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Messages - Starjammer

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DFRPG / Re: emissary of power quesition
« on: August 25, 2014, 08:20:42 AM »
Eh, Harry is both White Council and Winter Court.

He could easily be tapped as an emissary of both to a given situation.  He might even be expected to keep his goals of his two hats separate.  "As a White Council Wizard, the argument is THUS, but as the Winter Knight, I have to argue in favor of THEOTHER.   Decide for yourself which Power you wish to offend and I'll pass witness back."

Riiiiight.  Because the Senior Council trusted him so completely before he became the Winter Knight behind their backs.  The closest he's come to serving the interests of both was when Mab dragooned him into being her Emissary while the Senior Council put him on trial-by-ordeal for his life.  I think that was Summer Knight?

On the Stone Table, Mab didn't say "MINE... but you can help the White Council out too."  I have zero doubt that she expects Harry's exclusive loyalty service, no matter what other associations he may attempt to keep.

As for the Council, I expect that after they un-dead Harry at Rashid's request they'll nominally keep him on as a Warden but only so they can have a string on him.  As the Winter Knight, they'll expect him to be Mab's creature and it'll implicitly confirm their own worst suspicions about him.

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DFRPG / Re: emissary of power quesition
« on: August 25, 2014, 01:08:07 AM »
If you can find two powers who are willing to bestow their favor on an emissary who would perforce have divided loyalties.  From that perspective I just don't see it working, except under very limited circumstances like a temporary alliance.  Supernatural forces aren't really known for their excessive tolerance of moonlighting.  Just the opposite, in fact.

I don't think the Knights' duties to the Faerie Queens really count because they're Knights to the Courts, which involves service to the Queens.  Or, as Harry put it to Eldest Gruff:

Quote from: Small Favor
I tilted my head and stared hard at him. “You say that you serve Summer and the Queen. In that order?”

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DFRPG / Re: Shapeshafiting/Skill shuffle and extra consequences
« on: August 25, 2014, 12:58:02 AM »
I'd say that you either have to roll one up to the next available consequence slot or get taken out or concede.

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DFRPG / Re: PC Balancing Issues - Need Advice
« on: August 15, 2014, 03:48:42 AM »
All of the above is good stuff - nah, more than that, it's gold.

However, I'm going to play devil's advocate and offer the cautionary counterpoint here, just as a reminder.  As a GM, it's not your job to "win" the game, it's your job to provide an entertaining game for your players.  Intricate plotting and dramatic reversals are all very good, if that's what your players go for.

I speak from experience:  If your players aren't up for this kind of game it's possible to intrigue yourself right out of a campaign.  If you stack the deck too heavily against your players or short-circuit their options, they may resent it.  If you stack the deck too heavily against them and then have to give them an obvious out to preserve them, it makes them feel powerless to affect the outcome.

So the other important question to ask yourself when making these intricate plots is:  How do I see my PCs getting out of this one?  Long-lived intelligent bad guys are great plotters but they tend to be rigid or arrogant.  (That's what makes Nicodemus the most dangerous villain, the fact that he's not.)  Powerful bad guys tend to lean too much on their power; shut it down and they have to scramble.  Bad guys with an agenda tend to think solely in terms of that agenda or they have a psychological soft spot that the agenda is designed to compensate for.  You don't have to plan the heroes' victory for them (they won't follow that plan in any case) but you do have to make sure that there are holes in the bad guys' operations.

Your original problem was that you let the PCs steamroll you - and that is a genuine problem.  Just make sure the pendulum doesn't swing too far in the opposite direction.  I'm going to reiterate: As a GM, it's not your job to "win" the game, it's your job to provide an entertaining game for your players.

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DFRPG / Re: PC Balancing Issues - Need Advice
« on: August 14, 2014, 01:55:43 PM »
There's a general rule of tactics from Shadowrun that applies equally as well to the Dresdenverse:  Geek the mage first.

If you allow a wizard to stand off and get their spells in order and then throw fire down on you, you're toast.  A wizard who gets prep time is a wizard who wins, barring overwhelmingly powerful opposition.

OTOH, if you hand the wizard his ass before he even knows you're there, you win.

Another thing that can work in your favor is if the wizard lacks imagination - or at least has less than you.  If you can create a circumstance where the wizard cannot bring his magic to bear effectively, you also tend to win.  Note: this is why Harry practices running and carries a big gun in addition to a blasting rod.

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DFRPG / Re: PC Balancing Issues - Need Advice
« on: August 13, 2014, 01:12:16 AM »
For Binder, based on what we saw in Skin Game, I'd just give him an ability with a refresh cost that allows him to call up one minion per exchange and call it a day.  It's a spell he knows so well he can just toss it off with no thought, like Listens to Wind with shape-shifting.  If you must, tie it to a skill check based on Contacts or Discipline.

For Binder's goons, I'd say a -1 or -2 refresh cost would work well.  Individually they're not strong; Binder has to set them up tactically to gain the most benefit.

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DFRPG / Re: HOW DOES EVOTHAUM WORK
« on: August 13, 2014, 01:03:06 AM »
You take an effect that can normally only be done by Thaumaturgy (such as putting up a ward or healing somebody, whatever the sponsored magic allows) and you execute it using the Evocation rules.  That is, you gather energy based on Conviction and make a control roll based on Discipline.  Generally, the energy cost of the evothaum spell will be equal to the complexity of the thaumaturgy spell.

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DFRPG / Re: Speedster?
« on: August 10, 2014, 12:27:47 PM »
At the risk of necroposting, I finally remembered a weakness for the Greek gods.

There was a creature called the Ophiotaurus (part bull, part serpent).  If the creature's entrails were burned, it would give the one who did so the power to overthrow the gods.

Fairly obscure catch but there you go.

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DFRPG / I dislike sponsor debt with Soulfire
« on: August 09, 2014, 02:04:54 AM »
First thing, I'm not saying I want Soulfire without some form of debt-balancing; that would be sick and wrong.  I'm just saying that the general Faustian bargain behind most sponsored magic seems inappropriate for Soulfire.  A sponsor who's all about protecting Free WillTM shouldn't be subverting it through the dispensation of power.

Without getting into spoilers, I was thinking of the way things worked in "The Warrior" as a better alternative.  Allow a Soulfire-endowed character to work off their debt or even build "credit" by taking self-compels to intervene in situations for the better.  The table could adjudicate whether an intervention was properly motivated or simply a naked grab for sponsor debt.  Of course, characters whose concept or aspects lean towards them being an Arm of the Lord could take their compels in the form of divine missions, like the Knights.

Or has anybody come up with other alternatives that work better for them?

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DFRPG / Re: Speedster?
« on: August 06, 2014, 05:57:16 PM »
Would the sponsored magic of Hermes be effective?

Edit: Reading the link you posted Hermes sometimes acted as a psychopomp, created music and was "charming", and is the God of travel, roads, commerce, and shepards, so his sponsored magic could be more versatile then just speed

And thieves.  Don't forget that he was the god of thieves, as well.

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DFRPG / Re: Blocks versus Shapeshifters
« on: August 05, 2014, 06:47:37 PM »
However, if I were to put a block against movement on you, and you wanted to move as a supplemental action, you'd need to make it a full action instead to try and overcome the block. In this case, it's really simple, since moving as a full action is actually established as an action. Shapeshifting as a full action, however, is not. You could improvise and roll conviction or discipline, but I feel like it would more often than not be really harsh on a shifter, because that's usually not their best skills. And besides, it isn't even a skill in the first place, at least the way I see it. To a shifter, changing form is just what he does, he doesn't really need to think about it.

I don't really buy that last part.  Walking is natural to most people but if you bind up their legs, then they can't move.  They have to work to break free.  That's the way I'd see a block against shapeshifting:  What should be natural and automatic is being hampered and a skill roll becomes required.

And I have no difficulty with working against a person's weaknesses to make life harsh on them.  That's the way things go.  If you only ever get challenged on the things you're good at then conflict loses drama.  And mode-locking a shapeshifter is a common way to put them at a disadvantage in many stories.

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DFRPG / Re: what can you do with earth magic
« on: August 05, 2014, 06:39:17 PM »
Given that ley lines are a thing, I think you could block or counterspell by 'grounding' the magic energy.

Without getting spoilery, that's how the Forest People do it.  And they're good at it.

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DFRPG / Re: Resources and Cost of Living
« on: August 02, 2014, 07:48:09 PM »
Well, the skill does specify that Resources accounts for disposable income, after living expenses.  However, it's not unreasonable to make a surmise based on the rating.

If I had to spitball it, I'd use the chart on YS322 as a rough guide to monthly income, saying each tier represents 2 weeks to 1 month's worth of regular take-home income for that Resources level.  For example, someone with Average Resources is bringing home 500-1000 dollars a month.  That also fits with the sidebar that puts the middle class in the Average to Good range.  Of course, prices may vary based on location.  Cost of living in California or NYC is way different than a rural town in Idaho.

But if I needed a general rule, that's what I'd go by.

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DFRPG / Re: Hunger Stress Question
« on: July 31, 2014, 03:49:53 AM »
I suppose that makes marginally more sense... as a narrative tool, there's only so much crap that any one character can have going on in the story. 

I suppose I must meditate on this and decide what I think of it.

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DFRPG / Re: Hunger Stress Question
« on: July 31, 2014, 02:30:25 AM »
Nope, you get 3 consequences (1 mild, 1 moderate, 1 severe) that you can take for any sort of stress, but if you take a moderate physical consequence, you can no longer take a moderate mental or social consequence, until the physical one is resolved.

Hang on, that makes no sense to me.  You mean that if I take a Severe Social Consequence ("The Laughing-Stock of the Society Page") I suddenly become less able to absorb punishment if I get into a fist fight?

I mean, I can kind of see some aspects bleeding over into other types of conflict (the pain of a broken arm making me less than charming at a dinner party, for instance) but I can't really see that having one area of disability makes me less robust in another.

So that's gonna be a house rule, I guess.

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