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Messages - Belial666

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16
1) Being Taken Out means your attacker decides your ultimate fate. If McKilligan the Bunrinator, 1st Lawbreaker extraordinaire, hits you with a Weapon 10 attack +11 bolt of banefire that takes you out, chances are the only thing left out of you will be some blackened teeth and a pile of ash at best. You can still decide exactly how you will be reduced to ashes within reason - screaming all the time, going in silence or throwing your death curse at the last second - but you cannot decide not to get burned because you were taken out.  :o

2) Concession cannot happen after an enemy attack roll to save you. After you see that McKilligan the Burninator has reduced you to a pile of blackened teeth and smoking ashes it is too late to decide you should have taken some consequences and ran like hell, instead.  ::)

3) Even if you concede a battle, that does not mean you can get out Scot free. You may run like hell once you realize McKilligan the Burninator can reduce you to a pile of smoking ashes and blackened teeth at a flick of the wrist but that doesn't stop him from following you and immediately starting another conflict by hurling a bit of Banefire at your face if he really wants to kill you. After all, this is a new battle and your concession only covered the last one.  :-\



In short, if an enemy really wants to kill you and you aren't strong or smart enough to stop them, they'll kill you. Because hey, if it were THAT easy to avoid death, every single enemy you ever fought in the game would be impossible to kill and you'd never be able to accomplish anything. Sort of like superhero comics.  :P

17
DFRPG / Re: Golem and lightsabers
« on: July 03, 2014, 07:30:59 PM »
1) To make a golem, there are several ways. The easiest is to summon ectoplasmic matter and have it powered by a spirit of the Nevernever. The hardest is to make a body of real, natural material and make a spell construct moving around the body like a puppet, guided by a magical A.I.


2) The easy golems are basically summoning;
A: Get a being's Name or other sympathetic link so you can work magic on it.
B: Put enough shifts into your ritual to mentally take it out and force it under your control. That's the control part of the spell.
C: Put enough shifts into your ritual to bring it from the Nevernever to the world. That's the calling part of the spell and is usually a bit easier than control.
D: Cast your spell and simply declare that your new servant appears.

2b) Summoning is costly so it could also be done in three separate spells;
A: Get a being's Name or other sympathetic link so you can work magic on it.
B: Cast a binding (a Ward turned inwards) strong enough to hold your intended target.
C: Cast a calling ritual to have the creature appear inside the binding.
D: While the creature is still inside the binding, cast the control spell on it.
While this version requires three spells, it allows you to summon bigger things because you break up the total shifts of the calling + control into two separate spells, each half as big as the single spell needed to do it all at once.

18
DFRPG / Re: Golem and lightsabers
« on: July 03, 2014, 07:21:34 PM »
1) The go-to magic for giving general powers is Transformation/Disruption. Take someone out with it and declare the takeout result to be an alteration of their nature. Add more power to the spell for duration and/or resistance to dispelling. Doing it to an item and declaring the item gives powers to whoever uses it is basically the same thing, with only minor changes. Making an item be an artifact merely requires you add Physical Immunity on top of whatever other powers you give it so it becomes indestructible.

2) Yes, it's THAT easy to give someone powers. Just take them out and transform them or give them an item. A magical pact, a bit of soul-stitching, a strong enough curse. Hell, even an inexperienced Harry Dresden in Fool Moon was pretty sure he could manage those magical belts. BUT, that kind of thing has costs beyond the magic for it;

3) Granting someone powers has a cost - either through an item or through direct alteration, they must spend Refresh on them. If someone picks up a magic item or is altered into something they don't have enough refresh for, tough luck; they become NPCs as their refresh goes to the negatives. That's exactly what happened to MacFinn when that curse turned him into a Loup Garou or those FBI agents when the belts turned them into werewolves.

4) Altering someone's nature directly, especially against their will, bears an additional cost; it breaks the 2nd Law of Magic: You Shall Not Transform Another.


To sum up, giving someone powers or making magic items is easy but costly.

19
DFRPG / Re: Custom True Faith powers for review
« on: July 01, 2014, 02:28:16 AM »
Quote
I have to admit I'm confused by your critique.
With my version, you get as powerful an ability as you pay for in character creation. With your version, in one scene the ability might not work at all if you're out of FP, in another it might reduce rolls by a bit for a single FP, and in another it might make the most powerful supernaturals into effectively pure mortals because you got a lot of FP to spend on it. Worse than the fluctuating power is that the ability does not scale. It will be exactly as powerful in a feet in the water game as it will be for a 20-refresh game. And those two problems together make for bad ability design IMHO. Other issues below;

How would it interact with range? For example, both wizards and superstrong enemies could pick up a car and throw it at a house and not be affected by a threshold normally because they are attacking at range and indirectly. Ditto, a superfast enemy standing outside a building wouldn't gain any penalties to defense against gunners from inside the building because they'd not be standing within the house's threshold.

Does it follow the standard threshold rules? A supernatural entering a threshold doesn't actually take any penalties to rolls or whatnot. It has to set aside an amount of powers costing in refresh equal to the threshold. I.e. a 2-shift threshold means a vampire would either have to reduce their supernatural strength to inhuman, or reduce their supernatural toughness to inhuman, or reduce their inhuman speed to no benefit. The exception being wizards, who take penalties to power and control instead.
Do note that the supernatural being picks which power to leave behind when entering a threshold. They could well set aside the least useful ability for their given situation and retain those that would benefit them most.


Last but not least, a "penalty to rolls" mechanic causes issues. Strength powers and things like Claws or Breath Weapon don't give any bonus to rolls at all (weapon rating isn't rolled). Speed powers do. Toughness powers don't. Senses don't. Shapechanging doesn't - not directly. Living Dead doesn't. Flying doesn't. And so on and so forth - not only various powers exist that don't give roll bonuses at all but those that do give bonuses don't give them at the same rate. For example, Speed powers give +1 athletics per 2 refresh, True Aim gives +1 weapons per 1 refresh, Cloak of Shadows gives +2 Stealth per 1 refresh.
So if you use a "penalty to rolls" mechanic, not all powers will be as affected by the ability. (hence why normal Thresholds subtract a set amount of refresh instead)

20
DFRPG / Re: Sponsored Magic for review
« on: June 30, 2014, 07:57:17 PM »
1) Far too powerful for a single sponsored magic. I count 4 major benefits; Evothaumaturgy powered through feeding which basically doubles the amount of evocation you can cast in a scene, Spell Drinker which allows you to clear stress tracks and mild consequences each time you take out targets with magic meaning you basically have unlimited evocation as long as you use it offensively, the ability to assume additional "Marked by Power" versions, and the mechanical bonuses of armor vs magic and defense vs feeding.
Every singe one of those bonuses would about match the bonuses of any other sponsored magic. I'd never allow them all together. Some of them I'd never allow at all.

2) Do not integrate additional powers into the sponsored magic itself. Simply have your sponsored magic include "Marked by Power", "Feeding Dependency" and "Vampirism" into its "musts".

21
DFRPG / Re: Magic Using Physical
« on: June 30, 2014, 07:38:37 PM »
It's just Channeling: Spirit with the following 3 rotes;

Celerity: 5 shifts of either movement or block (using high speed as defense)
Lightning Barrage: weapon 5 attack +7 spell, requires tagging an "available weapon" aspect. (+5 attack without tag)
Persuasion: 5-shift mental attack; conditions and takeout are loyalty-related.

I'm assuming this guy has Great (+4) Conviction and Discipline, plus his focus bonuses.

22
DFRPG / Re: Looking for Help statting up a villain boss
« on: June 30, 2014, 07:25:34 PM »
Quote
Anyway, a single character fighting a group in this system generally doesn't go well for the single character. The group can just stack maneuvers and pummel them with their greater number of actions.
Untrue, if you do it as the book suggests. A single character is an "average" challenge against a group if he's of a refresh level equal to the group's total refresh.


For example, a character fighting 4 submerged PCs at once should be one with 40 refresh or so. Multiple actions or no multiple actions, if you're facing a Senior Council member, a Naagloshi, a Sidhe Sorceress or Nicodemus, chances are you will be curbstomped.

23
DFRPG / Re: Casting languages
« on: June 29, 2014, 04:22:11 PM »
Wouldn't that be Aramaic? Hebrew is a rather modern language.

24
DFRPG / Re: Fallen Knight Of The Cross?
« on: June 28, 2014, 12:09:20 PM »
Here's an interesting concept I had for a time;

Alice Liddel
High Concept: Blood Knight  Trouble: Pretty Smart - Also Insane
Aspects: Faerie Foe, Family over Faith, Vow of Vengeance

Her family plagued by faeries and dream spirits of the Nevernever when she was a little girl, Alice was granted a holy sword to defend them when she proved her mettle by beating the spirits in several of their mad games. Unfortunately, it was revealed that the family had unwittingly invited the spirits in the first place and Alice's attempts to use the sword to free them failed. This drew the attention of one of the Fallen, who convinced Alice that she should save her parents from insanity by killing them as death would be preferable to madness.

Bathed in the blood of innocents, the holy sword was corrupted, inviting in and amplifying the demon's power. Young Alice realized what she'd done and was filled with grief and rage against the supernatural; the holy powers for not saving her family, the faeries for playing their mad games and the powers of Hell for urging her to that resolution. She's roamed the Earth ever since, slaying beings of these three categories her goal.


Skills:
+6: Weapons, Athletics
+5: Alertness, Lore
+4: Discipline, Might
+3: Endurance, Conviction
+2: Empathy, Presence, Raport
+1: Stealth, Survival, Riding, Scholarship

Powers/Stunts:
...It is what it is: a once broken, then reforged former holy sword - weapon 3.
...Indestructible
...Purpose: Slay supernatural beings without cause, reason or excuses
...True Aim: +1 to weapons skill
...Slice and Dice: +2 weapon rating
...Vorpal Strike: degrades victim's toughness powers by 1 step
[-1] The Vorpal Blade
[-4] Supernatural Strength
[-2] Supernatural Speed
[-4] Supernatural Toughness
[+2] Catch: powers of Faith
[-1] Strategist: may use weapons as a knowledge skill for tactics, fighting styles and combat/war planning.
[-1] Running Stand: +2 to dodge in any exchange she ends a move in the zone she started from.
[-1] Way of the Sword: +1 to attacks with European-style blades.
[-1] The Insanity Defense: may accept a debt against her Trouble to automatically defend vs a mental attack.
[-1] Chessmaster: +2 to Knowledge declaration rolls directly used in conflict.

25
DFRPG / Re: Fallen Knight Of The Cross?
« on: June 27, 2014, 07:06:44 PM »
The first time a Sword of the Cross was used to do something contrary to its purpose by their own wielder - such as slaying an innocent - they'd be destroyed.

26
DFRPG / Re: Casting languages
« on: June 27, 2014, 07:02:27 PM »
Some of the power words in the Kate Daniels series are pretty close to Sumerian. Given the series mythology, that's hardly surprising.

27
DFRPG / Re: Casting languages
« on: June 27, 2014, 06:01:20 PM »
I usually use Sumerian or Aramaic. For one thing I know them a lot better than I know Latin so when one of my mages says LACHAM she's both declaring her intent to defeat you and uses a spell to devour you - literally. Plus, nobody else knows words in them at a moment's notice.

28
DFRPG / Re: Custom True Faith powers for review
« on: June 27, 2014, 11:08:35 AM »
Having the threshold depend on how many FP/invokes you have at hand is neither balanced nor flavor supported. If someone can negate powers through the power of his faith, then how strong his faith is should be represented and not be entirely dependent on circumstance.


Also do note that each time a creature's catch or similar drawback comes up, they get a FP. If you pay FP against them directly, they get an equal amount too. A power that depends on FP to weaken enemy rolls is self-defeating because the enemy gets as many FP as you spend.

29
DFRPG / Re: Fixing Recovery powers.
« on: June 27, 2014, 10:58:53 AM »
Actually, it's still pretty easy for roleplaying to penalize character ability. Prime example is the early Harry Dresden; his high conviction but low discipline coupled with his total lack of diplomacy amounted for 90% of all problems in his early carreer. All his problems that this caused were very entertaining to read in a book, in which they were part of the plot. They would have been far less entertaining and more frustrating to play in a game though.

Think of it this way; a purely roleplaying drawback in the game warrants a Fate Point every time it comes up. Having poor discipline so that your spells are only Power/Control 4 whereas a different build would have given you Power/Control 7-8 doesn't warrant a Fate Point - even though the skill choice in the first place was a roleplaying issue.

That's why mechanical equivalence of choices in character creation must exist.

30
DFRPG / Re: Magic Systems
« on: June 26, 2014, 10:53:37 PM »
I always play a mage if it's an option in any game and any system. This means I've played a lot of mages since I started on my good old Acorn Archimedes 410. My favorite system was when the sorcerer class first appeared in DnD. It has been since replaced by a DFRPG warlock.

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