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Messages - Todjaeger

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1
DFRPG / Re: Props
« on: January 21, 2014, 07:43:21 AM »
Here's what I have use as props.

3" x 5" index cards, these are used to write down temporary and/or scene Aspects.  Once the Aspect is available in play, the card is folded so it stands up and can be scene.  if the Aspect is used up/goes away, the card gets yanked.

For convention play (I regularly run DFRPG at Connecticon and some of the other conventions in the area) I've found it useful to have larger index cards with the characters name and Aspects written and standing up, so that all the players know who all the characters are, as well as everyone having a reminder of what everyone's character Aspects are.

For Fate counters, I have a couple of sets of plastic tokens which have (or had) runes painted on them.

Occasionally I will use a whiteboard to draw out a rough map of an area.  However, I often also make use of an iPad and just show people an aerial photo of the area in question, since our game is set in the New Haven area of Connecticut.


2
DFRPG / Re: Golems Are Great
« on: January 06, 2014, 02:17:23 AM »
It all depends on what makes your golem tick. If it is actually a magical robot, a circle will shut it down, no question about it.

But what if you have a Bob like entity at the heart of your golem? He could easily work the thing even inside of a circle, and he would be protected inside the golem. And he wouldn't need any continued commands, he can think for himself. Now another question would be, could he break the circle? We know from Harry, that breaking a circle doesn't just require a physical act, but an effort of will, too. That's why Binder's gentlemen can't break the circle, for example.

Though granted, a golem like that feels much more like its own character concept than part of a master/golem concept. Anyway, a lot of possible compels to be had, I guess.

Indeed, if a golem is built like a Wardhound, it is basically a magical robot.  Note though that have a golem 'piloted' by a self-aware entity like a spirit that is 'bound' into the golem also can run into a problem, because the Binding tying the entity to the golem would also be impacted by the circle.

An entity 'piloting' a golem without the Binding to restrict or force the entity/golem's actions would actually be closer to having an entity possess and empower a physical object, and therefore I wouldn't really consider something like that a golem, or use any construct-type rules to build it.

3
DFRPG / Re: Golems Are Great
« on: January 05, 2014, 11:42:12 PM »
That's not necessarily true. Bob's skull is designed to be a "home away from home" for Bob, to grant him protection from things that erode magic and magical entities. Granted, it's mostly sunrise and sundown he uses it for, but I'm pretty sure it works for other types of eroding as well. Including circles. I don't see a reason why it shouldn't work for something like this as well. The circle is probably going to do something, yes. Maybe slowing the golem down. But it wouldn't have to erode the entire magical construct or the spirit within the construct.

My understanding of Bob's skull from Ghost Story and Cold Days is that it is a sanctuary, acting as a sort of pocket Nevernever domain controlled (and powered) by Bob.  This would mean that the skull is closer to being an Item of Power or Enchanted Item as opposed to the target or an active ritual.  Also Bob has taken shelter in other, non-magical things from daylight (IIRC a gun barrel in Changes) for brief periods.

Keep in mind with golems and other constructs, the creator needs to include some sort of provision for the construct to obey the creator's commands, or else have some form of at least limited intelligence and something to keep the construct within behavior parameters that the creator specifies.  Without these, a golem or construct will either just sit/stand there and do nothing, or else might decide to do something on it's own which likely wouldn't be what the creator wants.

A circle or a Threshold would disrupt the ongoing ritual which would provide or control the above 'programming'.

4
DFRPG / Re: Golems Are Great
« on: January 05, 2014, 11:24:25 PM »
But if it is self-powered or if I stored magic energy inside? Basically that's the difference between a golem and a regular construct, I think.

Harry and Ivy were self-powered (with some limits) in Small Favor, but a golem isn't self-powered.

A traditional/classic golem (as opposed to those from Dungeons & Dragons et. al.) depending on which stories are used, is activated/animated by specific , ritualistic Hebrew writing on put on paper and inserted either into the mouth or placed on the head of the golem.  Again, depending on which stories on listens to, removing, altering or defacing the writing on the paper would deactivate or destroy the golem.  The creator of the golem needs to perform the appropriate ritual(s) in order for the golem to animate in the first place.  Once that happens, the paper would presumably serve as a link to the golem for the power it needs to function.  Again, the containment circle would act as a barrier preventing outside power from flowing into the golem.

Incidentally, a Threshold would also serve a similar purpose if the Threshold was hostile to the golem.

5
DFRPG / Re: Golems Are Great
« on: January 05, 2014, 07:19:07 PM »
He's right about the ectoplasm melting. It's because it's material ripped right from the nevernever. The circle breaks it's link and it melts. That's why I specifically mentioned a construct made of an actual real world materiel, like iron or stone. A magic circle wouldn't destroy that body, the spirit would still have it's vessel but it may well be trapped in the circle.

The body, vessel, or 'normal' matter or material would indeed remain.  Any active rituals involved in the golem however would be cut off and stopped by the circle, since there is no longer access to any magic/energy from outside the circle.

6
DFRPG / Re: Golems Are Great
« on: January 05, 2014, 11:34:23 AM »
That would depend on how the construct was made I think. If it has a body made of real material and is driven by a bound spirit, It wouldn't go inert in a magic circle, it would trap the spirit and it's body with it.

I respectfully disagree.  If the spirit was a bound spirit, the Circle would break the binding for the spirit.  The circle would still contain the spirit, or if might immediately be forced into the Nevernever (depends on the spirit). 

From the events in Turn Coat:

(click to show/hide)

7
DFRPG / Re: Golems Are Great
« on: January 05, 2014, 08:51:07 AM »
So they work like ward traps. But how would the construct dissipate if it isn't made of ectoplasm?

The material of the construct itself wouldn't dissipate most likely (ectoplasm and water being possible exceptions) but the spell energy powering the construct would be gone, returning the construct back to whatever normal, inanimate state the material usually has.  A Wardhound for instance would become a stone statue of a Tibetan temple dog.

8
DFRPG / Re: Golems Are Great
« on: January 05, 2014, 07:48:22 AM »
The circle traps. How do they work?

The circle traps can work a couple of different ways, depending on the circumstances.  Depending on what sort of trouble my players are expecting, one or more of them will draw a circle, or several circles, as they pass through an area.  In one instance, they were exploring a storm drain system looking for a troll.  At regular intervals and at each tunnel junction, a character drew a circle.  When one of them later encountered a pack of malks in the tunnel and had to flee, the player was able to activate one of the pre-drawn circles and the malks couldn't cross into the circle.

By the same token, a pre-drawn circle can be left waiting for a Golem or other construct to enter into the circle, then a mortal outside the circle can activate it to either trap the construct or cause it to dissipate.

Depending on how a particular group handles magic, an Alchemist could even craft potions to activate and boost the effectiveness of pre-drawn circles.

9
DFRPG / Re: Golems Are Great
« on: January 04, 2014, 11:08:57 PM »
You will have to explain that last part to me.

Which one?  The one about leaving 'circle' traps, or calculating the complexity required for a construct?

Also, what if you use crafting to make the construct and you use a ritual to bind the spirit, or craft a heart that works like a cpu?

I'll go over the email exchange with Lenny with a bit more info once I have a chance.  Should be later on tonight.

-Cheers

10
DFRPG / Re: Golems Are Great
« on: January 04, 2014, 04:17:47 AM »
A Golem is a construct (think Wardhound) and from an email exchange with Evil Hat, there should be some rules on making Constructs in the Paranet Papers.

From memory, the guidelines were to take the total point cost of all skills, stunts, and powers and total them.  That was the minimum number of shifts required for the ritual to create the construct.  Then if people want the construct to stick around, additional shifts are required for additional duration for the ritual.  Also keep in mind that going about making constructs like this could get unpleasant if the opponents wise up and manage to leave 'circle' traps scattered about.  A construct built via a ritual would essentially collapse if inside a magic circle someone else created.

-Cheers

11
DFRPG / Re: The Paranet Papers
« on: December 17, 2013, 03:00:42 AM »
I'm hoping it'll be up to at least Ghost Story (Otherwise it's just two books and maybe some short stories they're covering really).I'd really love it if Cold Days info was included, but I doubt it... :/

It is supposed to have some updated information from the novels, including an update of Harry as a character which there was a design contest on here for.  The winner was announced a couple of months back and they get their name(s) in the book plus a free copy of the book once it comes out.

IIRC there is also supposed to be additional setting material, like the Russian Revolution and the 'spooky side' of that, along with some stats for the late Senior Council member Simon Petravich (sp?) and possibly the Brute Squad of Archangel.  There might also be one or two locations within the Nevernever which make an appearance as well.

12
DFRPG / Re: Spellcasting Spreadsheet -- Test it for me!
« on: September 27, 2013, 05:04:23 AM »
It mostly works correctly. But the "zero value" shouldn't be instant. Going by YS266, the zero value can vary but until the next sunrise is a good default.

I usually have the default duration of a ritual spell set at A Scene/15 minutes, with Wards and other similar type ritual spells having a default starting duration of A Day/until the next sunrise.  If you read through YS266, it does suggest the 'default' duration for a few things (namely Wards and Curses on Locations) having a starting duration of A Day.  However, something like a spell which provides/causes a Temporary Aspect to be on a living thing (ex. Bad Luck) would only last about 15 minutes.

-Cheers

13
DFRPG / Re: Confused by toughness and the catch.
« on: September 23, 2013, 09:48:14 AM »
Come to think of it, I'm not sure whether the book actually ever says that the extra boxes go at the end. It attaches them to the right-hand side of every example stress track, though, and I generally assume that stress goes left to right.

While the book doesn't directly state where the bonus boxes for Toughness go, it can be pretty well determined by how boxes are allocated based off skills (or lack thereof).  A character with no skills, stunts or powers to provide extra stress boxes has 2.  If they have Average or Fair in the relevant skill, then they have 3, etc.  That indicates that it builds from the left, and with the stress boxes that work for everything.  Also, look at the write-ups in YS for creatures/beings with Toughness powers.  The write-up for a Hecatean Hag on YS61 is relevant to this.

Also the hit allocation order would IMO not be something which the player could get to decide, but have already been decided based off the Initiative order.

14
DFRPG / Re: Question concerning Fate Points
« on: September 12, 2013, 04:39:52 AM »
Going from memory, Fate points get refreshed at the start of every session, though the GM could decide to have them refresh part way through a particularly long session.

Plot point resolutions are usually called Milestones, where aspects can be changed, skills swapped out/advanced, or Refresh spent to purchase or upgrade Stunts and Powers.  It's also where additional skill points and Refresh can be awarded, depending on the type of Milestone.

-Cheers

15
DFRPG / Re: For the guys at Evil Hat
« on: September 07, 2013, 07:08:53 AM »
thats unfortunate that there probably will not be much more stuff released before paranet. the setting and books were very interesting. even if the casefiles cost a dollar or even five i would prolly buy them just becouse i am lazy and i want something already put together were all i do is sit down read throught it once or twice and i can play it at gamedays at  a local shop or conventions etc. i tried running neutral grounds at a gameday a couple months ago and everyone at the table had already played in it a couple of times at different cons.

sincerely
heath delashmit

There are a few free ones that other fans have already written.

Headless Horseman]http://www.epicwords.com/attachments/4675]Headless Horseman
Sleepy Hollow]http://www.epicwords.com/attachments/4777]Sleepy Hollow
Pizza Fight]http://www.epicwords.com/attachments/4471]Pizza Fight

Also there are a few more which due to time constraints haven't been polished off in terms of writing, editing and upload.  If you can give me an idea of what you're looking for in terms of power level, I can see what's available.

-Cheers

PS There had been some talk at one point of Evil Hat being able to/having the license for, additional For Sale case files.  I don't know if that's still the case or whether that's something Evil Hat is still looking to do for the future, I don't know.  As others have mentioned they already have a number of projects underway.  IIRC though they are planning a Fate Accelerated version of Dresden, and not a Fate Core version.

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