I would think that telepathy would be covered under supernatural senses. The real problem with telepathy is that it violates the laws of magic, so if you use it the wardens will try to kill you.
Primarily, I see the Fate system as allowing a lot of cool things for the players; of me saying Yes as much as possible when a player wants something (and explaining why the game will be better for the group when I say No when that's required). Am I reading something that isn't there?
The real problem with telepathy is that it violates the laws of magic, so if you use it the wardens will try to kill you.
Oh yes, there are rooms full of grey areas for the laws, especially on the telepathy front. Sending a message by mental route is perfectly acceptable. Maybe getting a surface "feel" of a person is still in the grey areas (I doubt the wardens agree). But actually digging into their mind looking for information is law breaker, wizard template or not.
The telepathy ultimately derives from the Fae side of the fence (a variant group of changelings). The psychic powers really aren't magic, although I agree a Warden might not see it that way. So, the Lawbreaker flaw doesn't apply (although, again, the White Council may see things differently..)
Technically, they are cops for all mortals. The 7th law for instance, applies even to people who have no connection to the magic community. And changelings still get counted as technical mortals. They get jerked around by both their parent courts and by any mortal authorities.
Technically, they are cops for all mortals. The 7th law for instance, applies even to people who have no connection to the magic community. And changelings still get counted as technical mortals. They get jerked around by both their parent courts and by any mortal authorities.I think this would fall in the Grey Area... however the laws could be interpreted to apply to all PCs....
This is a campaign/rules/style conflict.
My take on the game is that it includes everything we've seen; but that there's a lot of room for expansion. (i.e. Harry hasn't seen everything in the supernatural world...or the real world, for that matter).
One of the players (who's been thinking about being a co-GM) is big on Rules As Written and doesn't want anything in the campaign that's not in the books.
The big sticking point is psychic powers. One player wants to run a psychic with powers not listed in the game book. The possible GM/player is very much against this.
The power in real question is telepathy, a standard psychic (if not seen in the Dresdenverse) power. With proper limitations, I felt that it wouldn't unbalance the game, nor ruin the adventures I had vaguely in mind. He feels very much otherwise.
Primarily, I see the Fate system as allowing a lot of cool things for the players; of me saying Yes as much as possible when a player wants something (and explaining why the game will be better for the group when I say No when that's required). Am I reading something that isn't there?
Not being touche I am trying to help.
Unfortunately, I have to agree with Ultra. This co-GM thing isn't going to work if his style of gaming is that different from mine. Unfortunate, because we both enjoy the books, we've gamed together for some time, and we're friends...and this is the sort of thing, even handled correctly, that can easily lead to hard feelings.
It's not that he's wrong and I'm right; it's a fundamental difference in approach. His style would be fine for the right group of players...but I don't think (judging from the basic concepts people have come up with so far) we have a group that will work for him. ("Best Cat Burglar in the City" wouldn't be a problem...but "Novice Were-Jaguar" with the trouble "Failed Emissary" would be.) Ironically, he should be fine as a player.
It just means I don't get to be a player...again.
Please don't take the comment about giving him a beer too literally. If you drink, don't game, and if you game, don't drink. <laughs> That's what the Deck of many things is made for after all.
who you are reading needs to be more focused. Wording it that way makes it so you can say you are reading whoever you are applying the action to, which is the same as +2 with no conditions.
/shrug, the flesh mask power has something similar to a skill swap in "what lies beneath", letting you use deceit to hide a gun aimed at your opponent for example (instead of stealth).
My power has limiting factors that are up to the GM (like the power says, you can read the surface whenever the Gm deems appropriate, and if he deems it inappropriate then tough cookies).
Unfortunately, I have to agree with Ultra. This co-GM thing isn't going to work if his style of gaming is that different from mine. Unfortunate, because we both enjoy the books, we've gamed together for some time, and we're friends...and this is the sort of thing, even handled correctly, that can easily lead to hard feelings.Never being a player is a small price to pay to avoid a close minded storyteller/GM/DM/whatever. Feel free to deviate from canon.
It's not that he's wrong and I'm right; it's a fundamental difference in approach. His style would be fine for the right group of players...but I don't think (judging from the basic concepts people have come up with so far) we have a group that will work for him. ("Best Cat Burglar in the City" wouldn't be a problem...but "Novice Were-Jaguar" with the trouble "Failed Emissary" would be.) Ironically, he should be fine as a player.
It just means I don't get to be a player...again.