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Messages - zerogain

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1
DFRPG / Righteousness and Desperate Hour
« on: June 29, 2012, 05:56:37 AM »
The "Desperate Hour" function (trapping?) of "Righteousness" (YS 188) indicates that the True Believer can run some sort of attack in response to a friend, ally, or innocent (or themselves) being seriously injured/affected/taken out.

I am unclear as to whether or not this stages as an interrupt, or whether this is simply retribution. Any input?

2
DFRPG / Re: Practical Application of (a specific) Death Curse
« on: June 29, 2012, 05:39:07 AM »
I was under the impression that you could only tag an aspect that you had discovered, created, or that an ally who had done so was permitting you to use their tag.

If consequences had been inflicted by enemies, how could my wizardess tag those consequences? What am I missing?

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DFRPG / Re: Practical Application of (a specific) Death Curse
« on: June 28, 2012, 08:55:54 PM »
Keep in mind, a death-curse is a human-sacrifice powered spell (+20 auto-controlled spell-power).  If, using this +20 to her normal magic, the NPC wizard is unable to take-out an already wounded enemy, she's doing it wrong.  Her preferred taken-out result?  Sharing a body.

Alright, as I understand it, you can only use consequences that have yet to be spent to power the spell. The wizard had already taken a few consequences (two Minors were already used), and had her Extreme (8), Severe (6), and Moderate (4) to pull from. I calculated a Spell Power of 18, and slammed that 18 onto the player as direct psychic damage.

Having no room to gather power with maneuvers, how else should she have gathered her power?

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DFRPG / Practical Application of (a specific) Death Curse
« on: June 28, 2012, 07:38:02 PM »
Here's the situation:

My player, a shapeshifted scion of the Amerind deity Raven, is in mortal combat with an NPC wizard. The wizard is on her last legs, realizes she is going to die (the scion was compelled that she didn't know her own strength, the power is new to her), and she casts her death curse. The wizard peers into the scions eyes, initiates a soulgaze, and then funnels herself through the link in an attempt to stuff her own soul into the scion's body. She doesn't have enough power to fully take out the scion, who can go all the way through with an extreme consequence and survive.

So, how would you model this? Right now I'm leaning toward the extreme consequence being an enforced aspect (in particular the player came up with "One Death Curse and She Thinks She's Tricia Helfer" (No. 6 from BSG if you don't get the reference)) and have the wizard partially inhabiting the scion's body, but I gather from reading other posts here in death curse threads that the wizard could make this a spell instead.

For right now I'm interested in gathering opinion, but if you have a specific numerical "how this crap works" to throw at me, go ahead.

5
DFRPG / Re: Her Royal Majesty's Witchfinders
« on: July 13, 2011, 08:41:06 PM »
The Enchanted Item/Warden Sword concept still requires that the wielder use their own EI/FI slots to accommodate the object. It is built, however, using the crafstperson's talents (Luccio set the swords at a base 6 item power and has an extra slot for uses per session)

I don't have stats handy, but I have a race of lizard-men who have mage hunters in my game. In general surprise and poison are their chief weapons. As Brust says in the Taltos book, a knife between the shoulder blades is going to seriously cramp any sorcerer's style. Inhuman speed/toughness etc. are also very useful, as are stunts that add extra consequences.

6
DFRPG / Debt, Gifts, and Offspring
« on: May 20, 2011, 08:43:43 PM »
We've had an interesting turn in my game. One player has a Pure Mortal character, and in the midst of the most recent story the person who was supposed to be her father appears, and the wizard determines that he is not as he seems. There's a tussle and the illusion is stripped away, and viola there is a faerie lord standing there in place of the Pure Mortal's father.

My intent was that he was an impostor, but the player has chosen that this person really is her character's father. As she has yet to officially accept that she is a Changeling she is still using the Pure Mortal template (and benefit).

Now that that's been done, I realize that he has given her a great many gifts over the years. If you think about it, almost half her life is a gift from him.

EDIT: I do not mean conception. Her trouble has always been revolving around Daddy's interference.  She's a cop, he's deputy chief of police. Again, he wasn't originally a fae,  so this may become overcomplicated. Please leave those questions to my group. Regardless he has always been a shameless gift giver, and hell, for the evening in question she accepted a dress and tickets to the event the party needed access to.

So here's the question, how do debts and gifts with the fae work if the recipient is (a) unaware of the gift giver's true nature, and (b) the gift giver's direct offspring.

Secondary question, how does the debt actually work?

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DFRPG / Re: Does Sleep Magic Break Any Laws of Magic?
« on: May 20, 2011, 04:07:18 AM »
It's not too OP either because the compel for effect can be resisted for a fate point by the NPC, and it can be rolled against (the maneuver) before the PC has another turn. 

Unless folks are acting in sequence, as all good, abusive players do. Unless it's saved for that moment when the opponent has no more fate points to resist the compel with. ;-)

Sorry, I can't see allowing someone a Taken Out result for free.

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DFRPG / Re: Does Sleep Magic Break Any Laws of Magic?
« on: May 20, 2011, 03:50:34 AM »
If you just want someone/thing to fall asleep for a round or two to slit their throat, you would probably only need to do a maneuver and then tag it for effect.

I'm assuming that you'd then, what, make an attack with their Defense score at +0 and hope you get enough physical consequences?

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DFRPG / Re: Compelling Consequences
« on: May 20, 2011, 03:31:33 AM »
So that I understand correctly:

A wizard uses a variant of a wind gust air evocation to apply an aspect to a scene that suggest the foes are being tossed of their feet and forced back.  Say the aspect is "Blown Back", could the wizard's player use the tag (he made the aspect, he gets a tag) to compel that aspect on his foes and force them back for a time?

I'm assuming this would be a scene aspect. Could the wizard pick and choose who to compel the aspect on? Would he have to pony up fate points for every opponent, or because it's a scene aspect does he just get to tag it and pick the enemies?

Of course that opens up the possibility of adversaries compelling the aspect with their own fate points.


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DFRPG / Re: Compelling Consequences
« on: May 19, 2011, 12:18:43 AM »
Thanks, folks, you all have really helped.

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DFRPG / Re: Compelling Consequences
« on: May 18, 2011, 10:40:24 PM »
That makes consequenses more severe than I had thought. So the +2/-2 is irresistible?

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DFRPG / Re: Compelling Consequences
« on: May 18, 2011, 10:24:28 PM »
So, when my wizard applies a "Nasty Scorch" moderate consequence to his foe, and for simplicity sake rags it for a +2 on his Dodge when the foe counterattacks, the foe does not gain a fate point?

I need to read up on Invoke for Effect...

13
DFRPG / Compelling Consequences
« on: May 18, 2011, 08:43:03 PM »
If you take a consequence and your opponent uses the free tag to compel it, do you still get a fate point?

14
DFRPG / NPC Fate Points
« on: May 14, 2011, 10:27:09 PM »
I have a few questions about running DFRPG. I've been the GM for several sessions now, and I have a good handle on how I compel aspects on the players, how to use scene aspects, etc. However, I have a question about using fate points and my NPCs aspects.

1. How many fate points do my NPCs have?

It seems odd that every person walking the street is going to have this massive budget of fate points. Certainly Tim the Sniper on YS 328 (the first one) doesn't have seven or eight at his disposal, does he?

2. What happens to those fate points when I, as GM, use them to hinder the players?

I'll use Tim again, suppose that a rival player engages him and I've got the aspect "Bullet Sense" or something that we rule impedes the player's interaction. Can I invoke that aspect to get Tim a +2 on his defense? Does that point just diappear into the aether, or does it wind up in the affected player's pool?

I've been toying with the idea of starting each session with four fate points. I collect all the fate points that players use, but I can only use the four I have, and the ones they give me, for my NPCs. I have an unlimited pool to offer them for GM driven compels of their aspects, scene aspects, and all the rest. Of course I can't recall wehre I got that idea...

15
DFRPG / Thresholds and Hexenwolfs
« on: February 09, 2011, 04:43:06 PM »
So I'm probably missing something, but since a hexenwulf is largely a human, are they affected by a threshold the same way that spirits and demons and the like are?

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