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Messages - Aubri

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1
DFRPG / Re: Stupid Wizard Tricks: A Jar of Vacuum
« on: July 15, 2013, 04:01:45 AM »
You could probably do this with a simple air evocation.
That wouldn't be half as fun.  ;D

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DFRPG / Re: Stupid Wizard Tricks: A Jar of Vacuum
« on: July 15, 2013, 02:46:13 AM »
Is that ever mentioned?
Shall I go all the way back to the first book?

The goo wouldn’t last long—within a few more minutes, it would simply dissipate, vanish into thin air, return to wherever it had come from in the first place.
--Storm Front, ch. 23

If it didn't, every summoning would add a little more mass to the universe...

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DFRPG / Re: Stupid Wizard Tricks: A Jar of Vacuum
« on: July 15, 2013, 02:07:52 AM »
No. By definition, evaporation is the process in which a liquid becomes a gas. You'd just have a jar filled with ectoplasm gas.
That's the case for normal matter, yes, but ectoplasm "evaporates" back into whatever spiritual plane it came from in the first place.

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DFRPG / Stupid Wizard Tricks: A Jar of Vacuum
« on: July 14, 2013, 11:41:13 PM »
Suppose that you take a strong container -- a bell jar, for example -- and fill it with ectoplasm. Then you seal the container and allow the ectoplasm to dissipate. Since ectoplasm evaporates into "nothing", would you end up with a perfect vacuum?

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DFRPG / Re: Breaking Magic Circles
« on: June 22, 2012, 06:14:56 PM »
Well -- narratively -- in Turn Coat, Binder was threatening to break Dresden's ward with a thrown pebble (or Murphy's bullet). Do thaumaturgical circles follow the same rules, or can they be assumed to be "flat" and can only be disrupted by something breaking the plane of the circle? In this case, the circle is a solid piece, like the one in Harry's lab, and the interfering object is a pipe bomb. The circle's going bye-bye in a few seconds anyway... but I need to know if the thrower is going to have a chance to run from the fallout or not.

However, in game terms, I certainly wouldn't make it a contest against the caster's skill. The fragility of the thaumaturgical setup before the spell is fully cast is the big weakness of thaumaturgy in general. I was thinking of a flat difficulty of 3 to disrupt the construct, like a maneuver. Now, if someone were actively trying to prevent the circle from being broken, that would be a block...

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DFRPG / Breaking Magic Circles
« on: June 22, 2012, 02:25:12 PM »
I know this has been discussed before, so I'm hoping for quick answer.

If someone is in the middle of casting a thaumaturgy spell, and you throw a mundane object through the space above their magic cirle, does that break the circle? (Assume in this case that the circle is not being used to contain anything other than magical energy.)

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DFRPG / Re: Compelling NPC Aspects
« on: April 18, 2012, 08:57:18 PM »
There was a brief holy crap moment when they Players realized that all the hard work they had put in for the 'Other Side' was now working against them.
Of course, that kind of trick only works once per player. ^_^

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DFRPG / Re: Compelling NPC Aspects
« on: April 14, 2012, 07:17:59 AM »
From the terminology this is a bit weird. You don't usually compel one person through someone else's aspects, because someone's aspects are their way of showing you where they want difficulty. However I would totally allow the "Inhumanly Alert" Pixies to invoke their aspect for effect, which would lead to difficulties (though not necessarily immediate consequences) for the players. From a mechanical standpoint it's the same thing though, Pixies spend a fate point, players get a fate point, players' lives are complicated.
Well, the pixies have to get the point from somewhere first. However, if they do have one for whatever reason and they invoke their aspect, does the fate point go back into the bank or does it go to the player they're using it against?

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DFRPG / Compelling NPC Aspects
« on: April 13, 2012, 10:10:57 PM »
I've posted before about NPCs infrequently being able to use their own aspects. It occurred to me that they could be used in a couple of different ways, though.

The first is to compel the NPC to supply him with Fate. Is this kosher? For example, spotting the Ogre Berserker a fate point when going berserk complicates his life.

The second thought I had was to compel the PCs based on NPC aspects. For example, "The pixie sentinels are Inhumanly Alert, so you're spotted sneaking up on the encampment. *fate point*"

Whatcha think?

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DFRPG / Re: Need a plot twist
« on: April 13, 2012, 09:57:07 PM »
With that much power in one place, I don't think any sane faction would try to start something directly, even rednecks. They wouldn't get two shots off before they ate thirty-one different flavors of "blam".

However, with that much power gathered in one place, having one group pull something and try to pin it on another would work just fine. Especially if subfaction A1 makes it look like faction B is trying to frame faction C for killing a member of subfaction A2. Or maybe B makes it look like A1 is trying to frame C for killing A2. Plotception! (For extra fun, in the second scenario, the White Council is B.)

Depending on the PCs' position, they can either act as the investigators who "manage" to pierce the first layer of deception, "uncovering" the false solution that the real perpetrators want them to find, or (more Dresden Files-y) they can realize that the official investigation came to the wrong conclusion because they're constrained by politics which the PCs, as free (well, free-er) agents, can dig past to the truth.

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DFRPG / Re: Names for the Nevernever in non-English
« on: April 13, 2012, 09:47:08 PM »
Heheh.  In that same vein, Mortal Kombat called it Outworld.
That would work really well if you said it in German -- "Ausland". It seems to call back to the word "auslander", which means "foreigner" (literally, "outlander").

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I know RAW says Toughness powers must apply to a catch, but then you've got Werewolves without one all over the place.  Alpha style werewolves don't have a catch like Silver, so why would other were-creatures?
Er... where? None of the Alphas have Toughness abilities, so naturally there's no Catch. The only one I see like that is the generic lycanthrope, which is probably an oversight. Consider it some kind of rare, zero-value catch because they only get it during the full moon.

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The Catch really doesn't have anything to do with the specifics of the animal form. It's more like what is "known" to counteract shapeshifters/werebeasts in the wererhino's culture.
For example, a European werewolf's catch is probably silver, because everyone knows silver hurts werewolves. A shifter from an African culture is probably not vulnerable to silver, but maybe it's a wet weapon, or salt, or some plant of supposedly mystical virtue.

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DFRPG / Re: Stressed Out About Beast Change
« on: April 11, 2012, 01:43:23 PM »
Thanks! I figured someone would have asked this before. Sounds like it's all pretty much "use your common sense", I just wanted to make sure.

Edge, I was actually wondering whether each milestone should allow one skill swap in EACH list, or one skill swap on EITHER list. The latter seemed a bit harsh to me since a werewolf has twice as many skills to deal with, but I didn't know if there was a previous ruling on the matter.

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DFRPG / Re: Stressed Out About Beast Change
« on: April 10, 2012, 02:50:51 PM »
Okay, that's how I figured it would work. By the book, Georgia doesn't have Inhuman Toughness, by the way.

On the skill-buying issue, it's knowledge and social skills. But that's what I was looking for, so thanks!

One more thought. Should I require my player to reconfigure beast-form skills at the same rate as normal ones? i.e., each minor milestone allows her to make one skill swap in her human skill list AND one skill swap in her beast skill list.

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