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Messages - Haru

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1936
DFRPG / Re: Spirit Magic Brain Storming
« on: March 19, 2011, 07:52:10 PM »
I think anything along the lines of kinetic force, light, audio is fair game. Thus:

1. Maneuvers like "soundless steps" or a whole bubble that eliminates sound. Molly's one woman rave is probably also a spirit spell (and it has been used more in a non combat style). You could also try things like hearing someone talk that is too far away to hear or transmit your voice to a location of your choosing.

2. Any kind of veil to the senses, like blocking out sound, blinding someone, making them not smell the poison in their coffee, that kind of stuff. You could create illusions, but as a single target spell, that is probably not that far from breaking the law. Or, if you are operating in a team, take out the light in the room first and then illuminate your enemies for your friends to take out.

3. Well, anything that can be done to one person can be done to a zone. Light up/darken a zone, take away the zones ability to transmit sound or have any sound that enters the zone increased by a whole lot, so that it practically is a sonic weapon.

4. You can block sight, so nobody will even be able to attack you. Sound, so nobody will hear you sneak around. Instead of a standard "Forcefield" spell, you could create a poltergeist "shield": things around you will just jump up, fall off shelves, topple over, etc. to intercept attacks made at you. Especially strong if you have a scene aspect representing some stuff that's lying around (think of a fight inside a library, endless supply or armor-books). Or you could create some holographic duplicates of yourself that run around and distract the enemy for the same purpose.

5. On a kind of silly note: if you have a practitioner that is more along the line of subtle magic, tie their shoelaces. Or limit the friction of their shoes, they won't be able to walk anywhere without hitting the floor every single step (I experienced that first hand a couple weeks ago. No magic, of course, but the whole street was one large sheet of ice.). A Poltergeist-spell comes to mind again, throwing obstacles in the way of everyone moving in a zone.

Hope that helps a bit :)

1937
DFRPG / Re: Longevity in weres
« on: March 19, 2011, 05:34:57 PM »
Ooh, that could be fun.  A wolf wizard with a Sight based around the superior canine senses like scent or hearing. 

The name "Angua" pops up in my head right now  ;D

But jokes aside, why shouldn't a weresomething pick up other supernatural powers? I can totally see it, I might even be ok with a weresomething evolving into a focused practitioner and even a full blown wizard over time. The shapeshifting might just be his way of first manifesting his powers. I think someone somewhere suggested, that you could take powers for highly refined spells. Breath weapon for attack spells for example, or true shapeshifting for shapeshifting thaumaturgy. And following that logic, if you can upgrade from channeling and ritual to evocation and thaumaturgy, why not upgrade the even more specialised spell?

1938
DFRPG / Re: Longevity in weres
« on: March 19, 2011, 04:51:06 PM »
I think they would get a lifespan of mere humans, maybe even wizards constitution, but most wereanythings won't die of old age anyhow. I wouldn't treat werehumans and humanweres any different here. Both are not half-human half-something but kind of both, combining the best of both worlds to something new. Remember that even the rules reflect this: in wereform they still have their human intelligence, and in human form they still have an echo of their beasts abilities. An athletic 45 year old human would still change into an athletic wolf form, not one crippled with old age.

Aftermath:
(click to show/hide)

1939
DFRPG / Re: Shape Shifting Item of Power
« on: March 18, 2011, 06:57:53 PM »
Or you could just give it "human form" or "human guise", depending wether or not it loses its powers while transformed.

1940
DFRPG / Re: Can Stunts affect Magic?
« on: March 16, 2011, 12:09:57 AM »
I created a character that is a martial arts/wizard mix who uses fists to cast spells. The reason behind this is, that he is using the moves he learned from his training to focus his mental energy and create the effects he wants. Of course those effects mostly require him to be able to touch the target. I did this by giving him a stunt that lets him use fists instead of discipline for casting spells, if he can touch his target, simple as that. He is greatly limited in "normal" spellcasting of course.

However, if you want to replace the lore skill, that is going to be tricky, because it is the skill that let's you know how magic works. As I understand it, you want to use it for thaumaturgic rituals, and if you limit it to that, I don't see a reason not to do it. You can argue, that the characters wizard senses are tuned to colors and forms, so he can see the magic as patterns of colors he can create or change. Preparing a thaumaturgic ritual would not only consist on gathering materials, but also creating paint out of that material. So it would be a stunt (or much rather an addition to a supernatural power) that allows you to use crafting instead of lore for thaumaturgic rituals. You should also take an artists stunt to represent your expertise in that area.

1941
DFRPG / Re: Character Creation Advice
« on: March 15, 2011, 12:02:32 AM »
As Arkham8 correctly gathered, the Nevernever is the preferred method of getting places faster, but it can be as easy or as hard as the story needs such journeys to be. And the Dresdenverse implications of a "blink"-style character (using the D&D terminology) constantly dipping in and out of the Nevernever can be quite a headache. Imagine the surface of a sea in which a shiny bit of meat was continuously dangled: eventually predators would catch the scent and come looking for a bite. Which can be handled as a Compel on the teleportation concept Aspect, of course.

I like the idea, when you put it like that. If you use the surface of the sea idea, you could add a "hunger" track or something similar. Every teleport (or rather every exchange a teleport was used) the hunger track would raise by 2. A consequence would then be some critter from the nevernever wanting a piece of the meat and coming after him through the weakened barrier between the worlds. Although a hunger track might not fit. Maybe just a roll against the teleports added up, if it fails, you woke something up, if you succeed you can simply walk away.

Affability is not a skill in the system, I think presence/rapport would be what you are looking for, so you might take a stunt there. However, intimidate is the social attack skill, so you would have to explain what exactly you are trying to do. Piss them off with kindness? Might work on some people for sure.

1942
DFRPG / Re: Character Creation Advice
« on: March 14, 2011, 11:23:15 PM »
he could just be a Minor Talent who has magical gun powers.

I just read this as "magic gun powder" and now I want to create a gunslinging alchemist. That's gonna be fun :)

The Alchemist character is very easy to make. There is already a rule for on-the-fly potions: if you have free potion slots you can ask your GM for a lore roll to have the right potion at hand. Might involve a FATE point, but I'm not sure. Add in a stunt for that lore roll and you can pull a potion out of your hat for every occasion. Give him Ritual (Crafting) so he can create potions and has his potion slots available.

Quote
A giant snow beast is attacking the party, and as they hold off the beast, he creates has one of the party members create a snowman while he focuses and prepares a thaumaturgic ritual connecting his snowman and the snowbeast. Once the ritual is complete, he has someone melt the snowman or kick it's head off, thus destroying the snowbeast.
That is going to be an enormous ritual involving a hell of a lot of shifts. I'm not sure if anyone could just pull off something like that. Look at the book, the spell to kill a human being involves something along the lines of 30+ shifts, so what is it going to be on something like that? It would probably be easier to try something different in this case, taking away a toughness power or something like that, so the rest of your group can hack away.

The dual-sword wielding teleporter would, as devonapple suggested, best be emulated by supernatural speed or higher. Maybe cut away some of it's benefits and make it a bit cheaper, but actual teleporting just isn't possible in the dresdenverse (as far as I understand it, of course). Which doesn't mean your character shouldn't believe he is teleporting, maybe he is just jumping between his positions in an enormous speed, more an act of will than it is an act of actual movement, so from his point of view it still would be teleporting.
If you take Supernatural Speed, I would modify it like this:
Remove "Faster than the Eye" and change Supreme Initiative so you might spend a FATE point to go first once a scene. The rest pretty much sums up the remaining benefits, I think. I would then price it at 3 Refresh, maybe 2 if you restrict it further (like "only when wielding the two swords in combat).

1943
DFRPG / Re: Mechanics Question: How do you shut down a magic user?
« on: March 08, 2011, 06:29:13 PM »
Would spraying a wizard with a hoze pipe count as an active block against magic?

I'd even consider this as something along the lines of the threshhold/suppressor thing I mentioned earlier. Enough water will simply wash away any magic you try to cast, so something like that would likely be at a strength of great or superb at least.

1944
DFRPG / Re: Mechanics Question: How do you shut down a magic user?
« on: March 08, 2011, 05:12:04 PM »
That's a good point.  An active Block against Spell Strength should probably require thaumaturgy.  Which is actually cool, because it gives another good option for "Thaumaturgy at the speed of Evocation".

That was not what I had in mind, but sure it would work as well. My idea was to get something from your enemy to use it as a link and then use standard thaumaturgy to shut him down.

1945
DFRPG / Re: Mechanics Question: How do you shut down a magic user?
« on: March 07, 2011, 10:28:08 PM »
A block against "Spell Strength" seems a bit like a Threshhold used as a suppressor (YS230), although I don't think you should be able to do something like that without serious thaumaturgy. Something like Harry did to Kravos comes to mind.

If you can describe it in a way fitting to the story, you can do it with any skill you like.
For example craftsmanship could be used to burst a waterpipe and cover the zone in water, grounding out any magic.
Or use guns to put up a block against discipline, covering him with bullets so he has to keep moving and can't really focus enough to cast.
A grapple always works, of course, which would be fists/might.
Or use presence/deceit/intimidation to lay a block on everyone else, representing the fact that you make him focus on you rather than your friends (not the best plan, but if you're a wizard yourself he better hit you and your magical blocks than anyone else).

Quote
- Could you create a block against the control aspect of the Discipline roll?  Could a +5 Block vs. Control require a wizard to roll +6 shifts just to control a Weapon: 1 Evocation attack?
I would say no, but I can't point to anything in the rules for that. It just seems... off.

1946
For the Game stuff you can show them a short sample fight, that helps clarify a lot. There is one great example in the resource section.

As for the setting, I think it is best to introduce them slowly as your game progresses. Start out with pure mortal or minor talent characters and work your way up from there. If one of the characters is a focused practitioner, have a warden visit him and warn him about the laws of magic. To introduce them to faeries, have a smaller faery trick them into making a deal, nothing with real bad impact, but enough to make it an adventure in itself. When they try to get out of it, get them help from someone who knows about faeries and can explain them what happened.
Once you introduce new aspects of the world your players might want to change their characters, talk about that before you start playing and you should be fine. If for example a pure mortal player decides he wants to change his character into a red court infested, just let him get bitten and you're good to go (as long as there is enough refresh, of course).

As your characters get deeper involved with the world they learn more about how it works. It is certainly a much simpler approach than trying to get 12 novels into their heads in a  few sentences.

Or get them to read the books.

1947
DFRPG / Re: Forming non broken stunts
« on: March 02, 2011, 08:48:19 PM »
Wouldn't athletics work for a kungfu attack? No running involved with that sort of thing.

Well no, in my opinion. That would be a perfect example for the use of fists-as-athletics stunt.

1948
DFRPG / Re: Forming non broken stunts
« on: March 02, 2011, 06:15:42 PM »
You can't dodge bullets with athletics?, I thought Atheletics was the only thing you could use to defend against bullets.  I suppose I am going to have to start parrying bullets with my unbreakable sword.

What I meant was: the athletics roll does not mean "Oh shit, there is a bullet coming my way, I better dodge before I get hit". It is meant to represent how much you move in a fight, how good you are at making yourself hard to hit, that sort of thing. Yes, in the end you dodge using athletics, but the actual matrix-style dodge is not what that roll represents.

1949
DFRPG / Re: Forming non broken stunts
« on: March 02, 2011, 05:49:44 PM »
The most important thing, I think, is: the stunt/power has to fit the character concept. The conviction stunt is basically made for the true believer type of character, it wouldn't sit right with me to just have any character take it just to minmax his fighting capability. Think of a character concept first, then look at the stunts and powers that would fit the concept or create your own to get a character that represents this concept.

As others already said: if he wants to use athletics as an attack, he is going to need enough space, so crossing a zone should be necessary to use this stunt. And if he wants a shapeshifting ability, I would not allow him to use that stunt while shapeshifted. Fists is the skill that represents how you use your own body as a weapon, so if he shifts into some beast, he should use fists for any attack. Plus, he gets to shuffle around his skills anyway, when he shifts, so why would he need a stunt then?

The idea behind the fists for dodging stunt is, that you are trained in martial arts and therefore your fighting experience is rooted in your fists skill. You do not dodge a bullet whit athletics, and you don't dodge a bullet with this stunt, it just represents, how well you can position yourself, how good you can keep track of everyone involved, note if someone is trying to attack you and react in time, that sort of thing.

If you want a speed/athletics kind of character with shapeshifting, you could try a werepanther concept or something like that. Basically you take the Werewolf template and change it a little. Remove Pack instincts and replace it with cloak of shadows to represent the stealth capability of the panther. Again, you can shuffle around the skills, so there should be no need to take a stunt to attack in shifted form. Echoes of the Beast might provide stealth and/or athletics bonus for running, so if he really wants to the shifted form would create a benefit to the athletics for attacks stunt.

1950
DFRPG / Re: Chloromancy (you know... plant spells)
« on: February 20, 2011, 02:50:48 AM »
The thread lives!!!

ahm anyways...

Not really, but he grows on you.
nice one  ;D

I like the Mycomancer idea, would fit perfectly as the evil twin version to the chloromancer, I think. I tend to create evil versions of the characters for them to fight during a game, if I happen to be the GM. It tends to give each player a time to shine, when "their" villain is up. Plus less need to pull up lots of nameless NPCs to keep 'em busy.

I've been thinking about a stunt for the chloromancer, maybe you can help me out there.
She is going to have an aspect like "at natures pace", which basically describes her use of the art: slow but powerful and in line with the seasons.
To reflect that even better I thought about giving her a stunt that would give her a bonus of +1 to the power of spells to let plants grow in spring and summer and +1 to the power of spells to let any vegetation wither in fall and winter and have a -1 on the adverse type of spells.
Then I thought, that this could also be done by the aspect described above, collecting compels anytime you try casting a spell that does not fit the season and in return using those to boost the spells that do fit.

First, you need to allocate power for the base effect (usually around 3).  Then, you want time.  As your base time will be '1 day', going up 13 steps on the time chart (assuming I've counted right) to 'several mortal lifetimes' adds another 13 complexity.  Then at least 2 complexity to effect a single zone.  So you are only looking at complexity 18, +2 for every zone after the first.

Well that would be a spell to have a zone grow in a day, I wanted it to grow in a matter of minutes. You could prepare stuff like special seeds etc. to get the complexity and once you need it to go it would only take you like 15 minutes to pull it of.

Channeling/Ritual would keep the refresh down.  Typically, catches are reserved for sponsored magic (like Fae), so rely on compels to make situations interesting.
The idea was for this character to be a focused practitioner, so it definitely is channeling and ritual. I don't think updating at any time would fit the characters theme, so she would probably just get refinement for more focus and enchanted item slots.
I think I like focused practitioners better for that particular reason. They are only good at a single type of spells, but those they do with a lot more style than your average White Council Wizard, I think. Also got a sartoryomncer in the stables, sort of an assassin with a knack for spells involving clothes (sort of a Binder type, walking the line of the lawbreaker, never crossing it). You can't do much if your clothes block your movement. Of course you can easily get around this if you know what you're up against, but... how do you explain that one to the cops?  ;D

should stop babbling on now. need sleep...

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