterwards and getting fate points for it. And yeah I was trying to zone hex them.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: JDK002 on January 02, 2013, 03:51:41 PM
Yeah it was a zone deal, sorry. I had already been shot once and I was kind of in a hurry to finish it. I'm still new so I'm learning how combat goes, this was my first fight with humans.

The idea was, I spent the points on the sponsor debt instead of receiving the compels afterwards and getting fate points for it. And yeah I was trying to zone hex them.
Unless I've been horribly mistaken for some time now, you don't get fate points if you buy out of a compel.  Buying out of a compel doesn't change that.  Unless I'm totally misunderstanding you.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 03, 2013, 01:10:24 AM
Unless I've been horribly mistaken for some time now, you don't get fate points if you buy out of a compel.  Buying out of a compel doesn't change that.  Unless I'm totally misunderstanding you.
That wasn't the idea. I called on my sponsor for extra power. Gave me 3 points of debt. My GM used 2 of the free compels on stuff they were going to compel anyway, so I didn't get the fate points for the compels.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 12, 2013, 02:04:53 AM
Question about thaumaturgy:

How does the drawing power part work exactly?

Is there a limit on how much power you can draw?

My GM made me come up with 55 shifts of power saying, that Wizards are capped at drawing in what they can do for one Evocation for the whole ritual and have to use other power sources for the rest, like my vampire sacrifices. So they only let me draw in 6 power and I had to  come up with the rest in sacrifices or consequences or it failed.

I argued this isn't how I think it works according to what I've read. They said the Thaumaturgy rules constantly mention it.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: narphoenix on January 12, 2013, 02:09:21 AM
You can draw up power up to Conviction without paying stress... Per exchange. You get multiple chances to draw up power, and you can take as long as you want with the power. I have never heard a "power up to Conviction for the whole ritual". That's just... Dumb.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 12, 2013, 02:11:27 AM
Thanks for clearing it up.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on January 12, 2013, 02:25:04 AM
This is described on p. 271 if you need a textual source.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 12, 2013, 02:38:11 AM
This is described on p. 271 if you need a textual source.

Thanks a bunch.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on January 12, 2013, 03:04:00 AM
Thanks a bunch.

No problem, happy to help.  :)
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: JDK002 on January 12, 2013, 05:45:15 PM
It sounds to me like the GM is getting the 'prep phase' and the 'casting phase' muddled together.  The prep phase is researching info, gathering essential items, mental preparation, ect.  This is where you're lore capped so to speak.  So if your lore is 5, a 55 shift ritual would require 50 points worth of declairations to meet (25 declairations at +2 each) or a hefty amount of role playing.

The actual casting is similar to evocation.  You decide the power level, roll, if you succeed you add that many shifts of power to the total.  Repeat until you hit 55 or flub a roll. 

A word of caution: A 55 shift ritual is really high unless you have several players involved in the casting phase.  By RAW I think Victor Sells heart-explody spell was a complexity of 30.  Narrativly speaking, if you screw up a 55 shift spell it should kill you stone dead instantly or turn you into a vegitable.  Or at the very least destroy whatever building you are in, and possibly the surrounding area.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 18, 2013, 10:40:33 AM
Yeah I'm still waiting to see what their response on the thaumaturgy is, we had to postpone a game because of real life obligations. Should be picking it back up in a day or two, if not next week.

In the end we decided to go ahead and "trade in" the kemmler magic for, as someone suggested(and thanks for the suggestion!), "True Death magic". The other idea was to drop psychomancy part of it for ectomancy instead.

This won't be immediate, it'll be at the least a few sessions from now and at some certain story point, my character's going to get hired on to be the new "Death". Basically a catch all psychopomp from non-specific lore position, but I want them to be a little more than that, without anything that breaks the first law or gets too silly. So I'll see how that goes, probably to help fill in the job I'll make them a sort of "spirit detective" as part of their new job. It'd be nice since currently she has no real job other than "Person for local mafia to shoot at."

That job along with an item of power for some other nifty new powers, they'll then take up an emissary of power role for this position and be all set for -2 refresh.

Sounds like it could be fun and open a lot of new stuff, and probably help get away from the kemmler background. A lot of this is also post-GM revisions and I've come to agree and prefer them. I dont know for sure how long away it is, -2 refresh and I still haven't gotten my first one. Still haven't decided what kind of Item of Power it should be, so far been edging between sword and a scythe. Though, as neat a scythes are they just seem so impractical to my now older self. A sword also seems like it'd be a lot easier to walk down the street with than a scythe if it became necessary. Though I am a fan of the 'rule of cool'.

Also, if anyone has some cool/fun suggestions for these ideas I'd love to hear them. You guys have proven to be full of fun ideas. Even if it's thematic ideas rather than mechanical ones, since the mechanics seem pretty good right now. In particular, I'd love any High Aspect suggestions anyone has since I have to change that was part of Emissary.


In case anyone cares, the powers on the item are here:
(click to show/hide)

Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on January 18, 2013, 11:11:41 AM
"Your Friendly Neighborhood Death" would be the obvious one...

And personally, I'd go with the classic black hooded cloak for the Item of Power, the 'mantle of Death' as it were...this obviously wouldn't be a useful weapon, but you could walk around in it, and it seems thematically better suited to the power-set. Thematically speaking, weapons give offensive powers, mostly, movement and defense are better provided by something like this.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 18, 2013, 11:23:43 AM
"Your Friendly Neighborhood Death" would be the obvious one...

And personally, I'd go with the classic black hooded cloak for the Item of Power, the 'mantle of Death' as it were...this obviously wouldn't be a useful weapon, but you could walk around in it, and it seems thematically better suited to the power-set. Thematically speaking, weapons give offensive powers, mostly, movement and defense are better provided by something like this.

On the Robes, I thought about that and you have a good point. I think I will take you up on that suggestion, and just see about a random non special weapon if I want to cover that part. Thanks.

As for the aspect I dunno, I'm still reading around and trying to think of something that really feels like a homerun choice. Been looking at idioms/expressions about Death only a few have seemed close to "Fuego!".

"It's your Funeral.."
"Nothing is certain but Me and Taxes."

Ok and of course "Don't Fear the Reaper"
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Deadmanwalking on January 18, 2013, 12:09:09 PM
All those are good, shiny Aspects...but none of them actually define you as a servitor/emissary of Death. That requires something more title-y. High concepts really need a title, and thus are often a bit less cool-sounding than other Aspects...but they usually need to be to fulfill their function of actually defining who and what the character is.

They really need to be something that you could put "He's the..." or "She's a..." in front of and have it make sense. He's the Fallen Prince of the Raith Family. He's a Knight of the Cross. She's Daddy's Little Denarian. He's the Combat Leader of the Alphas. Etc.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 18, 2013, 12:27:57 PM
All those are good, shiny Aspects...but none of them actually define you as a servitor/emissary of Death. That requires something more title-y. High concepts really need a title, and thus are often a bit less cool-sounding than other Aspects...but they usually need to be to fulfill their function of actually defining who and what the character is.

They really need to be something that you could put "He's the..." or "She's a..." in front of and have it make sense. He's the Fallen Prince of the Wraith Family. He's a Knight of the Cross. She's Daddy's Little Denarian. He's the Combat Leader of the Alphas. Etc.

Okay, I see thanks. I'll think about it some more and figure out something along those lines.


Edit: Probably something like Easy-Going, Polite, Outcast, Smart Ass for the 'evocative' part. So something like "Outcast Grim Reaper". Since I really already have an aspect for something like smart ass.

Edit2: Reading up on the resource page, found some new ideas.
Death's Replacement
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Haru on January 18, 2013, 01:24:12 PM
Because I see it so often in someones signature here on the forum:

"What can the harvest hope for, if not the care of the reaper man." (Terry Pratchett)

Not as a high concept, but one of the other 6 you have available. Maybe even the trouble aspect, meaning he is not just death incarnate, but he cares about the people he has to take over to the other side.

As a high concept, maybe something akin to "Death's errand boy"?
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 18, 2013, 01:46:27 PM
Because I see it so often in someones signature here on the forum:

"What can the harvest hope for, if not the care of the reaper man." (Terry Pratchett)

Not as a high concept, but one of the other 6 you have available. Maybe even the trouble aspect, meaning he is not just death incarnate, but he cares about the people he has to take over to the other side.

As a high concept, maybe something akin to "Death's errand boy"?

Hmm, thanks for the thoughts. Considering my character's personality and such I don't think it'd really go as far as to replace their current trouble. Though it could easily replace one of her other aspects, I even have one in mind that could use the boot.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: blackstaff67 on January 19, 2013, 02:32:48 AM
Does he even want the job?  If not, a good High Aspect may be, "God help me, I'm the new Servitor of Death" or "Servitor of Death in Spite of himself"

Works for Senior Council member McCoy, works for me.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Mrmdubois on January 19, 2013, 03:15:25 AM
Pretty much anything with Pratchett's Death in it is pure gold.

As it turns out he's only the Death of the Discworld and thus an emissary of the Death of Everything.  So you could run with an idea like that too for your high concept.  He also could "split" off smaller and smaller emissaries like the Death of Rats.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 19, 2013, 01:27:08 PM
Pretty much anything with Pratchett's Death in it is pure gold.

As it turns out he's only the Death of the Discworld and thus an emissary of the Death of Everything.  So you could run with an idea like that too for your high concept.  He also could "split" off smaller and smaller emissaries like the Death of Rats.

That's a really neat idea, my GM is also a huge discworld fan. And you're definitely thinking along the lines I am, I want my character to become the new "Death" for the setting, now. Your idea is interesting because it'd suggest while she might be the "Death" for the setting, she'd have another Death above her as her boss for lots of different realities. Keep's the emissary servant position while giving them a station of importance of being Death's personification.

This is of course only for the European/American version of it, and things such as Valkyries(Nordic psychpomps respectively) and the like would exist alongside her in their own realms and lore positions.

I had been a little unsure who to make her boss out to be, but your idea would work really well. I'm sure my GM would love it being a big Discworld fan, so definitely thanks.


Does he even want the job?  If not, a good High Aspect may be, "God help me, I'm the new Servitor of Death" or "Servitor of Death in Spite of himself"

Works for Senior Council member McCoy, works for me.

Hah! That's a neat thought, I'm not sure yet really. I probably still have a few weeks before it starts to come up in game, I'll have to see what kind of dark situation my GM throws me into and how they depict the job offering. Really the position doesn't seem all that bad to me the player but who knows. I'll just have to wait and see how it turns out.

She currently has a warden looming in the background out to get her so, this might be just the thing to give her some social armor against him trying to get her killed. It'd also give her a new power source to stop using Kemmler magic which would make the White Council happy.. I uh think. I imagine they'd prefer the natural workings of Death to Kemmler's works.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: JDK002 on January 19, 2013, 07:31:09 PM
As far as the IoP, if you really want a scythe you could pull an "incredible vanishing weapon" ability into it. 

One of my players has a custom IoP called a Hellfire Sword.  Narrativly these swords were made by the fallen during the rebellion against The White God.  It has a stunt folded into it that allows the sword to materalize in the players hand, but not "call" it to her if she's disarmed.

You could also play with the physical nature of the item.  Say two small hand scythes, similar to kamas, that link together as sort of a double bladed staff if you really wanna play it up haha.  If you have ever played Darksiders 2 you'll know where I'm getting this from.  xD
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 19, 2013, 07:39:41 PM
As far as the IoP, if you really want a scythe you could pull an "incredible vanishing weapon" ability into it. 

One of my players has a custom IoP called a Hellfire Sword.  Narrativly these swords were made by the fallen during the rebellion against The White God.  It has a stunt folded into it that allows the sword to materalize in the players hand, but not "call" it to her if she's disarmed.

You could also play with the physical nature of the item.  Say two small hand scythes, similar to kamas, that link together as sort of a double bladed staff if you really wanna play it up haha.  If you have ever played Darksiders 2 you'll know where I'm getting this from.  xD

Hah nice, yeah I noticed some things like that around here. I think I'm gonna run with the Mantle of Death idea though. Thanks for the suggestions.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Mrmdubois on January 20, 2013, 01:23:02 AM
So your character is/was a mortal who becomes the personification of Death for the Dresdenverse.  Reminds me of Mort from Pratchett.  Basically Death wanted a vacation so he hired Mort to be his replacement.  Even if that isn't how your character became the new Death there isn't anything to say the old Death isn't still around somewhere.  Which could be good for plot hooks as he mentors or makes troubles for your character.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 20, 2013, 06:32:01 AM
So your character is/was a mortal who becomes the personification of Death for the Dresdenverse.  Reminds me of Mort from Pratchett.  Basically Death wanted a vacation so he hired Mort to be his replacement.  Even if that isn't how your character became the new Death there isn't anything to say the old Death isn't still around somewhere.  Which could be good for plot hooks as he mentors or makes troubles for your character.
Yeah, that's near exactly along the lines of what I was thinking. Of course they aren't going to be getting super powerful from it or anything, and it's only for the one specific version of Death I figure. I'm still not 100% how my GM is going to run it but I had figured along the lines of what you said, that either the old Death is, dead, retiring, on vacation and it's my char's job now. They'll have to answer to Death's old Boss along with maybe the Old Death themselves, being mentored by them. Or if they're dead, maybe first order of business is investigating who killed them. In which case, Azrael would be a great choice for Death's Boss I think, since we've personally seen Angels in Dresden files. Though, maybe they don't go around showing themselves off to be an angel and just keep it to themselves.

Like you said, all of those options have some good plot hooks to some degree. I think the old Death being alive and retiring is my favorite choice.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Haru on January 21, 2013, 04:42:53 AM
So your character is/was a mortal who becomes the personification of Death for the Dresdenverse.  Reminds me of Mort from Pratchett.  Basically Death wanted a vacation so he hired Mort to be his replacement.  Even if that isn't how your character became the new Death there isn't anything to say the old Death isn't still around somewhere.  Which could be good for plot hooks as he mentors or makes troubles for your character.
Actually, the story from the book would make for a great introduction to death for your character.

(click to show/hide)

Oh, and the name is a variation on the German word "Mord", I think, meaning "murder". I'm not sure Pratchett intended that, but it's still a cool fact, I think.

Oh, there is also "Reaper Man" from Pratchett, where Death is sent into retirement. There are quite a few cool things there, that might give you some ideas as well.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 21, 2013, 04:49:51 AM
Actually, the story from the book would make for a great introduction to death for your character.

(click to show/hide)

Oh, and the name is a variation on the German word "Mord", I think, meaning "murder". I'm not sure Pratchett intended that, but it's still a cool fact, I think.

Oh, there is also "Reaper Man" from Pratchett, where Death is sent into retirement. There are quite a few cool things there, that might give you some ideas as well.

That's all really interesting hah, wow. Will definitely have to look into it thanks.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Mrmdubois on January 22, 2013, 05:29:34 AM
Like I said, anything with Pratchett's Death is pure gold.

Actually, Death's grand daughter is an interesting example to draw from as well because she basically does what your character is doing on a sporadic but consistent basis.  In her downtime she nannies and teaches history classes and is fantastically unconventional and awesome at both.  Helped by the Death super power package which got in her jeans (Spelled it right) from birth.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on January 22, 2013, 04:32:46 PM
Hah, yeah I can see it. I might have to pick up the Discworld stuff next after I finish Side Jobs. Audio books makes school work a lot more bearable.

Edit: Welp nevermind. My Gm had already approved the idea when I asked "So my char can be the new death?" but is now saying it's not what they intended from the start, so probably just scratching the entire thing. Mechanically it's the same thing, but they are just figuring on my char being labeled a servant of Death. And my GM isn't one to compromise.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Mrmdubois on January 23, 2013, 11:30:46 AM
That would still seem to allow you to pull ideas from Mort and Susan.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on February 02, 2013, 03:46:43 PM
That would still seem to allow you to pull ideas from Mort and Susan.

Yeah but my GM wasn't really interested in the ideas I'm afraid and it just wasn't sounding as neat at the point, but I've been talking to them about other ideas and I think we're close to settling on one.

I still have to talk to them but I think I have a 'winner' idea this time, as in one they'll accept. We just gotta hammer out some details, which at this point I am not concerned about and the GM can rule what they like and I will just be happy to have an idea done.

I'm still not 100% on the main idea, but currently I am thinking one of these two ideas.

The Grey Knight
The Black Knight

The GM wants something with some lore backing it, otherwise I would jump at the Grey Knight idea, it just sounds great to me. The black knight is fun too, but I've just leaned more towards the whole "Grey" theme in recent years. Sadly, there's just nothing in legend about something like that, so my GM probably won't be up for it, I'll have to wait and see later today. Though The Black Knight on the other hand has a decent bit of legends and historical value to them. And even in the legends it was more of a title than a person, so that's a plus.

One problem is, what kind of job would either of these knights have. Who would be their boss?

Well there's all sorts of ways to go with that, maybe the Erlking, or maybe they don't have an existing boss, and instead have a longterm mission.

Maybe it's the mantle of a longdead court and they are the new protector, or ruler, of it and it's their mission to resurrect the court. In a sort of "Hey kid, here's a burnt down Denny's restaurant, if you fix it it's yours."  Sort of deal. Just some thoughts on one way it could go.

And on the Item of Power, I found a great one to go with whatever sort of Knight I make. One I never hear mentioned much but I think sounds really neat to use, "The Vorpal Blade". And I'd love to hear any stat suggestions on that.

Thank you again, for all the various input thus far!
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Mrmdubois on February 02, 2013, 10:47:06 PM
A grey knight exists in all kinds of literature, you just have to slap the title onto the myths, legends or literature that you're drawing from.  Lancelot was a grey knight, King Arthur's strongest, most loyal and also incredibly flawed for example.  I might be misunderstanding what you mean when you say grey though, elaborate please?
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Oblyss on February 03, 2013, 12:07:26 PM
A grey knight exists in all kinds of literature, you just have to slap the title onto the myths, legends or literature that you're drawing from.  Lancelot was a grey knight, King Arthur's strongest, most loyal and also incredibly flawed for example.  I might be misunderstanding what you mean when you say grey though, elaborate please?
No I believe you understood perfectly, and that's a great idea. I didn't think about just giving titles to existing lore. Your example actually fits in really well with my plan for this title's position. Arthurian legend is one of my favorites, and was the one I had in mind. I was sort of thinking of The Grey Knight being Camelot's version of their "Winter Knight". Of course they have a number of knights just hanging on every corner. There would be the knights of the round table who answer only to Arthur, and are considered the most noble of his knights. And then his Grey Knight is more of his personal enforcer, and considered the least noble, though still is forced to follow Arthur's code of valor unless specifically ordered otherwise.

And I'd say for fun's sake they are considered one of the knights of the round as well. That's the basic idea I've got now anyway. It'd also help lead my character away from the kemmler history they have might make the Council a little less freaked out, somewhat.

Edit: Yeah cool, thanks a bunch Mrmdubois. My Gm seems on board with this Grey Knight idea now. We worked out most the details on why and how it'll happen, except for why my char will agree to it.
Title: Re: Newbie to the game: Non-Evil Necromancer
Post by: Mrmdubois on February 04, 2013, 12:47:12 AM
Cool, good luck with that then.  Let us know how it goes.