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Messages - Arcane

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61
Cool idea.

I think that Marked By Power would be appropriate for some especially successful Princes.
Yes, Marked By Power would definitely fit for a Prince who had managed to grow his principality large enough, or whose wyldfae subjects are particularly potent.  It would basically denote not that the Prince has a powerful entity behind him so much as that he represents the power of a potent "nation" of fae.

Other options I see for Princes who are particuarly experienced and powerful are Demense, as his subjects manage to claim or carve out a territory for him in the Nevernever, and for old Princes who've been at it for a while, buying off the Item of Power discount due to having held their station so long they've internalized their power and incorporated it fully into their self.

62
Here's a character type for those who want another option when it comes to characters connected to Faerie besides changelings and the Summer and Winter Knights.  

Human Prince of Faerie

Between the two great Faerie Powers of Winter and Summer there are many fae who hold alleigance to neither, but instead remain wyld.  Some choose to follow a powerful member of their own kind, such as the Erlking, while others group together in bands, tribes, and other loose affiliations.  And sometimes, on very, very rare occasions, a mortal (not necessarily a Pure one) impresses a group of wyldfae so greatly through acts of valor, cunning, or kindness to their benefit that they choose to make him or her their lord, and formally pledge their fealty to him.

Musts: A Human Prince of Faerie must have a High Concept that refers to his station as a Prince of a group of wyldfae.  Tied to this High Concept is the acceptance of feudal obligations and responsibilities to his vassals.
A Human Prince of Faerie must also take the Faerie Crown Item of Power (seen below).  Indeed, it is a Faerie Crown, forged by his vassals and attuned to him upon his coronation, which makes an individual a Prince of Faerie.  Thus, no aspect besides the High Concept is needed to refer to it.

All Human Princes of Faerie possess the following powers derived from their station:

Faerie Crown [Item of Power]
     One Time Discount [+2]
     Indestructible [+0]
     Glamours [-2]
     Supenatural Recovery [-4]
     The Catch: Cold Iron [Easily Accessible +2; Specific Research Material Necessary (not everyone is aware humans can become    
                                     Princes of Faerie) +1]

Final Cost [-1]
    
Options:  A Faerie Crown basically channels the Power of Faerie into its Prince, enhancing his vitality (prolonging or restoring his youth and health, as well as allowing him to recover rapidly from any injuries) and enabling him to wield one of the most fundemental abilities of Faerie, Glamours.  These are the most basic benefits of being a Prince of Faerie.  Depending on the indvidual Prince's natural affinities and/or the type of wyldfae he leads, he may be able to learn to use the Power that comes with his station to manifest other abilities.  Among the most common are the following:
Worldwalker [-2]
Incite Emotion (usually Awe) At Range [-2]
Inhuman or Greater Speed [-2 or Greater]
Inhuman or Greater Strength [-2 or Greater]
Inhuman or Greater Toughness [-2 or Greater]
Sponsored Magic (Wyldfae Subjects): The benefits varies depending on the nature of one's subjects, but always includes the ability to
      summon one's subjects at evocation speed.  Any Debt accumulated is not owed to individual subjects, but to Compel a Prince to
      fulfill his feudal responsibilities and obligations to his subjects.
Marked By Power: Appropriate for a Prince who had managed to grow his principality large enough, or whose wyldfae subjects are
      particularly potent.  It basically denote not that the Prince has a powerful entity behind him so much as that he represents the power of a
      potent "nation" of fae.
Demense: Most Princes start out by earning the fealty of a group of wyldfae who frequent the material realm, but it may be possible for a Prince to later
      develop this power by having his subjects claim a portion of the Nevernever as territory.

Important Skills:  Presence or some other social skill to inspire loyalty and devotion in one's vassals is always a good thing to have.  Discipline or Deceit would be important if one intends to use their Glamours effectively.  Some sort of combat ability, either mundane or magical, would be useful as one might need to come to the defense of a subject or lead one's principality in war.  As a human, one thing a Prince would definitely be called upon to do is act on his subjects behalf when their concerns intersect with matters in the mortal world, meaning Contacts and Resources could come in handy.

Minimum Refresh Cost: -1

63
DFRPG / Re: Grandchild of Love and War
« on: July 07, 2011, 12:50:09 AM »
How do you rationalize how you manage to steep an item so firmly based in modern technology (missile launcher) with magic without hexing it into oblivion?
I'm guessing the same way
(click to show/hide)
, either divine magic doesn't hex technology the way mortal magic does, or the missile launcher is actually a divine weapon which manifests physically as a missile launcher.

64
DFRPG / Re: A Thought On Healing Magic
« on: July 06, 2011, 09:07:45 AM »
So would I be correct in saying the general consensus is that using magic to accelerate Recovery from a consequence is, at best, contraversial, but the idea that magic could be used to alter the nature of a consequence without actually affecting the rate of Recovery pretty much is well within the spirit of the rules?

65
DFRPG / Re: Mindreading through an enchanted object?
« on: July 06, 2011, 01:22:23 AM »
As to your specific example, I don't know.  I would think that using magic to create a device which has as its sole function the invasion of minds would be no better than casting the spell directly.  But then, the example of Warden's Swords blurs the line, so it's hard to say.  Perhaps the Swords are ok because at the point of creation they don't NEED to be used to kill (they could be used to injure or fend off attacks).  If that's the mitigating logic, it wouldn't apply to mind-reading enchanted items, which can't be used in a way that would not be law-breaking. 
Sure they can.  Just use them only on monsters.  The Law of Magic regarding mind reading and mind control only apply against doing such things on humans.  Faeries, ghouls, vampires of all courts, etc are fair game.  So if you made a mind reading item and only used it on non-humans, or better yet, create one that could only be used on non-humans, you're in the clear.

66
DFRPG / Re: A Thought On Healing Magic
« on: July 05, 2011, 03:47:01 AM »
Why can't magic "Heal" consequences? For instance mend a "Broken Leg" severe physical consequence. its MAGIC goddammit, it should be able to do such things. I woulden't make it easy of course (Probably a 6 shift evocation or thaumaturge spell). After all if Queen Mab could heal Dresden of his broken back, then certainly magic can cure consequences.
It's not that MAGIC can't "heal" consequences.  It's just that mortal magic can't speed the recovery of consequences.  Or at least, that's what the rules say in regards to the types of magic that PC's could potentially have access to using.  Queen Mab is basically beyond stats and not bound by such limits.

67
DFRPG / A Thought On Healing Magic
« on: July 04, 2011, 03:05:12 PM »
Below is what the rules have to say about magic and recovering from Consequences:

Quote from: Your Story, page 284

The  main  advantage  of  healing  magic  in
the  game  is  in  providing  justification  to  begin
the  recovery  process  (page¤ 220)  without  any
other  effort.  Use  the  shift  value  of  the  conse-
quence  (which  you  can  stack  together  for
multiple consequences) as the spell complexity.
Remember, the recovery time can’t be shortened
with these kinds of magics—the target still has
to go through the healing naturally.

Now, it occured to me that while the recovery time for a particular consequence can't be shortened by magic, the nature of the consequence one is recovering from can be altered by magic.  For example, if one suffered a moderate consequence of "DOG TIRED," using the appropriate ritual or administering the appropriate potion could change it to "TWEAKED AND EDGY."  The level of the consequence would still be the same, and thus the same recovery time would be required, but the nature of what the character had to cope with in the meantime would be different.  It would basically be the magical equivalent of medicine which alleviates an unwanted symptom but intills side effects in the patient.  So you could have healing magic "cure" or "heal" a specefic consequence, but the fact that a consequence of a certain level had to be recovered from would remain.  

Of course, you couldn't just chage any consequence to any other kind of consequence you wanted.  The new consequence would have to make some sort of sense as a side effect for treating the previous one.  And of course, while it could be plausible to treat physical and mental consequences (and have side effects that change a physical consequence to a mental one or vice versa) it makes no sense to be able to treat social consequences with magical medicine.

In any case, the above would give magical types a way to use their magic for healing (and in the case of magical potions, even healing mid-battle) without having such healing magic be equal or better to Recovery Powers.  When you heal via magic, everything is a tradeoff.

68
DFRPG / Re: I'm a wizard and I like my tech.
« on: July 01, 2011, 03:59:18 PM »
So I take this statement as the "rule 0" answer:
Basically, there are setting components which are fairly cut and dry, no mater how much someone wants to circumvent it or create the special snowflake character who is the exception to the rule:
Wizards hex tech and must thereby go without many modern conveniences.
The first part of this statement is true, but I do not think the second part inevitably follows from the first as far as canon is concerned.  We've seen at least two means in the books by which wizards can, while not eliminate hexing from their lives entirely, mitigate its impact at least temporarily.  The first is seen in Death Masks, in which Harry uses a spell to suppress his hexing.  It doesn't work as well as he hoped but there are mitigating circumstances in the situation, and Harry has admitted he's not as great at control as other wizards.  The second means was seen in Dead Beat, in which we saw Butters use an advanced GPS device within close proximity of Harry, which was able to operate normally thanks to being insulated from any stray magic via a circle.

Both of these examples show that while technology hexing is a problem wizards have to cope with, it is not necessarily a totally insurrmountable problem.  Now, to be sure, wizards are always going to be hampered somewhat dealing with high tech and won't be able to enjoy its benefits as well as vanilla mortals or less powerful practioners.  But there are methods available so that they might be able to utilize technology under some some circumstances if they are willing to expend the time, effort and resources to do so.

69
DFRPG / Re: I'm a wizard and I like my tech.
« on: June 30, 2011, 03:46:42 AM »
Putting electrical devices into a magic circle seems to be a common strategy ... however, doing so would at the very least cut off power to those devices.  Battery-powered devices might still work, but internet would not (including wireless).
This assertion is directly contradicted by canon, in which Butters was able to use a GPS device inside a circle without Harry's magic interfering or the circle cutting off any signals. 

Quote
Regardless, the bottom line to me is that a Wizard opens themselves to tech-based compels by being a Wizard and having a Wizard-related High Concept.  Anything you do to circumvent that gives you a convenient excuse to buy off the compel with a Fate point, but no more.  If you choose not to buy off the compel, then somehow your magic-proof tech scheme didn't work -- magical energy leaked through the circle, or perhaps the energy of the circle itself caused a problem, or the power cable broke the circle, or ... something.
Now it seems you're just trying to make things harder on players than in the actual books.  Even using circles as a mean to protect tech (a means which has been demonstrated to work in canon) being a Wizard still has its inconveniences related to tech.  For one thing, you can't go around protecting all tech everywhere with circles.  For one thing, I doubt people will just blithely accept you drawing chalk circles on their floors when out in public.  For another thing, the actual methods mentioned on this thread require a bit of effort, resources, and/or inconvenience.

Saying they won't work regardless when both canon and logic say they should seems to me to be a little unfair.

70
DFRPG / Re: I'm a wizard and I like my tech.
« on: June 30, 2011, 01:15:16 AM »
Wizard goes out for a day, and gets someone like Butters to set up a computer with sophisticated voice recognition software - both audio output and a large screen.  Afterwards, the Butters-alike circles around the whole set, screen and all.  The wizard never touches the computer, and never crosses the line holding out magical energies.  They can however speak their input, because their voices are just sound.  They can't use drives and things, but the computer itself is theoretically doable.
If a wizard has enough money, no need to even do that  Just pay a live-in clued-in mundane assistant whose to sit at a computer and control it and any media systems linked to it for the wizard.  All the electronic equipment would inside a circle, so insulated from stray magical energies.  As long as one has a big screen everything is golden.  The only hassle would be lowering and raising the circle everytime the live-in tech goes to take a break or his shift is over.

A similar solution works for a wizard who wants some of the convenience of a cellphone.  He can simply have a clued-in mundane personal assistant (or friendly non-hexing supernatural) follow him around with a cellphone that's turned off.  When he wants to make a call, check his voicemail, or text someone, he simply draws a circle around his personal assistant, who then could safely turn on the phone and do it for him.  The personal assistatant could even put a call on speakerphone so the wizard could directly participate in a phone call without breaking the circle.

And as an added bonus, Wizard's Personal Tech Assistant makes for a great concept or aspect for a fellow PC.  :)

71
DFRPG / Re: Looking for an odd "mission" from the fae
« on: June 22, 2011, 11:55:04 PM »
Get a blues band back together and have them perform a benefit concert to save an orphanage by raising enough money to pay back taxes that are due soon.

72
DFRPG / Re: Possible Uses of Social Attacks in Combat
« on: June 20, 2011, 10:33:34 AM »
Blood In The Water - Whatever the reality, the one who has suffered this social consequence in battle is seen as weaker and more vunerable than he was previously thought to be.  Enemies who were biding their time now perceive an opportune moment to move against him, while subordinates who were kept in line by intimidation may openly defy him or even attempt to usurp his position as leader.


73
DFRPG / Re: Still Trying to Find a Good Way to Buy Magic Items
« on: June 19, 2011, 09:21:48 PM »
It occurs to me that a mortal possessing regular access to magic items (or other magical services such as Ward Installation) is basically a form of Sponsored Magic, with the "Sponsor" basically being the wizard, sorceror, or talismonger that the mortal has an arrangement with, and the "Sponsor's Agenda" is basically to be paid with money and/or favors by the mortal.  One of the benefits of "I Know A Guy" Sponsored Magic could be to substitute another skill for Lore when determining the strength of an enchanted item, such as Resources or Contacts.  

Of course, mechanically the character of course would not be a Pure Mortal, but flavor-wise he'd just be a clued-in mortal who has the right money or friends.

74
DFRPG / Re: Burgerking and the Nevernever.
« on: June 15, 2011, 01:47:11 AM »
@JayTee: god, that is good!

i can see my players getting drafted into that war, at first believing it some sort of fun - hey it's ronald mcdonald vs. the burger king! what harm can be done? - then finding out that the threat is very serious. [insert you dark plot with threatening consequences here.]
Would be interesting to see the Sponsored Magic they provide.  :)

75
DFRPG / Re: Fun and Odd Character Concepts
« on: June 08, 2011, 03:49:00 PM »
Johnny
High Concept: "Musician Turned Magician"
Trouble: "I Beat The Devil, Now People (And Things) Are Interested"
Other Aspects: "Just A Country Boy From Georgia", "The Best That's Ever Been!," "Fiddle Made Of Gold"

Skills:
Superb: Conviction, Performance
Great: Discipline, Presence
Good : Lore, Might
Fair: Empathy, Endurance, Rapport
Average: Athletics, Alertness, Fists, Guns, Survival

Stress:
Physical: OOO
Mental: OOOO
Social: OOOO

Three Extra Mild Mental Consquences

Powers:
Item of Power: The Golden Fiddle [+2]
-Sponsored Magic: Hellfire [-4]

Mortal Stunts:
Resilient Self-Image
Supreme Concentration
Tireless
Pointed Performance
Personal Magnetism
The Weight of Reputation
Listen To This (Let Me Tell You A Story...reskinned for Performance)

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