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Messages - wyvern

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76
DFRPG / Re: Iron druid
« on: August 27, 2013, 05:43:58 PM »
  Au contraire, sir.  Ask any member of Hell's Angels, they will cheerfully tell that a tattoo can be removed.  It can be flogged off, burned off, etc.  Tattoos can quite assuredly be removed.
Yes, but that removal isn't something that can happen just casually; you don't check your tattoos at the door the way you could a gun or a staff or a jacket.  Thus, a magic tattoo isn't an item of power; it's just a power.

77
DFRPG / Re: DF in Australia - We're all screwed
« on: August 27, 2013, 04:39:45 PM »
Hm... Interesting stuff.  I note that there's no direct equivalent to the White Council's seventh law - do dealings with Outsiders fall under one of your existing ones, or are they just not acknowledged in Australia in the first place?

There's also no "don't transform another" law here - initially I thought the "don't mess with minds" one might cover that, but, hey, turning someone into a kangaroo doesn't directly mess with their mind...

For a name for the local warden-equivalents, I'd suggest looking at native languages and finding some sort of word for "warrior" or maybe "shaman" - wikipedia often has decent language references.  (Or, well, decent for gaming purposes; it may not be the sort of thing you'd want to cite in a scientific paper, but for gaming you just need something that sounds good - it doesn't have to necessarily be right.)

78
DFRPG / Re: Champions and Thresholds:
« on: August 26, 2013, 08:27:46 PM »
I'd tend to say, if the supernatural someone still thought of the place as home (and their family still lives there), they could get in.  This would, imo, immediately rule out DF Black Court vampires - they're sufficiently inhuman that the concept of "home" doesn't work for them.  A White Court vampire, on the other hand... though, of course, the WCV could walk through an active threshold with no problem; it would merely limit the amount of supernatural power they could bring to bear.

In general, I'd say the creature needs to be something that is capable of generating a threshold before it could claim free entry on the basis of somewhere being its home.  So, probably not Red Court vampires, either.  Scions of most types, sure.  Dragons (even those with a lower case 'd'), sure.  Kitsune (but probably not kumiho), maybe tengu, definitely not fae (Though they get their own exceptions...), and so on and so forth.

79
DFRPG / Re: Non-Human PC
« on: July 15, 2013, 06:14:42 PM »
I'd also point out that Human Guise is a -0 power - and what can you do with powers?  Why, you can tie them into items of power.  So even a supernatural thing that has no natural excuse for shapeshifting can still get the human guise power... they just need a good story for why they have an appropriate artifact.  Here's an example:

Talisman of the Frozen Mirage:  Typically appearing as a simple silver brooch or cloak-pin, this item is always cold to the touch; when opened, it shows a picture of its current owner's true form, against a backdrop of glacial ice.  Given the item's powers of illusion, any further details of its appearance are up to the current owner.
* Requirements: An aspect describing your character's connection to the winter fae you got the talisman from - something like "Three Favors Owed to Lord Talkoth" (if you traded for this artifact) or "Hunted by Malks" (if you stole it from someone), or, etc.
  Note that this aspect can also be compelled when the talisman's limitations come into play - as a winter artifact, it can't make a realistic illusion of flame, nor can it conceal your shadow if that shadow is cast by firelight.
* Powers: Human Guise, Glamours
* Total Cost: -1 (Since the artifact grants glamours, it is by definition easily concealable, for a maximum bonus of +1 to offset the -2 cost of glamours.)

80
DFRPG / Re: Modeling Limited Intellectus?
« on: May 29, 2013, 06:36:17 PM »
I'd model it as a power that requires an associated aspect, and gives you the ability to make a relevant declaration once per scene, for free.  Cost then depends on how relevant its scope is, and how many free declarations you get.  A place like Demonreach might give, say, two free declarations per scene, at the cost of one refresh - since most of the time, things aren't happening on the island anyway.  Shagnasty's pain infliction sense might cost more like two refresh for one declaration per scene, though, since it will always be using it.

81
DFRPG / Re: HomebrewAt2046
« on: May 21, 2013, 05:45:18 PM »
I referred to the second of those as "Shifter's Hammerspace", and there are a number of things it's useful for; a zero point version would cover lightweight clothes and maybe a wallet or cell phone, while a one point version might allow you to have a backpack and several different outfits in an extradimensional storage space.  ...Of course, that storage space actually exists, somewhere, in the nevernever.  Better hope no mischevious fae find it...

For the first, I'd agree that immunity to accidental hexing isn't worth a refresh; it just needs a really good justification.  Like, say, you're not human.  Or you're using some form of special sponsored magic.  (Consider, for example, fomori magic - which we know isn't impeded by running water.  I'd imagine someone who really knew what they were doing could accomplish something similar to make their magic flow with technology instead of against it.  Of course, they might then have some other manifestation of accidental hexing - like the fomori's odor of mildew, maybe mixed with a tendency for things to rust...)

82
DFRPG / Re: OFFICIAL Harry Dresden Statblocking Contest
« on: May 14, 2013, 09:32:00 PM »
Hm.  I may have to take a stab at this.

In the meantime, though - I'm not sure pinning this thread is actually helping it; I know I at least don't even look at the pinned threads when I'm trying to see if there's something new & interesting; only found it because I was thinking "Surely someone has posted a link to the contest already," followed by "maybe it got pinned?" - if I hadn't already known the contest existed, I would never have found this thread.

83
DFRPG / Re: Game-Breaking Powers To Worry About?
« on: May 13, 2013, 05:36:57 PM »
I'm interested in the temporary power/sponsor debt mechanic as a GM.  Can you give me an example of a WCV using his powers and then what happens next using this mechanic?

How I'd run it: most of the time, you just use whatever powers you've paid refresh for.  Let's say you have Inhuman Speed on your sheet - if you use that in a scene, then you get some of the WCV visual effects (silver eyes, etc), because you do still have a "human guise" power - but the resulting hunger isn't overwhelming; your normal feeding habits (whatever they are) are enough to cover it.

But say you need Supernatural Speed for a scene.  Well, that'd cost two refresh - refresh that you don't have (or don't want) to spare; so instead, you pay for that with two points of sponsor debt.  You get Supernatural Speed for the scene... but it's going to come back to haunt you; at the simplest level, you could skip the next scene (because you have to go feed now), or you could kill some random unimportant mook - either of those would probably pay off a point of debt.  Rack up enough debt, though, and the GM is going to start getting evil with it - having you kill or cripple someone you care about, for example, or changing one of your aspects appropriately (which could go either way, really; a loss-of-control incident could promote either "Mortals Don't Matter" or "Afraid Of My Powers", depending on what direction the player wants to take the story.)

Another example of a one-point compel might be just visibly starting to lose control in front of your friends - even if someone like Mouse steps in and makes you back off, that still puts into play an aspect of "Can We Trust Him?" or the like.

84
DFRPG / Re: Game-Breaking Powers To Worry About?
« on: May 10, 2013, 05:21:22 AM »
Another power that is potentially abuseable is beast change.  An aggressive player can construct their character in such a  way as to have very good skills in all areas and steal the show from the other players.
I'm not sure I agree - the proposed character is certainly very strong... but only when they're prepared.  A simple mugging could take out the human form before he got a chance to shift, and it's not hard to imagine fights where going animal form just wouldn't be acceptable (for example, against vanilla mortals with cameras), while the animal form would be very vulnerable to intimidation or other mental attacks.  In fact, hit them with a typical White Court vampire, and they just lose - either physically stomped by the WCV's always-available powers, or psychically stomped if they try to go animal form.

It's definitely competitive with a wizard... but I don't think it's more than competitive.

85
DFRPG / Re: Game-Breaking Powers To Worry About?
« on: May 10, 2013, 12:00:05 AM »
Related, but not actually quite on topic:

I would strongly suggest banning both Demonic Co-Pilot and Feeding Dependency.

Demonic Co-Pilot because it's just annoying to track and deal with all the extra rolls - plus it's trivially easy to get the same feel off a -0 power that allows use of the sponsor debt mechanic for appropriate actions.

And Feeding Dependency because it just, mechanically, does not work.  Really, it doesn't.  Note that one of the rules for it says you can clear your hunger stress track by succeeding on a discipline roll to control your hunger after a scene in which you've used your powers... meaning the best way to recover isn't to go off-camera and feed, it's to be on-camera, make some trivial use of powers, and then succeed at controlling your hunger when the scene ends.
While it may be possible to house-rule the power into some semblance of functionality, I, personally, would prefer to replace it with a combined temporary power / sponsor debt mechanic - essentially, the powers you've bought and are on your sheet are assumed to be what you can reasonably sustain from your current lifestyle, and you can go beyond that temporarily at the cost of having to deal with the associated hunger later.

86
DFRPG / Re: Game-Breaking Powers To Worry About?
« on: May 09, 2013, 11:49:17 PM »
Things to watch out for: focused crafters - while you can't take rituals and then add refinements for specializations, you can add refinements for focus items... and focus items can improve enchanted items.  The results can easily be absurd.

Thaumaturgy in general - I'd strongly suggest setting specific expectations for time & effort required to accomplish various power levels of rituals, so you don't get some munchkin wandering in and assuming that they can spend half a day making discipline maneuvers of "gathering power" (or, for the creative munchkin, invent 15 different aspects that all completely coincidentally use the character's apex skill to create) and then toss off a thirty shift ritual of doom.

Evocation is - at the refresh level you're starting at - actually much less dangerous, mostly due to the cost of throwing around high-power spells.  However, if people can advance to, say, mid-teens refresh, evocation can get rather ridiculous as well.

Another thing to watch out for is stunts - there's some disagreement over how limited a stunt needs to be, particularly in regards to making attack & defense bonuses.  Skill swap stunts can also be dangerous - a typical munchkin move is to find a way to skill swap all of their attacks and defenses to a single apex skill, then add stunts that boost that skill in a "limited" set of circumstances... that, on closer examination, turns out to not be actually limiting.
A really obvious example of an overly broad stunt might be "+1 weapons skill when in combat", though most munchkins will go with something subtler - like "defend with discipline when I can see the attack coming", which seems fairly reasonable for a wizard until you consider that, one, if you can't see the attack coming you automatically defend at +0 anyway, and two, physical defense is really about two-and-a-half trappings (defense vs. melee attacks, defense versus ranged attacks, and the one-half is defense versus unarmed attacks - which is included in defense versus melee, but can also be granted on its own, e.g. by the fists skill.)

Alas, much of this advice can be boiled down to "don't let players make hyperfocused characters", and "watch for munchkins", rather than any easily-house-ruleable flaws in the game system.
Oh, and look really carefully at any 'refluffed' powers, or powers taken from OW; while these are often just fine in their original context, many of them are very easily abused.  See, for example, the most recent thread about A Few Seconds Ahead - a power which I'd strongly suggest explicitly banning; while it's okay on a low lore character, it's just silly on any of the PCs that would take it.  There are better ways to work the mechanics of a precognitive power anyway.

87
DFRPG / Re: Fate Points and NPCs
« on: May 09, 2013, 05:11:09 PM »
Hm... I kinda go the other way around: for each major villain, they get a pool of fate points; most of the time (due to negative refresh / lack of free will) this pool starts at zero.  Any time they - or their minions - are in a scene (even indirectly), compels against them (and fate point rewards from "cashing out") go to that pool of fate points.  And I do use compels against them, and generally make it clear to the PCs what I'm doing.  For example, if a PC uses evocation to put down a scene aspect of "Thick Fog", I'll cheerfully compel that to make the enemy gunman give up and go away since he can no longer aim at his target.  (And just as cheerfully compel the same aspect to make the PCs be unable to effectively give chase.)

I don't - as InFerrumVeritas says - give NPCs bonuses "for doing what I want".  I do, however, give them bonuses when an existing aspect notably complicates their plans - when pride makes them underestimate the PCs; when environmental factors cause their gunman to fail his job; that sort of thing.

That said, I'm also seriously considering adopting the Fate Core rules, where I as GM just get a few fate points per scene.  It'd be a lot easier to keep track of.  (Though I'd still track individual fate point pools for any important allies of the PCs - the GM pool is meant to be spent on opposition, after all.)

88
DFRPG / Re: Wail of the Banshee
« on: May 07, 2013, 07:22:34 PM »
Alternatively, you could go with more of the original mythos, and have the wail not be a killing attack (D&D popularized that), but instead be a notification that someone has died... or is fated to die.  In the latter case, you could run it a bit like the barabbas curse... or you could run it as a warning, and say that - if the hearer heeds the warning - free will allows gaining a bonus versus death.  (I.E. free will trumps fate, so if you're warned, you can actually do something about it.)

I could also see an alliance between a banshee and a valkyrie - the banshee figures out what important people are going to die when, and the valkyrie goes to collect...

89
DFRPG / Re: Playing "Free Will-less" Characters
« on: April 29, 2013, 05:46:29 AM »
Or should the GM be compelling both Aspects? One to back off and the other to intervene, since both seem to be equally applicable.
Both, of course; the fae should intervene, but do so in an indirect and trickster-ish manner.

As for free will... I just had a thought.  What if we're looking at this wrong?  What if "Free Will" translates, not to buying off compels, but to the ability to change your aspects?  (Without restriction, that is; a "Fae Ladder Climber" who managed to maneuver to get herself promoted to the position of Mother Summer would... well, there's nowhere further to go from there, so that aspect would have to change.  Essentially, she could only change an aspect when picking up - or discarding - some sort of metaphysical mantle of power.)

90
DFRPG / Re: Playing "Free Will-less" Characters
« on: April 29, 2013, 12:08:06 AM »
At a minimum, there is no way a character lacking free will should be able to buy out of a compel on their high concept.

I disagree, actually.  Buying out of a compel doesn't always mean an in-character excercise of free will - it just means that, right now, that aspect isn't going to complicate your character's existence.

For example: Say you've got an aspect "A sucker for a pretty face" - and a mysterious lady has just asked you to help - she needs a ride home, say.  But you probably don't have time to do that and still be on time to a date with your girlfriend - and she's unlikely to be sympathetic to the excuse... This is fairly obviously a compel, and while you could buy it off and leave this random person standing by the side of the road waiting for someone else... that's not really in character now is it?  Instead, you'd buy off the compel - and what do you know, the lights line up just right and you manage to make it to your date just barely on time.

Is buying off that compel an exercise of free will?  Of course not.  It's a mechanic for narrative control.

So, for the Black Court Vampire PC, of course you can buy off the compel to kill whoever it is - your character has plans, and this person is still useful... until he isn't.  And then you eat him.  But that's for later.

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