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The Dresden Files => DFRPG => Topic started by: The Codex on April 09, 2010, 03:20:05 PM

Title: Pure mortal to supernatrual character
Post by: The Codex on April 09, 2010, 03:20:05 PM
I may have missed this in the book and or a post on here but just trying to find an answer,

does a player give up the two free refresh and invest in supernatrual powers of new template
eg being turned by red court ?
Title: Re: Pure mortal to supernatrual character
Post by: srl51676 on April 09, 2010, 03:51:03 PM
Yes "If this character ever takes a
supernatural power, this refresh bonus goes
away immediately (which may be mitigated by
dropping one or two mortal stunts)." YS73

you loose those two points to your new hunger for blood
Title: Re: Pure mortal to supernatrual character
Post by: Belmonte on April 09, 2010, 03:52:00 PM
Yes.  As soon as a Pure Mortal gains any supernatural abilities, they lose the two 'free' refresh.  So the player'd lose the free refresh, then would have to pay for the abilities in refresh, and considering the cost of Red Court Vampires, would likely become an NPC unless they saved up /all/ their Fate Refresh. :)
Title: Re: Pure mortal to supernatrual character
Post by: The Codex on April 09, 2010, 03:56:34 PM
Curses

I read through those pages and missed it......

Now I feal like a numpty  :-[
Title: Re: Pure mortal to supernatrual character
Post by: Silverblaze on August 11, 2011, 03:02:20 AM
Sorry for the necro, but I didn't see a point in starting a new thread for this question.

Where does one draw the hard line between pure mortal and supernatural.  (The easy answer is as soon as a single refresh is spent on powers, but that doesn't satisfy mes since many IoP's shouldn't be considered powers [in my opinion].)

Does an item of power change the fundamental being of a pure mortal to supernatural?

Swords of the Cross being my main concern here... However, many gadgets like Batman would carry could easily be called IoP's and I'd still call him a pure mortal.

Thoughts?
Title: Re: Pure mortal to supernatrual character
Post by: Vairelome on August 11, 2011, 04:25:16 AM
Which IoPs shouldn't be considered Supernatural Powers?  I thought that the point of IoPs were that they provided a neat package of Supernatural Powers external to the PC that could have occasional restricted access (justifying the refresh rebate).

Note, if we're talking about someone picking up an IoP on a one-shot basis, sure, but if someone's permanently changing an Aspect to "Wielder of the Spear of Longinus," then it seems reasonable that they've checked out of Pure Mortal territory.  Alternatively, if Harry lets Murphy borrow his enchanted duster for a bit, and has paid the necessary "someone other than the creator can use" cost, Murphy retains her PM refresh, since IoPs and EIs aren't the same.
Title: Re: Pure mortal to supernatrual character
Post by: Tsunami on August 11, 2011, 05:39:46 AM
Sorry for the necro, but I didn't see a point in starting a new thread for this question.

Where does one draw the hard line between pure mortal and supernatural.  (The easy answer is as soon as a single refresh is spent on powers, but that doesn't satisfy mes since many IoP's shouldn't be considered powers [in my opinion].)

Does an item of power change the fundamental being of a pure mortal to supernatural?

Swords of the Cross being my main concern here... However, many gadgets like Batman would carry could easily be called IoP's and I'd still call him a pure mortal.

Thoughts?
He may still be a pure mortal from a flavor point of view.
But from a Rules perspective he is not. And the refresh bonus is simply an mechanic in the rules meant to balance power-users and non-power-users.

No Powers (includes IoPs) -> pure mortal bonus
1 or more powers (includes IoPs) -> No pure mortal bonus

Imho there's really nothing more to say about it.
Title: Re: Pure mortal to supernatrual character
Post by: Nyarlathotep5150 on August 11, 2011, 11:36:13 PM
many gadgets like Batman would carry could easily be called IoP's and I'd still call him a pure mortal.

   Not really. Most of Batmans Gadgets would be Enchanted Items at best (a lot of them only get used once, so thats a potion). IoP's are supposed to be powerful, unique items with their own power source and possibly their own motivations.
    Enchanted Items degrade over time, unless you reenchant them periodically (I'm sure Batman need to tinker with those gadgets constantly to keep them in working order).
   
    The way I see it it works like this.
    A spear enchanted to be sharper isnt an IoP.
    The Sword of Mars (Attila the Huns sword, forged from a meteorite) MIGHT be one.
    The Hammer of Thor definitely is one.

  Also as Vairelome touched on, remember that, if you're only adding the power temporarily (like picking up an Item of Power for one adventure) then you only have to pay the power cost in fate points, not refresh.
Title: Re: Pure mortal to supernatrual character
Post by: Silverblaze on August 12, 2011, 01:02:08 AM
All good answers.  I can't fault any of them.

I suppose my irritation regarding this is when people talk about the limits of a pure mortal.  it seems to me that there are very few (pure mortals) within the system then; at least from a playable standpoint. 

I always had the feeling "Pure Mortal" had more to do with supernatural heritage and free will than carrying a magical item.  Though if we're simply talking refresh spent on powers then I suppose I can't argue hte definition.

However, when commnents or arguements are made that a pure mortal cannot fight a loup garou or something, people are likely only refering to people with just stunts; no IoP or powers. 

I would hazard that a Knight of the Cross is only better equiped to fight a loup garou offensively, becuase he/she is no better off defensively.  The arguement or comment is then flawed greatly.
Title: Re: Pure mortal to supernatrual character
Post by: zenten on August 12, 2011, 01:46:17 AM
Knights of the Cross have all sorts of powers beyond having a sword.  Remember that Charity Carpenter and Father Forthill also don't count as pure mortals in this game.
Title: Re: Pure mortal to supernatrual character
Post by: Lanir on August 12, 2011, 01:50:59 AM
For Items of Power it might be easier to think of it from the story point of view rather than the system. People who wield an item of power become known for it. Michael in the early novels isn't just Michael. He's Michael-who-wields-a-sword-of-the-cross. You know as a reader that anything involving him will involve a sword of the cross.

This isn't true later on when someone else picks one up and briefly swings it around.

The line is fuzzy but when it's crossed, that's when someone should pick up an appropriate Aspect and lose the Pure Mortal bonus. Batman for example isn't famous for his gadgets outside of internet memes ("bat shark repellent" is a joke, not something we seriously expect him to produce on demand in another series).

As for the loup garou... I would say that's just a subset of something more general that holds true in all RPGs. Which is simply that some enemies are setup in a way that not all groups can handle equally well. Anytime you get into specialized attacks and defenses or go higher up the power scale of the system this can get more pronounced.
Title: Re: Pure mortal to supernatrual character
Post by: Roxy Rocket on August 12, 2011, 03:20:34 AM
No Powers (includes IoPs) -> pure mortal bonus
1 or more powers (includes IoPs) -> No pure mortal bonus

Imho there's really nothing more to say about it.

The wall between Narrative and Mechanics must be preserved. While both vital to our storytelling, if they co-mingle one shall die and the other become so powerful as to plunge us into a formless abyss or draconian hellscape until the next edition comes out!
Title: Re: Pure mortal to supernatrual character
Post by: polkaneverdies on August 12, 2011, 10:17:47 AM
^ spit out my coffee. Nicely done.
Title: Re: Pure mortal to supernatrual character
Post by: Sanctaphrax on August 13, 2011, 07:26:26 PM
I agree with Tsunami.

I'd like to add that some people with supernatural powers might be doable with the Pure Mortal template. Agent Tilly comes to mind.
Title: Re: Pure mortal to supernatrual character
Post by: Tallyrand on August 14, 2011, 12:40:01 PM
All good answers.  I can't fault any of them.

I suppose my irritation regarding this is when people talk about the limits of a pure mortal.  it seems to me that there are very few (pure mortals) within the system then; at least from a playable standpoint. 

I always had the feeling "Pure Mortal" had more to do with supernatural heritage and free will than carrying a magical item.  Though if we're simply talking refresh spent on powers then I suppose I can't argue hte definition.

However, when commnents or arguements are made that a pure mortal cannot fight a loup garou or something, people are likely only refering to people with just stunts; no IoP or powers. 

I would hazard that a Knight of the Cross is only better equiped to fight a loup garou offensively, becuase he/she is no better off defensively.  The arguement or comment is then flawed greatly.

I think that you're thinking Items of Power too much like simple magic items rather than huge deals. I mean to even wield an IoP your character must have an aspect representing it, so already by their very nature that are eroding your narrative control over your character.  Lets look at a few examples that we're likely all familiar with.

The One Ring: When Bilbo had the ring over time it drove him insane with paranoia, when Frodo was given it he had to go on an epic quest, these both sound to me like loss of narrative control.

Excalibur: When Arthur was granted the sword it became one of the defining features of his rise to power.

The Swords of the Cross: (yes I know, but fictionally we can look at them separately) No one who wields a Sword of the Cross does so lightly, to take up the burden means to take up a great deal of responsibility, which is why when offered it is not taken up lightly.

Personally I have a tough time coming up with an IoP scale thing without it seeming to be central to the characters fiction, and since Refresh represents not having control over your characters destiny it seems perfectly appropriate for them to cost your characters Pure Mortal status.

It's also fair to note, since this may just be a terminology divide that we're having that having an IoP makes your character no less pure mortal.  Killing Michael would still be bad for a Wizard for example, the only mortalness that your loose from taking an IoP is the 2 free refresh (which interestingly may just be absorbed that the IoPs refresh bonus).
Title: Re: Pure mortal to supernatrual character
Post by: EldritchFire on August 14, 2011, 01:20:56 PM
He may still be a pure mortal from a flavor point of view.
But from a Rules perspective he is not. And the refresh bonus is simply an mechanic in the rules meant to balance power-users and non-power-users.

No Powers (includes IoPs) -> pure mortal bonus
1 or more powers (includes IoPs) -> No pure mortal bonus

Imho there's really nothing more to say about it.

This. YS73 says it clear as day " Pure mortals may not take any supernatural powers. In exchange for this restriction, pure mortal characters get a +2 bonus to their starting  refresh.  If  this  character  ever  takes  a supernatural  power,  this  refresh  bonus  goes away immediately (which may be mitigated by dropping one or two mortal stunts)."

An item of power is in the supernatural powers chapter, and therefore is a supernatural power. If you have a power, you don't get the mortal bonus.

Michael, Charity, and father Forthill are not pure mortals. They have various powers.

Batman is a pure mortal. He just has loads of stunts representing his "wonderful toys." And boat loads of Fate Points to spend on declarations, to boot.

-EF
Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 16, 2011, 09:55:46 AM
it seems to me that there are very few (pure mortals) within the system then; at least from a playable standpoint.

If you think so, you're playing them wrong.  PMs can spend fate points like they're going out of style as long as you didn't end up with a 1 refresh from taking so many stunts.  And if you did take that many stunts and still can't hold your own in a fight, you were obviously trying to build something other than a slayer of monsters.  Which is fine.  Harry would have been royally screwed if he didn't have Butters around to call on as well as Murphy, Marcone, and Hendricks.

However, when commnents or arguements are made that a pure mortal cannot fight a loup garou or something, people are likely only refering to people with just stunts; no IoP or powers.

A PM could fight the complete heck out of a loup garou, so long as they had more than a handfull of inherited silver.  Think Murphy with a Desert Eagle .50 cal and a clip full of inherited silver slugs.  All it takes is a good sized silver tea set or a drawer full of forks and spoons.  That's what, one fate point spent, maybe two?
Title: Re: Pure mortal to supernatrual character
Post by: Masurao on August 16, 2011, 08:54:37 PM
A PM could fight the complete heck out of a loup garou, so long as they had more than a handfull of inherited silver.  Think Murphy with a Desert Eagle .50 cal and a clip full of inherited silver slugs.  All it takes is a good sized silver tea set or a drawer full of forks and spoons.  That's what, one fate point spent, maybe two?

Meh, I still feel that the flavour of a PM fighting a Loup Garou can be wrong. Murphy wouldn't be able to slug it out and win by herself, she still needed loads of mystical back-up. Or, as described somewhere else, a very lucky and precise shot with a .50 cal anti-vehicle sniper rifle. I mean, the thing's got Supernatural frickin' Speed, if you don't do it in one shot, you're screwed: either it guts you or it gets away. Again, this is flavour/logic versus mechanics, but I just feel the Loup Garou even being mentioned should have PCs and players alike peeing their pants :p
Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 16, 2011, 10:14:21 PM
Meh, I still feel that the flavour of a PM fighting a Loup Garou can be wrong. Murphy wouldn't be able to slug it out and win by herself, she still needed loads of mystical back-up. Or, as described somewhere else, a very lucky and precise shot with a .50 cal anti-vehicle sniper rifle. I mean, the thing's got Supernatural frickin' Speed, if you don't do it in one shot, you're screwed: either it guts you or it gets away. Again, this is flavour/logic versus mechanics, but I just feel the Loup Garou even being mentioned should have PCs and players alike peeing their pants :p

Oh, absolutely.  It had Harry all but peeing his pants and he usually doesn't have the good sense to be that afraid.  I think the sheer number of people who died in the precinct house was plenty of evidence that nobody should be blase about tackling one, no matter their template.  I just disagree that supernatural templates are inherently superior in combat to a well thought-out and played PM.

Take Harry and Marcone.  Yeah, Harry can call up a wall of lava but in the same scene Marcone blew the entire freaking cavern up.  It's all about being prepared and using what you have access to to the best of your ability.  PMs have quite a knack for thinking up new and creative ways to destroy the heck out of things and they have the fate points to spend to actually succeed if they're smart about it.

Flat footed in their Spiderman jammies, yeah, I'd rather have some evocation handy.  Prepared and with a good Resources/Contacts/etc... though, PMs do just fine.
Title: Re: Pure mortal to supernatrual character
Post by: Masurao on August 17, 2011, 07:06:07 AM
Oh, absolutely.  It had Harry all but peeing his pants and he usually doesn't have the good sense to be that afraid.  I think the sheer number of people who died in the precinct house was plenty of evidence that nobody should be blase about tackling one, no matter their template.  I just disagree that supernatural templates are inherently superior in combat to a well thought-out and played PM.

Take Harry and Marcone.  Yeah, Harry can call up a wall of lava but in the same scene Marcone blew the entire freaking cavern up.  It's all about being prepared and using what you have access to to the best of your ability.  PMs have quite a knack for thinking up new and creative ways to destroy the heck out of things and they have the fate points to spend to actually succeed if they're smart about it.

Flat footed in their Spiderman jammies, yeah, I'd rather have some evocation handy.  Prepared and with a good Resources/Contacts/etc... though, PMs do just fine.

We are in agreeance! :D
Title: Re: Pure mortal to supernatrual character
Post by: zenten on August 17, 2011, 01:38:24 PM
I mean, think of it, unless you're a knight of the cross or have a boatload of inherited silver conveniently weaponized you're pretty much screwed when it comes to a Loup Garou no matter what your template.
Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 17, 2011, 10:00:40 PM
Eight words.  Ambush with an M60 shooting inherited silver rounds.  What Harry points out for wizards is even more apt for PMs; being prepared ahead of time makes a world of difference.

Given proper time, planning, numbers, and resources, PMs could even take out most of the Faerie realms in the Nevernever.  Up to and including the Erlking on his home turf.
Title: Re: Pure mortal to supernatrual character
Post by: polkaneverdies on August 18, 2011, 03:57:49 AM
Physics varying widely in the nevernever would put a heck of a crimp on attacking erl on his home turf. Obviously bringing a few tons of iron might turn the tide.
Title: Re: Pure mortal to supernatrual character
Post by: Lanir on August 18, 2011, 04:17:53 AM
When you talk about what's possible and you get too far afield from what's probable, at some point you're effectively just changing the topic.

With a long enough lever you can move the world. The challenge isn't in realizing this, it's in making the lever.
Title: Re: Pure mortal to supernatrual character
Post by: computerking on August 18, 2011, 04:29:53 AM
With a long enough lever you can move the world. The challenge isn't in realizing this, it's in making the lever.
And finding a place to stand.
Title: Re: Pure mortal to supernatrual character
Post by: Masurao on August 18, 2011, 08:33:47 AM
It's good to see all these ideas about PMs, really helps me get a feel for how they can be played and how they can work on their advantages. Of course, Harry mentions more than once that bringing in mortal authorities to supernatural business is like dropping an A-bomb. I really love how, in the novels, Harry stays scared sh**tless when it comes to Marcone, really show how dangerous that particular mortal is :)
Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 18, 2011, 09:01:20 AM
When you talk about what's possible and you get too far afield from what's probable, at some point you're effectively just changing the topic.

With a long enough lever you can move the world. The challenge isn't in realizing this, it's in making the lever.

There are levers enough already made for us poor PMs.  The challenge isn't in making one, it's in seeing the huge pile of them already all around you.

As to possible and probable?  That's all on the player and GM.  With enough planning and resources possible skips right over probable and becomes almost certain.  But that's boring.  The really good fights are the ones that Vegas would give 3:1 or higher odds against you.  Which is why PMs are so much fun to play; the longer the odds, the better the victory dance.
Title: Re: Pure mortal to supernatrual character
Post by: Sanctaphrax on August 18, 2011, 06:29:21 PM
Loup-garou aren't really that tough.

If Dresden were better optimized, he'd have had little trouble with it.
Title: Re: Pure mortal to supernatrual character
Post by: Nyarlathotep5150 on August 19, 2011, 12:23:21 AM
Loup-garou aren't really that tough.

If Dresden were better optimized, he'd have had little trouble with it.

   How is that, considering Loup-Garou are all but immune to magic? Dresden was already optimized in the best way any character could be to deal with a Loup-Garou. He had a preesstablished Aspect of inherited silver. The only thing that CAN stop it.
Title: Re: Pure mortal to supernatrual character
Post by: UmbraLux on August 19, 2011, 12:49:55 AM
   How is that, considering Loup-Garou are all but immune to magic?
I kind of agree with Sanctaphrax here - not that loup garous aren't tough but that they shouldn't be all that big a challenge for a prepared wizard.  Dresden was simply unprepared during the first encounter and then at a big disadvantage (and relatively unprepared) at the second.

But indirect magic (maneuvers, some blocks) will work.  Just have to set them up - preferably ahead of time.  Then take advantage of them with inherited silver (assuming you're trying to kill it).  Indirect magic does take more time than a simple attack and is often more complex to set up.  Setting that up while under attack is..."less than optimal".  :)
Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 19, 2011, 12:51:21 AM
   How is that, considering Loup-Garou are all but immune to magic? Dresden was already optimized in the best way any character could be to deal with a Loup-Garou. He had a preesstablished Aspect of inherited silver. The only thing that CAN stop it.

Harry all but spells out exactly that in one of the early books.  Flat footed they're more powerful than your average joe but with prep time and planning they're just short of an old testament smiting.

Better optimized though? Please.  The thaumaturgy worked because it wasn't actually trying to inflict harm and he had a damned strong focus in its blood and a moderately similar fetish.  His best evocation didn't do much but annoy it.  It's pretty much inherited silver or nuke it for killing a Loup-garou.
Title: Re: Pure mortal to supernatrual character
Post by: Sanctaphrax on August 19, 2011, 01:08:06 AM
Suppose you are an 8-shift earth evoker. You can easily drop an 11-shift evocation (as a rote, if you want) if you are willing to take a bit of harmless backlash.

So you do that. 11-shift evocation block against all physical action, in-story justification of manipulating gravity to hold the Loup-Garou helpless in mid-air.

Next exchange you extend the block for 8 more exchanges.

Then you take your time to dig a really big hole, with magic.

Then you put the Loup-Garou in the hole.

You can bury it there if you feel inclined. Or you can just leave it. Either way, it's basically neutralized.

It's been a while since I read the appropriate book, but I think that this should work.

Harry has a worthless power that costs him 1 refresh (Lawbreaker) and a stunt that isn't related to fighting. Plus, he uses multiple elements. He is not an optimized combat character.

Since Belial666 isn't around, I have to do his job.
Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 19, 2011, 01:29:55 AM
Suppose you are an 8-shift earth evoker. You can easily drop an 11-shift evocation (as a rote, if you want) if you are willing to take a bit of harmless backlash.

So you do that. 11-shift evocation block against all physical action, in-story justification of manipulating gravity to hold the Loup-Garou helpless in mid-air.

Next exchange you extend the block for 8 more exchanges.

Then you take your time to dig a really big hole, with magic.

Then you put the Loup-Garou in the hole.

You can bury it there if you feel inclined. Or you can just leave it. Either way, it's basically neutralized.

It's been a while since I read the appropriate book, but I think that this should work.

Harry has a worthless power that costs him 1 refresh (Lawbreaker) and a stunt that isn't related to fighting. Plus, he uses multiple elements. He is not an optimized combat character.

Since Belial666 isn't around, I have to do his job.

That's putting off a fight, not winning one.  And I'd dearly love to go up against one of your optimized combat characters that can't effectively use multiple elements.  Use one or two of your multiple elements to effectively neutralize their highly specialized one and they're completely screwed.  Example: Fire user?  Use an air manuver and shove 2/3 of the O2 out of the area for two or three exchanges.  No O2, no fire and specialized guy is Unexpectedly Having Trouble Breathing.  It's easy to counter a specialist, that's precisely why focused practitioners are considered less powerful than full wizards.
Title: Re: Pure mortal to supernatrual character
Post by: Sanctaphrax on August 19, 2011, 01:46:53 AM
I don't actually advocate the use of characters like this outside of examples.

And I question the validity of that maneuver. (EDIT: Plus, a heat beam requires no oxygen and is just as lethal as a fireball.)

But it is winning a fight to trap your opponent in a hole. If you want, you can come back the next morning when he's human and shoot him. Or just let the dirt suffocate him when he's human again.

I wonder if the latter method is Lawbreaking.

The limits of elements have been debated to death. But let me point out that the character in this example actually evokes two other elements to the tune of 5 shifts, maybe more. He's hardly helpless when not using his specialty.

A fire-using channeler is worse at using fire than a fire-using evoker, by the way. The only exceptions are

a) if he focuses entirely on offensive or defensive evocation, he can outdo the evoker very slightly at it at the cost of being rather bad at the other type.

and

b) when there is very little refresh available to spend.

And finally, I challenge you to find a situation where Spirit evocations are useless. That element does basically everything. It kinda bugs me.
Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 19, 2011, 09:12:51 AM
I don't actually advocate the use of characters like this outside of examples.

And I question the validity of that maneuver. (EDIT: Plus, a heat beam requires no oxygen and is just as lethal as a fireball.)

But it is winning a fight to trap your opponent in a hole. If you want, you can come back the next morning when he's human and shoot him. Or just let the dirt suffocate him when he's human again.

I wonder if the latter method is Lawbreaking.

The limits of elements have been debated to death. But let me point out that the character in this example actually evokes two other elements to the tune of 5 shifts, maybe more. He's hardly helpless when not using his specialty.

A fire-using channeler is worse at using fire than a fire-using evoker, by the way. The only exceptions are

a) if he focuses entirely on offensive or defensive evocation, he can outdo the evoker very slightly at it at the cost of being rather bad at the other type.

and

b) when there is very little refresh available to spend.

And finally, I challenge you to find a situation where Spirit evocations are useless. That element does basically everything. It kinda bugs me.

In hindsight, that came off a bit crabbier than I intended, my bad and my apologies.  I still wouldn't say dropping a loup-garou in a hole is winning though, filled or not.  It's highly unlikely to still be there in the morning unless you sat there and made sure it stayed in.  Which would cost a <i>lot</i> more stress points.

And I'm not saying some specialization is bad but thinking one element is the cure to all your casting woes is badly misguided.  I'm talking player as well as character here.  I personally don't care if they want to stick all their extra refresh towards earth refinement but they'd absolutely better be in the right frame of mind to prove why a wizard is not just more powerful but just plain more than a FP.  If they refuse to take a clue it's quickly going to become obvious to other players that they're a really lousy wizard and I'm going to get terribly bored GMing them if I have to constantly think "is this otherwise easy situation going to end up killing everyone because earth magic can't handle it?"

Spirit's the trickiest of the bunch, no doubt, but it's still plenty vulnerable.  Its shields are the de facto standard but (unless they're a veil rather than a shield) they almost never stop light (such as Light Amplified by Stimulated Emission of Radiation) and probably don't stop air, heat, or massive electrical discharge.  They definitely don't help when The Building Is On Fire.  They can't keep you from becoming Magically Grounded by the running water from a nearby burst pipe/fire hydrant.  There's not much spirit can do to directly counter increased or decreased gravity.

Guess what I'm saying is it's fine to have a favorite element and let it develop into a signature style but if your use of the other elements sucks (either because of over specialization or just your thinking) then you should have just rolled a FP and gotten the extra refresh.
Title: Re: Pure mortal to supernatrual character
Post by: Korwin on August 19, 2011, 09:59:00 AM
Spirit's the trickiest of the bunch, no doubt, but it's still plenty vulnerable.  Its shields are the de facto standard but (unless they're a veil rather than a shield) they almost never stop light (such as Light Amplified by Stimulated Emission of Radiation) and probably don't stop air, heat, or massive electrical discharge.
Depending on the Shield. I could see ways for an Spirit/Force shield to protect against those things.

Quote
They definitely don't help when The Building Is On Fire.
Use Spirit to go to the NeverNever.

Quote
They can't keep you from becoming Magically Grounded by the running water from a nearby burst pipe/fire hydrant. 
Not even water can do that, right?

Quote
There's not much spirit can do to directly counter increased or decreased gravity.
Use Spirit to backtrack the magic to its source?

Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 19, 2011, 11:53:00 AM
Depending on the Shield. I could see ways for an Spirit/Force shield to protect against those things.

True but you run into Harry's problem with his new shield.  He's likely having to allocate extra shifts for each thing he wants protected from beyond kinetic force.  And I still wouldn't allow protecting from light (if you still want to see without also making it a veil and paying double shifts) or air (if you still wanted to breathe inside a dome shield).

Use Spirit to go to the NeverNever.
Thaumaturgy, not evocation (YW282).  Not bad thinking though.  Air or water to smother the flames or fire to directly draw the heat from the flames (yeah, it's a bit kemmlerian in application but I might be able to be talked into it because of multiple uses by harry to freeze water with a fire spell).  Spirit evocation though?  Can't think of anything for either spirit or earth off the top of my head that doesn't involve ripping yourself an escape route.

Not even water can do that, right?
Earth can.  Once it's in place, an earth wall is just plain, ordinary dirt.

Use Spirit to backtrack the magic to its source?
Again, Thaumaturgy, not evocation (Divination, YW275).  And I'm not even sure what good being able to locate the source of magic would do to get you down or unpinned/squashed dead .  Being able to retaliate with Earth solves the issue on either count.  Air could be used to actually fly in low-G but I wouldn't allow shifts for duration or anything beyond extremely simple actions.  Fire would be only as useful as water or spirit though in that it could really only be used to block LoS until the duration shifts ran out or attack in return at some serious negatives once the Squashed/Floating aspect gets compelled.

Yeah, there's more than one way to deal with almost anything you can think up but that doesn't mean there's always a way for every element.
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Title: Re: Pure mortal to supernatrual character
Post by: zenten on August 19, 2011, 12:36:15 PM
I see going into the NeverNever when the whole room is on fire as a terminally bad idea.  Remember, the place you go to on the other side reflects where you are now.  So it would probably be even hotter there.
Title: Re: Pure mortal to supernatrual character
Post by: polkaneverdies on August 19, 2011, 01:10:13 PM
Rip open a door in the nevernever and punt the loup garou through.
Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 19, 2011, 01:10:26 PM
I see going into the NeverNever when the whole room is on fire as a terminally bad idea.  Remember, the place you go to on the other side reflects where you are now.  So it would probably be even hotter there.

Depends on how quick the shift in symbology* affects the destination.

*Yes, I know it's symbolism.  My name's not Dollypoposkallius.
Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 19, 2011, 01:25:01 PM
Rip open a door in the nevernever and punt the loup garou through.

Thaumaturgy.  See above.  Yeah, I know it's an easy enough bit of thaumaturgy that it might as well be evocation.  This is one bit that squarely flies in the face of DF cannon as far as the RPG goes though.  Harry didn't have enough lore to no-prep most of the doorways he created.  It bugs me a bit but I'm still sticking to the RPG rules as far as this goes.
Title: Re: Pure mortal to supernatrual character
Post by: Masurao on August 19, 2011, 01:50:36 PM
Depends on how quick the shift in symbology* affects the destination.

*Yes, I know it's symbolism.  My name's not Dollypoposkallius.

Ghost Story spoiler:
(click to show/hide)

However, it is not said if it crosses the boundary into the Nevernever. Personally, I would say not immediately. However, if a building was set on fire and a lot of people died tragically, then that site would probably burn for some eternity in the Nevernever...
Title: Re: Pure mortal to supernatrual character
Post by: The Mighty Buzzard on August 19, 2011, 02:07:44 PM
Ghost Story spoiler:
(click to show/hide)

However, it is not said if it crosses the boundary into the Nevernever. Personally, I would say not immediately. However, if a building was set on fire and a lot of people died tragically, then that site would probably burn for some eternity in the Nevernever...

I tend to agree.  I'd give it at least a day and maybe a week to settle into its new location.

Interesting side question.  Does the shift occur immediately or would there be massive chaos happening with any doorways that were opened before it settled on a new fixed location?
Title: Re: Pure mortal to supernatrual character
Post by: Masurao on August 19, 2011, 03:53:53 PM
I tend to agree.  I'd give it at least a day and maybe a week to settle into its new location.

Interesting side question.  Does the shift occur immediately or would there be massive chaos happening with any doorways that were opened before it settled on a new fixed location?

If it is a major change, coupled with spiritual/mental trauma, I'd say there would be instant changes. Not everything all at once, but there might indeed be an increase in apparent temperature, or some flames licking here and there.
Title: Re: Pure mortal to supernatrual character
Post by: Sanctaphrax on August 19, 2011, 04:35:00 PM
Don't worry about being crabby, I don't mind.

I refuse to have the element debate again. It wasn't all that fun the first time, and I don't think it'll benefit from repetition.

I disagree with you about how versatile elements are. If you want to me to explain further, I might be able to find some relevant links.

But I would like to point out that my hypothetical optimized wizard would not be less versatile at magic than Harry.

Harry has fire power 6, with offensive control 4 and defensive control 3. He also has spirit power 5 with offensive and defensive control 4. Finally, he has air power 5 with offensive and defensive control 3.

My hypothetical wizard has earth offensive power and control 8 and earth defensive power and control 7. He also has spirit power and control 5 and water power and control 5. Also, he's better at Thaumaturgy.

The hypothetical guy is just better at magic. Which he should be, because he invested more resources into it.

Also, if you just want to be as good as possible at using one element, you should choose Evocation instead of Channeling. Counter-intuitive, but true.

Regardless, what I said about the Loup-Garou stands. With the catch available, it's a decent solo fight for a combat-primary Chest Deep character. Without the catch available, it's still not unbeatable.