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Messages - YPU

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31
DFRPG / Re: Question about feeding and the Hunger track.
« on: June 13, 2012, 11:49:31 AM »
And the quickest way to do that is by killing.
Otherwise, you end up going the Toe-Moss route and spending large portions of your days, for weeks at a time, doing nothing of much importance other than 'safely' feeding (combined with whatever activity you dress that feeding up with/as).

And there is once again that big temptation to do a lethal feeding, which these characters should struggle with.

On a side note, I think campaign model and time-skips in the story are of very big influence on this. The books often go for quite some time between stories and if this happens in game it would be reasonable to have the vampire recover all his powers. However if your campaign does not let up like that at all the character might never really get an opportunity to recover fully.  Really downtime of a month or so would be enough for me to let a player recover his powers if he had the time to rest during that period, but that's really more GM fiat then anything else.

32
DFRPG / Re: Question about feeding and the Hunger track.
« on: June 13, 2012, 10:42:48 AM »
Just the stress track, I'm afraid.
Though whether the loss of powers is mandatory or just another option alongside consequences to 'soak' the stress is a matter of debate.
Yea I just noticed a post earlier in the topic actually mentioning it. My bad.

In any case your going to start loosing your powers once your out of stress and consequences your going to loose powers. (unless you want to be taken out...) So even a player who cant help but use his powers is going to start loosing them and make his defence roll easier. Still will need to recover those powers tough.

33
DFRPG / Re: Question about feeding and the Hunger track.
« on: June 13, 2012, 09:39:27 AM »
I think you should also keep in mind that hunger is supposed to be a pain in the ass. Sitting it out takes a lot of time and if your not making your defence rolls, well then you might just be tempted to kill somebody feeding on them, I mean you really need your strengths up to defeat big bad necromancer dude, and really his thralls are probably brain-dead already right?... right?

Also, take into account that if you make a defence roll vs stress then you clear out your stress track. And while taking stress damage you start loose powers. You roll vs the powers you used. So as you start to loose powers the roll actually gets easier to make. Not entirely sure if you recover your powers with a successful defence roll, but I am sure somebody will be along to answer that any time now.

34
DFRPG / Re: Kemmlerian Necromancy, whats the agenda?
« on: June 05, 2012, 05:17:51 PM »
Ok, to be honest I am not completely satisfied yet with what the agenda for necromancy would be. So I was wondering if anybody could write up what they inmagine as an interesting compel from this sponsor?

35
DFRPG / Re: Kemmlerian Necromancy, whats the agenda?
« on: June 04, 2012, 09:13:50 PM »
Tedronai, I would agree with you but the example in the book gives me a clear enough vibe, a suicidal goody two-shoes to the end, but that is something you could twist and turn enough to be a real pain in the arse every now and again.

sinker, I don't think I would readily allow a player necromancy at all, unless it was a evil game or a repentant necromancer. But besides that I was looking at how this could make villains more interesting cause the way you describe it its making them more of a 2d cartoon villain than anything else.

36
DFRPG / Kemmlerian Necromancy, whats the agenda?
« on: June 04, 2012, 07:43:16 PM »
I am having a bit of trouble wrapping my head around some of the sponsored magic flavours. Soul-fire requiring goodynies I can live with, but Kemmlerian Necromancy really ticks me of. What source of power does it draw on, specifically? I can only think of death itself and I just don't see death as having so much of an agenda.
I feel that if an bad guy is using sponsored magic this should limit him somehow, allowing the players to get an edge in once they recognize the pattern, but what does kemmlerian force a necromancer to do what he would not have done already?
The same goes for the layline sponsor in the neutral grounds case file. I understand that some sources might be more mysterious and knowledgeable, but that seems to make them also unplayable or at least flavourless and bland when they come in to play.

Anyhow, I am sure this has been addressed in the past, I just haven't been able to find it yet.

37
DFRPG / Re: Mortals with enchanted items?
« on: June 04, 2012, 07:12:18 PM »
I'd just give him ritual:crafting and flavor it as "Oh hey, look what I found" instead of "Oh hey, look what I made."

However I think there may be a power for this in the custom powers thread. Sancta or Umbra will know more.

Of course that would mean that his items are effected by his lore skill, but in this case I doubt that will be a problem. If the guy has been hunting the supernatural then having a high lore skill is rather likely.

38
DFRPG / Re: Valkyrie Scion and the Catch
« on: June 03, 2012, 03:55:54 PM »
The way I look at it, a Valkyrie-Scion's powers would be more likely to function only against "supernatural" damage, rather than against anything but "supernatural" damage.

I was going to say this as well, If you want your catch to be of this nature, only working against X, I would agree that a far more interesting catch would be that they work only against the supernatural.
If anything this makes for a far more survivable character AND a more interesting game, for the GM throwing mortals at you will be just as big a threat as monsters so he can mix it up a lot more, and you get to use your powers when the matter the most.
Your powers have no grip on mortal men as you do not have the right to chose the fallen, only being a descendent, but against the supernatural that rule doesn't work.


39
DFRPG / Re: Is there a fix?
« on: June 03, 2012, 10:15:26 AM »
Alatain brings up a interesting point. The "normal" rpg experience is that the characters wade trough the walls of troubles, mostly enemies, to get to the treasure after which they can relax with their hard earned loot. At least until the next pile of gold calls.

You can twist this around. Does one of the PC's want to become powerful in any particular area? Let him have a piece of it, throw him a bone. They might get lucky and some old guy might retire and drop his piece of the cake in the PC's lap. Seems like its all to easy? remember those walls of trouble? they are going to collapse in in the character like big waves of trouble. But they got their bone, and they are going to fight to keep it, the old guy said he thought they had what it would take, after all.

40
DFRPG / Re: Entropy curse gone wrong, as an aspect or power?
« on: June 03, 2012, 09:59:49 AM »
Thanks for the replies guys. (and the warning, sinker, 28 pages, damn)

I think the main concern the player and me by extend had was that it would seem to be very powerful effect in respect to some other aspects the book has. Something one of my players came up with was that it could be like a -1 power to create fallout, a bit like mana static that allows hexing.

For a more story based view. A power is something you can do. Its a ability you have, personally. Sometimes you are only conducting the power (sponsored magic) or it was given to you unwillingly, but using it in game is always the characters choice to employ it. The character decides to cast the spell or use his claws or whatever. Sometimes its the player accepting a compel but in game its still the characters choice rather then being forced (tough he might be acting according to nature rather then free will) This curse however is not a ability in that manner. There is no choice from the character to make it happen. The player could offer a fate point and ask if something wacky could happen but the character could do nothing more then pray for it to do so, he himself has no control whatsoever over it. I think that is an important distinction here, tough I can imagine somebody coming up with a list of powers that cross that line as well, I cant think of any.

As mentioned it also allows me to screw the players over royally and I could encourage the entire table to participate in coming up with the weirdest thing that could happen, so in the end if it makes the game more fun for everybody what's the problem? 

I do think that with such a explosive effect I would want it to be part of his high concept tough. But that's a minor detail.

41
DFRPG / Re: Entropy curse gone wrong, as an aspect.
« on: June 02, 2012, 05:02:13 PM »
I think it's okay. More than a +2 or a bit of declaration isn't going to come from it. Where are you fearing does this become a problem?
Well the way everyone is visualizing the effects are pretty big and spectacular. Boats trough walls, gas explosions, the kind of thing you would not be able to see in a B movie as its above budget really. Rather hen having something useful now, problem later happen often it would rather be something that happens once per session. (we play 12 hours straight most of the time)
The thing that would be happening would be pretty hard to do with evocation at times, so it would seem they are really powerful for just a aspect. The reaction of somebody haning out with him for some time would not be that he is very lucky all the time, rather after a while it would be blatantly apparent there is something deeply wrong with the karma around this dude. It feels like it should be something supernatural in that way as well. It could even be a marked by power thing as well, with supernatural forces acknowledging something is very wrong with him.

42
DFRPG / Re: Entropy curse gone wrong, as an aspect.
« on: June 02, 2012, 02:54:41 PM »
Well you can compell it really easy which will give him the fatepoints to have a lot of luck. Also easy to selfcompell.

This is true, but I am wondering if its not creating to much effect for an aspect. I mean I could take "I can grow back an arm" as an aspect but unless I actually take a power to do so I probably should not be allowed to actually grow back an arm.
By the same logic I fear this would be to big a power to allow only from a aspect. Basically using the aspect for such an event would be a declaration, and the aforementioned example seems a bit to powerful for declarations.

43
DFRPG / Entropy curse gone wrong, as an aspect or power?
« on: June 02, 2012, 10:42:24 AM »
One of my players had the pretty cool idea of playing the son of a big crime lord, who by accident has something of a Entropy curse gone wrong on him. Gone wrong how? It gives him weird mixed luck. The idea came from the "killed by a car, while water-skying." story.

A good example of what he wants this to do would be a break in gone wrong, after getting cornered in a waterfront building he escapes trough the hole made by a runaway speedboat. Only downside would be that it was his own getaway boat that made the hole. (The idea could work with a car all the same of course but our city has a lot of channels.)

Anyhow I am not entirely sure how to handle his character. The easiest way would be to make it an aspect, but should that be a high aspect or trouble? It also seems like a rather big effect for invoking an aspect, a pretty big supernatural effect. So should he still be a pure mortal? Or would this be better as a minor talent power plus a linked aspect?

I love the idea, it gives me ample opportunity for murphy's law, which aught to be rampant in Dresden. However I am slightly miffed how to implement it best. I get that this is FATE, and I can do it either or any way, but I would like some opinions on it all the same.

44
DFRPG / Re: Veil fallout
« on: June 02, 2010, 02:10:36 PM »
Yea I know, but to elaborate a bit, should a fire evocation fail small things like buildings might burn down. Yet the spell still might work, with veils, which are supposed to hide the caster or an object any fallout might rather attract attention to the object, entirely preventing the point of the spell in the first place. I suppose stuff like "see and be seen, in reverse, invisible and blind" could work for fun, but its still somewhat limited.

45
DFRPG / Veil fallout
« on: June 02, 2010, 01:12:18 PM »
Hey, my first post here, purely out of necessity.

One of my players asked what would happen if a Veil (spirit defence that is) generates fallout, the two things I could come up with was that it would be completely impossible to look out of the veil, instead of just harder, and the other would be miss representations of the "background"

The second would pretty much give away the veil downright to anybody with some knowledge of magic I think... making veils rather limited in use with fallout, I can see how this should be so, but perhaps I am just missing some options here?

any suggestions please?

greetz,
Your Personal Undead.

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