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DFRPG / day walking demon
« on: September 25, 2014, 08:49:59 PM »
anyone read the hollows series by Kim Harrison one of my favorites, how would we stat R Morgan as a daywalking demon end of series
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The Laws aren't built like that, I'm afraid. We have Word of Jim that pushing a person off a building with magic is still breaking the Law, because your magic is still involved. It's not a matter of 'this spell isn't meant to be lethal'. It's a matter of 'this spell caused someone to die'.(click to show/hide)
They are, but not much. Harry only got around it by having the Blackstaff as his grandfather while Molly got very lucky that the Gatekeeper showed up at her trial.
I could go either way on this myself too, because I see Renfields as being little more than the shattered remains of a human being. That said, Rasmussen still had a soul despite being tortured into insanity by Ursiel, so insanity/mental trauma may not be enough.
So I'd probably adjudicate it based on the type of game being played. If you're going for a less serious adventure where the players kick ass and take names, I'd say no Lawbreaker. If it's a more serious game or one focused on horror, I'd say put it out there as an option. If you're a dick, do it and only tell them afterwards.
You have however claimed that killing with magic in self defence is ok in the later books, but not supplied an example. I think have a fairly good memory for the kinds of things happening in the books, but I can't recall a single time that a mortal has used mortal magic to kill another mortal, aside from The Blackstaff which is a specific exception, and it's been considered non-tainting.your restating the arguement: I am arguing that the people who are "corrupted" by it are not corrupted by it but were already bad people. In book we have no evidence of any type of progression from good to bad to downright insane evil. JB has never provided that. All we have is the wardens and the WC word that this happens.(and as evidence they show the corrupted person to us and then lop off his head aka korean kid) Since they enofrce the laws that keep them in power of course they and their minions would believe this. Any speciific examples provided have shown people who are evil and nasty and some insane but none of the examples of shown a progress to this directly from magic. This leaves me enough room to A: believe there is more at work then we know (which is my guess as I have stated) and B allows me to allow my games to be run with a looser hand then a vanilla game and still maintain some ties to the series. You may not agree many dont, but the debate is long standing so I am not alone in this belief minority it may be.
Regarding them being mortal laws because Merlin wrote them - that's more along the way of Newtons laws. Merlin codified them into human understanding, and that informs how the Wardens act. The tainting is however more of a natural law.
Basically, mass in movement unaffected by a force will continue that movement whether Newton had written down his laws or not.
Similarly, killing a mortal with magic will taint a mortal killer, whether Merlin wrote down the law or not and whether a Warden comes to chop your head off or not.
To be fair, when it comes to literary criticism I largely agree with the "Death of the Author" philosophy. We're not really engaging in literary criticism, but trying to suss out how the mechanics of a fictional world work and work from a common baseline. For that purpose, the views of the game designers and author carry quite a bit of weight (they don't have to be adhered to, but that would be a house rule or setting change based on your table).
Potestas seems to read the novels rather differently than I do. He also wants a very different type of game than I do.
Potestas, it's cool your own games have different setting rules. Mine do, too, in certain places. But in particular because this discussion is about whether or not the Wardens would regard the killing of renfields with magic as a violation of the Laws of Magic, and therefore is firmly based on what we've seen on their attitude in the books, I don't think it's really relevant whether or not the White Council is correct about the changing effects of magic on a person who mis-uses it.
After all, the Wardens were perfectly ready to execute a teenage girl for using magic to steer a guy away from drug use.
For me the toughest part of Fate to get people's heads around has been that, unlike most games, Fate isn't about building powerful stats. It's about building a powerful story.
I love that Fate allows the freedom to play with things on a narrative level, and that's how I regard skills. To me, skills are not a reflection of a character's literal ability, but rather of how much of the story they can steer with that ability. This is why I'm perfectly happy with my players using Minor Milestones to swap investigation and combat skills around regularly. Early on, the story is about the characters figuring out what's going on, so they do better at finding clues but take some licks if they get jumped. Meanwhile, towards the end when they've figured out who the bad guy is, the story shifts to be about them kicking ass, and they change their skills around to suit.
I do find that magic is a real spanner in the works when it comes to presenting the group with a challenge. But there are a couple of solutions to this.
1: My favourite is conflict groups. It's an easily-overlooked section, but the rules state that you separate out characters into groups for a conflict, and that "typically" this is simply "players vs villains", but it can easily be more refined than this, with certain PCs fighting certain opponents. This is great for making sure that wizards don't dominate the whole conflict, and allowing all players a chance to shine.
2: Compels. Using magic in a city? Compel for car alarms to go off or street lights to explode, drawing attention or injuring people. A villain bursts a fire hydrant to put the aspect "doused in running water" on a wizard, and uses the free compel to stop the wizard using magic. There are all sorts of fun ways to challenge spellcasters.
That said, arguably the biggest badass in our group is the Pure Mortal. He's gone toe to toe with a Kemmlerian necromancer. And won. Twice.
What do you mean if your GM doesn't care?
Let's say I did a 14 shift ward and only wanted to take 4 mental stress and no back-lash and no mental consequences.
Assuming an average discipline roll of 6 (let's say discipline 5 +1 foci)
That's 6 points of sponsored debt. For 1 spell.
That's not nothing. That's a hell of a lot of compels. Eventually, the character won't have FP's to pay them off. Remember that you don't earn a FP for accepting compels based on debt. But you still have to spend a FP to pay them off...and that FP spent doesn't pay off the debt - the debt still stands.
I'm not sure I'd do a ward that way, though. What's the story?
If it's to hold off some baddies while you escape, I'd just say "sure, you put up a ward. DOn't worry about the strength, they won't get through until you get away. It costs you 1 point of sponsored debt."
I'm going to have to ask for a source on this because this is directly the opposite of everything that we have been told both in the books and through WoJ. Jim has said that the White Council Laws and the Cosmic Laws don't match up exactly and that there are grey areas, but he's made it very clear that killing with magic does taint you whether you did it for the right reasons or not.WOP (word of potestas) the guy in my game that has more power then JB, i disagree with him and some others I presented up above why I do, using his own stories and I provided a more plausable reason why wizards need to follow the laws of magic rather then "you will become monsters" we dont have evidence of this in book only bad people we are told went ape shit becasue they over did the breaking of the rules. In other words we see bad people being executed on the say so of the council but none of the building process that is supossed to have happen. I think killing in self defense or to protect others is a moral act regardless of what you use to do it. Your millage may vary
JB's quote is missing.
I dislike the very idea of Soulfire as having an external sponsor, as presented in YS.
To me, Soulfire is the absolute epitome of 'Self-Sponsored' magic.
The fuel for Soulfire is the practitioner's own soul.
'Jake's' involvement in Harry's access to Soulfire was a one-time event. None of their further interactions actually facilitated his continued use of the power. This is not the relationship between Sponsor and Sponsored Practitioner.
Dude, that is a total spoiler. That should be in spoiler tags.
Depends on...
First, there has to be a wizard in the group... Second, the technomancer would have different possibilities to use his power. The more obvious, the more are the chances that the characters will find out and start to detroy all his little toys. But things like using public surveillance cameras for his purpose, shutting down all automatic doors in a mall and things like that aren't that much obvious and can easily explained by a hacker or some other kind of competent tech. And the characters will have to think a long way before starting to suspect something like a technomancer...
But anyway, it is only an idea and a crude one...