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Messages - Troy

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106
DFRPG / Re: Purview of Evocation
« on: May 11, 2013, 05:35:15 PM »
All of that makes sense to me, but since this is an Evocation, wouldn't the Maneuver only last one exchange unless extra shifts of power were put into the Duration? You cast Entanglement... someone is bound in place by bands of mystical energy... Next exchange, the bands disappear, culprit runs away.

Am I missing something?

Note: According to blog post from Fred Hicks, when you Create Advantage to Maneuver/Block... that Aspect would stay in place as long as it is in your line of sight (but that's Fate Core Stuff). So, if BOUND IN PLACE was on a target and the Aspect was freely invoked by the wizard that placed it, the target would have to Overcome it in order to move. If the wizard made a run for it, as soon as he was out of the room or otherwise out of sight, the spell (thus the Aspect) would end. I kind of like that ruling better... perhaps even adding that as long as the wizard is concentrating on whatever magical Maneuver/Block he placed, his other actions are at -1 until the spell ends. Something like that... What do you think?

107
DFRPG / Re: How much time does Beast Change take?
« on: May 11, 2013, 01:04:40 PM »
In the fiction, it always seems like Billy takes no time at all to transform into a wolf... no longer than it takes to pull off a t-shirt and drop trow.

108
DFRPG / Re: Purview of Evocation
« on: May 10, 2013, 11:04:48 PM »
Ah, excellent. Thank you so much.

Here's a question: The spell example Entanglement (YS293)... how is that supposed to work. You cast it and if your roll exceed the Target's Athletics roll, then the Aspect BOUND IN PLACE is placed on the target? Does that actually bind them in place? Or does it just put an Aspect on them that can be tagged if they try to run away or something? And how long does it last? Is it one exchange?

109
DFRPG / Re: Purview of Evocation
« on: May 10, 2013, 06:57:57 PM »
I'm trying to figure out what they mean with all their explanations about bonuses and specializations.

1) They don't stack.
2) The total number available is limited by your Lore Skill.

Do the bonuses from Specializations and Focus Items stack?

So my sheet looks like this:

Specializations[/i][/u]
Evocation: Elements (Air, Earth, Spirit); Power (Air +1)

My focus item is an oak wand (defensive power +1 for air)...

When I cast any Air evocation, I get +1 Power (Conviction)
when I cast an defensive Air evocation, I get +2 Power (Conviction)

Is that right?

The "no stacking" rule means Specializations don't stack and the bonuses from Focus Items don't stack ... but Specializations + Focus Items is okay?

110
DFRPG / Re: Purview of Evocation
« on: May 10, 2013, 05:38:53 PM »
Yes you can counter-spell maneuvers, assuming magic is sustaining the maneuver.

For instance, magically created winds could be dispelled.
"Cracked earth" - probably not because once the earth is cracked, it's cracked and you can't "uncrack" it.  Although, you might be able to narrate it as "reversing the effect".  That would be up to the GM.

Anyways, you'd need to equal or beat the power of the spell... so 6 or higher.

A tie goes to the aggressor?

111
DFRPG / Re: Purview of Evocation
« on: May 10, 2013, 03:39:22 PM »
EDITORIAL NOTE: I changed the title of this thread because the discussion organically morphed into what could be done with Evocation on the whole rather than just using the elements. So, I figured I'd put my Evocation questions here...

Maneuvers
Can you Counterspell an evocation maneuver?

In the example, Evan Montrose puts HIDEOUSLY STRONG WINDS on the scene in order to be impressive and intimidating. Could another spellcaster have attempted a Counterspell to just cancel that out? Would this spellcaster have had to roll +7 because Evan rolled up 6 shifts of power?

112
DFRPG / Re: Dresden meets Fate Core
« on: May 07, 2013, 07:01:38 PM »
Is there anyway the two threads on this topic can be combined. I'm seeing good ideas, but they are expansions or refinements of the ideas in the other thread. Great intellectual food! Thank you guys!

113
DFRPG / Re: Scion Question
« on: May 06, 2013, 08:14:39 PM »
The old Woj about Kincaid made it clear that scions do have a Choice.

The new Woj (from the KC q and a iirc) would at least seem to raise the distinct possibility of fae characters being playable and still not venturing outside of cannon (if that concerns your group).

I think the question that concerns our group is: Can a player be forced to "Choose?" Can a player be forced to make their character non-playable? An NPC? Even if it is part of a story, like with Changelings...

The whole vibe from DF RPG and FATE system in general tells me... Probably not. If a player doesn't want their character to become an NPC, then they can make all the right choices to prevent that from happening by the rules as written.

Quote from: Quantus
Scions on the other hand I read as 'half breeds' - as opposed to a changeling that makes a choice to be Fae or human, Scions are human that have inherited power from their non-human parents and therefore are the exception - they mostly do have free will, although they might feel the pull of their parents. The downside of this is they never had the choice to go to one side or the other - they're stuck in the middle with no way out. Thus why Scions are the ideal, if a bit more boring, choice for a PC. They're also a lot more rare than a changeling, and I'd personally say a magnitude weaker than their parentage by default, but that's just me.

Changelings are Scions. So, that's what brought the question up. Changelings have an explicit Choice to make when playing the game. Remain mortal and have some nifty powers or... become Fae and get some more nifty powers. The rules say that the former is a PC and the latter is an NPC. We're wondering if other Scions have drawback and, even in the case of Changelings, can that Choice be forced upon you?


114
DFRPG / Re: Scion Question
« on: May 05, 2013, 11:27:45 AM »
I've always treated non-Fae Scions almost exactly the same as Changelings - you have to make a Choice at some point, spending more refresh on powers brings you closer to the Choice, etc. It seems the simplest, most reasonable way to handle these things.

The Choice will have to be made at some point... What's that point? Can it have a mechanical, game definition?

For example, in the Neutral Grounds play scenario, there is a Half-Elf named Dania. Her power is Glamours [-2]. In her write-up, they go on to say that she has the ability to develop more Fae powers such as Inhuman Speed and Inhuman Toughness. If she develops these powers, she will have given herself over wholly to her Fae side and become an Elf, turning into an NPC at the end of the gaming session. They are playing in a Waist Deep scenario. She only has 7 Refresh to begin with and when you look at all her Stunts and Powers, taking those two aforementioned abilities will take her Refresh to Zero. That's the point where she loses Free-Will and becomes an NPC according to the book.

But lets say this character stuck around for a longer Chronicle and achieved a Major Milestone, gaining +1 Refresh. Now, even if she develops Inhuman Speed [-2] and Inhuman Toughness [-1], she will still have 1 Refresh and still, technically, be a PC. Has Dania staved off the Choice for a little while longer? Can she keep it up if she takes things slowly?

Or, is it inevitable? No amount of Milestones or Refresh is going to prevent her from becoming wholly Fae as long as she keeps developing supernatural powers? Is that meant to be a conceit of the game? You can be a Pure Mortal or a Spellcaster and remain human indefinitely as long as you make the right choices. Anything else... even when you make the right choices...you're doomed to become a Monster.

115
DFRPG / Re: Organizing an DF RPG Online Game
« on: May 05, 2013, 11:04:59 AM »
Check this out! :)

http://ragnarok.gamingsandbox.com/dice -- A dice roller. It's a mock up, but it's pretty. I'm especially proud of it since it was an idea that I pitched to the site developer.

http://www.ragnarok.gamingsandbox.com/forum/ -- The forums are up and running. You can register and then post questions, comments, ideas etc. Everyone's brainstorming a little bit of everything. I think if you look at the forums, you'll get a better idea of how the game's going to work. Right now we're working on City Creation.

http://www.ragnarok.gamingsandbox.com/welcome/sheet -- Another mock up, this time of the character sheet. This isn't functional, it's just there to give folks an idea of what's in store.

I hope people who are interested in playing Dresden Files RPG will come check us out, be intrigued, possibly impressed, by what they see, and join the game! :)

116
DFRPG Resource Collection / Re: Generic NPCs
« on: May 03, 2013, 02:49:00 PM »
Demons ala Supernatural

Description: In their "natural form" they appear as man-sized clouds of black smoke. They have the ability to possess mortal hosts which means they can look like anyone.

What We Know: These beings were once mortal souls who were, through some terrible twist of fate, condemned to eternity in Hell. All traces of humanity were stripped away over lifetimes of tortures at the hands of other demons. Demons have a twisted hierarchy enforced through ruthlessness and force. They respect nothing and fear only power. There is only one rule among demonkind: make a deal, keep a deal. Otherwise, anything (and everything) goes.

Powers: Demons possess Gaseous Form as their natural state of existence. They are otherwise unable to affect anything in the mortal world without using their power of Possession, which can only be used when they are in their black smoke state. Once inside a mortal host, they practically unkillable, ignoring Physical Stress and Consequences. Physical attacks only harm the host, who will likely die should the demon flee its host. Some powerful demons posses Channeling or Evocation, and other powers. Demons who were mortal practitioners in life retain their abilities to cast spells.

Weaknesses: Holy water, salt, containment circles, exorcism rituals and the like.

117
DFRPG / Re: Dresden meets Fate Core
« on: May 03, 2013, 02:26:17 PM »
Well, I had a suggestion, but as I typed it I realized it would apply more to the original game rules rather than the Fate Core rules.

I was going to suggest only taking Mental Stress if the power of your Evocation exceeds your Conviction, at which point you take one Mental Stress for each point over. So, you have Conviction 3 and you summon up 4 Shifts of power, you take 1 Mental Stress. In practice, this reduces the Stress cost of a single spell by 1, but greatly expands the number of spells a character can cast. The previous example... the guy could cast 3 shifts of power spells all day long... is that what you intend? Or perhaps there should be a limit based on his Physique or Endurance?

118
DFRPG / Re: Law Talk
« on: May 02, 2013, 01:01:12 AM »
Whose jurisdiction do half-kind fall under?

119
DFRPG / Re: Law Talk
« on: May 01, 2013, 10:12:37 PM »
I have a question: Does the Law apply to every mortal practitioner? I know it applies to the White Council. Do they consider their jurisdiction to include every human being that practicing magic in any way, shape, or form? So, you have a warlock -- say, a psychomancer -- completely unaware of the White Council. One day a Warden shows up on his doorstep and decapitates him. Is that kosher? Do they get a trial? An education? Doom of Damocles? A reprieve because of their ignorance?

What about people that aren't quite human but can do magic? Obviously if someone falls under the auspices of the Fae or the Courts of Vampires, they consider that their problem. But what about some a changeling or some other Scion that chooses to remain human or something, but they are a spellcaster. Do they fall under the White Council's jurisdiction? Are they "mortal practitioners?"

120
DFRPG / Re: Purview of the Elements
« on: April 28, 2013, 10:21:14 PM »
I was thinking Fallout from an Earth spell would leave large portions of jagged stones jutting through the broken floor, or maybe leave crystals growing out of the walls, tremors that leave cracked ceilings and walls, or mud floes in the middle of a room. Fallout from Air Evocations would leave a place looking like a hurricane or tornado ransacked the place, maybe lightning scoring along floors and ceilings. In whatever case, the Fallout will leave a bit of explaining to do to your insurance adjuster.

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