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Messages - mstorer3772

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16
How about this theory?  I think Cowl is Kemmler. After reading GS, especially where Corpsetaker drags Butter's spirit out of his body and takes it over. I think that Kemmler did the same thing with DuMorne at the fight where his death supposedly 'took'. I believe he either switched bodies with DuMorne right before or right after he died, which would explain how one of the wardens all of a sudden turned warlock, as well as how he got Bob - he knew what the skull was to begin with, so he made sure he took it with him.

After dresden killed dumorne/kemmler (haven't figured that part out yet) he simply bided his time until he could come back the way Corpsetaker was attempting to do in GS.

I LIKE it.  Horrifying, but I like it.

If true, I suspect that both Dumorne/Kemmler and HWWB threw their fights and faked their deaths.  HWWB was pretty obvious.  He fell into some flames.  Harry never went looking for a body.

It would not only explain how DuMorne got Bob, but why he wasn't Torn Limb From (mental) Limb the way Harry almost was when Bob accessed his memories associated with Kemmler.

So that begs the question: WHY did HWWB (and Kemmler/DuMorne) throw their fights?  What is it that they want Harry At Large for?

I suspect we won't find the answers to that for a few more books.

17
DFRPG / Re: Making Pacts for Magic
« on: September 02, 2011, 06:21:05 PM »
You could put it somewhere between a potion and a focus/enchanted item.  Leave the slot open, and apply your Deal Du Jur at the start of play.

Only with sponsor debt.

18
DFRPG / Re: How long is a threshold invitation good for?
« on: September 02, 2011, 06:15:34 PM »
GS Spoiler
(click to show/hide)

I suspect it has to do with the nature of the invitation.  "Come and go as you please" might be carte-blanc, while "come it" would be a 1-shot.

19
DFRPG / Re: Human-looking non-Fae supernaturals for use in a game.
« on: September 02, 2011, 06:03:03 PM »
Conjuring
Binder's critters looked human.  Any conjured ecto-shell could look human with some spirit stuffed into it to animate the thing.  The spirits in question could vary wildly in power.  It's all a matter of getting some spirits willing to work with you (Lets Make A Deal) that are capable of whatever you want the shell to do.

Someone with more talent than Binder could probably vary the shells so they're not all identical.


Scions
The half mortal children of some beast or other could easily look normal while still packing various Inhuman powers.  An entire plot line might revolve around hunting down the parent of this Gaggle Of Doom and putting and end to them.

Shape Shifters
Any number of critters out there might be capable of changing shape to look human.  Make Stuff Up.

The Nagliosshi apparently taught a group of mortals some of their tricks, "Skin Walkers".  Expect these people not to play well with others.

Puppeteer
Mortal body with Something Else calling the shots.

Possession: A demon, ghost, or other spirit takes over.  IIRC, there's a write up for this in OW37.  No stat block, just some guidelines.  The Denarian's qualify. 

Physical take-over: Something physically crawls into a person (star trek 2-style) and runs the show.  Adrenal control and "I don't much care about the body I'm controlling" could add up to some inhuman powers.  Star Gate's Gu'auld are another example of a hyped up body as a direct result of a physical take over.

Remote control:  This probably wouldn't work for a group of thugs, but someone could go all voodoo and literally pull a vanilla mortal's strings.

Amped up mortals
We've already seen the hexenwolf belts in Fool Moon.  Some other Enchanted Gizmo could produce other powers in normal people (almost certainly at some cost).  A retrofitted Lycanthrope would probably have many of the same psychological issues as the hexenwolves.  This retrofit needn't have the "5 days of the month" limitation that the real deal has either.

Hey!

Lycantrhopes
"Shapeshift" the mind instead of the body.  We've already seen a gang of them in Fool Moon, the "Street Wolves".  Perhaps they'll hire themselves out as heavies.  And they can't be the only such group in the world.  They're limited to the 5 days around the full moon, but that can't be too hard to work into your campaign.

And the mind they shift into need not be wolves, or even predators.  Ursanthropes, and, Bovinethropes, and Equinethropes!  Oh my!


Used To Be Something Else
A sufficiently powerful thamaturgist can shape-shift a being against their will.  I suspect this is much easier when the recipient is willing.  So grab a bunch of goblins or what have you, and transform them to look human.  Again, they'd need Deals.


Illusion of mortality
Easier still if its a glamour instead of an actual transformation.  A ritual-based illusion could last quite some time with enough juice.  If the critter in question is supplying the juice, it takes no effort at all on the part of the summoner.

20
I've seen quite a few instances of RAW, but have no idea what it means.  I didn't see it in the dictionary here either.

21
DFRPG / Re: Help me understand player-vs-player compels
« on: September 01, 2011, 05:31:12 PM »
Not entirely correct - while different from a normal compel it is still called a compel.  The specific text states "This is a chain reaction - the first player calls for the compel, and if the GM accepts it as valid, she negotiates it with the player of the target character, who either decides to accept (gaining a fate point) or avoid (spending a fate point)."

It is different from a standard compel in one case - the initiating player doesn't get his fate point back (nor receive an extra) if the target player buys out of it.  Source is YS107. 

<Insert my standard rant on needlessly obscure terminology used by DFRPG here.>

Also:

Quote from: The Rules
Once the initiating player spends the fate point,
he does not get it back even if the target buys out of
the compel.


Emphasis in the original text.


22
DFRPG / Re: What Constitutes A Physical Attack...
« on: September 01, 2011, 05:22:39 PM »
It also ought to cancel out some maneuver-based aspects that might be applied to the monster that has it.  It depends entirely on the maneuver.

23
DFRPG / Re: Help me understand player-vs-player compels
« on: August 30, 2011, 10:49:33 PM »
You could do it with a goal of passing fate points around.  Everybody give the wizard grief, but when the time comes, he can manage some Major Mojo.

24
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: August 29, 2011, 04:08:24 PM »
This might be accurate with the Source Material (dunno), but having a different catch for toughness and recovery is a no-no unless you have Physical Immunity.  IIRC.  Lemme Check.

Ah.  Here we go.  Last bullet point on the first column, page 185:
Quote
Any Recovery powers you have are
affected by the Catch, and so will not
speed up the recovery of an injury caused
by something that bypasses the Catch.

OTOH, with "It moved, so I ate it", someone could chuck a grenade at it and spend a fate point to have it eat said grenade RIGHT before it went off.  Splat.  Eww.

25
DFRPG / Re: Stunt for Craftsmanship in social situations?
« on: August 26, 2011, 06:08:27 PM »
"He Does Good Work" Use craftsmanship instead of presence for  "Reputation" within the local supernatural community (his customers and their friends).

26
DFRPG / Re: Need to stat up high end, clued in mercinaries
« on: August 26, 2011, 06:02:40 PM »
I figure you given them all guns & endurance at 3 or 4 each, athletics at 2 or 3, and some Body Armor, plus rifles and grenades.

If you really want to play hardball, have them cut the lights and CS gas the place as they enter (just some maneuvers really), maybe plant some explosives ahead of time (another maneuver, only their demo guy can tag/compel it to hit a zone with a weapon 4 attack).  That sort of thing.

Maybe have a couple sneaky sniper types enter well ahead of time (providing they can make their stealth rolls, with the assistance of some FP).  Have them maneuver to place "in my sights" or some such on the heavy hitters in advance.

Give them some useful aspects ("grizzled veteran" can cover a lot of ground), and a pile of communal fate points (or give each a set amount if you're up for the bookkeeping)... AND USE THEM.

If they heavily outnumber the PCs... say 3 to 1, you can have the first two maneuver to set up the third for an attack.  A free +4 is no joke, even before they start slinging fate points around.

With the right set-up, +2 and +3 skills will be plenty to Take Out your players.  In fact, you might want to dial that back a bit so you don't stomp their guts out.

27
DF Reference Collection / Re: Dresden Files Geek Code (long)
« on: August 25, 2011, 09:30:59 PM »
Figured mine out a couple weeks ago.  Check the sig.

28
DFRPG / Re: Solutions to nerf Fly
« on: August 25, 2011, 12:07:10 AM »
It seems like a lot of the objections to flight involve super-badass-melee critter being rendered wholly ineffective by someone floating around and blasting it from range.

Thrown weapons.  And at Supernatural Strength (+6 lifting) with ZERO Might, they're strong enough to use an average adult as a throwing weapon.  Given enough might, CARS start working too, as does some random chunk of rock (or pavement) they just ripped out of the ground.


29
DFRPG / Re: Entropy Curses? How about...
« on: August 24, 2011, 11:37:08 PM »
I think you're drawing an unnecessary parallel between the way an enchanted item works (like Harry's rings), and a thamaturgical spell.

The Enchanted Item is powered by keeping back just a little bit of motion every time Harry so much as twitches.  This energy is stored, and then released all at once.

Thameturgy takes a while to cast, and the effect draws all the power from the act of casting itself.

So in this case, there's no need to generate a pile of bad luck to match your good luck.  All the generating happens during the casting of the spell... the spell energy is converted to Good Luck (or whatever).

Again, there's no fountain-of-good-luck parallel in the books due to bad luck curses, so I don't even see a "canon" reason to require it.

The rules don't require it.  The setting doesn't require it.  Don't require it.

30
DFRPG / Re: Entropy Curses? How about...
« on: August 24, 2011, 06:18:57 PM »
Instead rig it to work in the manner of Harry's force rings and siphon a constant but minuscule amount of luck out of the environment around the target.

I always wondered why Harry didn't come up with a dream catcher that saved up a little sleep, or a health thingy that made him ever so slightly sickly most of the time... then when Harry's back is to the wall and he's banged up and exhausted:  BING!  A week's R&R in an instant.

But it looks like the fallout from books 12 and 13 make that a moot point.

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