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Messages - Becq

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1171
DFRPG / Just how strong are wizard genes?
« on: September 08, 2010, 02:52:54 AM »
Ok, we know that wizards have a constitution that, while not decidedly human, outstrips mundane mortals.  We know that that includes very long life, and the ability to eventually recover from (almost?) any wound.  I condition the almost, because while DFRPG limits the 'healing factor' to non-extreme conditions,
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.

That aside, I've been wondering just how far wizard's constitution goes?

* Does it grant immunity, resistance, or rapid recovery from many common diseases?  (Has Dresden or any other wizard been sick with any non-supernatural diseases?)  This seems implied by the long life, as otherwise it seems likely that older wizards would tend to die from, for example, cancer.

* Given that evidence suggests it is genetic in nature, are wizards born with it?  Or is it something that 'develops' due to extended exposure to magical energy?

* If they are born with it, does it impact the baby wizard's likelihood of suffering from genetic defects?  Or due to their 'wizard genes' are wizards all born defect-free?

* As the flip side to the above, if they are not born with it, will their wizard's constitution allow them to 'recover' from genetic defects?

I was toying with a concept for a midget wizard (High Concept: World's GreatestSmallest Wizard!  Trouble: Judge me by my size, do you?), and I wondered about this.  Is it even possible to have a midget wizard (question 3)?  Or (question 4) would the development of wizard's constitution bring with it an eventual reversal of his stunted growth?

Any thoughts?

1172
I found something that might interest you:

http://www.dreammoods.com/dreambank/
http://www.dreammoods.com/dreamdictionary/

I hope this helps!

1173
DFRPG / Re: CCTV surveillance - effects on non-mortal PCs
« on: September 08, 2010, 01:53:13 AM »
I'd say that although some of the pictures might be, for example, hexed to the point of uselessness, many others will be clear enough to see what is going on.  However, there will always be just enough static and/or interference to lend credence to the skeptics who claim it's just a hoax.  I.e., the argument would be that:

1) Obviously supernatural stuff doesn't exist, so it clearly must be a hoax. 
2) See that static over here?  Wait a moment.  Right ... THERE!  See?  That's caused by the editing software...

1174
DFRPG / Re: Enchanted Items and Uses/Session
« on: September 04, 2010, 12:51:40 AM »
Damn, I just don't get this.  I understand that clearly, armor does reduce the damage of an attack.  But does a magic block reduce the damage of an attack at all if the to-hit exceeds the block strength..?  Can someone post a couple of examples..?
In the off-chance that the above explanation didn't help, here's my attempt:

A block can take the place of a defense result, and therefore reduces the effectiveness of an attack, even if the attack roll beat it (though if the attack won, then the block is removed for any future attacks).  But the important bit here is that you still get to make a defense roll anyway, and you get to use whichever was higher, either your defense or the block.  The magic armor rules allow you to choose block or defense. whichever helps you more after the dice hit the table.  This means that if you get a horrible roll, you can use the item's block instead of your defense roll.  (This could be very significant if your skill is low and you roll very poorly.)  If, on the other hand, you get a good defense roll (at least as high as the item's block value) but the attack still hits, then the block rating can't help you, but you can use the item for armor, instead, and reduce the damage you take further.

Two extreme examples (in both cases the defender has a Harry-style Duster with 4 shifts of defense):

1) The attacker punches, and gets a +3 on his attack; the defender rolls a total of -3.  Ouch!  The defender would take a 6 stress hit ... except that he crosses of a Duster use and declares that he is using it as block 4.  Now the attack fails and the defender takes NO damage.  (If he'd used armor 2 he'd still have been hit with 4 stress.)  Not only that, but he still has block 4 for the rest of the exchange, or until somebody hits him despite the block.

2) The attacker punches, and gets a +7 on his attack; the defender rolls a total of +4.  Ow.  The defender would take a 3 stress hit ... except that he crosses of a Duster use and declares that he is using it as armor 2.  Now the attack hits but inflicts only 1 stress.  (If he'd used block 4 it would have had no impact.)  Not only that, but he still has armor 2 for the rest of the exchange, so if another attacker hits him this exchange, he's still protected.

Does this help, Craftzero?

1175
DFRPG / Re: Making Holy Water.
« on: September 04, 2010, 12:09:46 AM »
Thanks! That's the sort of thing I was looking for when I searched for "buying holy water".

I'd say any priest that performed that service would make holy water, regardless of whether the priest had any Faith powers.

Richard
I'd take a bit of a different approach.  Any priest (or, for that matter anyone at all) can make holy water.  Just mix salt and fresh water, say some mystic mumbo-jumbo, and presto!  You now have some holy water.  But if, on the other hand, you are loking for Holy Water ... well, for that you need someone with some True Faith backing them up.  For purposes of The Catch, holy water is just a mixture of salt and water; it takes Holy Water to mess with a supernature creature!

Another way to approach this might be to say (as you did) that any annointed priest could make holy water that was good enough to satisfy a Catch, but that Holy Water made by a priest with True Faith is extra-potent.  Perhaps it gains Holy Touch-like abilities, granting an extra stress point or a free compel in addition to satisfying The Catch.

1176
DFRPG / Re: Some Rules Questions
« on: September 03, 2010, 11:59:11 PM »
By default, the rules state that Grapple blocks all actions ... except for ones the GM decides wouldn't be prevented by a grapple (YS211).  Some possible examples are given, but it's left up to the GM to determine what if any actions are allowed while grappled.

1177
DFRPG / Re: Magically Giving Oneself Powers
« on: September 03, 2010, 11:53:58 PM »
While I agree that transforming a willing target should be easier than an unwilling one, I completely disagree with you on how it should be done.  For the purposes of a spell, the caster would have to meet a complexity equal to all his possible consequences plus 1, but doesn’t need to overcome his Stress Track, and his defense rating is locked at Mediocre (+0) (because he’s not trying to resist the spell or defend against it in any way).

That would set the base complexity for the spell at 21: 2 for his minor consequence, 4 for his moderate consequence, 6 for his severe consequence, 8 for his extreme consequence, and 1 to take him out.
Just for the record, I wasn't suggesting that transformations should be based on taking someone out.  I was actually pointing out how *easy* self transformations would be if that was how it was defined.  Offensive transformations use that format because really the purpose of the spell is to 'take someone out' and the fact that it's a transformation is really special effects more than anything else.  A spell to destroy someone's mind would follow exactly the same format, but the FX would be different.  Or ... perhaps a spell to rip someone's heart out?  Same thing, different FX.

The spell we're talking about here has similar FX as the offensive transformation, but my take is that it's a totally different spell that merely looks the same.  So the complexity should be based on the benefits granted by the benevolent transformation, because the spell is about granting benefits, not taking someone out.

I found an older thread in which this question was raised, and it pointed to the section in the rulebook that sort of handles this.  See YS92, the "Temporary Powers" sidebar.  Basically, thaumaturgy would become an excuse to make use of the rules in the sidebar to give you powers temporarily.  If, for example, you wanted to turn into a normal animal, it would cost you 1 Fate to gain Beast Change [-1] for a scene, and you'd use thaumaturgy to enact that change.  If you wanted Mythic Strength [-6], it would cost 6 Fate points.  A player can 'owe' the GM some compels in place of some of the Fate points.

At first I wasn't happy with this, but I think it's starting to win me over.  It doesn't give a "complete" system for using it as a system for Biomancy, though, so here's my attempt to round out the edges (borrowing from the post linked above) for using the sidebar in conjunction with Biomancy:

If you wish to grant temporary powers via Biomancy, begin by listing the powers you wish to grant.  Sum up their refresh cost.  The base complexity for the spell is two shifts per refresh (for a transformation that lasts one scene).  The duration of the spell can be increased by a level on the time chart per shift added to the complexity.  Once the complexity is known, the spell is cast as usual for Thaumaturgy.

In addition, the target (either you or a *willing* subject) gains a point of 'Biomantic Debt' for every two points of complexity.  Biomantic Debt represents the physical (or even non-physical) wear and tear on your body (or mind) by pushing it further than it was meant to go.  Each point of Debt gives the GM a free compel, which can be used any time after the spell duration ends.  The target does not get a Fate point for these compels, but may buy out of a compel by paying a Fate point.  Some example compels might involve strained muscles from improved strength, or animal-like behaviors left over from shapechanging into an animal.

Some examples:

Giant's Strength
Need to lift a car, but don't have a forklift handy?  Know of a monster that *really* deserves a major smackdown?  Well, now you can do these things and more with better living through Biomancy!
Type: Thaumaturgy, biomancy
Complexity: 8 shifts (more for longer duration)
Duration: One scene
Effect: Willing target gains 4 point of Biomantic Debt, and also gains the effects of Supernatural Strength for the duration of the spell.  Note that this particular version of the spell does not increase the target's size.

Thaumaturgical Werewolf
The Alphas have all the fun, but that need not be the case!  No wolf pelts or demonic assistance required, though it might make the spell easier...
Type: Thaumaturgy, biomancy
Complexity: 16 shifts
Duration: Until sunrise or sunset
Effect: Willing target gains 8 Biomantic Debt, as well as the abilities of a werewolf (Beast Change [-1], Inhuman Strength [-2], Inhuman Speed [-2], Claws [-1]) and can change back and forth into werebeast form for the duration of the spell.  While not in werebeast form, the target loses access to the other werebeast powers.  Note that this spell does not include the senses or instincts of a true werewolf, which require considerable time and practice to learn to interpret.

Thoughts?

1178
DFRPG / Re: Stress Boxes
« on: September 03, 2010, 09:26:58 PM »
i agree with you, but...

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Yes, but my theory is that
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1179
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: September 03, 2010, 04:21:27 AM »
In one of the books, I forget which one exactly, but Harry uses his force rings on some pure mortals, and he is extremely careful to make sure that he uses them non-lethally, to avoid breaking the 1st law.  This clearly indicates that using enchantments is still a violation potential.  Activating an enchantment on an item brings just as much responsibility as casting the magic directly.
Well, my theory could still hold if in your example, Harry was actually casting the spell (complete with Discipline roll to affect the target) but that the power for the spell was being supplied by the rings rather than his own reserves.  Could a non-spellcaster have activated the rings?  I'm not sure, but I don't think so.  (As opposed to the more passive impact of his duster's enchantment or of a magic sword.)

1180
DFRPG / Re: Disrupting a ritual circle
« on: September 03, 2010, 04:14:34 AM »
You take an action that becomes a Block on their next discipline control roll.  You basically substitute a higher difficulty.

So a careful ritual caster might try to gather 1 shift of power each exchange, but if you make a Fantastic Weapons rolls (to throw a rock at the ritual), their next control check is 6 instead of 1.
Nice!  This means that a highly disciplined spellcaster might be able to carry on through with the ritual despite the interruption, but at the very least it makes it more difficult to 'concentrate'.

One other thing to consider is that if the ritual does require physical components, and you destroy them, then this might require the caster to make up the complexity 'deficit' immediately or suffer the consequences of the spell failure.  For example, if I used a Summoning Circle In My Basement to give me two shifts toward the complexity requirement, and that circle was damaged and thus made useless for the ritual, then I'd probably need to either invoke an aspect (assuming I had a Fate point and an untapped aspect handy), or suffer a mild (or greater) consequence.

1181
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: September 03, 2010, 04:01:19 AM »
I'm considering an alternate take on the first law.  To whit: I'm thinking that for it to count as a First Law violation, there may have to be a direct cause-effect relationship between the spell in question and the death.  Predictable results from elements outside your control should be assumed as given, but your own choices seperate from the act of casting the spell do not.  Put in other words, is it possible to action of casting the spell from the action of causing the victim to die?  Put yet another way, if some other benevolently-inclined wizard had recreated your spell exactly, and with all relevant factors the same, would the victim have died as a result?  (I apologize, I'm having trouble putting this into words that convey what I'm thinking.)

So, for example holding someone in place while you shoot/stab/bludgeon/etc or allow your allies to it for you doesn't count.  Your spell may have abetted your killing, but casting the spell -- taken as an action on its own -- did nothing to directly lead to the death.  If you'd held the victim immobile until your mental stress boxes couldn't handle any more, they would have lived.  (If Mr. GoodWizard had cast this spell, the 'victim' would have been fine, because the wizard would have made a different choice involving the subsequent killing.)

This is different from the ol' "Teleporting Your Foe Over An Active Volcano" spell, because the results of the spell directly led to the death without any other action being taken.  (If Mr. GoodWizard had cast the same spell, teleporting the victim over the same volcano, the resulting death would have been the same.)

And taking the example of Warden's swords (or other enchanted items) being used to kill, nobody would be violating the Laws, as the person wielding the blade did not cast any spell in taking the life, and the creator of the blade did so completely independently of the taking of the life.

Does any of this make any sense?

1182
DFRPG / Re: Grappling Versus Incite Emotions?
« on: September 03, 2010, 03:19:07 AM »
See, I get that WCVs incite emotion as naturally as they breathe, but given that many types of grappling actually prevent breathing, I'd say that grapples do indeed act as blocks against just about any type of activity that requires mental focus.  Just ask yourself this question, "If I were capable of performing X activity, where X is the outcome the player wants to achieve with one of their skills, would a person bouncing my forehead off the pavement during the attempt conceivably detract from my performance?
But the "bouncing my forehead off the pavement" part would be inflicting stress and (after maybe the first bounce or two) consequences, which is what would cause problems for abilities requiring some freedom of thought.  Grappling on it's own is just pinning someone.  And frankly, if a police officer managed to pin a WCV to the ground, I don't think it would in any way reduce the effectiveness of their incite emotion power.

Now, if they'd been doing the head-thump thing (at 1 stress per round), then after a few rounds they might have a "Dizzy" consequence to Compel them to fail their attempt to incite emotions...

1183
DFRPG / Re: Scion lawman
« on: September 03, 2010, 03:08:43 AM »
I’ve decided to make the players determine how the thresholds work for Scions.   As each Scion can be unique there can be different affect for different characters.  If I can get the Scion characters to come to a common decision that would be great.  Not expected, but it would be great.  I see three basic levels of affect.  1) no affect at all and no potential of extra Fate Points.  2) Suffer suppression inside the threshold and a potential of a few FP.  3) The threshold acts to block as if the scion is a pure supernatural creature, such as a vampire or demon, providing even greater potential of Fate Points.

Finally, if any player ends up with a Changeling, then they get to decide how it works for all changelings in my game. 
Generally, a threshold should apply option 3 only to purely supernatural characters -- those whose 'body' is entirely magical in nature, and who wouldn't exist without magic.  Scions and pre-Choice Changelings are party human, and should be suppressed, instead (being cut off from magic simply makes them revert to their human capabilities).

But ... your game, your rules!

1184
DFRPG / Re: Stress Boxes
« on: September 03, 2010, 01:37:52 AM »
Remember his last human kill? That is what gave him the second level of Lawbreaker 1st. Spoilers ahead:

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1185
DFRPG / Re: Magically Giving Oneself Powers
« on: September 03, 2010, 12:38:36 AM »
Hey, even if a particular Biomantic ritual required a wizard to 'take themselves out', that ritual would need only 5 shifts, tops, for most wizards.  Such a ritual cast on an unwilling target needs to take into account their best possible defense roll, all the consequences they could use to mitigate stress, and number of stress boxes.  Taking consequences is optional, though, and defending yourself against the spell is, too.  So in a case like this, you'd only need to have one more shift than you have stress boxes.  I think most wizards would find generating that level of power fairly simple, even on the fly.

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