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Topics - Adin

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DFRPG / Alternate Magical Mechanics
« on: January 26, 2012, 09:25:01 PM »
Hello all, I've been lurking stealthily behind the scenes, but now it is time to once more rear my ugly head and pose a question.

About a year ago, shortly after getting into tabletop RPGs in college, I designed my own home brew setting and game system to run an urban fantasy game.  The Setting was heavily influenced by The Dresden Files, and the game system was loosely based on WoD (the only system I had any familiarity with.)  The game continued with the mechanics improving over time, and when i discovered Fate through the DFRPG I immediately loved the simplicity, narrative mechanics, and overall elegance.  That said, there were a number of small things that irked me and i wound up rebuilding my system from the ground up using FATE and the DFRPG as a base.  While my system and the DFRPG are very different, the mechanics are similar enough that anything which would work in the DFRPG would work in may game and vice versa.  Therefore this felt like the perfect forum to ask for design advice.

With that bit of background, here is my problem.  I've written a powers list that I, and my group, are fairly satisfied with, and has held up to play testing so far.  However, I am not wholly satisfied with the magic system I worked out for it, or the DFRPG system and would like to hear any ideas for alternate magic system mechanics that you guys had been kicking around. 

Major differences to keep in mind:

*Most powers that enhance a mortal ability to a supernatural level work by replacing one or more fudge dice with a d4.  If I could incorporate that into the magic system it would grant a greater feeling of power unity.  (The ranks for speed and might powers are Superhuman, Monstrous, and Legendary.  So a character with superhuman speed can use a d4 in place of one of his fudge dice on anything he can justify speed aiding in like attacks or initiative.  Combining two powers of the same level with something you can justify both speed and might helping in allows a d6 instead.  Likewise Dominate adds a d4 to social rolls, with some added fluff rules attached letting it break some of the unique social combat rules.)

*There is no defensive roll.  Instead attacks strike the stress tracks directly.  Physical stress is athletics +2, Social is Empathy +2, and Mental is Discipline +2.  Consequences are not static and are determined by Strength, Presence, and Intelligence skills.  The maximum stress a mortal can achieve with a stunt is 8 and the minimum is 0.  The maximum stress absorption a mortal can gain per consequence is 7,8,9,10,11 and the minimum is 1,1,1,2,3.  Supernatural beings can go beyond that.

*Skills range from -2 to +4 defaulting at 0.  there are 21 skills, mostly similar to the DFRPG skills.

*Many powers have different refresh costs, but that has more to do with them working differently than in the DFRPG.  Any power from the DFRPG could be fit into my game with little modification at the same cost.  (For example, the Flight power in my game costs -3 instead of the -1 of the wings power from DF.  Not because the system is all that different, but because A. I felt it was to inexpensive, B. There is a perfect landing power at -1, and an epic leap power at -2 which are largely pointless when upgraded to flight, and C. It is more powerful in my game.)

I tentatively plan to incorporate some kind of 'mana' system, likely purchased with refresh, which will use a blank stress track My character sheets have below the others. 

I would like to design a system which allows magic to complement existing skills, while still incorporating appropriate mental skills.  Such as a ranged magical attack using the ranged skill But perhaps with discipline determining how much "Mana" can be used per round and mental consequences (determined by intelligence,) determining how much power can be drawn back into the body quickly from the life and emotions around you.


For anyone who didn't want to read all of that, I'm looking to hear thoughts on alternate mechanics for magic systems that are compatible with the DFRPG and therefore likely compatible with my own fate game.  Any thoughts you have had kicking around about the subject are welcome!  :)

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DFRPG / Templates up for review
« on: August 07, 2011, 08:41:17 PM »
Hi all, long time lurker, short time poster.

Anyway, I'm currently converting a home brew RPG and campaign setting into the DFRPG since it is far more elegant than my system.  (Plus my setting was loosely based on the Dresden Files in the first place.)  To that end I was hoping you knowledgeable fellows and fellowesses could look over these playable creature templates and tell me what you think of them mechanically, or any comments on flavor you think are appropriate. 

Grey Court Vampire: (I know everyone uses Grey as their extra court, but their aren't that many vampirey colors to choose from.) Loosely based on Let the Right One In style Vampires.

   Your High Concept must reflect your vampiric nature.  Turning someone else into a vampire requires taking them out through blood drinking, followed by invoking your vampiric High Concept as you then feed the target your blood.  Failing to spend a fate point will cause the transformation to either fail, or botch.  A botch can potentially produce a Dhampir. 

Powers:
(-2) Undead (custom power:)
   *No Death result is permanent unless taken out by one of their catches, or their head is removed from their body.  The character no longer ages. 
   *Many things are less harmful to undead then they might be to humans.  A vampire 'taken out' by extreme cold would still freeze, but could be thawed out later with no permanent harm.  Undead do not need to breathe. 
   *Unlike the Living Dead power, an Undead character still heals at the same rate as a mortal (or faster when combined with recovery powers,) and appears to be a gaunt and pale human.
(-1) Claws
(-1) Blood Drinker
(+1) Feeding Dependency (Blood)
(-4) Supernatural Recovery
(-2) Inhuman Toughness
(+4) The Catch: (Direct Sunlight, Fire, and Holy Stuff)
   *In addition to bypassing toughness and recovery, Sunlight also causes horrific burns dealing one point of physical stress per exchange spent in direct sunlight.  A Grey Court Vampire Taken Out by sunlight bursts into flames and dies.

Total Template Cost (-5)

   While this represents the minimum powers of a freshly turned vampire, they can also take any of the following abilities that they can afford.  With age and increased refresh a Grey Court Vampire will gain most, or even all, of these abilities.

(-2/-4) Inhuman/Supernatural Strength
(-2/-4) Inhuman/Supernatural Speed
(-4) Supernatural Toughness
(-6) Mythic Recovery
(-1) Beast Change
(-2) Mimic Form
(-4) True Shapeshifting
(-3) Gaseous Form
(-2) Domination
(-2) Master Dominator
(-3) Possession
(-1) Spider Walk
(-1) Supernatural Sense
(-1) Addictive Saliva
(-1) Flight: (as the Wings Power without visible propulsion)


Dhampir:

   You are a Grey Court Dhampir and your High Concept must reflect your nature.  A Dhampir may be created out of a botched attempt to turn someone into a Grey Court Vampire, the result of a very freshly turned vampire mating with a mortal woman, the extremely unlikely result of draining a pregnant woman to death with the child surviving, or the child of two Dhampirs.  A Dhampir can be turned into a full Grey Court Vampire just like a mortal, but their high concept can be invoked to resist most other supernatural, transformative effects.

Powers:
(-1) Blood Drinker
(+0) Dhampir's Constitution (Identical to Wizard's Constitution)

Total Template Cost (-1)

   While this represents the minimum powers of a Dhampir, they can also take any of the following abilities that they can afford.  With time, a Dhampir can gain most or even all of these abilities.

(-2) Inhuman Strength
(-2) Inhuman Speed
(-2) Inhuman Toughness
(-4) Supernatural Recovery
(+2) Catch: (Fire/Holy Stuff)
(-2) Domination
(-1) Supernatural Sense
(-1) Addictive Saliva


Lycanthrope:  No relation to the DF style lycanthrope, these are more along the lines of the classic movie werewolf.  Loosely based on the Monster Hunter International Werewolf

   Your High Concept must reflect your Lycanthropic Nature.  Lycanthropy is transmitted like a disease.  Any time a mortal character is bitten by a transformed lycanthrope, they must spend a fate point to avoid infection.  A transformed Lycanthrope is completely uncontrolled, and tremendously powerful hybrid of wolf and human.  Typically they are as much a threat to their friends as to their foes in this form, unless their friends are part of their declared “Pack.”

Powers:
(+0) Curse of Lycanthropy: Anyone who survives being bitten by your transformed state must spend a fate point to avoid being infected with the curse.
(-1) Pack Instincts
(-1) Echoes of the Beast
(-4) Supernatural Recovery
(+4) The Catch: (silver) Very researchable and almost anyone can reasonably gain access to it.
(-1) Beast Form
(+1) Slow Change: The change takes between 30 seconds and a minute to complete during which no actions may be taken other than free actions.
(+2) Human Form / Involuntary Change (at Full Moon,) applies to:
(-1) Demonic Co-Pilot
(-2) Inhuman Strength
(-2) Inhuman Toughness
(-1) Claws

Total Template Cost (-6)

   While this represents the minimum powers of a Lycanthrope, they can also take any of the following abilities that they can afford.  At high Refresh levels a Lycanthrope can gain most, or even all of these abilities.  The lycanthrope may also“buy off” their Slow Change and Involuntary Change with refresh, allowing them to change as a supplemental action and/or at will.

(-4) Supernatural Strength
(-2/-4) Inhuman/Supernatural Speed
(-4) Supernatural Toughness
(-6) Mythic Recovery
(-2) Hulking Size

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