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Topics - Arcane

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1
Was thinking about Consequences and it occured to me that while the book only talks about they can be used against you by an opponent via tagging, invoking and compelling, since they're basically aspects (albeit a special kind of aspect) they could potentially invoked by a player to benefit their character in applicable situations.  For example, invoking a Physical Consequence like "Walks With Limp" to get a bonus in attempts to distract someone by playing on their sympathy and have them preoccupied with helping you, or invoking a Social Consequence like "Rejected By Conventional Society" to get a bonus for seducing a girl who's into "bad boys."

Is there any reason this can't or shouldn't be done, or would you agree it's pretty much ok?

2
Here's a character type for those who want another option when it comes to characters connected to Faerie besides changelings and the Summer and Winter Knights.  

Human Prince of Faerie

Between the two great Faerie Powers of Winter and Summer there are many fae who hold alleigance to neither, but instead remain wyld.  Some choose to follow a powerful member of their own kind, such as the Erlking, while others group together in bands, tribes, and other loose affiliations.  And sometimes, on very, very rare occasions, a mortal (not necessarily a Pure one) impresses a group of wyldfae so greatly through acts of valor, cunning, or kindness to their benefit that they choose to make him or her their lord, and formally pledge their fealty to him.

Musts: A Human Prince of Faerie must have a High Concept that refers to his station as a Prince of a group of wyldfae.  Tied to this High Concept is the acceptance of feudal obligations and responsibilities to his vassals.
A Human Prince of Faerie must also take the Faerie Crown Item of Power (seen below).  Indeed, it is a Faerie Crown, forged by his vassals and attuned to him upon his coronation, which makes an individual a Prince of Faerie.  Thus, no aspect besides the High Concept is needed to refer to it.

All Human Princes of Faerie possess the following powers derived from their station:

Faerie Crown [Item of Power]
     One Time Discount [+2]
     Indestructible [+0]
     Glamours [-2]
     Supenatural Recovery [-4]
     The Catch: Cold Iron [Easily Accessible +2; Specific Research Material Necessary (not everyone is aware humans can become    
                                     Princes of Faerie) +1]

Final Cost [-1]
    
Options:  A Faerie Crown basically channels the Power of Faerie into its Prince, enhancing his vitality (prolonging or restoring his youth and health, as well as allowing him to recover rapidly from any injuries) and enabling him to wield one of the most fundemental abilities of Faerie, Glamours.  These are the most basic benefits of being a Prince of Faerie.  Depending on the indvidual Prince's natural affinities and/or the type of wyldfae he leads, he may be able to learn to use the Power that comes with his station to manifest other abilities.  Among the most common are the following:
Worldwalker [-2]
Incite Emotion (usually Awe) At Range [-2]
Inhuman or Greater Speed [-2 or Greater]
Inhuman or Greater Strength [-2 or Greater]
Inhuman or Greater Toughness [-2 or Greater]
Sponsored Magic (Wyldfae Subjects): The benefits varies depending on the nature of one's subjects, but always includes the ability to
      summon one's subjects at evocation speed.  Any Debt accumulated is not owed to individual subjects, but to Compel a Prince to
      fulfill his feudal responsibilities and obligations to his subjects.
Marked By Power: Appropriate for a Prince who had managed to grow his principality large enough, or whose wyldfae subjects are
      particularly potent.  It basically denote not that the Prince has a powerful entity behind him so much as that he represents the power of a
      potent "nation" of fae.
Demense: Most Princes start out by earning the fealty of a group of wyldfae who frequent the material realm, but it may be possible for a Prince to later
      develop this power by having his subjects claim a portion of the Nevernever as territory.

Important Skills:  Presence or some other social skill to inspire loyalty and devotion in one's vassals is always a good thing to have.  Discipline or Deceit would be important if one intends to use their Glamours effectively.  Some sort of combat ability, either mundane or magical, would be useful as one might need to come to the defense of a subject or lead one's principality in war.  As a human, one thing a Prince would definitely be called upon to do is act on his subjects behalf when their concerns intersect with matters in the mortal world, meaning Contacts and Resources could come in handy.

Minimum Refresh Cost: -1

3
DFRPG / A Thought On Healing Magic
« on: July 04, 2011, 03:05:12 PM »
Below is what the rules have to say about magic and recovering from Consequences:

Quote from: Your Story, page 284

The  main  advantage  of  healing  magic  in
the  game  is  in  providing  justification  to  begin
the  recovery  process  (page¤ 220)  without  any
other  effort.  Use  the  shift  value  of  the  conse-
quence  (which  you  can  stack  together  for
multiple consequences) as the spell complexity.
Remember, the recovery time can’t be shortened
with these kinds of magics—the target still has
to go through the healing naturally.

Now, it occured to me that while the recovery time for a particular consequence can't be shortened by magic, the nature of the consequence one is recovering from can be altered by magic.  For example, if one suffered a moderate consequence of "DOG TIRED," using the appropriate ritual or administering the appropriate potion could change it to "TWEAKED AND EDGY."  The level of the consequence would still be the same, and thus the same recovery time would be required, but the nature of what the character had to cope with in the meantime would be different.  It would basically be the magical equivalent of medicine which alleviates an unwanted symptom but intills side effects in the patient.  So you could have healing magic "cure" or "heal" a specefic consequence, but the fact that a consequence of a certain level had to be recovered from would remain.  

Of course, you couldn't just chage any consequence to any other kind of consequence you wanted.  The new consequence would have to make some sort of sense as a side effect for treating the previous one.  And of course, while it could be plausible to treat physical and mental consequences (and have side effects that change a physical consequence to a mental one or vice versa) it makes no sense to be able to treat social consequences with magical medicine.

In any case, the above would give magical types a way to use their magic for healing (and in the case of magical potions, even healing mid-battle) without having such healing magic be equal or better to Recovery Powers.  When you heal via magic, everything is a tradeoff.

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