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Topics - Kennifus Prime

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DFRPG / Unorthodox Tracking Spells
« on: February 03, 2016, 05:03:19 PM »
Hi everyone! I had some questions regarding some unorthodox tracking spells. Currently my players are attempting to perform two rituals at two locations for tracking purposes.

Ritual #1
A pretty calm ghost that resides within one of the PC's antique shop flipped out and began manifesting and attacking players. Once his temporary insanity subsided there was a conversation and one of the Wizard's used the sight to discover that he'd been hit by some sort of dark magic. The group is currently attempting to use the ghost as a focus point and track the spell back to its creator.

Ritual #2
Part of the party was attacked by two Black Court Vampires. They killed one and captured another. They are currently attempting a ritual using the BCV as a focus to track down his maker.

First, these rituals should work fine right? I mean, Thaumaturgy is all about making the impossible possible.

Second, I want to make sure I'm doing the Complexity for these rituals correctly. Thus far I have both at:
8 Shifts to create the effect of Tracking which is based on a required +8 Survival.
8 Shifts to cover making the spell last "A Few Hours"
5 Shifts to cover the base Disciple of the Target which is +5.
21 Shifts Total

Lastly, I know for the Complexity Wizards can help each other out. So maybe one player makes a Declaration they have a grimoire to help out the caster (Lore). Or maybe they know someone who can help with some required knowledge (Contacts). But what about for the Power portion? Anyone have any experience with 2-3 Wizards working together on a single ritual. Each contributing their own power to the spell?

Note: I usually just use Cheer Saving Thaumaturgy from Paranet Papers, but these spells are kind of big deals as they lead to a pretty key NPC.

Any help would be greatly appreciated. Thank you!

2
Below is a character from the campaign I'm running. During a conversation tonight with the other PC's about the DFRPG system the topic of this character came up and we began to second guess it's layout. After looking further I think everything is good, but I figured I'd run it by you guys to be sure. The character is the son of a mortal woman and a Fetch, making him a Changeling (YS pg 74). Please take a look at the current character sheet and then I'll explain in greater detail after it.

ASPECTS
HIGH CONCEPT: Changeling Mercenary For Hire
TROUBLE: A Fetch Killed My Mother
ASPECT: Family Of Monster Hunters
ASPECT: Gotta Catch Em’ All!
ASPECT: Grateful To Dorian Grey
ASPECT: Duval Detective
ASPECT: I Ain’t Fraid Of No…
ASPECT: Johnny’s Biggest Fan

SKILLS +36/36
SUPERB (+5): Lore, Scholarship
GREAT (+4): Deceit, Presence
GOOD (+3): Conviction Discipline
FAIR (+2): Contacts, Empathy, Intimidation, Rapport
AVERAGE (+1): Burglary, Craftsmanship, Investigation, Resources

STUNTS
No Stunts taken at this time.

POWERS
TRUE SHAPESHIFTING [-4] (YS pg. 177)

MODULAR ABILITIES [-6] (YS pg. 177)

HUMAN FORM [+1] (YS pg. 176)

REFRESH
BASE: 10
SPENT: 9
ADJUSTED: 1

STRESS
PHYSICAL: OO
MENTAL: OOOO
SOCIAL: OOOO

CONSEQUENCES
MILD (ANY):
MODERATE (ANY):
SEVERE (ANY):
EXTREME (ANY):


Question #1: Is Human Form something that can actually be taken here? According to the book it grants +1 Refresh as long as "you specify at least 2 points worth of Supernatural Powers". The character constantly uses -4 Refresh in Powers via his Modular Abilities (Which actually uses -6 Refresh due to the -2 Refresh "cost" of Modular Abilities.). The thing is, he is never in a "Regular Joe" form. His "resting form" (a.k.a. "I'm in this form unless I otherwise specify.") utilizes Powers via Modular Abilities. So can you still gain the +1 Human Form bonus for having the "capability" to become a "Regular Joe"? Even if you never choose to do so? The reason this is important is without that +1 Refresh from Human Form his character would be using -10 Refresh, which would make him a NPC.
 
Question #2: The character's "resting form" (Mentioned in Question #1.) uses the Physical Immunity Power (YS pg 186) at a whopping -8 Refresh, however, this is mitigated by attaching The Catch (YS pg 185). The Catch is Cold Iron as he is a Changeling with Fetch heritage. Since he is protected from everything except something specific he gets a +0. Then, since The Catch is something anyone could reasonably access (cold iron) he gets a +2. And finally, since pretty much anyone with knowledge of the supernatural would know a child of fae is weak to cold iron he gets another +2. This means he is able to take the Physical Immunity of -8 Refresh at the cost of -4 Refresh. His Modular Abilities has just enough to cover this. He sometimes switches to something like Inhuman Strength (YS pg 183) and Supernatural Toughness (YS pg 186) for a total of -6 Refresh. When doing something like this we've been playing it where The Catch only gives him a +3 Refresh discount (Since Catches cannot reduce the total cost of your Toughness Powers below -1 Refresh.). And if he was to take something like Inhuman Speed and Inhuman Strength he'd get no Catch discount at all as he has no Toughness Powers taken at that time. All of this seems to be how it should be played, but I wanted to make doubly sure.
 
At the end of the day the subject was brought up, because I think the other players feel a bit... "un-needed" with him around. His base Skills (As you can see above.) are set to be super high in regards to Social capabilities. Then if he needs to be combat oriented he just shuffles the Skills to be so and throws whatever Powers he needs at the moment onto himself. He does not play the character as a "ball hog" (To use a basketball term.) on purpose, but I think some of the other players may feel the character lends himself to be so just based on his design.
 
We're almost to the end of our second campaign arc, so unless something in the character is actually wrong rules/mechanics wise we won't be changing him in any way. I'm mostly curious in making sure the character is "legal" and then seeking advice on how to make sure the other characters don't feel like they are sidekicks to a one-man show. Sorry if any of this seems super simple, but this is my first FATE game, first DFRPG game, and first time GM'ing any game system at all.
 
Thanks in advanced.

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DFRPG / Faerie Conversations & Lying
« on: June 02, 2015, 04:16:56 PM »
As many of you know it's a bit difficult to plan out conversations within the campaigns of the DFRPG as your players can [for the most part] do and say whatever they'd like. For those of you who have put faeries in your campaigns how do you handle social interactions in regards to lying by omission. As an example let's say your player characters get into a conversation with Maeve (circa Summer Knight). They want information on something and she doesn't want to give it outright, but she can't lie. Does anyone have any tips on roleplaying her conversation so that she can lie indirectly by things such as omission? (A common tactic of the fae from what I remember.) This may seem simple to some, but I'm having a hard time thinking of ways to do it. I haven't worked any form of fae into my campaign as of yet simply for this reason, but I would love to do so. Any input anyone has would be greatly appreciated. Thanks!

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