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Messages - Korwin

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46
DFRPG / Re: Sample conflicts
« on: May 14, 2010, 02:20:04 PM »
Someone who wants to Summon (or Divination, or...) and be good at it will have an Summon Control Focus. Thats available at the same time you can take the Wizard template. (+4 Discipline +2 Control Focus).


Yeah they cant have all bases covered at the same time, but specialisation pays off anyway...



47
DFRPG / Re: What's the most munchkin character you can build?
« on: May 14, 2010, 02:14:12 PM »

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Uh…not allowing things just because there aren’t specifically rules for them is actually explicitly against the rules. Saying “Yes” is actually right in there.
I'm not saying you should not allow it. But the moment you need to invent rules you have a House Rule. No problem with an House Rule. You should only be honest about it: Yeah the rules are unclear about that, this is how I rule it.
So you could say: The rules say you should make houserules when needed, but its still an House Rule.


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Wardens are given very broad powers in how they pursue their duties. Morgan tried to kill Harry (albeit indirectly) and got off without much of any punishment at all. He had backing, but so will others doing this sort of thing. Violating free will IS against a Law of Magic…and while it’s technically a grey area doing it to non-humans, it’s up to the individual Warden how to deal with grey areas.
Thats Harrys (an law-breaking Wizard!) perspective talking here.
If Wardens could kill non-law violating Wizards without repercussions, only because they dont like his attitude...
Then some Warden would do that and we would have an Civil War within the White Council. They cant have unlimited power, otherwise every powerhungry would be Warlock would try to get into the outfit.


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Well, the Ward Hounds aren’t mistreated, and that’s a false comparison anyway.
Well you brought the mistreadment of Golems on the table. And its all in the eye of the beholder...
I bet those golems dont have an 38,5 hour work week. They dont get paid. Must fight to the dead...

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It’s like bringing up attacking Listens-to-Wind as an example of why attacking any Wizard is suicide. The Senior Council are rather obviously people you should tread lightly around.
Its dangerous, you dont do it if there isnt a clear law violation.
So the Senior Council is out of reach for the Wardens.
How about some random 400 years old Wizard, who is not on the senior Council?
(And who dont have the modern view of what is an abuse and what is normal.)

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Also, BTW, it’s Ancient Mai, not Martha Liberty who does the hounds.
Yeah, got them confused.








Here another try of an Summoning Character, this one with more justification for the social side of Summoning and Binding.


High Aspect: Mortal General for the War Department of the Chinese Hell as described in this books
Trouble: Stupid Orders
Other Aspects: Demons under my Command


Marked by Power -1

Item of Power: Scepter of Command (Spear) +2
Human Form +1
(when using the Item, the Gerneral shows full body (glowing) Tatoos which proclaim his allegiance to the War Department)
Ritual: Summoning and Binding -2
Refinement x 2 -2 (4 Extra Focus Item Slots = 6 Item Slots) +5 Complexity +1 Controll
-------------
Total -1 Refresh

Refinement -1 (2 Focus Item Slots converted into 4 Enchanted Item Slots)

Physical Immunity (only against Mortal Magic) -3

Supernatural Recovery -4
Catch: Wood +3
-------------
Total -1 Refresh

Lawbreaker First (multiple times) -2


Total Refresh Cost of Char. -9



Summoned Item Crafter:
-3 Thaumaturgy +1 Item Crafting Power (Focus Items +2 Wards Complexity)
-21 Refinement
  +6 Item Frequency,
  +5 Item Power,
  +5 Wards Complexity
  +4 Wards Controll, +4 Transformation Complexity
  +3 Transformation Controll, +3 Divination Complexity
  +2 Divination Controll, +2 Summoning Complexity, +2 Summoning Controll, +2 Conjuration Complexity
  +1 Conjuration Controll, +1 Transportation Complexity, +1 Transportaion Controll, +1 Veils Complexity
-2 Inhuman Strenght
-2 Inhuman Thoughness
-2 Inhuman Recovery
+3 Catch: Wood

Skills:
Superb +5: Lore, Resourcess
Great +4: Discipline, Conviction


The General orders his Magic Items by this Demon (and his Home is warded by this Demon).
Tai Chi clothes of hellish Protection (Block +10 or Armor +5 / 7 uses per session).
Silk gloves of Sudden painfull Death (to hit with Guns, Damage +8 / 9 uses per session).
Kukri of Dimensional Rending (opens door into the NeverNever +6 effect / 11 uses per session).
Facemask of Skulking (Veil +8 / 9 uses per session)


Bodyguard/Guide in the NeverNever
-4 Supernatural Speed
-2 Supernatural Strenght
-4 Supernatural Recovery
+3 Catch: Wood
-8 Physical Immunity
Catch +2: Taoistic holy relicts
-1 Claws
-1 Flesh Mask


Skills:
Superb +5: Lore, Awareness
Great +4: Fists, Endurance



48
DFRPG / Re: Sample conflicts
« on: May 14, 2010, 10:07:54 AM »
Note that you'd need control +1 for every aspect of thaumaturgy that you wanted to do.  Also, having 6 control lets you safely summon 2 power a pass, so your rituals can go twice as fast.  The endurance limit can also be gotten around that way.

So you are "only" raising the entry level for PC's. (talking about the endurance limit, faster rituals is an advantage with and without the endurance rule)
Why bother? You have still the same problem if the player want to specialice.

49
DFRPG / Re: What's the most munchkin character you can build?
« on: May 14, 2010, 10:01:01 AM »
I disagree. A lack of rules for something doesn't necessarily imply that it works just like something else. It can, but it doesn't have to, and saying it doesn't isn't really a House Rule.
But making rules for AI Construct is definitly a House rule. And you did that. You didnt say I dont allow AI Constructs because there are no rules for them...
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True, though I'd be inclined to see Extreme Consequences as a fairly normal way to bind things.
But then you wouldnt need shifts for extra duration.
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Probably not, but a nice Warden who sees someone mistreating their Golem might well decide to do something about it. Kill them? Maybe, maybe not. Work magic to free the golem? Quite a bit more likely.
Sounds like an Ex-Warden to me. Or an recipe for Civil War. Next you tell me an Warden tries to free cars from the oppression of their recless drivers?
An Warden that attacks an Wizard for something thats not an violation of an Law of Magic (and freeing an Golem is definitivly an attack)...
If that Warden is an PC and he tries to free an Stone Hound from Martha Liberty, what would you say to him?

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Sorta. Though I'd likely let a PC do precisely that. Having powerful allies doesn't make PCs invulnrable, and I've never been shy about allowing it, nor should you be. I mean, look at Harry. He's personal friends with a Senior Council Member (as well as something like two dozen werewolves, the Summer Lady and Knight, and quite a few other people)...has that stopped him from getting in trouble?

We were talking about NPC followers. (like Marcones goos). Got to Summoned NPC's are likely more powerfull. Got to meeting Thor and are now by distant NPC's who might do some favors from time to time.
At this point, we are talking in circles and I think we should stop. We have both our standpoint, nobody is likely to change his mind...


50
DFRPG / Re: Sample conflicts
« on: May 14, 2010, 09:49:54 AM »
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Normally, magical shields persist for the whole exchange, so the block should stay up the whole exchange

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True. How's this relevant?
Got the wrong impression from the phrasing, I read "whole exchange" to mean whole encounter...

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1
To help keep a cap on guys who want to do huge thaumaturgy when they have several days to do nothing.
Wanted to write, they need still to sleep. But with the right powers, they dont...
Another question, how would Thoughness and Recovery Powers work with this rule?

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2
...And note that being restricted is only worth a -1.

Ah, so with Diciple 5 and an +1 Focus for Controll you can still safely do Rituals for weeks?
Is that your indent?


51
DFRPG / Re: What's the most munchkin character you can build?
« on: May 14, 2010, 09:30:17 AM »
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Not really. There are never any rules at all listed to deal with making magical Ais (beyond a statement in OW on p. 31 that it requires a large investment of magical power). The type of Construct Work that uses the Summoning rules is the kind that is summoning. AIs aren’t ever even implied to use the same.
I would argue, they are implied because AI rules are missing.

You need to have an rule if you want to use an AI Construct. (or use an existing rule [Summoning and Binding] but then they get overpowered)
So since there is no rule you need to make on = House Rule.

And as for rules for Rakshasha, there are rules. Its called Character Generation...  ;)


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It could break the binding. In fact, the GM can always break any binding by giving the bound creature a Major Milestone…breaking it’s binding by removing the Extreme Consequence.
You are asuming the Creature has an Extreme Consequence and that the Consequence is: Bound.
I see two problems with it:
1. It could be bound without an Extreme Consequence.
2. IF it had the Extreme Consequence "Bound" it would be bound until it got an Major Milestone... That could be a long time. (And no need to shift power into duration).


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See the first book, and Morgan getting antsy about Harry putting Toot-toot in a circle, or how worried he was about the Wardens not taking him summoning up Chancy well. It’s not technically a violation, but Wardens can still very much get on your case about it. And humane ones will do so.
But Harry was under the Doom of Damocles and still got away. And what has humane to do with it? Will Wardens kill you if you hit an hound/cat whatever?


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True enough. But on the other hand, a PC could make friends with Thor in a bar, and get an even nastier friend. If the GM lets him.
???
That could be read as, you dont let PC's be Summoner?
Or if you have an Summoner in the party, the non-Summoner gets Thor as an buddy?

I hope that was a joke...



52
DFRPG / Re: Seattle Dresden
« on: May 14, 2010, 09:00:05 AM »
Map: Occult Seattle

That map is cool. Need to look into how that works...

53
DFRPG / Re: Sample conflicts
« on: May 14, 2010, 08:57:24 AM »
Reading the Physical example at the moment:

I dont repeat what was allready mentioned. I'll only state what I think nobody covered yet.

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Normally, magical shields persist for the whole exchange, so the block should stay up the whole exchange

I was under the impression, that an exchange would be a round (in D&D Terms), and the whole combat would be the scene.

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The second goon rolls 4df and gets (0, 0, 1, 1) adding his good (+3) gun skill, and his tagged aspect gives him a total of +7 to hit
Cant tag the aspect a second time.

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The defense provided by the Lucky Dictionary collapses, the goon has a margin of success of +0, and he is using a weapon:2, so Jing-Wei takes 2 points of stress:
Not shure about this, if the Block gets canceled out, does it still decrease the attack?





54
DFRPG / Re: What's the most munchkin character you can build?
« on: May 14, 2010, 08:30:50 AM »
Unless you take the time and energy to make a complicated magical AI, Constructs ARE summoning.

Can you rephrase that? Not shure I understand that... Constructs are summoning?
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Even if you do the AI thing (which I'd actually rule to take ALOT longer), there's the potential of it going rogue,

Alot longer = House Rule?
Potential of going rogue. How if its bound?
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or the Wardens coming down on you for creating  a sentient being and mistreating it.

Why would they? Its not human.

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And if you aren't mistreating it and it serves you willingly... well, what makes it different from any other allied NPC?

The Power of the NPC?


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No. No he doesn’t. He’d get a Fate Point if the enemy burned a Fate Point to use one of his Aspects…but if the enemy uses Tags he gets jack and shit. And you can make Declarations without burning fate Points on them, too.
Got confused, thought Declarations need an Fate point. Whats the difference between an Assessment and an Declaration again?


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It…really wouldn’t. Except inasmuch as he could make it one of his own Assessments or Declarations to enhance the summoning circle.
Wouldnt it be an Aspect the Summoned Creature needs to buy of with an Fate point? (ToDo: Need to reread the Aspect chapter...)


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Oh, indeed. But that makes this a tactic requiring A LOT of prep time. Wizards can do almost anything if you give them prep time…but their enemies are aware of this, and seldom give them such time.
Not shure we are talking about the same. I'm talking about a wizard who uses one work day (8 hours) per month to gain 100 NPC's as followers. He does that regulary. If he need more he has 100 followers who protect him while he summons more.
Hellhounds are a little obvious but not all summoned creatures are.

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Major players start seeing you as a threat, and various people start worrying that you’ll draw attention to the magical community. Neither of these are good for you.
Finally an use for the "Marked by Power" Power ;D


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Okay, to be clear, he already has them bound. He the n spends a Complexity 4 or so spell summoning them, with no need for any Focus Items or circle (since they come pre-bound). Those are what likely take the time, not the summoning itself.
Nice thinking. Need to remember this.

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No, that’s not what I’m saying. I’m saying characters don’t operate in a vacuum, and their actions provoke appropriate responses in NPCs.
While I see this for summoning actual existing creatures. I have (as stated multiple times) a problem with Magical Constructs.

But since you (sort of) used an HR to limit Magical Constructs, we are on the same page. Our House Rules are different, but we agree that AI Magical Constructs need an limitation. Do you agree?

55
DFRPG / Re: Sample conflicts
« on: May 14, 2010, 08:07:26 AM »
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If the total complexity of the ritual is equal to below your base complexity, you don't have to do any preparation at all. You can do the whole thing in your head.

Isnt that a normal rule?
Or do you mean by "in the head" like
(click to show/hide)

I like the 5 minutes of preparations HR.
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You can make a number of declarations equal to your skill (or workspace, etc) level minus two.
So you would need an Workspace 3 to use +2 skills.

Question: Do failed declarations carry an penalty besides lost time?

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Ow, my aching knees
 
That I dont like. Anther needed skill for Wizards? (Discipline, Lore, Conviction, Resources, Endurance)
Not shure I like the 5 Minutes per exchange rule. (But I like it better than speed of plot or how can I fasttalk the GM into as little time as possible.)

How about 3 different casting speeds? Like in the preparation?
Sadly I have no idea how that would work.

On the whole I like you Thaumaturgic HR and I will base mine on yours.


56
DFRPG / Re: What's the most munchkin character you can build?
« on: May 14, 2010, 06:52:34 AM »
Well, the more important and powerful a creature is the more likely it is to use it's Consequences. So the Scarecrow might use all of it's (making it a Complexity 30 or so ritual), while a Hellhound uses none (making it a Complexity 10 or so ritual). That's a large difference. Or, using the 'multiple rituals' model, one or two Rituals vs. five or six.
And how does the Wizard know before he tries to bind the creature, how many Consequences it will take? That sound very metagamy to me. Shouldnt the Wizard plan for the worst?

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Indeed. And it can make Declarations that they exist, as well as Assessments (and old, powerful, creatures should do precisely that). Either way it's got a good chance to break the hell out unless that's one hell of a binding circle (say, another Complexity 15 spell or so, if you want to be really safe).
Complexity 15 Containment spell. We are talking about two Assessments...

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Also, you're ignoring the potential diplomatic issues with this strategy. If you go around doing this to powerful, intelligent, entities, your former minions and/or their friends and associates will likely be annoyed and do something violent and unpleasant to you. Summoning up Fetches in Scarecrow's league is likely to arouse Mab's personal interest (they're her elite assassins), while summoning and binding Elder Gruffs is likely to annoy their elder brother. Neither of these are healthy for you. And the results are likely to be similar for summoning similarly powerful entities.
Back to the sample summoned creature: Magical Constructs - no diplomatic issues?

off the top of my head, with no actual situation to work off of...

Lore assessments of the actual spell. Rapport assessments of the wizard in question. Possible craft declarations of the wizard having messed up his circle. Lore declarations of the wizard having used a crow feather instead of a raven...
Also, if you are going to force your way out, you may be able to add in the complementary skill might bonuses from levels of strength powers. Also, may have some fate points if they got spent against you from the summon if they invoked any of your aspects.

Not to mention the social attack of 'let me out, you can trust me even though I've never given my word'.

The wizards gain an Fate point every time a declarations is made against him, right?
So he can and should make an declaration right back. Seems like an no win situation.
For Assesments: The wizard should have the upper hand, because he controls the place and time of the Ritual. So he should go to the trouble of making clear there are no objects on the floor he can tripp over...
And how about preparing the room? Scene Aspect: Cleaned room, nothing to use against me. (Not shure how that would work exactly.)


From the other Thread (so we can discuss in one place):
Potentially. It depends on how you read and look at the rules. Even assuming that's the case, your new minion will then immediately need time to recover or be pretty much useless until it does. Also, see the other thread for reasons why this is usually a bad idea. Two words: Diplomatic Repercussions.
How so, the minion can choose every time to take no consequences, and be bound.
And if you use one big ritual for binding, the creature can still choose to take consequences and would be useless for you until recovered.

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Though now that I think about it, there's also the whole 'literal genie' problem, where your new minion is ordered to protect you from the demon, and immediately kills you since then the demon can't. That's a bit of an over-the-top example, but the kind of thing that's likely to be a much bigger problem for powerful creatures than the less powerful.
Thats on of the reasons we want long term binding.

But lets drop the matter of uber-powerfull summons for the moment. Does nobody see a problem with summoning an Army?
100 hundred magical constructs on the powerlevel of an Hellhound? (little more of 8 hours nonstop summoning and binding).
Its not as problematic as the mass summoning of Powerfull Things and workable. But its hard on the overpowered mark.

@Deadmanwalking: If
(click to show/hide)
had his creatures allready summoned, how did he call them?
If its so easy to call them through the NeverNever (and he couldnt open a door into the NeverNever by the rules), then

Not a lot, but some (he can't keep 22 Hellhounds around all the time).

And I'd argue that nothing
(click to show/hide)
does proves Summoning takes that little time (I'd make it quite a bit longer, personally). I, also personally, assumed his Summonings were of entire groups, and all conducted offscreen, all he did onscreen was yell the equivalent of "Here, boy!" at already summoned critters.

he can keep them around 24/7.





Sorry to say it, but at the moment I get the feeling of: Srew the player over for abusing rules that shouln't be there.

At the moment every creature is Summonable, Containable and Bindable (with Superb Conviction or lower, probably the Conviction could go even higher).
I could see an House Rule that the Binding Spell disrupts the Containment spell. So you would need one big powerfull Binding spell.
But then nothing would be bindable. The wizard cant know this creature isnt going to use Consequenses.

57
DFRPG / Re: Spell Design Exercises
« on: May 14, 2010, 05:48:29 AM »
For transformation magic I'll be using following system:
(I want consistent magic, not different Complexity for turning into an bird, based on: Is it for spying or is it for traveling? But thats me  ;) )

When you (Self-)Transform into another thing you loose all your Powers and Stunts.
Unless you buy them back into the Ritual.

The basic difficulty for transforming is based on the True Shapeshift Power (-4 Refresh = 8 Shifts)
(Reason, while one Ritual can only change you into one form, you can have multiple Rituals. Thats True Shapeshift.)

Since you may want to end the spell before sunrise, we add another shift.

So the basic Self-Transforming spell is an Complexity Ritual 9.

So lets say our Wizards want to transform into an Wolf. With the Lvl. 9 Ritual he can take the form off an Wolf, but he is unfamiliar with the body.
He incorporates another Power into the Ritual: Beast Change for the Skill Shuffle (Demonic Co-Pilot would work too?).
Thats another Refresh (Total of 5) or 2 Shifts of Power. = Complexity of 11

After an Encounter with an Hellhound our Wizards want to change into one.
A Hellhound is an -7 Refresh creature with the -4 from True Shapechange that would be -11. To much for our Submerged Wizard (10 Refresh Total, max. -9 Refresh)
He researches further and cuts the Pack Instinct out and the Stunt Unflappable (Presence), that would bring the Refresh to -9, but then he realises he needs still the Beast Change Power...
He cuts the other Stunt since he overlaps a little with Echoes of the Beast.
Complexity of the Ritual (9*2)+1 = 19

Later in the Campaign after the Wizard got 7 new Refreshes he bought True ShapeChange (-4) and the Modular Abilities (-3).
So he can Shapechange into an Wolf on the fly (with all his Powers intact), but anything more complicated (like an bird) he needs still to cast an Ritual.

He could change into an Bird with allmost all his Powers intact with an Ritual.
Example:
-3 Evocation
-3 Thaumaturgy
-1 Wizards Sight
-2 Refinement
-1 Diminuitive Size
-1 Wings
-1 Beast Change
-4 True Shapechange
-----------------------
-16

He could'nt use his True Shapechange, because this is the Ritual Version. He would need to end the spell first.
The Complexity of the Ritual would be (16*2)+1 = 33

With two more Refresh spent on Modular Abilities he wouldn't need the Ritual (And it would be much faster).


IMHO with this you could play an Junior Wizards who grows into an Powerfull Shapechanger.
It's flexible, but you are at least 4 Refresh points behind the Specialist.


So to gain Inhuman Speed it would be an Complexity 11 Ritual. (or 10 if he doesnt want to end the spell at will)
But he couldnt use his normal Powers or Stunts while the spell is in effect.



58
DFRPG / Re: Statting the Erlking
« on: May 14, 2010, 05:32:06 AM »
Jim has stated that the Erlking is not in the same League as Mab and Titania as far as power goes.  Both of them should be statted up as "you lose".  The Erlking should be statted up as "you lose, unless you are hella lucky".

Nitpicking:
It should be a "you lose" in an normal (like submerged) game.
But with more refresh and a group (party) it could/should be possible. Hell Harry managed to contain him. I doubt he would have managed that with Mab...

59
DFRPG / Re: How to Summon and Bind an Demon
« on: May 13, 2010, 12:33:22 PM »
As mentioned in another thread, I'd up that to at least Good for my games.

And makes no practical difference if the Wizard can use the save third step.

Third step is the Binding Ritual.
We have two objectives.
1. Binding the Hellhound
2. The Binding should last as long as possible (Time isnt allways available...)
We use 5 Shifts for the Binding and 5 Shifts for an extended duration.
The Hellhound cant succed against the Binding Ritual (without using Fatepoints). If he does use an Fatepoint, he is still Contained and our Wizard cast the Ritual again (which doesnt need preparation).
Lets say the Hellhound doesnt use an Fatepoint but rolls +4 with the dice. So he gets an Stressbox filled.
Our Wizard cast the Ritual again. The Dice are with the Hellhound, again +4. His second Stessbox is filled.
With the third binding Ritual he gets an mild consequence.
With the fourth binding Ritual he gets an moderate consequence.
With the fifth binding Ritual he gets an severe consequence.
With the sixth binding Ritual an exteme consequence.
With the seventh binding Ritual he gets taken out and is bound.

Thats an worst case scenario.


60
DFRPG / Re: What's the most munchkin character you can build?
« on: May 13, 2010, 12:28:09 PM »
@deadmanwalking:
You can Bind with multiple spells, not hard anymore...

In case the GM wants only one big binding ritual you need an bunch of tags anyhow (~10) those three or four extra tags for the higher conviction seem a little like thowing an lighter in an burning house...

@JustinS:
Examples? Discipline Assesment for extra Concentration, OK. Other than that?

[Edit:]
And its not as if an Big Hammer Ritual is short, the Creature should be able to tag those Aspects anyhow (if there are tagable there).

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