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Messages - Nyarlathotep5150

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31
DFRPG / Re: Rune Magic
« on: January 24, 2011, 07:35:55 AM »
That's NOT the lore on it at all.  You are right that this is how Odin learned runes (the lore is a bit inconsistent regarding him vs. other gods and mortals, but he at least believed you needed an element of self-sacrifice and perhaps to die to learn magic, and so that's what he did).   He didn't go around teaching the other gods.  It's why he, an Aesir, knew runes.  The Vanir were all well versed in runes, and there were mortals versed in magic as well.  There's nothing that supports the idea that such magic came from Odin (in fact, he was somewhat mocked because magic was believed to be unmanly) and I don't think there's any lore indicating he taught anyone magic (none that I am aware of anyhow).
Quote
   The lore does imply that Odin taught the runes to men gods. And it flat out say that he taught it to humanity. Runelore comes from the Havamal, which, is infact, the words of Odin (its later paraphrased in the Sigdrifumal where the runes where taught by a fallen Valkyrie formerly in service to Odin).
   Your assessment that magic was considered unmanly is also flat out false. The Runes where never considered unmanly. and, in fact, almost every man, woman and child knew some runelore. Seidr is seen as somewhat unmanly by modern heathens, but that is in Inference based on the fact that the lore only shows women using it (nowhere does it say its an exclusively female art). And the Lore says that priests of Freyr act in an unmanly fashion, but thats a different point.
 
As best I remember, the books give no indication that Gard has Rune Magic because Odin bequeathed it to her. 
   Actually, they give a pretty good indication of exactly this. In Heorot
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    Then in Changes
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     Then, as an aside, in Aftermath, we learn
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32
DFRPG / Re: Rune Magic
« on: January 23, 2011, 09:57:28 PM »
   Also, it would be Sponsored Magic because of where Runes come from. Odin learned the Runes by sacrificing himself to himself for power and wisdom. He then taught what runes he saw fit to the other gods and chosen followers (By the Lore he kept one Rune to himself). So all Rune magic is really sponsored magic from Odin.

33
DFRPG / Re: Rune Magic
« on: January 22, 2011, 04:33:23 PM »
From what I remember, Harry was fated to die in that alleyway when Miss Gard intervened.

   That was in Dead Beat and if you'll recall, she intervened with a battle axe, not magic, and even then she said there would be consequences.

34
DFRPG / Re: Rune Magic
« on: January 22, 2011, 07:15:13 AM »
   There aren't any gamerule write ups for it, but the power itself is illustrated in the short story Heorot Where
(click to show/hide)
This is the WoJ effect of it, but in my games I'd go more with the traditional Rune magic approach.
    The user scrawls a mystic rune in his own blood to invoke the effect of that Rune. With limitations such as, cannot be used to break the 4th law (The Norsemen and their gods where very much about freedom and bowing to noone. Norsemen didn't even bow to their gods, insted considering them equals. Even Odin himself could not outright order others around.), Cannot be used to thwart fate (Narrators call on what is or is not fated to happen).
    And such compels as, must kill Giants or trolls, cannot back down from a fight or show cowardice of any kind, must seek revenge for fallen friends and family no matter the cost, etc.

35
DFRPG / Re: Sponsor debt (I can't believe I didn't notice this before)
« on: January 21, 2011, 10:19:08 PM »
From context, I would take that to mean that it provides you the bonuses with magic.

   agreed. The section is describing sponsored magic and the once per roll in question is every roll to use sponsored magic. If they meant that you could use the benefit for non-magic rolls, they would have specifically explained that. 

36
DFRPG / Re: Mjöllnir
« on: January 21, 2011, 07:07:29 AM »
Though, to be honest, I think of all the Aesir, Thor losing his way makes the least sense.  He seems even less likely to lose his way than Odin; heck, he's still often referenced in places with Nordic culture and even elsewhere (Marvel comics are essentially modern myths featuring him).  In fact, he was and is a more popular figure than Odin.  Of course, one can handle this sort of thing anyway one wants.
   Totally agree. Thor was the patron god/protector of the Common man. As such he had far more followers than Odin (the patron of the nobility). Also, Thor was stalwart and bullheaded, so he'd be unlikely to stray from his path. I think this concept can be illustrated best by the fact that prettymuch everyone in the world knows who Thor is (if only vaguely), as where some people have never heard of Odin.

37
DFRPG / Re: DFRPG Supplement
« on: January 09, 2011, 08:17:13 PM »
Do the other parts of the world. Do supplements like they did Baltimore in YS, just more extensive.

   I think this would be a bad idea. The Baltimore setting was put in as an example of city creation, and the Chicago write-up was a write-up of the city that we already have 12 books of cannon to lock down. Part of playing the game is having your group build its setting city for itself and tailor it to the group and the themes you want to play with. The more published, prepackaged setting sups they put out, the more that will limit the creativity of the group and lock them in with "cannon" settings that contradict what they want to do.
   They had this problem with old World of Darkness (a city book for every major city on earth that all tied in to some huge metaplot, until you couldn't play the game anymore without contradicting something cannon), and it would be far worse in Dresden.

38
DFRPG / Re: DFRPG Supplement
« on: January 09, 2011, 08:56:21 AM »
   Well, that certainly was unambiguous. They straight up said there will be a third book.
   For the most part, I love RPG sups. I like new rules, new feats and new powers. But for Dresden I have trouble thinking of what you could put in a sup, other than maybe new Stunts and example magic items (and I'd only want the former).
   Ultimately, I think the best route for supplement material (though not, in my opinion, for being worth buying) would be sequels to "our world" that show the new monsters, characters, character evolutions, and power uses from the newer books, as well as a wrieup of the consequences of the events of Changes (but we'll have to wait till spring to learn what those even are).
   This is where I think the most material for a supplement exists, but I'd be hesitant to shell out money for it. Reading the our world write-ups for every character to appear in every book was interesting, but ultimately "Our World" was expensive ($40) and only had about 50 pages of useful information for home games (and between reading the novels and your story, you could even figure out most of that info on your own). So, yeah, I think thats the most logical type of sup, but I'd have to really consider paying for a book like that.  

39
DFRPG / Re: Mjöllnir
« on: January 09, 2011, 05:34:38 AM »
Well Odin himself did make mention that all of his kind don't remember exactly who they are. So maybe thor forgot who he was and odin just decided to make sure that the hammer was still being put in play.

   That makes sense. I could see that interpretation. but I read it more that, as worship of the Aesir declined, some of them stopped standing vigil against ragnarok, and kinda just went their own way to do their own thing.
    Thats how I ran it in my game, Thor was just slumming it as the owner of a biker bar in San Francisco.

40
DFRPG / Re: Mjöllnir
« on: January 09, 2011, 02:17:45 AM »
As for the hammer itself, I'm going to go more with what tradition says and say that its not a huge two handed marvel comics kind of hammer but rather a blacksmith style hammer that's meant to be used one handed.

   Actually, the traditional Mjolnir (which means "crusher" in old Norse) was a huge, 2 handed hammer, with a shortened handle.
   Loki cut off Sifs hair, and to avert Thor's rage, he promised to go to the great dwarf smith's and return with new golden hair for Sif, aswell as gifts for Odin, Freyr and Thor himself.
   Upon reaching the hall, Loki bet the dwarf that he couldn't craft these objects of unsurpassed perfection. The stake for this bet was Loki's head.
   The Dwarf began forging the gifts (which requires him to never cease working the bellows)and Loki decided to cheat to insure his victory.
    Loki, in disguise as a fly, comes and bites Brokkr on the arm but Brokkr continues to blow. Then Eitri takes out Gullinbursti which is Freyr's boar with shining golden bristles.
   Then Eitri puts some gold in the furnace. Loki in the fly guise comes again and bites Brokkr's neck twice as hard. But as before nothing happens and Eitri takes out Draupnir, Odin's armring, with the power to create 9 duplicates of itself every ninth night.
   Eitri then puts iron in the forge to create a mighty warhammer and tells Brokkr to never stop blowing. Loki comes again and bites Brokkr on the eyelid much harder than before and the blood makes him stop blowing for a short while. When Eitri comes and takes out Mjöllnir, the handle is a bit short (making it one handed).
   Loki brings the gifts back to Asgard assured in his victory, as the shortened handle of the warhammer would make it impossible to wield. However, upon presenting the hammer to mighty Thor, he declares it perfect, as the shortened handle will allow him to wield it one handed (with the aid of his girdle and gauntlets of strength) and thus swing it more swiftly.
   The gods declare the Dwarves the victor and Lokis head forfeit, but at the last moment, Odin decrees that while the wager was for Lokis head, it said nothing of his neck. And therefore if they caused any harm to his neck, the Aesir would be forced to kill them.
   Thus, cheated out of their reward the Dwarves settled for sewing Lokis mouth shut to teach him a lesson.

    So, really the traditional Myth of Mjolnir (and most depictions of it) are of a massive maul with a short handle.

   Now I do agree that it should return to the thrower, and that it should have a high weapon rating. but I also think it should require at least supernatural strength to wield (maybe Mythic to throw), probably should satisfy the catch on all giants and trolls (Thor was predominantly a giant killer) and maybe give it the power to call lightning (its the ultimate symbol of thors power).
   That last brings me to the most important question. How is anyone going to get it away from Thor?  
  

41
DFRPG / Re: Mjöllnir
« on: January 07, 2011, 05:42:54 PM »
So I was pondering about new characters to create when a thought struck me. What if an average mortal found thor's legendary hammer? So I'm going to have a character that's ex-military, who during his first encounter with the supernatural, finds the legendary hammer and uses it to laeth down the smack on (insert baddy here). I'm thinking that the hammer can grants at least inhuman strength and maybe inhuman recovery. Any other idea's about what the hammer might be able to grant it's wielder?

   The hammer wouldn't give strength. And infact a standard mortal couldn't lift it. Its massive weight and short handle preclude mortals from lifting it (even thor needs a belt and gloves that boost his strength in order to wield it properly).

42
DFRPG / Re: Thinking about buying this...
« on: January 03, 2011, 07:29:28 AM »
  The basic mechanic for spellcasting is very similar to Mage:the Awakening, but thats about the only thing about it that resembles any other game I've played.
   The system is much more about telling a story than elaborate combat rules, and unlike most games, its about storytelling as a group (rather than the standard setup of, "GM creates the setting and story and the players simply react to it" of other games).
   Also, the system of applying aspects to scenes and characters, rather than having to remember a hundred different situational modifiers is an amazing idea.
   Its hard to explain the rules here, but for my money, it is hands down the best story based (or for that matter modern fantasy/horror) game I've ever played. 

43
DFRPG / Re: Wererhino: The Catch?
« on: December 21, 2010, 08:33:41 PM »
Says who? A zombie's eyes are already rotten off and their brains are dead - they aren't using those sensory organs for seeing things. They are entirely directed by the will and commands of the necromancer and cannot act on their own anyway.

Now, if you shot the necromancer's head off instead...

   First, the books specifically say that they do use their brains and they do think. Its only a rudimentary level of thought, but but it is their own. It causes them to think the necromancers drumming is their heart and THAT is what gives the necromancers will control over them. This fact is proven by the fact that stopping the drumming or killing the Necromancer doesn't kill the Zombie, it just sets it free.
   And saying that they could sense just as well without their sensory organs is just dumb. By that logic they can run just as well with no legs and grapple just as well with no arms. They either are physical beings or they aren't. If they are then the state of the body matters. If not then they have physical immunity.... and they don't. 

44
DFRPG / Re: Wererhino: The Catch?
« on: December 21, 2010, 06:58:26 PM »
Actually, if you blow a zombie's head off, it will fall down (be taken out). As soon as the combat is "over" the zombie will immediately stand up and try to rip you apart, despite its extreme consequence of "head blown off".

That's because Zombie is a living dead being. Unless its body is entirely destroyed or other special means are used (i.e. the necromancy fueling it is countered) the zombie cannot die, regardless of how many holes you put into it. As soon as you acheive takeout and the combat is over, stress clears and it stands up again and again until you hack it apart piece by piece.

(vampires, revenants, some possessed bodies and other wierder monsters are also like that)
 no. it will stand up and fumble about uselessly and nonthreateningly, since it has no way to sense you but touch. It may be alive, but its no threat without a head.
   In addition to that the combat isn't "over" till the scene is over. most of the time, by the time the zombie gets back up, you're somewhere else.

45
DFRPG / Re: Wanting to invoke fate points before the roll.
« on: December 21, 2010, 06:11:34 PM »
    There's no reason to hinder the players by forcing them to call their aspects in advance. Nor is it the GMs call. Dreden is not D&D and the GM isn't the arbiter of the rules. The GM gets one vote in a group consensus and his vote is worth no more than any other player.
    However, when a player takes an action, he is supposed describe the action, roll, add all bonuses, invoke all aspects; then, once all bonuses are tallied and the result of the roll is decided, REDESCRIBE the action and its consequences in a way that accounts for all the bonuses (this is actually true of every RPG I've ever played). That is part of the players job, and if they aren't doing that you need to have a talk with them about it.

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