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Topics - Korwin

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1
DF Books / Book 18?
« on: August 05, 2021, 02:42:45 PM »


Do we know (some-) or anything about the next book?
Almost an year since the 'last*' book (and remembering a time where I got to read an Dresden book once a year ;) )

* which got seperated into 2 (according to Jim).

Just looked at https://www.jim-butcher.com/ and there isn't even an name for the next one.

LG

2
DFRPG / Campaign Notes (HR, NPC's, Aspects)
« on: May 11, 2010, 05:52:14 PM »
Houserules:


Character Generation

11 Refresh for Powers and Stunts (2 Refresh minimum Powers or Stunts), not used Refresh is lost (so use em).
5 Fate points for all Characters


Lawbreaker
There is no Lawbreaker stunt.

If an Law is broken, Aspects get modified.
Magic isn’t necessary (If an Char. kills an Aspect gets modified, if the Char. doesn’t already have an appropriate Aspect.)




Transformation Magic

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.
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.



The same thing happens when you transform another being (+you need to exceed the stress-box + if the target takes consequences those)


Summoning

The Summoning Rituals (Demons or Magical Constructs) Complexity is Refresh cost x 2.
(Containment and Binding Ritual is be still based of Conviction)



3
DFRPG / How to Summon and Bind an Demon
« on: April 22, 2010, 07:39:26 PM »
I'll update the first post if something gets changed or I got something wrong.

Changelog:
Big Hammer Ritual added



We use an Submerged Wizard as an example.
He took his Thaumaturgic specialization into Summoning and uses all his Foci Slots as Summoning Foci (+4 Complexity)
His Lore and Disciple are both Superb (+5)
So his Effective Lore for Summoning and Binding Rituals is +10.

The example will asume that the Wizards is in no time rush and wants to play it as safe as possible.
The example Wizard has still 2 free Refreshes to get better at Summoning/Binding or to diversify...



Summoning an Hellhound (because those are cool)

An Hellhound has an
Conviction of Mediocre (0)
Stress Track: 2

First step is the Containment Ritual.
Without an Aspekt and an Fatepoint the Hellhound can get an maximum of +4 on his defense Roll.
So theoretical an +5 Containment Riutal would be enough, but since we want to play it safe and the Wizards can use a Containment Ritual 10 without preparation we use an Complexity 10 Containment Ritual...
The Wizard beginns to slowly cast the Ritual (only +1 Power per exchange) so he isnt in danger of an bad roll.

Second step is the Summoning Ritual.
Since we have time, we use an Complexity 10 Summoning Ritual (cast again very slowly)

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.

Lets count that where nine Rituals (and for none of those the Wizard got mental stress, correct?)
Those nine Rituals took 90 exchanges (how much would that be in real time?)
With five Shifts into an extended Binding Time, that Hellhound would be bound for 1 month (basis is an Afternoon, right?)

If the Hellhound got experience with being bound and would know that he had no chances...
The process would be over after the third Ritual (30 exchanges).
Even if this was the first time, I dont think he would take an extreme consequence...


Alternate third step: The big Hammer Ritual
Best posible Defense Roll with an Aspect invoked: +6
All consequences: +20 (mild, moderate, severe and extreme)
Stress boxes filled: +3
Extra Time: +5
Would be an +34 Ritual (34 - 10 = 24 shifts needs to be researched/prepared).
+2 for a sacrified chicken
+2 for an mild mental consequence
+4 for an moderate mental consequence
We need 8 tags/assesments for the remaining +16 shift.
We make Lore assesments for the right time (+2), the right symbols (+2), the right Binding outfit (+2).
We make Ressource assesments for better quality Binding chalk imported from Uruquay (+2), an fresh liver of an cow for the Hound to eat (gets into the containment circle) (+2), an Hardcopy of Wolf who Rules (+2), 5 different Objects into the corner of the pentagramm (1 dog mark with the Wizards name on it, 1 dog collar, 1 lash, 1 whip, 1 sedative) (+10)
We make an Discipline assesment for prober concentration (+2).
Lets count that would be 12 assesments, lets hope 8 of those will be succesfull (if more are succesfull, we save on the consequences)

This ritual would need 34 exchanges to cast.



4
DFRPG / German Translation?
« on: April 22, 2010, 08:52:05 AM »
I know its quite early to ask, but is a german Translation planned?

I would even buy it (normally I buy only the orginal english version, but since there arent comming further books here. I would make an exception).
It would be nice for those of my RPG-Group who arent so fluent in English...

5
DFRPG / True Names
« on: April 16, 2010, 08:19:20 AM »
If an Child got an Name at Birth from his Parents.
The Child gets adopted/raised by another one.
The Child gets an new name.

Whats the True Name of the Child?

I could see arguments for both...

6
DFRPG / Some Thaumaturgical Questions
« on: April 14, 2010, 03:28:08 PM »
I'm rereading the Thaumaturgical section, and some Questions are popping up...

Quote
If the complexity of the spell is greater than your Lore, your wizard must enter a preparation stage during which he researches the spell further, assembles the necessary components, acquires additional sources of power, and finishes the spell construct.

I assume, if you do that once and need the exact same spell again (like summoning and binding the same creature again) you don’t need to research the spell again.

Should there e a rule for research between sessions? (Like Item creation.)

Quote
Inflicting a mild disease on a fairly hale target—say, Good (+3) Endurance—would be a 13 complexity spell: 7 to match the best Endurance roll possible, 4 for the target’s stress track, and 2 more for the mild consequence.

The goal is to inflict an Mild consequence right? Wouldnt a 11 complexity spell be enough, since if they dont take at least mild consequence they pass out and you can dictate the illness?


Quote
So a curse that acts as a maneuver to put Bad Luck on a target might start from “15 minutes” (about the length of that particular scene), and you could make it last all day by adding five shifts of complexity to the spell.
But only the first tag is free, right? It’s there to be invoked, but doesnt do a thing by itself.

Quote
Make Declarations
As part of preparation, you can use your skills to declare you have access…

Hmm, can a skill be used multiple times for the same ritual for different declaration?

Quote
Accept or Inflict Consequences, page 269
…Actually committing murder on a sentient being as part of a spell grants the wizard all of the shifts for all levels…

Quote
Page 248
There are various sources that a wizard can draw on to power his spells:

Unwilling magical creatures; the deliberate sacrifice of humans or animals.

First magical?
Second, how much shifts would an animal grant?
Third, sacrificing animals isnt against the law, right?



I’ll try an Containment, Summoning and Binding Ritual.
Please tell me if I missed something…



My sample will be an Air-Spirit who is supposed to carry the summoner around.

I’ll give the Spirit
  • inhuman Strenght
  • Wings
  • Veils aka. Glamours (so nobody is wondering about that flying wizard…)
 
What conviction should that being have? I’ll go with Superb +5 for the example…

Containment:
5 + 4 +2 for an Aspect to be on the save side is an +12 complexity containment.

Summoning
Would be the same +12 complexity.

Binding
Binding is a full conflict.
We need (+4 for lucky dice, +4 for stress boxes, +20 for all conditions [inkluding extreme condition], +5 to extend the duration of afternoon to a month) a +33 complexity ritual.

Casting that thing would’nt be that hard, if we play it save (+1 per exchange) and took our time.

Researching it would need many declarations or skipped scenes…



7
DFRPG / White Council Membership
« on: April 13, 2010, 05:28:05 PM »
Full Members of the White, Red and Black Courts arent subject to policing by the White Council.
But I'm not shure about the fringe cases.


Who can/should get Membership?

Only Humans?
What about Changlings?
Red Court Infected?
etc.

On which groups does the Withe Council enforce the Laws of Magic?
Obviously on Human Wizards, Sorcerers, Minor Talents.
Changlings?


8
DFRPG / Veils - Duration
« on: April 12, 2010, 05:46:31 PM »
Is there something to create longer lasting veils (without Thaumaturgie)?
We see Molly in White Night using a quite long lasting Veil (at least half an hour).

Or does that count as one exchange for her, because its of scene?


9
DFRPG / Writeable/Safeable Char. Sheet?
« on: April 08, 2010, 10:13:04 AM »
Anyone allready made on?

10
DFRPG / Item Crafting
« on: April 07, 2010, 07:30:11 PM »

Some questions about Item Crafting, or statements where I'm not shure I have it right.

Your Lore Skill says how strong your Items are, right?
You can push the strenght of the Items with Thaumaturgical Foki and Specilization, right?

So Superb Lore Skill + Starting Taumaturgical Specilization (+1) + 2 Item Slots for an +2 Crafting Strenght Foci = 8 Strenght of the Item
8/2 for an always active Magical Item = 4. Like say an 4 Armor

So an Crafting Wizard could have at start:
4-Strenght Armor and Weapon and 2 Potions (could an 8 Strenght Potion be something like: Physical Immunity ?)



11
DFRPG / The Catch for Fairies
« on: April 06, 2010, 09:44:15 AM »
I'm looking at the Catch Rules at page YW 185:

So Fairies would get:
  • ...but usually doesn’t carry on them (like cold iron), you get a +2...
  • ...almost anyone with an awareness of the supernatural knows about the Catch ... you get a +2
for an +4 Catch.

Is that right?
Because Jenny Greenteeth OW 151 has an +1 Catch...

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