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Messages - Adin

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16
DFRPG / Re: New GM in need of advise
« on: February 16, 2012, 01:18:22 AM »
Everyone has a different view on how many compels is good. Find the pace that works for your table and go with it. Just remember that often compels drive the story, so it's great to keep them in mind even if you tend to compel less often.

Very true.  I found that my players and I prefer a carrot over a stick, so I divided compels into three portions, Soft, Solid, and Hard. 

A soft compel is the one I use most frequently.  It is essentially a suggestion, if they accept they get a fate point, if they decline they don't have to pay for the privilege.  I use these often as I don't like interpreting a player's aspects for them, i prefer it when they have more control. 

Solid compels work as normal and I use them rarely, refusal costs a fate point. 

Hard compels cannot be refused and the fate point must be accepted.  These are reserved for extreme aspects where refusal would be impossible, such as a 'quadriplegic' aspect would make it impossible to sprint up a flight of stairs.


17
DFRPG / Re: New DFRPG session on the Fandible Podcast
« on: February 12, 2012, 01:38:28 AM »
Woohoo! more sneaky were emu fun  :D  I can't wait to listen.

18
DFRPG / Re: Enchanted Gun?
« on: February 09, 2012, 11:57:52 PM »
Only a gun enchanted by purely mortal magic would have that issue, why not pick a famous gunsmith and say that they were actually a Half Dwarf or something to justify an item of power.  For that matter, revolvers have been repeatedly shown to be just about immune to even the sloppiest of wizardly murphyonic fields so it shouldn't be an issue in any case.

My point being, even within the lore it is possible to have a dresden files magic gun wielder.

19
DFRPG / Re: my players are requesting
« on: February 06, 2012, 01:53:54 AM »
Living dead is a good idea actually, or maybe a custom power without the rot issue.  They can survive being torn apart if someone puts them together again.  If I remember correctly, the only way to kill one was to tear into pieces and burn them.  Presumably the pieces can still attack you.  In the first book we don't see them do anything that couldn't be justified at the inhuman level.  The later books throw this out and mentions that a vampire could easily tear a tank in half, which is either supernatural or mythic strength.

Having them at low skills except for one or two is a great idea, allows it to be more stompy.


Then again, who cares about their powers being accurate to the books?  Just pick a power level that will allow your players to have the refreshing curb stomp they want!


Edit: also http://tvtropes.org/pmwiki/pmwiki.php/Characters/Twilight

20
DFRPG / Re: my players are requesting
« on: February 06, 2012, 01:42:22 AM »
As for actual members of the Cullen family, I'll be going by memory here so it may not be perfect, (it has been years since i read that atrocity to literature.)

All these characters have all the basic sparkle vamp powers from my last post.

Carlisle- the 'father,' a doctor of medicine, very high discipline, power of compassion or something.
Esme- his wife, very pointless character, has power of niceness?
Edward- stalker of bella, can read minds.
Jasper- low discipline, excellent physical combat skill, can incite or calm emotion in others.
Alice- Jasper's wife, can see all possible futures branching off of every choice.  perhaps the only character who even came close to interesting, (not saying much.)
Rosealie?- or possibly rosemary I can't remember.  May or may not have had a power, disliked the author avatar bella and so we the audience are supposed to dislike her.  Is pro life, and that's about it.
Bella Swan Cullen- The most infamous Mary Sue, author avatar in the history of modern literature, Is stalked and emotionally abused by Edward and therefore marries him right out of high school,  after she stops trying to kill herself so he will pay attention to her.  Manipulative and cunning with a high deceit skill, she is physically the most powerful of the family with all her powers at the mythic level.  and she is entirely immune to all psychic magic and can make anyone nearby her equally immune.  Should be used as a final boss.  (as the nostalgia critic put it, she would have made a great Shakespearean villain if her psychotic mindset were something the author had intended.)

There is also the werewolf Jacob who she strings along for awhile with powers similar to dresden verse werewolves only with most physical powers at the supernatural level minimum, toughness would be at inhuman.  At the end his werewolfness makes him fall madly in love with an infant dhampir followed by a suspiciously repeated denial by all the characters that the is anything pedophilic or wrong about this.

All and all, a crime against literature.  A nice slaughter is just what they need.  I recommend hunting them down one by one.  Getting progressively more challenging.  Start with Esme and Rosalie and end with Jasper, Alice, and finally Bella.


21
DFRPG / Re: my players are requesting
« on: February 06, 2012, 01:18:31 AM »
I envy you for never having read those books.  Sadly I have *shudder* and would be glad to help you.

Sadly a curb stomp won't be possible if you wish to portray them as the were portrayed in the books, they are rather notorious for being ludicrously overpowered in comparison to anything short of a god.  For most of them:  Blood Drinker, Feeding Dependency, Supernatural Strength, Speed, Toughness and Recovery.  Possibly mythic speed as some are described moving faster than human eyes can track.  Inhuman senses for sight, hearing and smell.  Picking up venomous claws is a good idea to represent the fangs and venom.  This venom incapacitates any mortal target with horrendous pain as it converts them into a vampire over three days or so.  Apparently, this can be stopped by sucking the venom out quickly enough. 

Additionally, most gain one extra superpower varying from useless to ludicrously overpowered (which they can apparently magnify even more if they just Believe in themselves hard enough, or if your vampire Mary Sue believes in herself hard enough.)  Such powers can include mind reading, emotion control, immunity to all magic, ability to perfectly see all possible futures, or superhuman compassion...

Just in case they weren't poorly written enough, they also have no weaknesses.  At all...  They do sparkle in sunlight which i would handle as an aspect compel on the off chance it inconveniences them.  Honestly, twilight vampires don't so much feel like vampires so much as generic super humans who drink blood but don't do anything else vampirey.

22
DFRPG / Re: Alternate Magical Mechanics
« on: January 30, 2012, 05:41:15 PM »
You are right, but I'm not certain what other recharging methods to go with.  Do you, or anyone else have any thoughts?

23
DFRPG / Re: Grapple Houserule/possible clarification
« on: January 30, 2012, 05:37:23 PM »
Like you said, i wouldn't call it a house rule so much as a clarification of the existing rules, but I like it!  There is no reason that reversing the grapple shouldn't be one of the stated options for the one being grappled. 

24
DFRPG / Re: Alternate Magical Mechanics
« on: January 28, 2012, 04:46:46 PM »
That's a very fair summary, and exactly the kind of advice I was looking for!

Now when you say acquiring anima looks too easy are you referring to the refresh purchase price, or the method of recharging it?

25
DFRPG / Re: Alternate Magical Mechanics
« on: January 27, 2012, 09:39:36 PM »
Thank you for the replies so far!


Swapping a dF for a d4 is almost the same as adding +2 to the roll.  It improved to low end by +2 (-1 to 1), the high end by +3 (1 to 4) with the expected value going up by +2.5.

As such, you could (should you choose) replace practically any mechanic that involves aspects with a die swap, and end up with a similar result.


Yup they were meant to be close.  +2 felt no different than an aspect, while +3 felt like too much per rank.  The d4 is a big advantage for supernatural beings but still leaves the potential of rolling no higher than the highest roll of a fudge die.  That said, while I could replace any aspect mechanic with the die swap, I wanted it to only apply to supernatural powers.  That way superhuman mechanics feel different mechanically as well as in flavor.  So far my group likes it, but my game is still a work in progress so we will see.

Does anything from here appeal to you?

That is exactly the kind of thing I was looking for!  While nothing in there appeals to me specifically, I'm looking to mine ideas off of other magical systems until something clicks. 

First question : Why?
or more exact, there is a perfectly fine system out there with the DFRPG, what is really bothering you in it?
Taking things here and there but not the other things is like putting the wheels of a monstertruck on the blue bettle - it creates all sorts of new problems.

We would need to know why you want to change stuff and why and to what effect before really helping in that way is really possible.

Bye
CottbusFiles - who is really into running games as RaW as possible

Fair point, I was a bit vague about what i was looking for and why  :-[

First, the magic system in the DFRPG works fine in that system, and replicates the magic in the books brilliantly, but my game system is very different.  While the DFRPG is the closest published game system to mine, which is why I'm posting here for advice, they are mechanically dissimilar enough that mechanics which work in one won't always apply to the other.  Most notably, stress and consequences work differently.  The Dresden magic system is on the cusp of being overpowered to begin with and would be more so in my game.  I could probably convert it to my system with a bit of work, but there are other concerns.

The second concern being complexity.  I don't care for numbery games.  I like simplicity and as little dice rolling as possible, without cheaping out on depth (something Fate does very well overall.)  DFRPG magic always felt a little bit over designed (Which makes sense given the books focus on magic.)  Nearly a fourth of YS is devoted to describing magic, and thaumaturgy is particularly roll heavy.  I would prefer a simpler, more intuitive magic system.

The third issue involves the setting.  While my setting uses elements of the DF, (One of the PC's is the Summer Knight,) it is not a Dresden Files game.  it incorporates elements of Jim Butcher, Brandon Sanderson, Brent Weeks, Larry Correia, Patrick Rothfuss, Andrea Alton, John Lindqvist, and many other authors, along with my own material.  I love the dresden files magic system, and I've incorporated elements of it into mine, but it isn't quite what I'm looking for.

Dresden Files magic Stresses two primary separations: Power vs. Control and Speed vs. Complexity.

In my setting, magic has so far established no separation between Evocation and Thaumaturgy.  A skilled pyromancer can attempt complex actions using heat as much as a necromancer can attempt to animate a corpses hand instantly to grab someones ankle.  Likewise, while magic is certainly dangerous, there is no danger of calling up more power than you can control with normal magic, or at least control well enough to prevent it from harming you as it comes out unless you do so deliberately by using a mental consequence to assist you.  Of course it will still kill you if you, say, burn down a building you are standing in.

instead, the distinctions are between Sorcery (focused practitioners,) Theurgy (Sponsored Magic,) Natural Powers (Telekinetic, Pyrokinetic, etc,) and True Magic (Full Blown Wizard.)

Natural powers are a re skinned version of magic with a few differences.  Its effects are not disrupted by salt, it doesn't harm technology unless you want it to, and when you apply force, it always pushes back.  So a telekinetic who pushes on something heavier than them gets thrown back, a kinetomancer who does the same simply fails to move the obstacle. 

Theurgy I already have a system for, which can kill you if you draw more power than you can handle.  It is far more elemental and primal since it is shaped by the beings granting it and tends to take on more traditional forms like hellfire, winter ice, or earth magic. 

That leaves me needing a system for magic and natural powers.  I already have a refinement system, so I only need to develop the base system of how the magic works mechanically. 

Some established 'schools' of magic: Necromancy, Pyromancy, Cryomancy, Transmutation, Psychomancy, Sympathy, etc. 

It is a Pseudo scientific system that does rely on physical principles, while still being able to represent nearly every type of magic from folklore and fantasy fiction (Much like the DF does.)


Most importantly, I want magic to take appropriate skills into account, while also taking discipline into account.  So, for example, blasting someone at range uses the ranged skill while still using discipline.  A biomancer uses magic to enhance a punch to point it can break through a brick wall, but their discipline is still a factor along with unarmed.  (There is no conviction skill.)

Here is what I'm thinking so far:

Sorcery:(____________) -1 refresh can be purchased up to three times for three different types of magic before taking true magic.

True Magic: -4

Theurgy: (______________) -2

Anyone who wants to do anything significant with magic needs to also purchase the ability to store Anima or mana or chi or ki or whatever you want to call it.  Every point of refresh spent would buy you two? anima points in the blank stress track representing how much anima extremely specialized training enables you to store at a time.  Every point of Anima spent allows you to replace a fudge die with a d4 on a magical skill roll, and the amount that can be spent at a time is dependent on your discipline.  Perhaps a discipline of 0 or lower requires spending mental stress to use anima?

Anima is primarily generated by life processes, and living things bleed more while experiencing strong emotions.  The mage's own life processes will eventually regenerate their anima supply at about one point per hour, but they can charge faster by feeding on nearby power.  By meditating for an hour and making an intelligence or lore roll they may draw as many points as their roll allows.  If they need to recharge RIGHT NOW, then they can take a mental consequence and a full action and restore an amount equal to the consequences value (assuming that there is enough ambient power to draw from.)

(Someone with Sorcery or true magic but no Anima reserve is a minor talent, capable of mundane effects, but nothing more impressive.  The group has met a Scottish necromancer with the power to... bruise apples, and even then only when he has a minute to focus)


Anyway, if you have read through my ramblings this far thank you.  I'm posting this both to organize my ideas, and see if this wise bunch has anything to add.  I figured I can't be the first to work on alternate fate magic systems, and any resources or ideas are welcome.  Thanks for reading!

26
DFRPG / Re: Idea for a character and need help with one of the features
« on: January 26, 2012, 09:50:15 PM »
The first thing that comes to mind with a character concept like that is the creation of some kind of fate gambling mechanic.  In addition to the subtle and always positive fate manipulation, perhaps some kind of power would be appropriate to alter fate in a more significant way that is fully random. 

Hmm, perhaps:

call it Fate Manipulation or The Winds of Destiny or Alter the Weave.

-1 refresh

Maybe, in exchange for a full action, the player rolls 4df.  If the number is negative then something bad happens, 0 nothing happens, and positive something good happens.  The more positive and negative the effect, the more impact it will have on the situation.  For example, roll +4 and a knight of the cross leaps over a nearby fence and attacks whatever is chasing you, or your opponent gets hit by lightning if the weather is appropriate.  Likewise -4 would be a van full of your opponents minions showing up, or worse. 

27
DFRPG / Alternate Magical Mechanics
« on: January 26, 2012, 09:25:01 PM »
Hello all, I've been lurking stealthily behind the scenes, but now it is time to once more rear my ugly head and pose a question.

About a year ago, shortly after getting into tabletop RPGs in college, I designed my own home brew setting and game system to run an urban fantasy game.  The Setting was heavily influenced by The Dresden Files, and the game system was loosely based on WoD (the only system I had any familiarity with.)  The game continued with the mechanics improving over time, and when i discovered Fate through the DFRPG I immediately loved the simplicity, narrative mechanics, and overall elegance.  That said, there were a number of small things that irked me and i wound up rebuilding my system from the ground up using FATE and the DFRPG as a base.  While my system and the DFRPG are very different, the mechanics are similar enough that anything which would work in the DFRPG would work in may game and vice versa.  Therefore this felt like the perfect forum to ask for design advice.

With that bit of background, here is my problem.  I've written a powers list that I, and my group, are fairly satisfied with, and has held up to play testing so far.  However, I am not wholly satisfied with the magic system I worked out for it, or the DFRPG system and would like to hear any ideas for alternate magic system mechanics that you guys had been kicking around. 

Major differences to keep in mind:

*Most powers that enhance a mortal ability to a supernatural level work by replacing one or more fudge dice with a d4.  If I could incorporate that into the magic system it would grant a greater feeling of power unity.  (The ranks for speed and might powers are Superhuman, Monstrous, and Legendary.  So a character with superhuman speed can use a d4 in place of one of his fudge dice on anything he can justify speed aiding in like attacks or initiative.  Combining two powers of the same level with something you can justify both speed and might helping in allows a d6 instead.  Likewise Dominate adds a d4 to social rolls, with some added fluff rules attached letting it break some of the unique social combat rules.)

*There is no defensive roll.  Instead attacks strike the stress tracks directly.  Physical stress is athletics +2, Social is Empathy +2, and Mental is Discipline +2.  Consequences are not static and are determined by Strength, Presence, and Intelligence skills.  The maximum stress a mortal can achieve with a stunt is 8 and the minimum is 0.  The maximum stress absorption a mortal can gain per consequence is 7,8,9,10,11 and the minimum is 1,1,1,2,3.  Supernatural beings can go beyond that.

*Skills range from -2 to +4 defaulting at 0.  there are 21 skills, mostly similar to the DFRPG skills.

*Many powers have different refresh costs, but that has more to do with them working differently than in the DFRPG.  Any power from the DFRPG could be fit into my game with little modification at the same cost.  (For example, the Flight power in my game costs -3 instead of the -1 of the wings power from DF.  Not because the system is all that different, but because A. I felt it was to inexpensive, B. There is a perfect landing power at -1, and an epic leap power at -2 which are largely pointless when upgraded to flight, and C. It is more powerful in my game.)

I tentatively plan to incorporate some kind of 'mana' system, likely purchased with refresh, which will use a blank stress track My character sheets have below the others. 

I would like to design a system which allows magic to complement existing skills, while still incorporating appropriate mental skills.  Such as a ranged magical attack using the ranged skill But perhaps with discipline determining how much "Mana" can be used per round and mental consequences (determined by intelligence,) determining how much power can be drawn back into the body quickly from the life and emotions around you.


For anyone who didn't want to read all of that, I'm looking to hear thoughts on alternate mechanics for magic systems that are compatible with the DFRPG and therefore likely compatible with my own fate game.  Any thoughts you have had kicking around about the subject are welcome!  :)

28
DFRPG / Re: AP Podcast - City on the River
« on: December 13, 2011, 03:27:48 AM »
I love the podcast so far, both the plot and the table in general. 

Unfortunately it seems that episode 5 part 2 cuts out just before the ten minute mark and goes silent for the remaining time.  I'm unsure whether it is just for me, or if there was a flaw in the processing/recording process.

29
DFRPG / Re: Templates up for review
« on: August 08, 2011, 03:49:52 AM »
Thanks, I appreciate the help!

I tend to agree with you about my undead power, I didn't think that one through well enough.  The only reasons I went with such a low cost were because I tend to feel living dead is overpriced given its negatives and should be (+0,) and I figure that those environmental factors were sufficiently uncommon as to not be a cost issue.  That said, in hindsight I completely agree with you. 

I figure I'll be better off eliminating the environmental resistance, increasing the price, and making the power's primary trapping be no death result being permanent without satisfying the catch or decapitation.  That way environmental factors like extreme cold could still freeze them into a vampiricicle, but allow them to be defrosted with no permanent harm done which fits their flavor better.

(In the events of the game so far we have had grey court vampires stabbed in the heart, telekinetically tearing off their own burning skin with magic, and dashing their entrails out on a mountaintop whilst flying over it in gale force winds, in a draconic beastform, trying to avoid the Erlking's Wild Hunt (the PC's were riding him at the time,) all without any more than incapacitation until they could heal.  Since they don't look like rotting cadavers I figured a custom power was in order.)

So here is the revised power:

(-2) Undead (custom power:)
   *No Death result is permanent unless taken out by one of their catches, or their head is removed from their body.  The character no longer ages.  This power must be linked to a catch.
   *No need to take in traditional food, water, or air.
   *Unlike the Living Dead power, an Undead character still heals at the same rate as a mortal (or faster when combined with recovery powers.)


Additionally, having Undead require a link to a catch means I can drop inhuman toughness as a requirement of the template and still keep the +4 catch's full refund, bringing the total template cost for a starting vampire to -4, and well within playable ranges even at lower power levels.

I also realized human guise was appropriate to the template:
(+0) Human Guise: Grey Court vampires appear as normal, if somewhat pale humans under most circumstances.  However, when they use any of their superhuman powers, their features warp into a more monstrous visage, their eyes develop an eye shine, and their claws and fangs appear.

30
DFRPG / Templates up for review
« on: August 07, 2011, 08:41:17 PM »
Hi all, long time lurker, short time poster.

Anyway, I'm currently converting a home brew RPG and campaign setting into the DFRPG since it is far more elegant than my system.  (Plus my setting was loosely based on the Dresden Files in the first place.)  To that end I was hoping you knowledgeable fellows and fellowesses could look over these playable creature templates and tell me what you think of them mechanically, or any comments on flavor you think are appropriate. 

Grey Court Vampire: (I know everyone uses Grey as their extra court, but their aren't that many vampirey colors to choose from.) Loosely based on Let the Right One In style Vampires.

   Your High Concept must reflect your vampiric nature.  Turning someone else into a vampire requires taking them out through blood drinking, followed by invoking your vampiric High Concept as you then feed the target your blood.  Failing to spend a fate point will cause the transformation to either fail, or botch.  A botch can potentially produce a Dhampir. 

Powers:
(-2) Undead (custom power:)
   *No Death result is permanent unless taken out by one of their catches, or their head is removed from their body.  The character no longer ages. 
   *Many things are less harmful to undead then they might be to humans.  A vampire 'taken out' by extreme cold would still freeze, but could be thawed out later with no permanent harm.  Undead do not need to breathe. 
   *Unlike the Living Dead power, an Undead character still heals at the same rate as a mortal (or faster when combined with recovery powers,) and appears to be a gaunt and pale human.
(-1) Claws
(-1) Blood Drinker
(+1) Feeding Dependency (Blood)
(-4) Supernatural Recovery
(-2) Inhuman Toughness
(+4) The Catch: (Direct Sunlight, Fire, and Holy Stuff)
   *In addition to bypassing toughness and recovery, Sunlight also causes horrific burns dealing one point of physical stress per exchange spent in direct sunlight.  A Grey Court Vampire Taken Out by sunlight bursts into flames and dies.

Total Template Cost (-5)

   While this represents the minimum powers of a freshly turned vampire, they can also take any of the following abilities that they can afford.  With age and increased refresh a Grey Court Vampire will gain most, or even all, of these abilities.

(-2/-4) Inhuman/Supernatural Strength
(-2/-4) Inhuman/Supernatural Speed
(-4) Supernatural Toughness
(-6) Mythic Recovery
(-1) Beast Change
(-2) Mimic Form
(-4) True Shapeshifting
(-3) Gaseous Form
(-2) Domination
(-2) Master Dominator
(-3) Possession
(-1) Spider Walk
(-1) Supernatural Sense
(-1) Addictive Saliva
(-1) Flight: (as the Wings Power without visible propulsion)


Dhampir:

   You are a Grey Court Dhampir and your High Concept must reflect your nature.  A Dhampir may be created out of a botched attempt to turn someone into a Grey Court Vampire, the result of a very freshly turned vampire mating with a mortal woman, the extremely unlikely result of draining a pregnant woman to death with the child surviving, or the child of two Dhampirs.  A Dhampir can be turned into a full Grey Court Vampire just like a mortal, but their high concept can be invoked to resist most other supernatural, transformative effects.

Powers:
(-1) Blood Drinker
(+0) Dhampir's Constitution (Identical to Wizard's Constitution)

Total Template Cost (-1)

   While this represents the minimum powers of a Dhampir, they can also take any of the following abilities that they can afford.  With time, a Dhampir can gain most or even all of these abilities.

(-2) Inhuman Strength
(-2) Inhuman Speed
(-2) Inhuman Toughness
(-4) Supernatural Recovery
(+2) Catch: (Fire/Holy Stuff)
(-2) Domination
(-1) Supernatural Sense
(-1) Addictive Saliva


Lycanthrope:  No relation to the DF style lycanthrope, these are more along the lines of the classic movie werewolf.  Loosely based on the Monster Hunter International Werewolf

   Your High Concept must reflect your Lycanthropic Nature.  Lycanthropy is transmitted like a disease.  Any time a mortal character is bitten by a transformed lycanthrope, they must spend a fate point to avoid infection.  A transformed Lycanthrope is completely uncontrolled, and tremendously powerful hybrid of wolf and human.  Typically they are as much a threat to their friends as to their foes in this form, unless their friends are part of their declared “Pack.”

Powers:
(+0) Curse of Lycanthropy: Anyone who survives being bitten by your transformed state must spend a fate point to avoid being infected with the curse.
(-1) Pack Instincts
(-1) Echoes of the Beast
(-4) Supernatural Recovery
(+4) The Catch: (silver) Very researchable and almost anyone can reasonably gain access to it.
(-1) Beast Form
(+1) Slow Change: The change takes between 30 seconds and a minute to complete during which no actions may be taken other than free actions.
(+2) Human Form / Involuntary Change (at Full Moon,) applies to:
(-1) Demonic Co-Pilot
(-2) Inhuman Strength
(-2) Inhuman Toughness
(-1) Claws

Total Template Cost (-6)

   While this represents the minimum powers of a Lycanthrope, they can also take any of the following abilities that they can afford.  At high Refresh levels a Lycanthrope can gain most, or even all of these abilities.  The lycanthrope may also“buy off” their Slow Change and Involuntary Change with refresh, allowing them to change as a supplemental action and/or at will.

(-4) Supernatural Strength
(-2/-4) Inhuman/Supernatural Speed
(-4) Supernatural Toughness
(-6) Mythic Recovery
(-2) Hulking Size

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