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Messages - infusco

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91
DFRPG / Re: NPC Fate Points
« on: August 19, 2010, 10:42:15 PM »
LOL!!

I'm not sure I'm comfortable with the idea of invoking your own consequence for a positive outcome ;)
On the other hand, I'd be okay if you also ended up creating a maneuver on yourself with the aspect Wincing And On My Ass that can be freely tagged by your foe.

92
DFRPG / Re: NPC Fate Points
« on: August 19, 2010, 09:55:35 PM »
Well, Page 106 of Your Story says either at the end of the scene (out-of-conflict), or at the end of the exchange (in conflict), so you might be right.

Personally, mind you, I'd always judge it to be at the end of the scene. Conflict tires people out ... having someone invoke your sprained ankle on their attack should not make you stronger for the followup attack three seconds later just because it's a new round (exchange). As a compromise, you could say that the target gets the Fate point at the end of *their* next exchange, which could be the following round of combat.

93
DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 08:46:44 PM »
Just when I thought I had the whole invoke for effect vs Compel down pat....

Can someone please explain how Entanglement works on page 293.

All it does is place a Bound In Place aspect on the target, and adds one point to make it last the entire scene.

So if this was cast on V what happens on V's turn? Can he move? Does the aspect by itself lock down the target. Does the GM compel it? if so can the target buy himself out of it? Does the caster need to burn an invoke for effect to make it work?

Well, first off, the spell description itself clashes with the rules. You can't make an evocation maneuver last an entire scene. :P

This one's a bit tricky as it adds an Aspect. You could, in principle, compel that aspect to prevent your foe from changing zones, but that could end up costing you more than a few Fate points over multiple exchanges. Or you could tag that Aspect for a reroll or +2 to actions against that foe that would normally be defended by Athletics (which is pretty much all of them).

94
DFRPG / Re: NPC Fate Points
« on: August 19, 2010, 07:20:34 PM »
Also, take note that Fate points that are tossed to players for their characters getting invoked or compelled by NPCs only normally get them at the end of the scene. Otherwise, the back and forth Fate point chucking would just get silly.

95
DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 06:30:35 PM »
Generally, a block is intended to create a hindrance to one specific action. A grapple is a special case and, the way it is written, I'd rule that it could only target a single person or creature and would tie up your own action in the process. A long duration block to all actions to an entire zone would indeed be significantly overpowered.

Remember, even the Orbius spell is a block against breathing that could cause someone to suffocate and pass out. Nothing about the spell's description claims that the person under it's effect can't do any other action, like shooting at the caster. Now you could call it a complete physical grapple, but notice that the grapple rules state you need to tag an aspect first to establish the grapple, so the spell is clearly missing something ... i.e A maneuver creating evocation the previous round.

In the Invoke For Effect/Compel argument, that does indeed look like a compel. I wouldn't allow tagging for that as it's too strong. Now the GM himself could claim that the NPC passed out from his wounds and quietly write down that this NPC has a Fate point to use in the future should he survive.

As for Mental attacks, it is indeed skirting dangerously into 4th law territory due to one simple fact: mental consequences are almost always psychological scars that last a while and generally compel someone into either following specific actions or denying them others. For example, you could blast him with a mind-crushing wave of fear. If they survive, they could get stuck with moderate or severe consequence of The Bogeyman Is Real And He Is After Me, and hence be naturally paranoid and constantly looking over his shoulders. You could try to narrate it with your GM that you are casting a sleep spell who's effects only last the scene and should not inflict any consequences, but even there it's a hard sell.

Although in the latter case, you could cast it as a maneuver, defended by Endurance, that afflicts someone with the Sleepy aspect as a *physical* effect rather than a mental one.

96
DFRPG / Re: Creating Vancouver and other Canadian cities, Dresden style.
« on: August 19, 2010, 05:47:54 PM »
I live in Montreal. This city has a rich history, culturally and politically, and creating a game here would be fun.

I'll be GMing shortly and my players will have enormous say in how the city is built, but here is how I would build it up:

- Very heavy on the White Court presence. Montreal is known for it's low violent crime rate, but it's also known for it's joie-de-vivre and the tendency of it's population to indulge heavily in booze, sex, and general all night partying. Add in the french/english political divide and you're basically dealing with a city that's an emotional powder-keg, and hence, a gourmet meal for the Whites.

- Quite a large presence of Catholic Church associated True Believers and Champion(s) of God. Probably a few religious-centric sorcerors and wizards. While the city has become very liberal in recent times, the whole province was, up until the 50s, in a stranglehold of church dogma. The Church is still very established here, with many old old churches and institutions, so True Believers will have access to enormous support and Lore.

- There are two large Native reservations north and south of the city. So you can mix in some Native-oriented practitioners and were-creatures.

Aside from that, the cultural flavor of the city and it's history could allow you to create all kinds of troubled Pure Mortals. For example, Son of a Mafia Don,  College Student Stripper, Racist Cop, Single-Minded Separatist Politician, etc ...

97
DFRPG / Re: Typo thread
« on: April 05, 2010, 05:56:18 AM »
Gotcha.

And I found something, although not sure if it's really an error or if these are more like non-rigid guidelines used during character creation.

In the Power Level list (page 53), 'Feet in the Water' and 'Up to your waist' have skills capped at Great. In the Skill Packages chart (page 65), it offers suggestions that include purchasing Superb skills at the 20 and 25 point power levels.

98
DFRPG / Re: Typo thread
« on: April 05, 2010, 05:07:42 AM »
Correct me if I'm wrong, but I don't believe the Summer Court as a body ever offered assistance. Harry had to work through hoops to get Lily and Fix to help him as a personal favor as Titania had geased them both something fierce. Mab, on the other hand, pulled a double whammy of both offering the White Council free passage through her lands, and then committing both Faerie Courts out of the Red Court-White Council War by massing her forces along Summer and Winter's common border.

I love Mab :)

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