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Topics - crusher_bob

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1
DFRPG / Thoughts on new vs old wardens
« on: June 24, 2013, 07:59:27 AM »
I've been thinking about the mindset difference between the 'old' Wardens (recruited before Dead beat) and the 'new' Wardens (recruited after Dead Beat)).

It's my hypothesis that the 'old' Wardens could mostly be described as something like 'peace officers' while the new Wardens can more accurately be described as 'soldiers'.

Notice that the poster boy for old school wardens is Morgan, who is described several times as a 'burnt out police officer'.  But note that what little we see of the new warden training looks much more like military training than police training.

Article discussing a bit about this difference:
Asking Our Soldiers to Do Police Work: Why It Can Lead to Disaster

Anyone else have any thoughts about this?

2
DFRPG / Limiting Angel summoning
« on: June 20, 2012, 08:05:38 AM »
First, the Angel Summoner & BMX Bandit clip, if you don;t know the reference already.

This thread is about what people might feel are 'game breaking' applications of thaumaturgy.  That is, those effects that make the other PCs sorta worthless, make thaumatrugy the solution to every problem, or whatever.

So, the idea is that you present some 'difficult' situation, then describe a possible thaumaturgy based solution that makes the the situation trivial.  Ideally, also describe the thaumaturgy complexity that you feel is needed to use the ritual, and also the difficulties to a more mundane solution.

So, for example, the classic: the villain gets away.
You've fought the bad guy for a bit, but you haven't managed to beat him.  Now you must track him back to his lair and defeat him once and for all before he enacts the last stages of his master plan.

PC, well I hit him with my sword, so there should be his blood on it.  I'll go back to my house and use the blood as a ritual link to make his head explode.

Complexity ~30.  Possible complications: target is human, so would require lawbreaking, target is behind moderate or greater wards, meaning a much higher complexity to remote kill him, final stages of targets master plan can be completed faster than the ritual can be completed.

Mundane complications:
Where is the villains hideout?  What guards and defenses does he have there?  How do we prevent him from fleeing again?  How do we get it all dome before his master plan is complete?  How do be bring all of our best stuff along to stomp the bad guy with, and/or ensure we have a free hand to use all of the best (i.e. most explosive) stuff?


3
DFRPG / Generating Larger Settings
« on: May 11, 2012, 09:20:42 AM »
The default setting for a DF game is a city, but one you start getting into the 10-15 refresh range, a city can start to seem pretty small.

If you have a small group, this might not be a problem, but a single city can feel pretty crowded with 5+ characters, the antagonists, the non hostile people, etc.

So, how can you use the same aspect based setting generation for something larger?

The simplest way is to just make the setting 'regional' instead of a single city, so you could expand your setting to something like 'Along the Mississippi' or "the aegean" instead of a single city.  Locations might be switched from singular locations to cities or regions with particular character, for example 'The Las Vegas strip" or "out in the desert" become locations.

Another way to redefine aspects it to make the aspects related to the part of the world the characters 'see'.  For example, for a wardens game, no matter where you go, there's some sort of horrible magical crime.  If there wasn't, you wouldn't be there.

4
DFRPG / Math! To hit advantages vs Weapon values
« on: May 19, 2011, 04:32:10 PM »
I'm pretty sure I did this before, but don't think I posted the results.  So here's a table showing you the average damage, based on the attacker's targeting advantage over the defender's defensive skill and including different weapon ratings up to 6.

Note that I used the decimal probability results to compute the table, rather that the exact probability results  (e.g. ".012" and not "1/81"), so the results shown here will have a slight error in them.

Code: [Select]
                          Weapon Value
Attacker
Advantage    0     1     2     3     4     5     6
   -4       0.03  0.10  0.16  0.22  0.29  0.35  0.41
   -3       0.10  0.24  0.38  0.52  0.66  0.80  0.94
   -2       0.24  0.49  0.75  1.01  1.27  1.53  1.79
   -1       0.49  0.91  1.32  1.74  2.15  2.57  2.98
    0       0.91  1.49  2.08  2.66  3.24  3.83  4.41
    1       1.49  2.23  2.97  3.71  4.45  5.19  5.92
    2       2.23  3.09  3.95  4.80  5.66  6.52  7.38
    3       3.09  4.02  4.96  5.89  6.83  7.76  8.70
    4       4.02  5.00  5.97  6.95  7.92  8.90  9.87

Example:
The attacker has a skill of 4 and a weapon:2, the defender has skill 3.
So the attacker's advantage is 1, and we'd expect attacks to do an average of 2.97 points of stress per attack

Here's a comparison of strength powers (as offense) vs equal points of speed powers (as defense) and assuming equal skill:
Normal: 0.91
Inhuman: 1.32
Supernatural: 1.27
Mythic: 0.94

And I'm too lazy to check the standard deviation, but note that the results become much more swingy as the weapon values go up.  But just the extra damage from strength provides (very roughly) damage output that keeps up with the increased defense granted by speed powers.

Now, what about toughness?
This just tracks stress through the armor value of the toughness, and doesn't address the effect of the increased stress meter.
Normal: 0.91
Inhuman: 1.49 (defender has 2 more stress boxes)
Supernatural: 2.08 (defender has 4 more stress boxes)
Mythic: 2.66 (defender has 6 more stress boxes)

-------------

We'll compare incite emotion as a combat power vs claws, assuming that all skills start out equal:
Incite emotion damage: 2.23
Claw damage: 2.08

With +2 damage upgrade (so weapon: 4 claws)
Incite emotion damage: 3.95
Claw damage: 3.24

With +4 damage upgrade (so weapon: 6 claws, (skill+2) weapon: 4 incite)
Incite emotion damage: 5.66
Claw damage: 4.41

--------------

To recap the reasons that I don't like incite emotion.
1
It does more damage than claws, for the same point cost.
2
It does more things than just break stuff.
3
It attacks an out of context defense (discipline, instead of athletics) which will generally be lower than physical defense.
3.5
In addition, all the enhanced defenses presented in the written rules only work vs physical attacks (speed powers, toughness powers, evocation blocks, enchanted items).  Only recovery powers also work equally well against the damage done by incite emotion.
4
It attacks a stress track that may be considerably shorter, since there is no way to increase your mental stress track.

-------------

5
DFRPG / Power for Vetting
« on: May 11, 2011, 02:06:30 PM »
I posted up a quick example of how to do power design on another board, and one of the readers liked it so much he wants to use something like it in the game.  I need a double check on any seriously broken bits:

Now, for some power design...

-------------------

Assuming the 'base' power of your reality warping is going to be something similar to glamours [-2].

What does glamour actually do?

Is gives is a superior form of stealth (hiding trapping of stealth) and a superior disguise power (disguise trapping of deceit), and lets you use them both with discipline or deceit.
Also, the number of maneuvers you can do with discipline is expanded somewhat, but rules wise, since you could already do maneuvers with discipline, this is just an interesting aside, and not worth any more points. Also, glamours have some built in (minor) disadvantages based on the fact that they are farie magic.

So, pick two skill trappings to get superior versions of, that you can use discipline to generate.

------------------

Here's an example:


We'll pick the breaking and building trappings of craftsmanship as our two base trappings to get superior versions of with this power.

So what does the power do? It lets us 'break' and 'build' stuff very quickly. We'll take greater glamours (-4) as our base power, so we have a lot of extra oomph to play with. We'll also need to come up with a minor restriction or two.

Building Stuff
You can create physical objects effectively out of thin air. Where the craftsmanship of the object is important, use your discipline. These objects are effectively permanent for the type of objet that they are. You are unable to create objects to can't understand intimately, so your other knowledge skills will determine what kind of (complex) things you can make. When determining the amount of time it takes to create the object, you can create objects at least 3 steps faster on the time scale than someone building it by hand.

Examples:
1
You are trapped in your house by zombies and need to shore up your defenses, pronto. It would normally take at least 15 minutes to do things like shove furniture in front of the doors and board up the windows. You can do this in about 30 seconds, even if you didn't have such niceties as boards, nails, and furniture before the zombies showed up at your door.

2
After you house is burned down due to an unexpected zombie infestation, you need a new place to live. No problem. It would normally take several months for the burnt wreckage of your old house to be cleared away, and a new house put up, but you can have your house back, just like you remember it, in around a week.

Breaking Stuff
You can also radically alter the scenery, about as well as a guy with a suit case full of explosives could, but the bomb sniffing dogs will never find you...

You can destructively alter the scenery, where the amount of damage you can do at once becomes important, use (discipline+4) when you want to blast single things or (discipline+2) when you want to damage a whole zone at once.

Examples:
1
You've finally found the house of the guy who sent the zombies to yours, and you are going to return the favor. His house is built out of great strength material, but with (discipline+2) zone wide effects, you can have it down in a pile of rubble faster than a guy with a bulldozer could.

2
The zombie summoner has managed to crawl into his safe room before you brought his hose down on top of his ears. The vault-like walls of the safe room are epic (+7) quality material, but at (discipline+4) you can have a hole bored through the side in just a moment...

(minor) Drawback:
As this power is based on bringing your dreams into reality, you can't directly effect something else that dreams. So, you can tear down buildings just fine, but you can't just go and revoke someone else's torso privileges. Of course, you can do things like create (or kill) all the worms and insects you want, as they don't dream. And if some poor sucker does something foolish like trade away their ability to dream to their friendly neighborhood Fae lord, well...

-------------

Other stuff: range would probably be one zone.

-------------

I'm also not sure what a lesser (-2) version of this power would look like.  Obviously, you'd reduce the bonuses, but what about the item creation?  Maybe limit the duration of stuff created with it?  (For how long? a scene? until the next sunrise?)

6
DFRPG / The White Council and Demographics
« on: November 21, 2010, 05:09:33 AM »
Or: Where are all the wizards with names like Xiao, Mohammed, and Nagesh hiding?

Have done some (very) rough estimates on the number of wizards you'd expect to be around, and how ol dyou'd expect them to be.

Assumptions are as follows
1 birth of wizard class talents are (relatively) randomly distributed over the world's population
2 around one in one million (1 in 1,000,000) births is someone of council level talents

Code: [Select]
           Birthplace
Median     World   Africa Asia  Europe Latin   Northern  Oceania
Age        Total                       America America
235        1780    239    1130   367     36       5        5
185        2201    241    1429   457     54      16        5
135        2840    250    1820   621     86      59        5
Note discontinuity here, source switched from 50 year blocks to 5 year blocks
85         3713    299    2131   918    167     185       14
58          567     50     315   123     38      39        3
53          551     49     308   115     38      37        3
48          522     48     293   105     37      36        3
43          584     55     332   111     44      38        3
38          646     62     375   115     50      41        3
33          712     71     419   118     56      43        4
28          665     71     395   104     54      38        3
23          725     81     433   106     60      40        4
18          658     78     396    90     55      35        3

Totals    16164  1594     9776  3350    775     612       58
(as %)      100%   10%      60%   21%     5%      4%      ~0%

Observations
Re: more young wizards
Worldwide total yearly birthrate of wizards today is around twice as many per year (~140 born a year) when compared to 1900 (~70 per year)

Capture Rate
How likely is someone of council level talents to actually end up with the council?
Also, capture rate may vary by region.  For example, the capture rate for Latin America is likely to be low, since it's implied that the Red Court had a pretty strong grip on that region.

If the council isn't capturing the vast majority of the Asian born wizards, where are they ending up?



7
DFRPG / Wards, notes about what they can do
« on: May 28, 2010, 03:39:17 PM »
Have moved on to thinking about wards.  A surprising amount of "stuff" here, have had to suspend expanding ward rules to making notes about what we see wards actually do in the books.

Note: sections contains minor spoilers for many of the books, relating to the functions of wards.
Here's my note collection about the stuff we see wards do in the books.  Does anyone have anything to add to this section?  Or have anything they disagree with?

8
DFRPG / Sample conflicts
« on: May 13, 2010, 08:10:48 AM »
Have written up a sample physical and sample social conflict.  Can someone please take a look and see if I missed anything important.

Physical Conflict
Social Conflict

and for bonus points

House rules for thaumaturgy declarations, and example thaumaturgy ritual

9
DFRPG / Evocation questions
« on: May 06, 2010, 11:53:51 AM »
Are counterspells associated with any element?  Or are they just a straight Conviction/Discipline roll?  Or are they associated with spirit, since that seems to be the element for 'raw' magic use?  Or can you counter with whatever element you happen to be specialized in?

Next, what can the other elements do that spirit can't?  If you put your evocation specializations in spirit, you get your basic attacks and defense with force effects, you can do various force based maneuvers to do things like knock people down, bind them up in bands of force, blind them with light (or darkness), and so on more of less anything you would seem to want.  In addition though, you get the ability to veil things (and maybe have more powerful counterspells too).

So if I specialize in air instead, a lot of my combat options can look exactly the same, but I can't veil things with air...  So what stuff are the other elements capable of that a spirit specialist isn't?  Since veils are essentially stealth, should the rest of the elements have an associated skill, that they can be used for?
something like
air -> athletics, alertness (or investigation?)
earth -> might, endurance
fire -> empathy, intimidation
water -> craftsmanship, deceit
Spirit -> stealth, performance

So, for example, if I want to disguise something, I need to do it with water magic and if I want to find something I do it with air, and so on.

10
DFRPG / Sample Thaumaturgy declarations?
« on: May 06, 2010, 02:03:09 AM »
Does anyone have some samples of the kind of stuff you could declare when you require a boost to thaumaturgy?

Here's the ideas I have so far:
Discipline -> Serene and Calm
Workspace -> just the right tools for the job
Resources -> rare materials
Investigation or possibly  Burglary -> a hair from the target's brush

But what other stuff can you do?

11
DFRPG / Is high powered combat rocket tag?
« on: May 05, 2010, 03:21:45 AM »
Looking at the write-ups that Deadmanwalking has posted up on the spoiler thread (and that people seem to like), members in the senior council power level tend to produce evocations in the power 12, control 12 range.  But what happens when they fight each other?  If you can hit with a power 10+ evocation, you'll blast someone to bits in the first hit.  So if, say, the Merlin (power 12, control 12) throws a spell at LTW (power 10, control 10), he's likely to beat LTW's defense by two, and deliver 14 stress right?  Even if LTW had an power 10 defensive magic item, to add 5 armor, he'd still be looking at taking a 9 stress hit.  So high level combat would depend on not getting hit at all, since any actual hit at this power level is going to be deadly. 

Am I missing something? 

12
DFRPG / Another sample characters thread (Young Wardens)
« on: May 04, 2010, 01:32:30 PM »
Since Deadmanwalking has said he doesn't want other people dumping into his Sample characters thread, I've started this one for my own.

There are several references to 'young wardens' that work for both Harry and Carlos, and how, while technically wardens, they aren't ready for the big time yet.  Here's my take on three of them.  They are made with refresh 10, but only 25 skill points to represent their inexperience.  While they technically have plenty of magical power, they don't really have the experience to take on some of the nastier things out there that usually swing in this weight class.  Also, the characters have problems that would probably have prevented they from being made wardens in less desperate times, but that's what you get when you start scraping the bottom of the barrel.

Here's the chronological order of the novels:
Unknown Perpetrators
Higher Education
Passing through Paradise
Thin Grey Line


And our first young warden:

Byron Hall

Background:
Byron was born to a single mom living in the housing projects.  Tired of a life of grinding poverty, he joined a gang as the only method of advancement open to him.  Of course, the glamour of being in a gang is just a mask for adding more violence to your life of grinding poverty.

Aspect: Being poor is knowing exactly how much everything costs

Rising Conflict:

After a series of events that Byron will take the Fifth Amendment on, he ended up with a large amount of cocaine, which he intended to use with his newly discovered magical abilities to really start going places.  The Wardens arrived a few minutes before the police did, and made him an offer he couldn’t refuse.

Aspect: It’s better than prison

First Novel: Thin Grey Line
The young wardens are committed to their first major battle: a raid against a hive of ghouls.  When the ghouls use enchanted devices to split up the attacking force of Wardens, the trainees are left without the backing of the few more experienced wardens.  All three young wardens are seriously wounded.  Byron is able to protect Jing-Wei long enough for her to use her staff to tear apart the enchanted devices the ghouls used to split up the wardens.

Aspect: You can’t stop a man who knows he’s in the right, and just keeps a coming.

Guest Star: Unknown Perpetrators
Just out of training, Jing-Wei takes the time out to visit some of her old haunts with murder on her mind.  Concerned about her mental state, Bryon follows after her.  Byron is able to talk her out of breaking the first law, and shows her how wardens should deal with monsters protected by the law: by shooting them.

Aspect: Abashed the Devil stood and felt how awful goodness is.

Guest Star: Higher Education
Investigating the disappearance of several homeless people, Byron discovers that Matthew is working the same case from the other end: a college fraternity that seems to have added human sacrifice to its hazing rituals.  Byron becomes committed to protecting the poor and downtrodden from this kind of thing, with all the prejudice that is required.

Aspect: A shepherd among wolves

Aspects:
High Concept: Wizard from the ‘hood
Trouble: Power that can’t make the world a better place ain’t no kind of power at all
Other:
Being poor is knowing exactly how much everything costs
It’s better than prison
You can’t stop a man who knows he’s in the right, and just keeps a coming.
Abashed the Devil stood and felt how awful goodness is.
A shepherd among wolves

Skills:
Great:      Discipline
Good:      Contacts, Conviction, Intimidation
Fair:      Alertness, Guns, Investigation, Lore
Average:   Athletics, Burglary, Endurance, Presence

Stunts:
-1   Resilient Self-Image
-1   I Know Just the Guy

Powers
-1   The Sight
-0   Soulgaze
-0   Wizard’s Constitution
-3   Evocation
-3   Thaumaturgy

Refresh Penalty -9

Specializations:
Evocation (Fire, Earth, Spirit, +1 Fire Power)
Thaumaturgy (+1 Tracking Complexity)

Stuff:
Crystal Orb (Focus Item, +2 Offensive fire control)
Wrist Guard (Focus Item, +1 Defensive fire power and control)

Seriously sawed-off shotgun (Weapon: 3)

Stress:
Mental: OOOO (+1 Minor Mental Consequences)
Physical: OOO
Social: OOO
Armor:  Usually none

 

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