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Topics - Sanctaphrax

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31
DFRPG / Modular Abilities Expanded
« on: October 26, 2012, 03:55:57 AM »
For the most part I like Modular Abilities. But I feel like it could do more than it does. And it bugs me how sometimes there's just no point buying a Power when you could just get more Modular Abilities points.

So, here's a plan that ought to fix that.

When you take Modular Abilities, you define a list of Options. Options are generally each a single Power, but you can take multiple Powers as one option if you want.

All Option lists have to consist of Powers that conflict with one another. No taking Evocation and Thaumaturgy and trying to pass off only being able to use one at a time as a significant drawback.

When you take a Power as an Option, you have to define everything variable about it. So if you have Evocation on your list you need to define your specialization and your foci. So you could totally have Modular Abilities that lets you switch two Evocation specialities.

The rest is like normal Modular Abilities, except that the extra charge isn't always 2 Refresh. Instead, it varies based on the number of Options on your list.

A bunch of pre-generated Option lists would be provided, so that people who just want basic Modular Abilities need do no more work than the RAW would make them do.

For the most part I think this is a good plan. But there are three issues:

1. How many Options should you get for a given Refresh surcharge? I current charge 1 Refresh for 2 Options in Quasi-Modular Abilities, and canon Modular Abilities offers at least two dozen Options for 2 Refresh.
2. What should you get if you take less Options than your Refresh surcharge entitles you to? Should the GM just snicker at you for being suboptimal?
3. Should there be any consideration given to people who have a lot of very similar Options? I mean, technically "Any Echoes Of The Beast" is a lot of Options. But it's not all that impressive. On the other hand, it's definitely worth more than one Option.

32
DFRPG / Common Rituals
« on: October 15, 2012, 08:11:04 PM »
It's possible to cast rituals without a Power, using the Common Ritual trapping of the Lore skill.

But nobody seems to do this. Or at least, I've never seen anyone do this.

So...have you ever used a common ritual?

My theory is that most people ignore common rituals because they aren't fleshed out in the rules and no cool examples exist. And because their most prominent users are inexplicably statted as actual spellcasters.

But I could be wrong.

33
DFRPG / A Revised Skill List, With Revised Social Conflicts
« on: October 15, 2012, 05:01:20 AM »
As you probably know, I started a thread a while back about messing with the skill list. In it, some fairly radical revisions to the social combat system were suggested.

I proposed a way to execute those revisions, and people seemed to like it. So I took my half-finished skill list rewrite and incorporated it.

You can see the new skill list here.

The new skill list is basically a summarized version of the old one, minus Burglary and with slightly different combat skills. But it is significantly different in one respect: its social combat system.

Social conflicts no longer exist. They've been replaced with reputation conflicts, which are what they sound like. An interrogation or another such thing is now a mental conflict.

Accordingly, the social skills have been completely rewritten. I can't really explain quickly, just read them.

And there's also one other house rule I'd like to use with this. It's an updated version of an old idea. I drew a lot of flak for that old idea, because it was vague and because it let people get social armour by playing as jerks. Hopefully I've fixed those issues.

Here goes:

Mental attacks have weapon ratings, according to the following rules:

Mental attacks that really shouldn't work are weapon -4. Occasionally less, but only occasionally. Examples: threatening someone who could kill you before you could blink, seducing someone of the wrong sexual orientation, convincing someone that you're not a murderer while standing over the body of someone you murdered.

Mental attacks which are clearly somewhat unreasonable are weapon -2. Examples: threatening someone significantly stronger than you, seducing someone who's happily married, convincing someone that you're not a murderer when you totally are and there's solid evidence.

Normal mental attacks are weapon 0. Examples: Threatening someone who you could probably hurt or kill, seducing someone who's available, convincing someone that you're not a murderer when there's only weak evidence.

Mental attacks that really ought to succeed are weapon 2. Examples: Threatening someone significantly weaker than you, seducing someone who's drunk and looking to score, convincing someone you're not a murderer when you aren't and the whole murderer thing is just a rumour.

Mental attacks that you probably shouldn't have to make are weapon 4. Examples: Threatening someone who you could obliterate with a gesture, seducing someone who's already hitting on you, convincing someone you're not a murderer when the only reason they have to believe that you're a murderer is that you're a young black man and they're a horrible racist.

Thoughts?

34
DFRPG / Messing With The Skill List
« on: September 29, 2012, 03:03:27 AM »
Hypothetically, how would you write the skill list for this game if you were given the opportunity to redo everything from scratch?

Personally, I wouldn't change much.

But I would redo the combat skills. It kinda bugs me that only a fool or a non-optimizer would take all three of them at high ratings on the same character. And I don't like the way that Fists drops in usefulness when the game assumptions change a bit.

So I'd merge Guns and Fists and Weapons into Melee Combat and Ranged Combat. Each would have a trapping that lets you defend against melee or ranged attacks respectively.

This has the added benefit of making Athletics less mandatory.

(This isn't my idea, other people have proposed it. But only recently did I buy into it.)

Apart from that, I'd just re-emphasize a few trappings. I'd put a bit of stress on Endurance's defensive applications so that people don't just take it at 3 and forget about it. I'd make Craftsmanship's Building trapping as useful as Resources's Buying trapping, because building stuff is awesome and not enough people want to do it. And I'd make it clear that people can make a First Impression roll with basically any social skill, because not all first impressions are about being nice.

I guess I might drop Burglary too, it's a bit unnecessary. Or maybe I'd add an Exactly As Planned trapping that'd let you retroactive Declare that you were ready for whatever happens.

So, that's my take. What's yours?

35
DFRPG / Draconic Dungeons
« on: September 20, 2012, 03:53:46 AM »
I've said before that DFRPG is a good system for a dungeon crawl. But nobody seems to have tried to use it that way.

So I'm taking a shot at a pre-written adventure. It's Chest Deep, uses the RAW, and is supposed to be as dungeon-crawly as possible. I read the Tomb Of Horrors for inspiration.

First up, sample PCs. All Chest Deep, all fairly powerful, all suited to this sort of adventure.

I haven't written backstories for them yet, but I'm pretty sure I know where I'm going to go for each's life story.

I wrote a lot of these, because I wanted to show off DFRPG's flexibility and the great number of viable combat builds in it.

Questions, comments, suggestions, and random insults are all welcome.

Ian Redding (Chest Deep)

High Concept: Tomb Robber
Trouble Aspect: A Bit Of A Coward
Other Aspects: Pragmatic To A Fault, Danger Sense
Skills:
Superb: Alertness, Guns
Great: Stealth, Athletics
Good: Burglary, Endurance
Fair: Deceit, Discipline
Average: Conviction, Fists
Stunts:
Trapfinder (Alertness): Use Alertness to search for traps and secret doors.
Trap Sense (Alertness): May "search" for traps and secret doors just by walking by them.
On My Toes (Alertness): +2 to initiative.
Hide In Plain Sight (Stealth): +2 to Stealth when maneuvering to create an Aspect based on being hidden in combat.
Sneak Attack (Guns): +2 stress when ambushing or invoking an Aspect created with Ninja Style.
Total Refresh Cost:
-3 (Pure Mortal)
Refresh Total:
5

Asim Mifsud (Chest Deep)

High Concept: Warrior-Runesmith
Trouble Aspect: Inconvenient Moral Principles
Other Aspects: Raised By Dwarves, Melee Fighter
Skills:
Superb: Weapons, Lore
Great: Craftsmanship, Might
Good: Endurance, Alertness
Fair: Athletics, Discipline
Average: Conviction, Fists
Stunts:
Power Attack (Weapons): Take -1 to hit in order to increase weapon rating by 3.
Powers:
Ritual (Crafting) [-2]
Refinement [-4]
Magic:
Foci: Anvil (+3 crafting strength), Hammer (+1 crafting frequency)
Enchanted Items: Sword (weapon 3 normally, weapon 8 4x/session), Plate Armour (armor 2 normally, armor 5 twice/session), Shield (block 8 4x/session), Ring Of Trap Detection (8 Investigation to find traps twice/session), Winged Boots (8 Athletics to jump or sprint twice/session), 3 "potion" slots (strength 8, two uses each)
Total Refresh Cost:
-7
Refresh Total:
1

Chadwick Merriweather (Chest Deep)

High Concept: Adventurer
Trouble Aspect: Risk Junkie
Other Aspects: The Devil's Own Luck, On My Own
Skills:
Superb: Burglary, Athletics
Great: Stealth, Bows
Good: Investigation, Alertness
Fair: Discipline, Survival
Average: Conviction, Endurance
Stunts:
Evasion (Athletics): +2 to dodge area attacks.
Disable Device (Burglary): Use Burglary to disable traps.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
8

Firdoos Rahal (Chest Deep)

High Concept: Warrior
Trouble Aspect: In Debt To A Dragon
Other Aspects: I Don't Need Magic, In The Family Business
Skills:
Superb: Weapons, Might
Great: Athletics, Endurance
Good: Conviction, Alertness
Fair: Discipline, Intimidation
Average: Fists, Presence
Stunts:
Weapon Focus (Weapons): +1 to hit with trusty bastard sword.
Weapon Specialization (Weapons): +2 stress with trusty bastard sword.
Shield Expertise (Weapons): +2 to defend with Weapons using shield.
Block Everything (Weapons): Use Weapons to defend against ranged attacks.
Second Skin (Endurance): +1 physical armor while wearing full plate.
Kick The Door Down (Might): +2 to break things.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
4

Jane (Chest Deep)

High Concept: Wandering Holy Warrior
Trouble Aspect: I'll Go Wherever God Sends Me
Other Aspects: Happy-Go-Lucky, Always At The Last Second
Skills:
Superb: Conviction, Guns
Great: Athletics, Alertness
Good: Endurance, Discipline
Fair: Rapport, Empathy
Average: Survival, Presence
Stunts:
Righteous (Conviction): +2 to Conviction when using it with Righteousness.
Closely Guided (Conviction): +2 to Conviction when using it with Guide My Hand.
Powers:
Righteousness [-2]
Guide My Hand [-1]
Total Refresh Cost:
-5
Refresh Total:
3

Grbas Htxzew (Chest Deep)

High Concept: Chaos Imp
Trouble Aspect: Free Will?
Other Aspects: Little Clown, More Dangerous Than He Looks
Skills:
Superb: Deceit, Athletics
Great: Alertness, Stealth
Good: Burglary, Conviction
Fair: Investigation, Discipline
Average: Rapport, Presence
Stunts:
Make You See A Thousand Of Me (Athletics): +2 to dodge that attacks of opponents with Aspects from Incite Confusion on them.
Powers:
Incite Potent Confusion At Range [-4]
Diminutive Size [-1]
Wings [-1]
Total Refresh Cost:
-7
Refresh Total:
1

Mike Ellsmere (Chest Deep)

High Concept: Gruff Changeling
Trouble Aspect: Way Too Loyal
Other Aspects: Not Subtle, Hugs For Everyone!
Skills:
Superb: Might, Endurance
Great: Fists, Athletics
Good: Conviction, Alertness
Fair: Discipline, Empathy
Average: Rapport, Presence
Stunts:
Wrestler (Might): +1 to maintain grapples.
Powers:
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (Cold Iron) [+3]
Total Refresh Cost:
-6
Refresh Total:
2

Mikhail Raskolnikov (Chest Deep)

High Concept: Pyromancer
Trouble Aspect: I Really Like Blowing Stuff Up
Other Aspects: Atrophied Wizardry, Very Very Old
Skills:
Superb: Conviction, Lore
Great: Discipline, Investigation
Good: Alertness, Athletics
Fair: Stealth, Craftsmanship
Average: Endurance, Deceit
Powers:
Channeling (Fire) [-2]
Refinement [-4]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Magic:
Foci: Right-Hand Staff (+4 offensive fire power), Left-Hand Staff (+5 offensive fire control), Belt (+1 defensive fire power)
Total Refresh Cost:
-7
Refresh Total:
1

Liliana Lambert (Chest Deep)

High Concept: Outsider Scion
Trouble Aspect: In Search Of Worth
Other Aspects: Pretty Big Freak, The Right Form For The Job
Skills:
Superb: Fists, Athletics
Great: Alertness, Might
Good: Endurance, Investigation
Fair: Discipline, Intimidation
Average: Conviction, Stealth
Powers:
Modular Abilities [-7]
Total Refresh Cost:
-7
Refresh Total:
1

Hikaru Kato (Chest Deep)

High Concept: Last Scion Of An Ancient Ninja Clan
Trouble Aspect: The Clan Is Broke
Other Aspects: As Fast As A Shadow, By The (Ninja) Book
Skills:
Superb: Weapons, Athletics
Great: Stealth, Alertness
Good: Endurance, Fists
Fair: Discipline, Investigation
Average: Burglary, Conviction
Stunts:
Too Fast To Hit (Athletics): +2 to dodge after moving at least two zones with last action.
Powers:
Cloak Of Shadows [-1]
Spider Climb [-1]
Supernatural Speed [-4]
Total Refresh Cost:
-7
Refresh Total:
1

Sarah Brown (Chest Deep)

High Concept: Werebeast
Trouble Aspect: I Just Want To Be A Watchmaker
Other Aspects: Methodical And Precise, Bestial Rage
Skills:
Superb: Craftsmanship, Investigation
Great: Burglary, Discipline
Good: Conviction, Alertness
Fair: Athletics, Empathy
Average: Endurance, Presence
Skills (Beast Form):
Superb: Fists, Athletics
Great: Might, Alertness
Good: Endurance, Conviction
Fair: Investigation, Discipline
Average: Empathy, Presence
Powers:
Beast Change [-1]
Human Form [+1] affecting:
Claws [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Silver) [+2]
Total Refresh Cost:
-7
Refresh Total:
1

Jasjot Malhotra (Chest Deep)

High Concept: The Person Who Carries John The Scythe
Trouble Aspect: Slowly Turning Into A Bloodthirsty Maniac
Other Aspects: Iron Self-Control, Inhuman Eyeballs
Skills:
Superb: Weapons, Discipline
Great: Investigation, Alertness
Good: Endurance, Conviction
Fair: Intimidation, Lore
Average: Presence, Athletics
Stunts:
Footwork (Weapons): Use Weapons to defend against all physical attacks.
Demonic Skill (Weapons): Additional +1 to hit when using Demonic Co-Pilot to benefit an attack.
Demonic Strength (Weapons): +2 stress when using Demonic Co-Pilot to benefit an attack.
Demonic Speed (Weapons): Additional +2 to defend when using Demonic Co-Pilot to benefit a defense roll.
Powers:
Item Of Power (John Evans) [+2] granting:
Demonic Co-Pilot [-1]
True Aim [-1]
Blood Drinker [-1]
Feeding Dependency (Blood) [+1] affecting:
Supernatural Recovery [-4]
The Catch (Holy Stuff) [+2]
Total Refresh Cost:
-7
Refresh Total:
1

Juan Cinqo (Chest Deep)

High Concept: Shield-o-mancer
Trouble Aspect: Much Too Nice
Other Aspects: Protector Of Mexico City, Catholic Monk
Skills:
Superb: Conviction, Discipline
Great: Lore, Alertness
Good: Endurance, Investigation
Fair: Rapport, Empathy
Average: Athletics, Presence
Stunts:
Reflexive Shield (Discipline): When attacked, may sacrifice next action to cast defensive Evocation.
Powers:
Channeling (Spirit) [-2]
Refinement [-2]
Magic:
Foci: Left Bracer (+3 defensive spirit control), Right Bracer (+3 defensive spirit power)
Total Refresh Cost:
-5
Refresh Total:
3

36
DFRPG / Playing As Objects And Locations
« on: September 16, 2012, 08:02:30 AM »
DFRPG allows a pretty wide variety of character types. But not an infinite one. With the RAW, it's not really possible to play as a coin-bound Denarian or as Demonreach.

Fortunately, there's nothing stopping us from writing a "you're a coin" Power or a "you're an island" Power.

So, who's interested in talking about how to write such Powers?

37
DFRPG / Rewriting Possession, Domination, and Demonic Co-Pilot
« on: August 31, 2012, 03:25:57 AM »
I mentioned a while back that I was planning a project to give this game a set of solid rules for possession.

As it turns out, that requires revising Demonic Co-Pilot and Domination.

So here goes.

The issues with Demonic Co-Pilot are well-known.

I plan to fix them by having the demon make only one attack per scene, with a strength that depends on the number of times you called upon it for a +1 bonus. If you get taken out, it inflicts a debt compel or messes with your Aspects.

Domination isn't all that badly written, but it could use some more definition. How long does it take to dominate someone? What does dominating someone do? And what, if anything, stops a character with Mediocre Discipline from wearing down one with Epic Discipline over time?

This rewrite is supposed to make all that clear. Also I'm planning to make Master Dominator better and more versatile, because it's pretty lame as is.

Possession doesn't really have any rules, as it stands. The main point of this project is to change that.

This is quite a big job, because there are like five different types of possession to cover. Each needs its own Power.

First, there's possessing scenery in order to affect physical things. The Power for this will closely resemble KOFFEYKID'S Possess Corpse Power.

Second, there's possessing willing allies and giving them a boost, Shaman King style. The Power for this will resemble the Mind Meld Power that's on the master list.

Third, there's possessing willing allies and using their body as your own. Harry does this a couple of times. The Power for this will be similar to the upgrade for my Spirit Form rewrite.

Fourth, there's possessing unwilling targets and becoming a corrupting influence in the back of their minds. The Power for this will involve winning a mental conflict in order to become an Aspect on the target. Once you're an Aspect, you can make a mental attack each scene to corrupt them as they make a mental attack to eject you. With an upgrade, you can do the Demonic Co-Pilot thing.

Fifth, there's possessing unwilling targets and taking over. Have a mental conflict, if you win you get an effect similar to the third type of possession. The target can attempt to free itself every once in a while, and whenever you use its body to do something diametrically opposed to its nature.

I'm still not totally sure how to treat animals. Are they scenery or characters?

Other than that, I think the plan's pretty good. If it's somehow flawed or incomplete, this is a good time to point that out.

Watch this thread, the Powers will be going up as I finish them. All seven of them.

38
DFRPG / Stunts That Cost More Than One Refresh
« on: June 29, 2012, 04:05:38 AM »
Title says it all, really.

For background:

Recently, we've been discussing the possibility of purchasing minions and allies with stunts. It's been agreed that really strong allies and large mobs of minions should require multiple stunts.

This can be done by piling 1-Refresh stunts on top of each other, but not elegantly.

So I thought, why not make some multi-Refresh Stunts?

Which brought to mind an old thread about letting people take packages of related stunts at a small discount.

So, the idea is to make it possible for stunts to cost more than one Refresh. Such stunts would be good for four things:

1. Providing new abilities that are just too good for one Refresh, but that should be available to mortals.
2. Giving people a discount for buying a bunch of stunts that are thematically appropriate but mechanically foolish to take together. Often, this will mean that a single multi-Refresh stunt applies to multiple skills.
3. Letting people basically take a stunt repeatedly, with the limited stacking you'd expect from that.
4. Compressing a stunt tree into one stunt.

Such stunts would not scale exponentially the way that Powers do. A -3 Stunt is not better than 3 normal stunts.

Examples:

[-2] Extremely Capable Researcher (Scholarship): If there was an Olympic researching event, you'd be a strong contender for the gold. All of your Scholarship research is three time increments faster.
[-3] Hammer Blows (Might): Your mighty muscles make you much more dangerous in a fight. All of your muscle-powered attacks inflict 2 additional stress.
[-3] Supreme Workspace (Resources): You have the best facilities. THE BEST. Your workspace can be used for any workspace function and has a quality equal to your Resources plus one.
[-4] Pet Wolf (Survival): You have a pet wolf. It's pretty badass. You are accompanied by a companion character with the High Concept (Character)'s Pet Wolf. It has Echoes Of The Beast, Claws, Inhuman Strength, and Inhuman Speed. It has a skill pyramid that caps out 1 below your Survival skill.

What do y'all think?

39
DFRPG / The Catch Rewrite
« on: May 26, 2012, 12:46:10 AM »
As we all know, The Catch has issues. Its costing doesn't work all that well for some weaknesses, and sometimes it creates bizarre situations where there's no reason to take less than 4 Refresh worth of Toughness.

And its mandatory-ness causes headaches for, so far as I can tell, no good reason.

Plus, the Catch rules are not always followed in canonical materials. There are some Catchless Recovery Powers out there, and some of the Catch values don't follow the rules.

Fortunately, this is easy to fix. Here's how you do it:

1. Replace the costing formula with one based around the question "how frequently will the Catch matter?"
2. Replace the rules requiring a Catch with rules strongly recommending one, remind GMs that they can Compel through Toughness if need be.
3. (Optional) Make the Catch rebate into a percentage of the Refresh spent on Powers.

Anyway, that's the approach I'm going to use when I rewrite the Catch. (Which will be soon.)

Unless, of course, someone points out some kind of flaw.

This thread is for people to point out flaws, and for me to hear what people think of step 3. Is it worth the increase in complexity?

40
DFRPG / Does Anyone Care About "Skills Affected"?
« on: May 25, 2012, 05:35:16 AM »
When writing custom Powers, I often find the Skills Affected section kind of annoying. It seems useless to me and often makes little sense.

But maybe it's useful to people who aren't me.

So I ask you all: do you like the Skills Affected sections of Powers?

Not looking for an argument or anything, just curious.

41
DFRPG / A House Rule For Social Combat
« on: May 12, 2012, 05:22:51 AM »
About a month ago, I was working on some social attack stunts when I realized that, thanks to the general lack of weapon ratings on social attacks, +1 accuracy is not significantly better than +1 stress.

This bugged me somewhat, but I wasn't sure what to do about it.

More recently, I was working on a Telepathy power that would allow its user to give mental commands. When I was trying to work out the limits of that effect, I realized that social attacks had no clearly-defined limit to what they could make people do. Convincing someone to lend you $500 and convincing someone to give you their house are pretty much the same so far as the system is concerned.

This also bugged me somewhat.

Then I realized that these problems could solve one another. So here's the rule:

Social attacks have weapon ratings. The weapon rating of a social attack is determined by the reasonableness of the attack and by how well that attack fits its target's character.

Personally, I'm inclined to make the weapon rating of the average attack positive. Social conflicts can get a bit slow. But right now I'm more interested in discussing the rule in general than in discussing the appropriate weapon rating for an attempt to bribe a cop.

The basic idea here is that an attempt at bribery should be easier if the target is corrupt and harder if the target is likely to get caught taking the bribe.

So, forum. Do you think that this is a good idea?

42
DFRPG / Big List Of Spellcasting Nerfs
« on: May 12, 2012, 03:53:09 AM »
This was inspired by a recent discussion on spellcasting balance in which the Laws were suggested as a way to keep magic from being too strong.

Now, for reasons I've already been over I don't much like that approach. So here are twenty-five ways to nerf magic that are, in my opinion, much better.

(With a few exceptions, I think that the balance of magical effects is pretty good. I wouldn't use most of these, personally. But that's beside the point.)

Anyway, each of these ways is different and each of them can be combined with other ways. I wouldn't suggest using more than a few, though, because making things less powerful is easy to overdo.

Feel free to submit your own ideas if you want. Magic has a lot of fiddly bits, by DFRPG standards, which makes it easy to depower.

1. Remove Rotes from the game.
2. Increase the Refresh cost of spellcasting powers.
3. Remove the free specializations from Evocation and Thaumaturgy.
4. Reduce the number of free focus slots that spellcasting powers give.
5. Make backlash come in the form of consequences rather then stress.
6. Put a hard limit on the number of allowable thaumaturgy Declarations.
7. Make elements more restrictive by requiring them to be present in the environment before they can be used.
8. Get rid of the Spirit element.
9. Make elements more restrictive by tying them to specific mechanical actions.
10. Make the difficulty of thaumaturgical control rolls increase with the complexity of the associated ritual.
11. Make it so that drawing 2 shifts of power over your base power fills in your first 3 stress boxes rather than your 3rd, and so on.
12. Require foci to follow a pyramid structure.
13. Allow only a single focus to be used for each spell.
14. Do not allow Evocation and Thaumaturgy focus slots to be intermixed.
15. Do not allow people to inflict consequences to fuel Thaumaturgy unless the target is important enough to take those consequences.
16. Make all Enchanted Items require an action to activate.
17. Make all non-armour Enchanted Items require an action to activate.
18. Remove Crafting frequency bonuses from the game.
19. Do not allow Crafting foci.
20. Make Thaumaturgy less efficient at imitating other skills with a tax or a bad exchange rate.
21. Make control bonuses not apply to attack accuracy.
22. Make zone attacks cost more, and/or make them cost both power and control.
23. Do not allow people to prolong spells with other spells.
24. Do not allow people to redirect spells.
25. Make actual rules for accidental hexing.

PS: I left out the things that I don't see as nerfs, like ruling that self-inflicted harm satisfies Catches or not allowing Orbius.
PPS: I could provide more nerfs, but I figure that 25 is probably enough.

43
DFRPG / A Compressed Skill List For Your Enjoyment
« on: March 19, 2012, 05:29:44 AM »
In the recent Homemaking thread, some possible reconstructions of the DFRPG skill list were discussed. I did some thinking about the topic, and I came up with a 10-skill list that could be used in place of the 25-skill canon list.

Basically, I just mashed similar skills together until there were no non-mashed skills left.

If using this revision, divide everyone's number of skill points by 2 to keep things sane.

Anyway, without any further ado, here's the list:

Perception (Includes all of Awareness, all of Investigation, the Tracking trapping of Survival, the Casing trapping of Burglary and the Reading People trapping of Empathy)
Fitness (Includes all of Athletics except Dodging, all of Might except Wrestling, and all of Endurance)
Violence (Includes all of Fists, all of Weapons except Weapon Knowledge, all of Guns except Gun Knowledge and with no penalty for Other Projectile Weapons, Dodging trapping of Athletics and Wrestling trapping of Might)
Background (Includes all of Contacts and all of Resources)
Willpower (Includes all of Conviction and all of Discipline)
Social Skills (Includes all of Deceit except Distraction And Misdirection, all of Empathy except Reading People, all of Rapport, the Playing To An Audience trapping of Performance, and the Provocation trapping of Intimidation)
Charisma (Includes all of Presence, all of Intimidation except Provocation, the public speaking sub-trapping of Performance, and the Social Defence trapping of Rapport)
Intelligence (Includes all of Lore, all of Scholarship, all of Performance except public speaking and Playing To An Audience, the Weapon Knowledge trapping of Weapons, the Gun Knowledge trapping of Guns, and all of Craftsmanship)
Sneaky Stuff (Includes all of Stealth, the Distraction And Misdirection trapping of Deceit, the Camouflage trapping of Survival, and all of Burglary)
Travel (Includes all of Driving and all of Survival except Camouflage and Tracking)

So, people, what do you think?

Would you ever consider using this? Do you think it looks reasonable? And is Travel as lame as I think it is?

44
DFRPG Resource Collection / Sponsored Magic Master List
« on: February 25, 2012, 11:39:44 PM »
This thread exists to compile the various Sponsored Magics made by the people on this forum. Please, feel free to use what you find here in your own games.

If you'd like to add something to the list, just post it to this thread. I'll reformat it (if necessary) and add it to the list.

The contents of this thread are available as a text document here.

Every power here grants the standard Sponsored Magic benefits as outlined in Your Story. That is to say, they all grant four focus slots and the ability to take Sponsor Debt unless the power entry says otherwise. Furthermore, unless otherwise noted a character with Evocation or Thaumaturgy subtracts one Refresh from the cost of these powers and two focus slots from their benefits.

Some of the powers on this list are Self-Sponsored Magics. Self-Sponsored Magics differ from ordinary Sponsored Magic only in that they are powered by the character who takes them rather than by some external force. Debt taken from Self-Sponsored Magic is discharged through Compels on the user's High Concept and other Aspects.

BOON OF THE FISHER KING [-4]
Description: This is the power of the legendary Fisher King. Enough said.
Sponsor: The Fisher King is a very old and very powerful faerie who features in the mortal legends of Bran the Blessed and King Arthur. He is the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Over the years his legends have been mixed with Christian ones, giving him a severe identity crisis and essentially forcing him into senility.
Agenda: The Fisher King seeks to unlock the true potential of others, generally by sending them on quests. He prizes creativity. A character who incurs significant sponsor debt to the Fisher King finds himself compelled to conform to traditional tropes for questing heroes, including aiding any seemingly helpless individual who asks for it and insisting on antiquated notions of chivalry and honor. Given the degraded nature of the Fisher King's state of mind, such compulsions can take on bizarre and even dangerous forms.
Evocation: Evocations cast with the power of the Fisher King take the appearance of spectral weapons and warriors created to aid their caster. They may not be cast in opposition to the Fisher King's agenda.
Thaumaturgy: Rituals cast with the power of the Fisher King may be used to create things or to inspire and aid others in their adventures. They may not be cast in opposition to the Fisher King's agenda.
Evothaum: All rituals that may be cast with the power of the Fisher King may be cast with Evocation's speed and methods.
Extra Benefits: Characters with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to send a willing character on a quest. A quest is a compel against one of the quest-taker's aspects that sends the quest-taker on a journey to accomplish some great task. While on a quest, a character may invoke the aspect that sent them on the quest by taking a point of sponsor debt. In addition, a character with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to give a Fate Point to or remove a point of Sponsor Debt from a character who is on a quest for them.

SUPER-SCIENCE! [-4]
Description: Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology. You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.
Sponsor: Super-Science! is sponsored by Science! itself. Science! is a semi-aware entity formed out of the scientific method and the collected knowledge of the human race.
Agenda: Science! desires to grow through the continued collective accumulation of knowledge and through the propagation of the scientific world-view. Beware, for the cold logic of Science can be used to justify any action...the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.
Evocation: Super-Science! evocations consist largely of the activation of supernatural weapons. As a result, they tend to be similar to exaggerated versions of real-life weaponry. Examples of Super-Science! evocations include homing missiles, laser blades, acidic bullets, and the like.
Thaumaturgy: Super-Science! rituals work through building machines and solving equations. If a ritual could conceivably be completed by those means, it may be cast with Super-Science!.
Evothaum: Super-Science does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: Super-Science! does not use the usual set of spellcasting skills. Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!. In addition, a character with Super-Science receives one free specialization in either Crafting power or Crafting frequency. Finally, a character with Super-Science! never accidentally hexes anything.
Drawbacks: Super-Science! evocations may not be cast without foci. Furthermore, Super-Science! foci and enchanted items are vulnerable to hexing. The difficulty is equal to Scholarship + twice the number of Enchanted Item slots invested in the item.

THE POWER OF BLOOD [-4]
Description: A true blooded elder vampire can draw a form of magical power from the life in the blood they have stolen. This power can be used to manipulate the blood of others and the blood of the vampire itself. The power of the blood works like evocation though cause hunger stress rather than mental stress.
Musts: The Blood Drinker and Feeding Dependency powers are required in order to purchase this one.
Sponsor: The Power Of Blood lacks a conventional sponsor. It is fueled by its user's nature and by the blood that its user has stolen.
Agenda: The Power Of Blood wants its users to drink more and more blood. It has no long-term agenda, just endless bloodlust.
Evocation: Evocations cast with The Power Of Blood work through the physical control of blood.
Thaumaturgy: The Power Of Blood allows its user to cast rituals that manipulate or make use of blood.
Evothaum: Any ritual that may be cast with The Power Of Blood may be cast with the speed and methods of Evocation.
Extra Benefits: Any spell cast with The Power Of Blood costs hunger stress instead of mental stress.

CHAOS MAGIC/THE BLESSING OF THE UNNAMED [-4]
Description: Drawing on the power of the Nameless God of Chaos you are able to cast spells that fit into its essential nature: chaos, destruction, madness and the bending of reality. Making use of this power can cause ripples in the very nature of causality.
Sponsor: The Nameless God of Chaos sponsors users of this power.
Agenda: The Nameless God of Chaos wishes to twist the world until nothing but chaos and madness remains.
Evocation: Chaos evocations consist of brute-force reality-bending. They often resemble entropomantic attacks.
Thaumaturgy: Chaos rituals twist the world in subtle ways. Their effects are many and varied, but they always serve to promote the goals of the Nameless God.
Evothaum: Chaos Magic allows its user to use entropomancy, psychomancy, and diabolism with the speed and methods of evocation.
Extra Benefits: Chaos Magic users get a free Thaumaturgy specialization in complexity or control for spells that twist the natures of things.

MA'AT MAGIC [-4]
Description: Ma’at was the ancient Egyptian concept of truth, balance, order, law, morality, and justice. In practice, the concepts of Truth, Order, and Justice prevail as the Goddess Ma’at’s  theme.
Sponsor: Ma’at (the personification of Ma’at the concept, and facilitator of "Final Justice" in Duat, the Underworld, where Anubis weighs one's heart against her Feather of Truth)
Agenda: To seek Truth, enforce Order and ensure Justice is done. Those Sponsored by Ma’at are often required to accept requests to mediate situations, like Judges or Viziers.
Evocation: Evocations based on Ma’at tend to be direct and focused. Fallout tends to occur in visibly stilted ways (Accidental fires that spread evenly, items break cleanly, etc.). Evocations of Ma'at are usually used in the Justice phase of a Sponsor's work, and must reflect a Just and fitting punishment (Shadow Evocations against someone proven to have blinded another, for example).
Thaumaturgy: Rituals involving Ma’at often make use of precise measurements, use of balance in item placement, well-chosen incantations(preferably in ancient Egyptian), and intricate repetitive gestures. Ma'at rituals promote the process of Investigation, Determination of the Truth, and Atonement/punishment for transgressions.
Evothaum: Ma’at Magic allows its user to cast Divination, Entropomancy, and Conjuration spells with the speed of Evocation when acting in pursuit of justice.
Extra Benefits: Those Sponsored by Ma’at are gifted with a knack for feeling out the truth in situations, they may choose to use Lore to roll for the Empathy trapping "Reading People", or for the Investigation trapping "Examination". The Sponsored must choose which when affirming his appointment as Ma'at's Favored.

YULETIDE MAGIC [-4]
Description: Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of them will inevitably catch his notice.
Sponsor: Santa Claus
Agenda: To reward good children, and to promote the traditions and spirit of Christmas.
Evocation: Yuletide evocations involve the control of warmth and coldness.
Thaumaturgy: Yuletide rituals encourage or make use of warmth, coldness, charity, protection, travel, and secrecy.
Evothaum: Yuletide Magic allows its user to cast conjuration and warding spells with evocation's speed and methods.
Extra Benefits: A character with Yuletide Magic gets a one free specialization in conjuration complexity and another in conjuration control.

FOXFIRE [-4]
Description: A gift from the fox spirits of legend allows you to cloud minds, fool the senses, and even drive people to insanity.
Sponsor: The fox spirits of Eastern legend, AKA nine-tailed foxes, huli jing, kumiho, kitsune, and many other names. Contrary to many modern interpretations, fox spirits tend to be unrepentant monsters with a taste for human flesh, though benevolent individuals exist. Many scholars compare the diversity of fox spirit myths to faerie lore in European traditions, though the two are (probably) distinct supernatural genera. Fox spirits are often worshiped, or at least placated, in traditional shrines.
Agenda: Seduction, illusion, the gaining of status and wealth through dishonorable means or Faustian bargains. Foxfire prefers to be used in indirect ways, but when grave insult or disrespect is offered, it kindles brightly with the desire for vengeance.
Evocation: Foxfire evocations are often limned in ghostly blue or red flames. Foxfire employs raw spiritual energy channeled in the form of voracious insubstantial fire It is quick to take hold and consume, but just as quick to burn out or be quenched.
Thaumaturgy: Foxfire can be employed to manipulate emotional states, create durable illusions, and to cause effects in a target household that resemble a haunting or demon possession. When used offensively it has a the unique preference for inflicting mental stress, the fire that burns cold but sears the soul.
Evothaum: Foxfire allows its user to cast Photomancy and Psychomancy with the speed and methods of Evocation.
Extra Benefits: A user of Foxfire may add one to their Deceit skill when using it to create a mundane illusion or to support an illusion of any kind.

BIBLIOMANCY [-4]
Description: You can project the world of the word into the real world. Nothing from the world of the word can exist without context as it would lose its meaning and therefore its existence. Monsters drawn from books remain monsters and heroes, heroes.
Sponsor: Bibliomancy draws upon the world of words for its powers. The world of words is essentially a conglomeration of everything ever written, from novels to textbooks. It is not actually sentient, but it has a sort of will nonetheless.
Agenda: The world of words has no concrete agenda, but it is generally in favour of knowledge and against the destruction of books. Sometimes it will try to force reality into the shape of a novel.
Evocation: Bibliomantic evocations make use of the Word element. Word evocations generally function by bringing things from the world of words into reality. This can create almost any evocation effect, but it requires access to written material containing the desired effect.
Thaumaturgy: Bibliomantic rituals can blur the line between text and truth, perform a wide variety of divinations with a textual thematic, create books or other associated objects, and open portals to certain realms.
Evothaum: Bibliomancers may summon creatures from books, divine written things, and create written materials with the speed and methods of evocation.
Extra Benefits: A Bibliomancer adds two to his or her Resources skill when using it to determine Library quality or to purchase a new Library. In addition, a Bibliomancer may use a Library of any sort as an Arcane Sanctum of an equal rating.

FOMOR MAGIC [-4]
Description: Fomor magic draws on the dark, pressured, saline depths and the powers of entropy and mutation; Fomor magic effects tend to form, or be attended by, shadows, fogs, or mists and leave corrosion, rust, or decay behind. It favors dark curses, mutative or flesh-warping effects, corrosive attacks, and entropy-based defenses that weaken and soften attacks.
Sponsor: Fomor magic draws on the power of the Fomor, an ancient alliance or nation of mostly aquatic beings with affinities to the jotuns and the darker faeries.
Agenda: The plans of the Fomor as somewhat nebulous, but extremely sinister. Their current efforts are primarily dedicated to kidnapping mortal magic users.
Evocation: Treat Fomor Magic as Water for Evocation purposes.
Thaumaturgy: Fomor Magic can be used to cast entropomantic curses and to use the more mutative/disgusting effects of biomancy.
Evothaum: Any ritual that may be cast with Fomor Magic may be cast with the speed and methods of Evocation.
Extra Benefits: Fomor Magic is unaffected by running water.

RUNE MAGIC [-4]
Description: A long time ago, Odin stabbed himself with a spear and hanged himself from The World Tree as a sacrifice to himself. By doing so, he acquired the power of Rune Magic. Now Odin gives some of that runic power to his Valkyries, making them able to serve him better.
Sponsor: Rune Magic comes from Odin, greatest of the Aesir and master of runes.
Agenda: The agenda of Odin is not entirely clear, but it definitely includes making preparations for Ragnarok. Users of Rune Magic might be called upon to find new Einherjar for Odin's armies or to gather weapons for the final battle.
Evocation: Rune Magic does not provide any form of Evocation.
Thaumaturgy: Rune Magic rituals are mainly useful for divination, warding, and crafting. Some other effects might also be possible, but no Rune Magic effect may extend beyond the immediate proximity of the runes used to cast it.
Evothaum: Rune Magic does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A user of Rune Magic may create special Rune Items. Creating a Rune Item requires a ritual much like an ordinary thaumaturgical ritual, except that the caster spends an Enchanted Item slot for each exchange he spends casting the spell. If the ritual succeeds, the resulting Rune Item functions identically to a single-use potion containing the ritual's effect. In addition, Rune Magic users get a free specialization in Rune Magic complexity and gain the ability to read and write the secret language of runes. Finally, Rune Magic provides five focus slots instead of the regular four.
Note: The cost of Rune Magic is not reduced if the character taking it has Evocation. But if that character has Thaumaturgy, reduce the cost of Rune Magic and the number of focus slots it grants by one and two respectively.

AQUAE ARNEMETIAE [-4]
Description: Arnemetia, she who dwells in the sacred grove, presided over the Buxton spring since before Britain went Roman. Unfortunately for her, when the Romans came they killed her druids and suppressed her worship with both mundane force and summoned demons. With the druids exterminated, Arnemetia entered torpor, waiting for a champion. One shrine dedicated to her survived.
Sponsor: Arnemetia, she who dwells in the sacred grove.
Agenda: The destruction of demonkind.
Evocation: Evocations cast with Aquae Arnemetiae use water, purification, growth and plant life to work their effects.
Thaumaturgy: Rituals cast with Aquae Arnemetiae can purify things, manipulate water, manipulate plant life. They can also emulate many diabolism effects, but said effects are entirely geared towards combating demons and returning them to the Inferno.
Evothaum: The diabolism rituals granted by Aquae Arnemetiae can be cast with Evocation's speed and methods.
Extra Benefits: Aquae Arnemetiae ignores one level of Toughness when used against demons.

OLYMPIAN CASTING [-4]
Description: You are able to cast spells of a deep and true nature, drawing upon the magics of the Olympian Gods. Due to the nature of this power source, it is less flexible in some areas than mortal spellcasting and is therefore subject to limitations. 
Sponsor: The gods of ancient Greece.
Agenda: The Olympians often demand that their Emissaries destroy monsters and enact the plans of Fate.
Evocation: Olympian evocations are fairly subtle, and generally work through manipulation of Fate and perception rather than through the use of raw energy.
Thaumaturgy: Olympian rituals are generally used to ask favours and boons of the Olympian gods. But transforming things, summoning ghosts, casting prophecies, cursing things, and manipulating Fate is also possible, as is Crafting.
Evothaum: Olympian Casting can be used to cast curses and to manipulate Fate with the speed and methods of Evocation.
Extra Benefits: A character with Olympian Casting receives a free specialization in Crafting strength.

45
DFRPG / The One Ring DFRPG Stats
« on: November 29, 2011, 05:12:58 AM »
I assume that everyone here is at least somewhat familiar with The Lord Of The Rings.

So the following Item of Power ought to look pretty familiar.

THE ONE RING [-1]
Description: A simple gold ring. The Dark Lord Sauron invested it with most of his power, and if he should recover it he will surely conquer Middle Earth. The One Ring is semi-sentient, and those around it are frequently enslaved by its power.
Musts: You must have an aspect related to your possession of this item. This aspect should reflect your relationship to the Ring and the level of control that it has over you.
Skills Affected: Discipline
Effects:
[-0] Purpose. The One Ring was created to bring Sauron dominion over Middle Earth. It may be used for any purpose, but its wearer and those around its wearer will often receive compels related to this purpose.
[-0] It Is What It Is. The One Ring is a ring. Pretty ordinary looking, except for the words that appear when it is burned.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except by the fires of Mount Doom.
[+1] One-Time Discount. The One Ring is small and easily concealed.
[+1] Corrupting Influence. The One Ring slowly takes over the mind of its wearer. Treat as Feeding Dependency, except that the wearer may not recover his Hunger stress by any means.
[-3] Invisibility. The One Ring turns its wearer invisible, creating a strength 5 veil that does not impede the vision of its wearer.

I wanted to do this ages ago, but I couldn`t until I had an invisibility power to work with.

I would appreciate it if some Tolkein fan could tell me if I missed something here. I never read LoTR.

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