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Messages - Mrmdubois

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406
DFRPG / Re: Water Evocator Question
« on: October 16, 2012, 05:37:10 PM »
Are you wearing pants?

Okay, I Invoke your PANTS aspect...

But seriously, not every circumstance is an aspect.

This makes me want an apparelmancer.

407
DFRPG / Re: Water Evocator Question
« on: October 16, 2012, 05:35:21 PM »
As others mentioned maybe the target dodged the actual water and got injured by something else is one way to handle it.

Another way is to say that since it's conjured water it disappears immediately after the attack as it turns back to ectoplasm. 

If he wants water that sticks around longer he could manipulate water in the atmosphere, but that's a maneuver so he can't do any actual damage on that turn, afterwards sure.

Since it's a maneuver that means 3 shifts of power minimum against one target.  Against the floor that's a maneuver on the zone, so minimum of 5 shifts.  If someone manages to dodge and get out of the zone then he's not going to be affected by whatever goes down in the zone he left.  If he doesn't get out of the zone then he's a valid target for whatever is done with the water in the zone next.

If your player wants to freeze a target and make the floor slick, then that's two maneuvers I think, so minimum of 6 shifts.  Think of it like this, the water is on two targets, the floor and the enemy.  He can do both, but due to the mobility of the enemy it's going to take more power and concentration.

I don't know how other people feel about it, but if you really feel you can't justify not leaving aspects on a target hit with a water attack then just up the power cost of the attack, however many shifts of power are put into the attack, and at least 3 shifts for the maneuver that leaves the aspect.  Really you're probably not supposed to be able to maneuver and attack at the same time, but if you keep upping power costs so he risks backlash, fallout or consequences it should balance out.  I'm not saying punish the player for being creative, but you can totally point out that he's trying to concentrate on doing multiple things at once while he plays Xanatos Speed Chess on the battlefield.

You could also charge shifts for duration (i.e. the water sticking around), and probably should.

I know someone raised the point that conjured fire sticks around and acts just like normal fire after it's been conjured.  I would like to point out the difference between conjured water and conjured fire.  Conjured fire burns stuff, this generates real fires because of heat and combustion principles.  The conjured fire probably goes away almost immediately and leaves vanilla fire, fire makes more fire.  Water on the other hand is conjured matter instead of energy the way it's being talked about here, so it's more likely to turn to ectoplasm and simply evaporate after an attack before it can be used for anything else.  If it's been obtained via a maneuver (sucking moisture out of the atmosphere) which is a turn in itself it's not likely to stick around and behave exactly like normal water.  If it's been obtained via the conjuration method then it's probably going to require shifts in duration for it to stick around long enough to affect subsequent turns.

408
DFRPG / Re: Focus Items
« on: October 16, 2012, 04:59:39 PM »
Yep, someone around here had a pair of gloves that did that, looked pretty cool when he's swinging around +4 to Offensive Fire Power and Offensive Fire Control.

409
DFRPG / Re: Common Rituals
« on: October 15, 2012, 10:08:00 PM »
Yeah, Butters seems like the best example.

(click to show/hide)

Common rituals are probably stuff like blessings, mundanely executed exorcisms and the like.  They require calling on an outsid power to affect things on the metaphysical level.

Calling up HWWB in Blood Rites could possibly be considered a common ritual if it weren't for the rule book example and the fact that the people performing it were practitioners.  Harry says stick in the quarters get the result.  Maybe the practitioners for that ritual were using their power to substitute for some of the ingredients that would have been "quarters.". Complex common rituals could possibly also be modeled with debt, since they require some power outside of the caster and are essentially pledging a variety of allegiance in exchange for the effect.

410
DFRPG / Re: Wyldfae Magic
« on: October 15, 2012, 07:11:53 PM »
Thank you Mrmdubois, well for the sake here im talking about its ability to sever mystically/bound oaths, similar to the fae, and potentially other supernatural contracts. but not just a vocal agreement amongst two people or even a signed oath that is not magically held.

Also this.  Technically any kind of oath is magically bound according to some sidebar in the rule books.  It's just that people who wield or have more metaphysical power also experience more backlash from breaking those oaths.  A mortal gets a cold, a wizard becomes practically helpless, Harry breaking his deal with Lea multiple times being my example.

411
DFRPG / Re: Wyldfae Magic
« on: October 15, 2012, 07:05:32 PM »
In the write ups for Summer and Winter sponsored magic they both cover wildness.  I would assume other faerie magic does as well, but you know what they say about assuming.

In creating a wyldfae sponsored magic, Summer and Winter have a lot of ground covered. Wildness itself probably covers the chaos factor well enough, growth and decay, warmth and cold are also really quite primal.  So like I said, it would probably look like so e kind of strange hodgepodge or maybe even outright copyright infringement of Summer and Winter.  Which kind of makes sense if you go with what I said earlier about unbound far possibly using magic that looks quite similar to mortal magic.  Wyldfae don't have a formal allegiance to any court until they're Called.

Calling is weird though, I mean, Harry did it with Toot and his gang in Summer Knight.  If that keeps up are we going to see pixies running around with Harry magic?

412
DFRPG / Re: A Revised Skill List, With Revised Social Conflicts
« on: October 15, 2012, 05:14:15 PM »
That gives me an idea:
What if, before combat begins, each side makes "global declarations".  They could be things like the modifiers listed in your examples.  Stuff like "Happily Married" or "Totally Gay" or "Not Actually A Murderer" or "Never Heard The Rumors".  Rather than simply getting tags on them, which are fleeting, whichever side has more of them that apply gets a greater bonus to attack/defense for the duration.  It means things that should continue to be relevant do, while other declarations/events during the combat are about as effective as they normally would be.  This way, if different factions in combat have different levels of knowledge about a situation, they get different weapon/armor ratings relative to the other actors in combat.

You could value them at +/- 1 rather than the normal, full +2 tags would get, since they "hang around."

This, and the above comments Orladdin made about the weirdness of negative weapon ratings I approve of.

413
DFRPG / Re: Help please, new to game
« on: October 15, 2012, 05:03:42 PM »
Tell us how it turned out, and what you did!  I'm interested anyways.

Thanks in advance.

414
DFRPG / Re: Help please, new to game
« on: October 13, 2012, 07:20:43 AM »
If you did go the Ritual route just stat them out for Transformation or Summoning rituals.  If they store the stolen traces of a person in the Nevernever then Summoning and Binding those things might make the most sense.  A sponsored magic or as a specialized Channeling as UmbraLux suggested would definitely give them a more immediate and flexible edge.

Even if the theft of people's traces do nothing to damage them in any way directly it will almost definitely at least place a sticky aspect on the target via a maneuver.  The more traces get taken from an individual the more aspects placed and available for invoking or compelling which can lead to complications for characters quite quickly.  This would actually be a fun way to handle it in my opinion.  It means the Yehasuri is just playing its tricks and all the trouble caused can keep getting taken advantage of by completely unrelated parties.  Of course the Yehauri can also take advantage too if it wishes to be more directly involved in the mayhem.

415
DFRPG / Re: Whither Portamancy?
« on: October 12, 2012, 10:15:50 PM »
I think as far as combat movement goes I do like the idea of an enchanted item handling it best either as a block or maneuvering to a better location.  It makes sense to me since an Item can essentially do all the heavy lifting of an otherwise fairly complex craft that's better handled by ritual.

Teleporters can be broken after all.

Similarly taking a Discipline stunt to conveniently have stuff on hand via Declarations seems reasonable.  Although if you're not summoning up stuff often or it's outside the scope of he stunt and you have time and a symbolic link it seems fine to handle it via thaumaturgy?  Even if you do spend the Refresh for the stunt it probably makes sense to simply use a Fate point for the minor declaration and flavor it as a summon since that rule already covers that.

Summoning people should I think be a major ritual on an unwilling target, and a much less difficult one on a willing target.  So for an unwilling target I'd shoot for the whole stress track, consequences and best possible defense.  Willing targets could be half that.  I think that would be better than just a "Taken out, by beating stress track" because summoning even willing targets should probably not be too easy.  Also having to spend a Fate point for either effect is cool.

As for moving yourself around via Ritual, granting yourself a temporary power or one shotting a jump is probably just situation dependent.  I can see reasons for doing it either way.  I also think you could use Burglary for teleporting to a place you've never been using the Casing trapping to understand weak points in magical or mundane borders, although possibly also supplemented by Athletics or vice versa depending on the situation.

Also, to the dedicated teleporter I think picking up that Custom Power permanently looks like the way to go at some point.

So, from the discussion I'd probably favor a build like:

Stunts:  Discipline Stunt for summoning objects with Discipline Declarations. (-1)

Powers:  Ritual (Portamancy) (-2)
Teleporting (-2)

Item Slots:  Portaboots.

Sink refinements into more item slots for extra uses or extra strength and focus item slots and other Refresh into the teleporting power.

Also, cool Nighcrawler build.

416
DFRPG / Re: Whither Portamancy?
« on: October 12, 2012, 03:15:52 PM »
A declaration?  Instead of a resource/guns declaration to have a gun, you make it discipline to say that you teleported it.  It seems like the easiest way to deal with mundane stuff that you already own.  People can do this kind of thing without any powers at all.

Also, have an Character aspect that relates to objects that you've attuned to, so you can invoke those aspects (summoning important foci or items) in situations where a declaration might not cut it.

EDIT:  I was also thinking that Rituals involving specific items might work.  You can use thaumaturgy/ritual to add a free taggable aspect on an item/yourself/place.  Then, in a pinch, you invoke it for effect and have the item appear in your hand or to the place where you set up your teleportation circle.  You'd need enough Power to get the Aspect and add shifts for durations plus any to overcome any Wards or thresholds (if you're going to teleport your foci into someone's home, for example).  Maybe you'd need extra shifts based on size if it's a very large item.  Basically, you're setting up your declaration ahead of time, to automatically succeed.

That is actually pretty useful, I hadn't even thought of anything like hat before.

417
DFRPG / Re: Whither Portamancy?
« on: October 12, 2012, 02:03:16 AM »
 I gotcha, on the self owed debt now, thanks for clearing that up Sancta.

For the enchanted item moving you strategically I knew that a defense roll couldn't be manipulated like that, and meant it as the movement action for your turn.  I should have been more clear.

A fairly heavy complexity spike comes if you assume that teleporting someone else is a permanent change (albeit one that changes a lot, just not normally via magic), do you think that would be enough or should it be an additional tax, or just a completely different way of figuring it out altogether?  I'm not nearly as concerned with the binding bit, although I suppose others might be.  Also, mortal objects?  For instance, I left my gun at home, and I'm all the way across town and about to go into a bad neighborhood...how do I magic up my gun?

Also, yeah, that Teleport power seems well done.  Assuming for whatever reason that you wanted a caster for the full range of teleport type effects and you didn't have the refresh for buying the power yet as a "permananent ritual" effect, how would you model it with spell casting?  It doesn't seem like it would necessarily have to be an ability that takes a lot of Conviction to muster up the power for, but other than the part where you pay a Fate point per Refresh of a temporary power I'm unclear on how thaumaturgy can imitate powers.  By that I mean complexity costs.

418
DFRPG / Re: Whither Portamancy?
« on: October 11, 2012, 06:39:03 PM »
Huh, didn't know that.

The Custom Powers List has gotten big enough I have no idea where to find anything on it...

419
DFRPG / Re: Whither Portamancy?
« on: October 11, 2012, 05:50:12 PM »
Yeah, the escape potion is another good example of why I think it is possible.  Although the mechanics given for that potion are incredibly vague, which has its pros and cons.  Makes sense an enchanted item could do this as well as a potion could, just keep taking mental stress hits to make it work.  It should be noted I'm not shooting for nonstop teleporting action all the time everywhere, just a solution to make it reasonably possible to do at all.

To be a pain I'll argue semantics, being in a zone is an action if you consider simply acting out a verb (being) as an action, if you can only block actions just block the verb as well as the prepositional phrase.

Also, ritual and thaumaturgy allow you to accomplish an impossible task.  I don't think this always has to be modeled on the skill system.  Otherwise yeah I can totally see your point about the cost/benefit analysis of teleporting Tedronai.

Orladdin, you can do self-sponsored magic?  How does debt work then?  It's a cool idea, I'm just a little fuzzy on how that works.  Also the enchanted item you mention with reactive blocking works real well with the right flavoring, but what if you wish to move a certain number of zones in order to strategically place yourself?

Also, I'm still curious about what the consensus is on summoning objects that are native to the mortal realm.  In the books, Bob mentions that it'd be really difficult, but not impossible.  So how would you do it?

Another thought I had, would teleporting work best as a custom power?  I almost think you could do it with RAW if you didn't mind sinking a lot of Refresh into it, Mythic Speed (Probably coupled with a Limitation for a bit of a rebate) that's active only in the Nevernever and Swift Transition and/or Worldwalker give me an image of a Nightcrawler like character.  Yeah, not really teleportation some might say, but I consider teleportation to mostly be the ability to transcend all barriers at speed preferably as close to instantaneous as possible, but sometimes you can't avoid spending time and I can be cool with that.

420
DFRPG / Whither Portamancy?
« on: October 11, 2012, 06:43:01 AM »
Ok, I know there are some inherent problems with teleporting, like border values and thresh holds, but it still seems to me like it would be a viable method of transportation.

Line of sight should be relatively easy, though I imagine even a glass front store presents a problem to teleporting into the store since the window counts as a border.  If you're willing to do that ritual though...

For long distance The way I see it working best for casters is simply to set up relay beacons using enchanted item slots.  This is possibly feasible for locations you have never been, as well, if you have some means of getting a marker into position, allies, more magic, what have you.

It also seems plausible by messing with connections between the mortal realm and the Nevernever, I site the Gatekeeper and Odin as examples.  Maybe as an advanced application of opening a Way.

In combat, could a maneuver be invoked in order to move yourself around?  Is some other method possible?  Maybe by some very strange use of Block rules, like blocking yourself from all target zones shunts you to an undesginated one?

What do you think the difficulties of summoning mortal realm objects and people are?  My guess is you have to beat their defense, stress track and consequences, but there could be other reasons.

Teleporting has always been one of my favorite tricks and I'm having a hard time imagining it can't be done and is never worth the effort so I'd like to see reasoned opinions and get my curiosity satisfied.

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