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Messages - Becq

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1186
DFRPG / Re: Making Holy Water.
« on: September 03, 2010, 12:18:48 AM »
Heh, I realized that in my previous post I had cleverly managed to leave out the link that I thought might be helpful. Here it is:

http://www.daytonlatinmass.org/wp-content/uploads/2009/05/blessing-of-water.pdf

Looks fairly short (maybe 5-10 minutes?) plus some additional time prior to the rite itself to prepare the salt water.

1187
DFRPG / Re: Statting a Denarian
« on: September 01, 2010, 03:14:31 AM »
I think you're selling them short.  Yes, there are likely to be a couple who are 'green recruits' and a far from their potential.  But others have been alive for considerably longer, and they all share at least one strength: an ever-present bank of knowledge in the form of an ageless fallen angel.  And this being has personally trained/indoctrinated them 24 hours per day for as long as they've had their coin, which in most cases will have been decades if not centuries.  With a handful of exceptions, they are likely considerably more powerful than the 12 or so refresh you grant them, which is barely more powerful than a young Harry Dresden early in the series.

I think adding the Demonic Co-pilot makes a good amount of sense, and it kind of surprises me that all of the stat-blocks don't have that.  I disagree with beast change; I think that Denarians probably do not sacrifice any of their capabilities when they look human.  Instead, their 'beast form' is more a personal preference and source of intimidation than anything else.  So Human Guise fits better.

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1188
DFRPG / Re: Entrigan
« on: August 31, 2010, 10:21:15 PM »
Read the concession rules again.

"A concession is basically a special form of
being taken out—you lose the conflict, but you
get to decide your character’s fate on your own
terms instead of your opponent’s."

If I suggest to the GM that "The troll throws that rock at me, but scores a glancing blow, knocking me of the bridge and dazing me until I come to my senses on the shore several miles downstream" and the GM agrees that that is a fair concession, then that is whiat happens.  No "...but the troll immediately dives in and rips your head off".  This is an out-of-character mechanic we're talking about, not a RPed attempt to surrender to the bad guy, which is entirely different.

And yes, you must decide to concede before the roll occurs, not after you learn the results.  So if the GM tells you that you suddenly hear a shot ring out and feel a sudden pain in your chest -- and then pulls out the dice -- you need to offer the concession right then, not after you see whether or not your kevlar vest stopped the round enough for you to keep fighting.  And, of course, the GM can choose not to accept your concession if it's ridiculous.  But invoking an aspect that the GM had already agreed would affect this sort of circumstance buys a lot of credibility.


1189
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 31, 2010, 09:59:05 PM »
I could certainly support that call; as I said it's something of a grey area and up for interpretation by the GM and/or the group.

One thing I meant to add but failed to is that it should be stressed that the Laws as imposed by the Lawbreaker stunts are metaphysical laws imposed by the universe.  Whatever they happen to be (as determined by the house rules) is what they are, and they cannot be argued away, rules-lawyered (by the character), or avoided by any means.  "If it doesn't fit, you must acquit" doesn't cut it, nor does "but I didn't know that the Warden would fall into that volcano I teleported him over, and then die!  I figured he'd cast a protection spell and teleport out!  Honest!"

This is different than the Laws as imposed by Wardens.  They *can* (in theory) be convinced, tricked, or hidden from.  Maybe.  In much the same way as a snowball *could* survive in Hell...

1190
To my understanding, you're handling the stress boxes correctly.  As an example, if you took some hits in combat as a giant:

OOOXXO(OXXO)

Then, if you shifted back to human, you would have:

OOOX(OX)

If you then took a four stress hit, it would roll up into your Toughness track:

OOOX(XX)

And if you turned back into a giant you'd still have some bonus boxes marked off, assuming you hadn't had time to recover:

OOOXXO(XXXO)

Then, if you took a seven-stress hit from FIRE, it would ignore that last unchecked box completely, taking you out (unless you took a consequence).

Conceptually, it might help to draw a box around boxes 5-6 and 9-10, and just pretend they don't exist unless you're shapechanged.

The value of the Catch does track with what I see in the book.  One thing, however, is that my understanding of 'Human Form' is that you are supposed to be basically mundane when in human form.  Which means that you shouldn't have any strength, recovery, or toughness at all in that form.  The rules are a bit loose on this, stating that you must "Specify which of your supernatural abilities (usually most or all of them) are unavailable", so you've got the wiggle room so long as your GM OKs is, but consider that your 'average Joe' human form will be *very* inhumanly powerful (literally), enough to compete physically with many monsters, which is something of a stretch.

1191
DFRPG / Re: Calculating hexing for a powerful caster?
« on: August 31, 2010, 09:09:48 PM »
"Very old wizards get a bonus to hexing simply
from their age, which is why Harry can routinely
drive a Volkswagon Beetle while some members
of the Senior Council still have their sanctums
decked out like it’s 1599. This chart assumes
that the wizard is around fifty years old or
younger—as a guideline, set the “1 Power” category
wherever the wizard would start finding
the technology truly alien (so that special wizard
who was actually born in 1599 could probably
hex everything on the chart at 1 power)."

This assumes intentional hexing; a 300-year old character would probably start being mystified at Industrial Age stuff.  So around level 7 on the chart would probably be your baseline for deliberate hexing.  (Catapults are much older technology than anything on the chart, but such a character could probably still affect them with a sufficiently powerful hex, and 15 shifts relative to level 7 would likely affect anything even remotely technological no matter how ancient, so long as moving parts were involved.  Levers might qualify...)  Deliberate hexing is a spell, with the required shifts determined relative to your position on the chart.

Accidental hexing is a compel:

"Accidental hexing is handled as a function of
compels, usually of the wizard’s high concept
(or any appropriately emotional aspect)—something
gets hexed, it puts the wizard in a bind,
and that means the wizard’s player gets some
fate points."

So when the wizard becomes emotional or starts flinging magic around, the GM can choose to throw this at them.  But note that for it to be a compel, it has to somehow disadvantage or limit the options of the character being compelled.  So having the power to the streetlights die just when you're trying to sneak into a building isn't going to occur as a compel ... unless the GM decides that in doing so it alerts the clued-in special-ops commandos with the infrared goggles to the presence of a magical threat.  If so, enjoy the FATE point!  On a normal basis (when the wizard is calm and not casting), however, no accidental damage should occur.  Unless the GM thinks it should.


1192
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 31, 2010, 08:44:03 PM »
Lots of grey area involved in this discussion, especially with respect to the first law.  I think they way I would adjudicate this is to look at motivations to clear up the grey areas.  I think that in most cases a use of magic that leads to a mortal death falls into one of several cases:

1) Magic was used to directly end a life.
2) Magic was used in the expectation or hope that a life would be ended.
3) Magic was used recklessly without regard to the possibility that life might be endangered.
4) Magic was used as responsibly as possible, but something unpredictable within reason occured.

Generally, the first three would be considered lawbreaking, and the fourth would not, in my opinion.  So teleporting someone over a volcano or into a deadly part of the Nevernever would be #2.  Blowing up a building without even considering that someone might be there would be #3.  Tossing a fireball at a vampire just as someone teleported directly into your line of fire would be #4.  Wardens are certainly risking #2 through their work, which makes me think that
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1193
DFRPG / Re: Refinement and Specialization
« on: August 31, 2010, 07:33:08 PM »
Yes, you can. Use the Orbius spell as a template. It grapples the target, holding them immobile, and slowly strangles them to death (dealing physical stress over time)
I'm not sure that's a good example.  That spell is simply a grapple, and grapples can inflict stress over time already.

It seems to me that the official answer is 'no'.  YS250 says step 2 of spellcasting is "Describe the effect in terms of one of the following basic conflict actions: attack, block, maneuver, or counterspell."  That said, I think it would be well within the spirit of the rules to allow the caster to divide the shifts of the spell between an attack component and a maneuver component.  So you might have a 5 shift attact spell that, if successful, inflicts a W:2 attack with 1 shift and allocates 3 shifts (more if the target has a higher defense) to a maneuver.  A good example of this might be a force spell that thwacks the target and knocks them to the ground (imposing a fragile "Knocked to the ground" aspect on the target).

As a house rule, this would need to have some buy-in by the GM and/or the group as a whole.  And while I don't think this would be overpowered (The straight W:5 attack would be more likely to inflict a more severe and more permanent aspect by way of a consequence), if it proves to be too powerfull in play, you could modify it to require a 'split' attack, with control roll successes split for purposes of overcoming defenses.  I think this would be rather weak, however.

1194
DFRPG / Re: Scion lawman
« on: August 31, 2010, 07:00:04 PM »
Guess I'm thinking too much like the Sidhe and looking for the letter of the law, not the spirit.  And Thresholds seem to be more about the spirit of the law.  :)
Or, it's about the letter of a overarching metaphysical law, rather than some mere jumped-up social construct that mere mortals like to call "the law".  :)

1195
DFRPG / Re: Dark Path Sorceress
« on: August 31, 2010, 06:55:38 PM »
The White Council has admittedly been tied up for quite some time by the war against the Red Court, and has had to be more choosy about pursuing rumors of Warlocks. 
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1196
DFRPG / Re: Faeries and Languages
« on: August 31, 2010, 06:52:11 PM »
My take would be that languages are a purely mortal construct, and creatures of the Nevernever are not beholden to them.  If you summon a demon for information, he *will* be able to communicate with you, should he choose to, despite the fact that he never attended public school as a child.

If you need a bit more justification, you could look to the Tower of Babel for inspiration.  Before the Tower, all people were one people and spoke a common language.  As punishment for their sin of pride, they were scattered and cursed to speak differing languages that hampered their ability to work together.  But that curse was on *mortals*, not beings of the Nevernever.

Another option would be to say that Nevernever creatures speak in some for of "High Tongue", or a meta-language, of which all mortal languages are a crude subset.  Thus they can make themselves understood by restricting themselves to the portions of their meta-language that any particular mortal is capable of understanding.

This would likely be a capability shared by any creatures that are inherently supernatural, rather than creatures like vampires or ghosts who were once mortal.  Changelings might be exceptions, gaining the capability (or being capable of learning it) after Choosing to become fully Fae.

1197
DFRPG / Re: Entrigan
« on: August 31, 2010, 06:37:15 PM »
I think Hobbit's got the answer.  Assuming the player discussed the concept with the GM and got buyoff (probably with an aspect beyond your trouble representing thepowers granted by the demon -- maybe "No longer merely mortal" or some such), then you could respond to the instant-kill with a concession along the lines of "That wound *should* have been a mortal one ... but I'm no longer merely mortal; I have a demon keeping me up and running [tosses over a FATE point]".

Possibly another way to represent it might involve a custom Sponsored Magic with very narrow abilities such as protecting from otherwise fatal wounds ... in exchange for a point of debt to be cashed in later.  This is actually very similar in effect to the Plot Armor method, but taken from a different angle.

1198
DFRPG / Re: Scion lawman
« on: August 31, 2010, 05:23:55 AM »
Yeah, I missed that.  Where it talks about tearing down thresholds it says "usually only an artificially created one", which would generally be a ward.  And the example I was thinking about was a ward, I think, rather than a 'natural' threshold.

1199
DFRPG / Re: Making Holy Water.
« on: August 31, 2010, 05:18:29 AM »
Out of curiousity, has anyone asked a priest/minister/reverend what is actually involved in making holy water?
This might be of interest, though I couldn't tell you if this is 'authentic' or not.  Regarding your last point, I think that certainly in the Dresden 'Verse, the creation of 'true' holy water would basically amount to the channeling of divine energy through a person of true faith (or perhaps more specifically a cleric of true faith) into the water.  In spellcasting, the specific rituals are not integral to the spells, rather they are mechanical constructs to make it easier for the caster to focus his will.  I suspect that holy water creation is much the same: God is unlikely to care about the words that are said, rather the rituals help focus the mind of the cleric on his holy task.

1200
DFRPG / Re: Grappling Versus Incite Emotions?
« on: August 31, 2010, 05:02:49 AM »
As a default (simple) rule, it says it blocks all actions.  Then it gives GMs free reign to use common sense to rule that some actions (many physical actions or complex ones such as spellcasting) should be impacted, but others (such as perception or academic ones) shouldn't.  If I were your GM, I would say that Incite Emotions would be perfectly acceptable, but it's up to your GM and group to decide.

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