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Topics - Phantomdoodler

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DFRPG / Fate Core Conversion
« on: April 24, 2013, 08:04:31 AM »
Hi guys,
has anyone started on a conversion to Fate Core yet? I am just about to start a campaign and frantically converting Dresden rpg to Fate Core. I am trying to streamline the skills and the magic system. So far the skill list is looking like:

Athletics
Burglary
Contacts
Crafts
Deceive
Drive
Empathy
Fight
Investigate
Lore
Notice
Physique
Provoke
Rapport
Resources
Scholar
Shoot
Stealth
Survival
Will

Changed Skills: Endurance and Might have been replaced with Physique. Presence now is incorporated into Rapport (although it will need a stunt to affect groups) and Perform is now covered using Rapport, Scholar, Crafts and Athletics, depending on what you are trying to do, with stunts providing specific bonuses. Guns has now been replaced with the more generic Shoot, covering bows, crossbows, slings etc, although Physique is used for thrown weapons. Fists and Weapons have been replaced with Fight.Conviction and Discipline have been replaced with Will, although a spellcaster can choose to be better at control or power.

Character Generation: Since there are now fewer skills, when creating a character, choose the power level as usual:

Feet in the Water: 6 Refresh and 20 points worth of skills. Skill cap of Great (+4)
Up to your Waist: 7 Refresh and 20 points worth of skills. Skill cap of Great (+4)
Chest Deep: 8 Refresh and 25 points worth of skills. Skill cap of Superb (+5)
Submerged: 10 Refresh and 30 points worth of skills. Skill cap of Superb (+5)

However, these are just guides. The Gm can set any of these "dials" to whatever they wish when creating a campaign.

And here are my current Evocation rules:

So here is a reworking of my first idea, using your ideas and suggestions:

Will, Control and Power
Your Will, along with Lore, determines your skill with magic, but each spellcasting character also has a Control and Power rating, both equal to Will. Since some spellcasters are more interested in power than control (Harry for example), and others prefer a more cautious approach to magic, when creating your character (or when first gaining spellcasting powers) you may choose to modify either Control or Power by +1. You must, however, reduce the other rating by -1. By taking specialisms and focus items, you may modify your Control and Power ratings for each type of spell cast.
 
Gathering Power
To achieve an effect with magic you need to channel a number of shifts into the spell. Evocation magic is taxing so when casting a spell, you must take a point of mental stress, plus 1 for each shift that exceeds your Power rating.
You may use evocation magic to produce the following effects:

Overcome: Bypass or remove a physical obstacle or situational aspect, so long as you can justify it with the element you are using, nullify an existing spell by the force of your will, or deliberately hex technology

Shifts of Power: You must channel enough shifts to equal or surpass the opposition of the obstacle or situational aspect. When nullifying a spell effect (known as a counterspell) the shifts in the spell must equal or surpass the shifts in the countered spell (or the spell’s complexity); if you make a successful Lore roll opposed by the Will of the caster, you can determine this value. When hexing technology, the power required is determined by your age, and the complexity of the technology (See YS258).

Create an Advantage: Create a situational aspect, placed on a scene, object or character. Each aspect can act as an obstacle to certain actions based on its type; barriers block or prevent movement (Wall of Thorns, Trapped in Quicksand), shields provide protection from physical attacks (Force Field, Personal Whirlwind), and veils block a target’s perception (Invisibility, Cloak of Shadows). Each aspect provides a passive opposition of Good (+3), although the caster may actively defend using their Will (this is not a Control roll, do not apply control bonuses). An aspect will last for as long as they are maintained, or are removed or overcome. However, it may make sense for certain aspects to remain. If the aspect leaves a solid, tangible presence in the world, such as a Wall of Rock , a book of shelves blown over to create Fallen Shelves, or a warehouse Set on Fire, the aspect will remain long after the caster stops maintaining it’s effects. However, when a character fails to maintain such an aspect, they lose all free invocations assigned to it.

Shifts of Power: Creating an aspect requires 3 shifts, plus a further 2 shifts for each free invocation assigned to it. 

Maintaining aspects:  Most aspects created by magic require maintenance- their effects just can’t exist in the world without a wizard focusing his will.  This doesn’t hamper your other actions, but you may only maintain one such aspect at a time.

Attack: You may make a physical attack against a target up to 2 zones away.

Shifts of Power: You may increase the Weapon rating of the attack by 1 for each 1 shift channelled into the spell. For +2 shifts, your attack affects all targets within a zone, extending this area by +2 shifts each zone. 

Defend: Owing to the speed of an attack, it is not possible to defend against attacks using evocations, unless you possess a suitable stunt.

Controlling Power
Now the energy of the spell is gathered, you need to harness and control it. Make a Control roll, plus any specialisation and focus item bonuses that apply, opposed by the shifts of power in the spell.

•   If you fail, the spell is still cast but you suffer backlash or fallout. Determine the shifts of failure (the difference between the difficulty and your roll). You may take any or all of these shifts as mental or physical stress (backlash), and/or have the spell leak into the world (fallout). Each shift of fallout will cause damage to the environment and anyone around – the greater the shifts, the more chaos such uncontrolled magic causes. Each shift of fallout also removes one shift of power from the spell.

•   If you tie, succeed, or succeed with style, the spell takes effect as intended. The outcome will vary based on the spell’s action type.

When making an attack or placing an aspect on an unwilling target, the target will get to resist, regardless of this outcome. Your spell will only affect them if your Control roll exceeds their result.

Heres my current character sheet:

http://s557.photobucket.com/user/Phantomdoodler/library/?sort=3&page=1

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DFRPG / Help with the Never Never and Faerie land in my game
« on: October 19, 2011, 03:32:45 PM »
I am having trouble resolving how the the faerie kingdoms work in the Never Never, regarding my campaign city

1. Should each campaign city be aligned to a particular Faerie court, so that if a character crosses over, they arrive in a faerie version of the home town, permanently in winter or sunny woodland?

2. Or is the Never Never far more flexible, so that each time you crossed over, you could go anywhere? Would the seasons affect the faerie lands first encountered?

3. In Dresdens chicago, there appears to be a Never Never echo of the city, which you first travel to before heading to Faerie/other realms, so would that be the case with other cities, settlements?

Any thoughts would be welcome- I am having a hard time trying to see how things work!

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