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Messages - LeviathanZero

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1
DF Card Game / Rules Question: Range
« on: February 16, 2017, 10:13:46 PM »
Got my copy yesterday, WOO!
Will get to give it a test run tomorrow :D

One question though: For cards that have a variable range, what happens if you use the card, roll horridly, and there are no valid cards in range?
Eg there are enemies at range 2, 3 & 4 and you use a card with range 3(2) and roll two negatives, dropping your range to 1.

I would assume that you spend the fate but your attack does nothing but figured I'd put forward the question :)

2
DFRPG / White Court: Virgin to Vampire. Any kill or feeding only?
« on: May 14, 2015, 11:29:12 PM »
Hi all :)

So, largely as the title says. We know that a White Court Virgin only turns into a full Vampire when they kill, but does that kill have to be from feeding, or does any kill work?
eg, Laura Wraith is walking home and gets attacked by a mugger with a knife, she pulls out a gun and kills him. Does that trigger her transformation, or would it only be if she fed on him to death?

3
I had completely missed that. Good thought! Thanks :)

And I guess in Game terms, if you become full Fae you stop getting Fate points since you have no control over your destiny, which means every single aspect is useful only for the GM Compelling whenever they feel like (or there's a case to be made for their aspects being *continually* compelled), with no benefit to the player...

4
Since she's a hunter and one of her aspects (probably her HC) would reflect that, you can use that as a justification for these stunts. Because I'm going to assume she has at least a decent lore score. These two stunts are one from the 3rd Book, the Paranet Papers:

I Have Just the Thing (Lore):
Buttersis prepared for just about anything. When he makes a Lore assessment to determine something’s Catch, he happens to have something on hand made of that material, as long as it isn’t a one of a kind item or something intangible like True Love. If he spends a fate point, he’s found some way to weaponize even intangible Catches like True Love.

Find Weakness (Lore):
Butters adds +2 to any Lore roll made to assess a Catch.

Substitute her name in there and you have two awesome Lore stunts for a hunter.

Those are pretty awesome. I think the first is likely a bit *too* awesome, I'd probably reduce it to "Happen to have something of that material on hand as long as it isn't super rare or unique. Common materials are weaponised, for a Fate Point more uncommon or rare materials are also weaponised" or something similar.


Quote
Considering these players asked to be full Fae I would make their powers be tied to one of the courts and have to deal with whatever obligations that court would expect from them. Especially if they have super low adjusted refresh. They don't have a lot of "free will" (which is dictated by a PC's refresh) so it makes sense.

They're all down to -1 Refresh, and planning to spend all gained Refresh on more powers the moment they get them (though they've been told that if they hit the "I have all the powers of my Fae parent" stage they'll be written out due to lack of free will.



I'd say just a full Weapons:2, the general rule for any stunt that augments an attack skill is it either increases accuracy +1 in a specific situation or increase the weapon rating by 2 in a specific situation.

Hm. So something like "Right to the heart: Whenever you attack a creature with their Catch, increase the Weapon rating by 2" ?
Or perhaps "Stuck in the wound: Whenever you hit a creature with their Catch, you may leave the weapon in the wound (disarming you if it's a melee weapon), applying the "Burned by the Catch" sticky aspect" ?

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In general, its a good idea not to make a player do anything unless they are blatantly abusing or breaking the rules. But when playing a changeling, it is very interesting potential plot hook to see how their Court relates to them. Usually, its a case of their parents trying to influence them into making The Choice but it can also be a more benevolent friendship depending on the type of Sidhe. Its confirmed in dresdenverse that redcaps are Winter, gruffs are Summer and pixies have no particular allegiance, many are Wyld but there are Summer and Winter of both. So discuss it with your players, maybe ask if they would be interested in making it one of their aspects or if its relevant enough to them, their trouble.

I'll definitely discuss it with them and make sure that they're not dead against the idea. It's just that even the ones who have read the whole series just don't seem to *get* the whole "Fae have no Mortal free will" thing, they keep bringing up how "Toot is just loyal to Harry and does whatever he wants" and such, so I was thinking that having them already Bound in some way may make them realise what's going on.

Though if someone else has suggestions on how to hammer home that point, please share!

5
Hi all :)

So, my Dresden game is finally starting this weekend, and I've got a couple of questions for people.

First up, one person (as yet unstatted) is playing (and I quote her) "Genderswapped Dean Winchester", so pure mortal who hunts things that go bump in the night.
She's never played Dresden before and I've never done anything with Pure Mortals before (nor GMed DFRPG), does anyone have any Stunt suggestions for us?
I was thinking of a Lore stunt something along the lines of Always Prepared: Spend a fate point to have on you/be able to improvise from the scenery a weapon that meets the Catch of any creature that you've just IDed.
Maybe even a weapons one for being able to leave the Catch weapon stabbed into the creature in order to lessen their powers/cause ongoing damage or something similar?

The second one, three members of the group are playing Changelings (one Pixie, one Goat Gruff and one Redcap) and they're all going straight for "As Fae as possible", spending all of their points on Powers (they wanted to play full Fae but that's not really doable).
What do people think of the idea of making them all choose a Court (Summer, Winter or Wyld) that they are in some way tied to ("All those powers of yours, must be tricky to live in the Mortal world, how about we provide you with money, a refuge, that type of thing, and in exchange you do odd jobs for us" type of thing), since it's pretty obvious which way they would Choose and so the courts will no doubt want to get their hooks in early.

Reasonable idea, or just imposing unneeded restrictions?

6
DFRPG / Re: How do you deal with players who want Scions?
« on: April 30, 2015, 03:55:53 AM »
Doesn't the book explicitly state that the Changeling template is also for *any* "Half mortal half never-never critter" character?

7
DFRPG / Re: Whats to stop the wizard!
« on: April 07, 2015, 10:40:14 AM »
Also, don't forget that more power = bigger, more obvious effect, which attracts attention both magical and mundane. Something of that power level is going to have side effects, unintended consequences and generally be a massive freaking beacon.
The better something's protected the more random people are going to wonder exactly *what* you need a ward that strong to hide...

Also
GM: There's a knock on your front door, it's a police officer.
PC: I open the door "Can I help you officer?"
GM: "Yes, we've had witnesses report that a street kid tried to take a crowbar to your window last night, and quote 'Was suddenly obliterated by a flash of fire'. You wouldn't know anything about that would you?"
PC: ....... crap......
GM: Yeah, crap. Congratulations Lawbreaker.

8
DFRPG / Re: DF in Australia - We're all screwed
« on: March 30, 2015, 11:35:40 PM »
Ah, yeah, one thing that I really should have actually written down.

So, the Laws of Magic are supposed to be there for things where the magic itself has a direct feedback on the user/nature of magic.
Eg, killing someone with a magical beam of fire causes a direct effect on the user, corrupting their magic, so there's a Law about it.
However, burning them with a flamethrower doesn't mess with their magic.

Similarly, directly screwing with someone's brain causes a similar feedback, but (near as I can tell) turning them into a creature and their mind decaying from the shock doesn't have the same effect. Hence there's a Law for the first but not the second.

However, there will be policing of mundane crimes done through magical means (ie, like torturing someone and destroying their mind through turning them into a Newt might not be against the Laws of Magic, but it's still against the Law of the country).
I'm still as yet undecided if the policing of mundane crimes through magical means (I really need to shorthand that) is going to be the purview of the Rangers, or if they will have a liaison with "Special Operations" groups like Murphy's old department who are aware of the Occult who will be specially trained and equipped to deal with such things.
Though I'm leaning toward the latter.

So there will be the Rangers, who deal with breaking the Laws of Magic, Magical creatures, tears in the Veil, all that kind of thing. They will almost exclusively be magically-powered individuals and are roughly Warden equivalent.
And then there will be a Special Division of the Police Force who are a mix of mundanes, and mages who don't want to/don't have the power to become a Ranger who will deal with Magical Practicioners breaking Mundane Laws.

Hopefully that makes sense.

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DFRPG / Re: DF in Australia - We're all screwed
« on: March 30, 2015, 03:31:57 AM »
I've also decided to throw in a couple of new pieces of canon from the Dresden LARP playtest that I was part of. Namely:

Meili is running around, he's the Norse god of Travel... or used to be. Now he's just another Asgardian working for Monoc Securities and is *really* annoyed at Thor suddenly getting this huge revival and all the limelight. Please, The Travel God was WAY more important than Mr Thunder was.
Thanks to some deals done with Ferrovax and the White Court the New Years after the Red Court was destroyed, Meili now has Jersey as his Demense to start rebuilding his power, a series of movie deals showing that he's just as awesome as his brother Thor and way more important, and a "Lonely Planet" rival with him as a travel guide. All designed to increase public awareness of him and let him creep back up to some kind of power.


Secondly Tom Hiddleston *is* Loki. That's right, Loki is running around playing an actor famous for playing Loki.
Tell me it's not something he'd *totally* do ;)

10
DFRPG / Re: DF in Australia - We're all screwed
« on: March 30, 2015, 03:20:56 AM »
I do apologise for the thread necomancy here, but I am FINALLY starting my Dresden AU game soon so I thought it was a better option than re-starting the thread :)

Hm... Interesting stuff.  I note that there's no direct equivalent to the White Council's seventh law - do dealings with Outsiders fall under one of your existing ones, or are they just not acknowledged in Australia in the first place?

Hm. I should probably add in an "Outer Gates" law, you're right.

Quote
There's also no "don't transform another" law here - initially I thought the "don't mess with minds" one might cover that, but, hey, turning someone into a kangaroo doesn't directly mess with their mind...

I'm of two minds about this one. The Laws I'm putting together here I'm largely trying to keep as a "there will be some kind of direct backlash/side effect caused by Magic itself" rather than "This is an arsehole move, don't do it" (those largely come under mundane laws), and I can't recall something talking about a direct feedback to the caster from shapechanging magic, unlike killing and mind screwing, which we have some very direct results of.

I'll need to ponder that one some more.

11
DFRPG / DF in Australia - We're all screwed
« on: August 27, 2013, 03:12:42 AM »
So, once my current (Mistborn) campaign winds up I'm looking at running a DF game in Australia, and figured I should start writing up a nice little background for Australia in this setting.
I've seen a few bits and pieces done by other people around the place so if anyone has any further suggestions, let me know :)

Dresden Files - Australia - A History

Uluru. If you wanted to point at one big cause, that's it right there. A massive convergence of ley-lines with an absurdly strong Earth affinity, the mere presence of something so strong was always going to cause some issues with the Veil, especially on such a large landmass with neither physical borders of water to ground out the magic nor country borders for people's minds to create metaphysical borders.

Birthed from Uluru's world-warping power were the Dreamtime Gods, powerful creatures from the Nevernever who walked the land long before the first Aboriginal peoples came. With them came many strange and bizarre creatures and even plants, turning the Island-Continent into their new hunting ground.
Over many long millenia the Aboriginal people learned ritual magics that lent them a degree of control over the Veil between the worlds, and coupled with the power inherent in the land and Uluru managed to strengthen the Veil, causing some of the God's power to slowly wane and the strange creatures to lose their supernatural abilities and adapt to the Mortal world.
The Veil was still thinner than almost anywhere else on Earth but a sort of harmony had been achieved, the Aboriginal people's belief in the Dreamtime kept the Veil calm, and the Elders strengthened small breaches as they happened.

Across the waters in New Zealand the Maori people had gone through much the same with their own Gods, but while the Ley-lines connecting the two land masses were immense, the Tasman Sea mitigated much of their power, causing New Zealand to develop a much more temperate ecology.

Then, of course, Europeans came and everything went (further) into hell.
The more the Aboriginals were driven away from areas the less they were able to steward the Veil when it wore thin, and the more of them that were killed the less there were to maintain harmony.
Slowly, cracks began to form in the Veil. Things slipped through one way or the other, people vanished, Australia's fauna, already terrifying as Mortal animals, would sometimes regain sparks of their inhuman power from the NeverNever. Wizards did their best to ward the settlements and strengthen the Veil but it wasn't going to be sustainable. Some secretly began conferring with the Aboriginal Elders, working with them to regain that balance.

The Senior Council believed that something had to be done to stop the problem at what they perceived to be its source, and finally a Warden was sent, with all the Senior Council's authority, to deal with it. He believed that it was the Aboriginal people's Dreamtime beliefs that were thinning the Veil, and thought that by eliminating this belief they would stop the Veil from getting worse.
His solutions began with Christian missionaries and eventually ended with the Stolen Generation, kidnapping Aboriginal children en-mass to be raised by White people, forgetting the Dreamtime.

Abhorred by this final step the local Wizards who had worked with the Aboriginies betrayed the Council, captured their Warden and handed him over to the Elders. Nobody knows exactly what happened to him, but they say his punishment was commensurate with his crimes.
Severing all ties with the White Council, the Wizards of Australia and New Zealand formed an alliance with both Maori and Australian Aboriginal tribes, creating their own organisation, melding Western and local traditions and magics to shield the unknowing Mortal populations.

Fast forward to the present day and this has been mostly successful, all major cities and settlements have been built in such a pattern as to strengthen the Veil in those areas, channeling the banal beliefs of the people residing there to build a bastion against the Nevernever. In Canberra the great works of Parliament Circle act to ground out the forces involved and tie the wards together, ensuring that most people who live in Australia have no idea about the Magical world.
However the further from civilisation you venture the more the Veil thins and the more the Nevernever seeps into the world, spend too long away from the cities and the constant background presence of the Nevernever permeates you, changing you ever so slightly into a tougher but less civilised individual.
Unfortunately the unknown Warden's damage has echoed through the decades, much of the Aboriginal culture is lost and its people have lost their way. While the Dreamtime still remains a part of their soul and psyche, the knowledge of how to contain it is rapidly being lost.

Across the sea, New Zealand is faring much better, both due to distance and the Maori culture remaining strong, even managing to creep into the Western culture that dominates both countries. As such a great deal of New Zealand rangers do tours in Australia, helping their trans-Tasman siblings to maintain order.

Setting Notes
This bit is more of a list of points right now, but I plan to expand it out.

* The White Council has almost no presence here beyond an embassy in Darwin to keep up communications. They are extremely mistrusted and at times downright hated, Australian magic is enforced instead by [Dammit, I need a good name!] and the Rangers (local Wardens).
* This organisation is much less formal and bureaucratic than the White Council, with Aboriginal and Maori representatives making up at least half the leadership.
* The whole country is of course dominated by the Summer Court but there is an embassy of the Winter Court in Melbourne which is largely responsible for its changeable weather.
* Most of Australia's fauna and flora are mortal, but every now and then some power from the Nevernever seeps through and causes one or a group to become much more dangerous
* The ghost of Ned Kelly still roams around Victoria, and is all but invulnerable
* Tasmania is much more clement than the rest of Australia, thanks to separation by the Tasman Straight

Laws of Magic
Not being governed by the White Council, Australia has its own Laws of Magic, enforced by the Rangers

#1 Do not kill living things directly with magic (For turning the magic of Life back on itself harms both yourself and your magic, and the land around you)
#2 Do not mess with the Veil! (seriously, does this need explaining? Even opening a rift into the Nevernever is frowned upon, and must be fully, manually closed once used)
#3 Do not mess with the Dreamtime (again, really need explaining?)
#4 Do not directly alter the mind of any awakened being (For this causes a resonance with your own mind and brings you mental harm) [Exception, a disciplined, trained individual can willingly let someone into their mind and let them alter it if they wish to]
#5 Do not make thralls of the living or the spirits of the Dead (Clarification: Raising the bodies is fine as long as the animating spirit is either willing, or your own)
#6 Do not attempt to travel through time (For it causes magic to be cut off from its own source, which is Bad)



*Whew*
I'm sure I have more, but I think that's enough for one typing session! If anyone has suggestions or feedback, they would be more than welcome :)

*Edit*
Potential organisation leadership name, Hapu

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DFRPG / Re: Sydney Australia. Looking for flavor.
« on: January 30, 2013, 04:34:08 AM »
It might have kicked up a shit storm, but in the US only HBO could have shown something like that.  Even when a basic cable network got the rights to the Sopranos they edited out all the swearing and added digital bikinis to the strippers.  And in at least one case up the ages of some characters (a pair of mid teen club kids became late teen kid).

In Canada we have different standards (we broadcasted the Sopranos unedited and uncut) but we are too political correct for that song... Or any white guy playing a black rap singer by wearing brown face.

Based on what I've seen of your TV it looks it.  For political correctness I'd say you're at where we were about 20 to 30 years ago.  Which could be an aspect of a game being staged down under.

Richard

Wow, evidently we're less comparatively PC than I thought :)
Australia: The only place you'll find an Indian guy doing Blackface during a prime-time family TV show...

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DFRPG / Re: Sydney Australia. Looking for flavor.
« on: January 30, 2013, 04:09:02 AM »
If you lack TV you might want to checkout sites that offer TV shows via the net.

One of the things I've learned by watching Australian TV is that they are less political correct there.  Part of their national character seems to be "Gruff and Proud Of It".

For example, here's a really not safe for work link (http://www.youtube.com/watch?v=1yOB8rss76A) to a song from a comedy program (angry boys) they had - sung by a guy in black face.  It was on their broadcast TV.

Richard

If that's the one that I'm thinking of, it did kick up a shitstorm, but mostly in the 'upper echelons' (ie, producers, politicians etc).
You're right in general though, we're much less politically correct than a lot of people, swear a lot more, and in general poke fun at ourselves and others a lot.


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DFRPG / Re: Sydney Australia. Looking for flavor.
« on: January 30, 2013, 02:47:36 AM »
Depends on your definition of "Major" :)

They're kids shows, but Blinky Bill, The Ferals and Skippy are all classics that'd probably give you an idea of culture (at least more rural culture).
Slightly more grown up (ie, mid teens) TV series are Around the Twist and Spellbinder
Movies wise The Castle gives an excellent example of Australian attitudes, and If you want to absolutely bloody TERRIFY your players, add in some inspiration from Wolf Creek

15
DFRPG / Re: Sydney Australia. Looking for flavor.
« on: January 30, 2013, 01:46:01 AM »
Well, yes and no. It can give you ideas, but don't take too much of it. And for gods sake stay away from the soaps!

There's some awesome ideas in that other link, Ghost Ned Kelly would be badass.

Also, if you want ideas for more.. monsterous creature.... http://en.wikipedia.org/wiki/Australian_megafauna

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