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Messages - Becq

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1201
DFRPG / Re: Refinement and Specialization
« on: August 31, 2010, 04:47:23 AM »
As above, but noting that there need not be a seperate column for power and control.  All of the specializations for a given magical ability (Evocation for example, or Channeling for another) pool together for this.  So, for example, you could have +3 spirit control, +2 spirit power, and +1 air control as a column (which would be 2.5 Refinements, so you'd either have another +1 bonus, perhaps to air power or earth control, or you might choose a focus slot for the leftover half of a Refinement).  You can have multiple columns for a given ability, so long as each column is legal, and the height of each column is limited by your Lore.  (Oh, and your Template may limit your total number of Refinements.  For example, Wizards have no limit, but Sorcerers can only refine each magical ability once.)


1202
DFRPG / Re: Scion lawman
« on: August 31, 2010, 04:39:28 AM »
There's a bit more about thresholds in White Night.  When Harry makes contact with the minor practitioners there's bit of a debate over whether to invite him in or make him leave his power at the door.

Richard
True.  And I believe another option was to simply wreck the threshold/ward, which was woefully weak by his standards, but this would have been understandably viewed as a hostile act.

1203
DFRPG / Re: Spellcasting aboard a ship?
« on: August 31, 2010, 04:34:03 AM »
Running water doesn't make spellcasting impossible, just more difficult, to my understanding.  In fact, YS cites large amounts of running water as a 'prime example' of a threshold.  While I can find no details, I would tend to rule that proximity would be significant.  Standing in a rainstorm or in a river is bad news for spellflingers.  Casting from a rowboat rocked by modest waves ... probably somewhat less of a problem.  In the ballroom of a luxury liner where the water isn't visible and even the wave motion is nearly nonexistant ... I'd say negligible impact on spellcasting.

Of course, if you *want* there to be an impact for story purposes, then just do it.  Or, to be more consistent, just add stormy seas into the mix.

1204
DFRPG / Re: Making Holy Water.
« on: August 31, 2010, 04:22:56 AM »
If you need rules for it, you could probably call it a ritual and adapt the rules for conjuring.  By default, Holy Water is pretty simple stuff (no moving parts and such, so perhaps the base difficulty would be a mere 1.  That would be for, say, a vial of holy water.  Then make up a size chart similar to the time charts, perhaps something like this:

  vial - pint - gallon - basin - tub - spa - pool

Each step up the chart requires an extra shift.  Base time might be the length of a typical mass or service, and the time could be reduced by paying shifts.  Translate the preparation options for Thaumaturgy into more religeous trappings, such as holy places instead of ley lines, blessed fonts in place of a ritual circle, meditating on the scriptures instead of spell library research, etc.

The rolls would certainly require Conviction and possibly Scolarship or Lore, and only those with the proper Template and/or True Faith powers would be capable of creating it.  There might even be room for a stunt adding an 'expertise with holy rituals' trapping to Scolarship.

1205
DFRPG / Re: Scion lawman
« on: August 30, 2010, 08:38:07 PM »
Thresholds aren't about legal ownership, they are about metaphysical investment.  If a residence is truly treated as a home (not just a place being lived in), then it will generally have a threshold.  Temporary residences (apartments, for example) tend not to.  And that ward is 'owned' by the family that makes the building a home, not by a landlord (though a rented dwelling is unlikely to have the metaphysical investment that creates the threshold) or a government.

So while a govenment could give you a *legal* right to enter a dwelling, it could not give you a *metaphysical* right to do so.  Only members of the family that contributed to making the dwelling a home could do so.  Which means that the Scion *would* be affected by the threshold, unless he was invited in by a residence.  This, of course, assumes that there is a threshold at all -- I find it unlikely that the sorts of people a legitimate lawman was sent after would be the types likely to have a home with a significant threshold, if any.

As an aside, Harry's basement has a ward, rather than a threshold (if there's a threshold at all, it's likely weak).  As such, Harry has much more control over it than a mundane family would over a family home's threshold.  He can specifically allow or disallow entry on a case-by-case basis, and has also set up 'charms' that allow entry to those he's given them to even if he is not available to grant them entrance, and he can turn the wards as a whole on or off, as well.




1206
DFRPG / Re: Can True Fae be player characters?
« on: August 27, 2010, 11:06:50 PM »
A couple of things mentioned about DFRPG Fae:

YS10: "fae literally cannot step outside their natures or break oaths"
YS75: "If taking on another ability reduces your character’s refresh to zero or otherwise fulfills all the “musts” of a faerie of the appropriate type, the changeling’s Choice is made and he becomes a full faerie, never mortal again, and now fully subject to the will of the Faerie Courts."

These quotes make it clear that Faeries are *intended* to be non-playable as characters.  On the other hand:

YS74: "Eventually, too much transformation will lead to an inability to retain a grip on mortality, and the character slips into faerie (often becoming an NPC as his power costs rise to exceed his refresh)."

The word 'often' implies the possibility that becoming a Fae need not relegate the character to NPC-dom, so long as positive refresh remains.

I think the bottom line is this: in "Harry's World" a Fae cannot be a player, because by definition a Fae's will is subsumed by the Court.  But you will be playing out Your Story, so it's up to you group and your GM to decide.  And it's an interesting concept, so why not?

1207
DFRPG / Re: Magically Giving Oneself Powers
« on: August 27, 2010, 10:07:38 PM »
Well, YS284 states that Biomancy can be used to "supercharge" body attributes such as strength, speed, etc, though it suggests that physical consequences are a common side-effect due to (for example) the muscles making promises the skeleton can't keep.  A bit later on YS287, it indicates that Psychomancy can do the same thing for mental abilities, with similar side-effects.

As far as difficulties, the only example I can find is the Escape Potion.  This uses the 'simple action' option for Thaumaturgy, which (if I understand correctly) basically translates complexity into an effective result on a simple action.  Based on this example, if I wanted to get enough biomantic strength to lift a midsize car (requires a +9 might result), this would be a complexity 9 spell.  For simple action-flavored thaumaturgy, I think the duration is long enough to perform the action, which probably means an exchange or two, or *maybe* a few minutes, though it could be bumped up by adding shifts dictated by the time chart.  Using Biomancy as Evocation, this would be one exchange, plus an exchange per shift paid to increase duration.  Based on the side effect discussion, a GM might *require* that a consequence be part of the payment for the spell.

This doesn't really answer the question, though, which is how to use Biomancy to grant refresh-grade strength, speed, and toughness (Recovery is largely covered by the sample healing spell provided, which downgrades consequences much like Inhuman Recovery).  Some aspects of this are on the easy side (toughness is mostly an armor effect; in this case you're using Biomancy insead of Spirit to generate the effect), others less so.

1208
In Grave Peril, when Michael seems surprised that Harry already knows Father Forthill, Harry mentions that he once asked Forthill to bless a barrel of holy water.  He then says "Talk about your surprised ghouls".

See OW58 (the text for Ghouls, not the statblock):

Quote
Weaknesses: Affected by holy water.
Unwavering inability to control their appetites
for long. Most are kind of dumb.

Regarding Ghouls and thresholds, I infer the following from the rules (though there are no specific rules for ghouls and thresholds in particular):

* A threshold acts as a block against supernatural creatures.  As this affects Wizards, I imagine it would affect Ghouls, as well.  (Note that this makes entering more difficult, but not impossible.)
* A threshold suppresses some supernatural abilities.  All affected supernatural abilities lose shifts of effectiveness.  Since the books indicate that thresholds provide defense against ghouls, I would assume that their supernatural abilities would be affected.  How much?  Hard to say, though as a first guess I would say that two points of threshold would remove Inhuman Strength and Speed and reduce Supernatural Recovery to Inhuman; four points of threshold would eliminate Recovery, too.  Most likely ghouls would be unable to feed while affected, though they would still be subjected to the negative effects of hunger, etc.  Oh, and any threshold at all would likely nix Human Guise for the duration.
* Some creatures (creatures of spirit) are entirely supernatural in nature and can't cross thresholds at all.  I don't think ghouls would qualify for this, however, as they are nominally semi-human.

Note that holy places have a default threshold strength of 3, but could be higher, especially if inhabited by a person of True Faith (Bless This House would likely increase this to 5).

That said, it isn't entirely clear to me whether you intended your version of Mother Theresa to be a truly holy person who was also a ghoul, or a evil ghoul impersonating a holy person.  Your references to the Sabbat lead me to believe the latter.  In this case, consider that while holy places have thresholds ... not all building that are used as a 'church' are necessarily automatically a holy place.  An evil ghoul might work out of a building that is 'impersonating' a church without actually being one, and therefore without having a threshold.  So the evil Mother Theresa would have no threshold-related problems.  However, the 'church' would also likely have some fairly foul aspects associated with it (Mother Theresa's Cathedral, Where The Other White Meat Is Always Fresh!), which would likely be palpable in some ways to even mere mortals.  And, of course, she'd have severe trouble entering actual holy places.

Of course, these are just my takes on the question.

1209
DFRPG / Re: Stating out Soulfire
« on: August 27, 2010, 02:43:17 AM »
The bit about it reducing toughness and (maybe) ignoring catches is pretty significant, in my opinion.  Consider that some creatures that might be completely imune to magic might not be imune to magic+soulfire.  Also, the reduction of toughness is rather nice, too.  Consider, say, a vampire that has four physical stress boxes, plus inhuman toughness that gives him armor:1 plus two more stress boxes.  Without soulfire, you'd have to give enough stress to get into that non-existent seventh box, which might take four 5-stress hits, for example (before subtracting armor).  With soulfire, a single 5-stress hit would be enough to force a consequence, because the armor and those two bonus boxes don't exist for purposes of marking off the damage.  Compare this to Hellfire, which 'merely' adds one to the power of the spell, which translates to +1 stress.  (But only if you can control the extra power; otherwise it translates to +1 backlash!)

In additional, all sponsored magic grants one additional ability that you didn't mention: the ability to use debt to invoke aspects.  I think this is probably very powerful for spellcasters, as they are generally very low refresh, since it means that you can pump that extra bit of contoll into your spell even after exhausting all of your Fate (or before gaining Fate through compels), thus avoiding what otherwise might be a missed spell, or a spell that backlashes in an unfortunate way.  You pay for it later through debt compels, but Soulfire's sponsor is likely a bit less demanding than some of the other sponsors...

1210
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 27, 2010, 02:17:07 AM »
Regarding the question of "Does using a magic weapon to kill a human count as a 1st Law violation", I think the fact that Wardens routinely use magic swords to kill without breaking the Law to be proof positive that it doesn't -- or at least doesn't always.  I think that I would rule that it depends on the type of magic used.  Passive magic (like a Warden's blade) does not require the Will of the wielder to operate, and therefore is not a 1st Law violation.  Active magic, such as casting a fireball from an enchanted item does require the Will of the wielder to perform (Discipline roll required).

Hm.  I'm trying to recall whether Harry uses his kinetic rings against humans, and if he does so with care when he does.  I can think of all sorts of occasions in which he uses multi-ring salvos against monsters or inanimate objects, can anyone cite a case where he lays a major smack-down on a human, or considers whether or not he should?

1211
DFRPG / Re: Dark Path Sorceress
« on: August 27, 2010, 01:53:09 AM »
Some thoughts:

* Your veil, as currently written, is also a violation of the sixth law (moving against the flow of time), either when you turn it on or when you turn it off.
* I'm a little uncertain about your robe that grants 3 armor and 3 refresh worth of refinement for one point.  The "It Is What It Is" rule is intented to provide mundane item abilities for no cost, and a robe that protects like full plate or SWAT armor is a bit beyond this.  If you had Plate Armor of the Dark Path, that would be different.  A non-supernatural robe made of metallic threads would probably be Armor:1 (similar to a bullet-proof vest, and less than true mail armor which would be Armor:2)
* I'm also a little uncertain about being able to getting a +5/+1 Refinement bonus from an IoP.  Refinement is required to follow the column rules similar to skills.  Even if Refinement was allowed for an IoP (and it falls under the "GM should examine closely" part of the allowed capabilities for IoP) I think you would be limited to a +3/+2/+1 at best.
* I think you need to more thoroughly define what your source of power, the outsider known as the "Darkness that eats all things" is.  When I see that description, it does not strike me as compatible with "Elena uses her powers for the betterment of mankind" and "She is still cute and cuddly".  Keep in mind that magic is very much about who you are, and the way you use magic actually molds who you are.  Making regular use of a power that has as its reason for existence the destruction of all that exists seems unlikely to lend toward fluffiness and bluebirds chirping on one's shoulder.  Perhaps you had something very different in mind that actually makes these aspects consistent, but it isn't clear to me.
* "Technically not breaking the Laws" would be -- at the very, very best -- a very hard sell to most Wardens.  Wardens don't follow courtroom rules, nor is there any "innocent until proven guilty" policy.
* Regarding the argument about sending wardens into hostile dimensions, it's not entirely clear to me where the line is.  But it seems to me that banishing someone with the clear expectation that doing so will result in their death is *morally* if not legally the same as killing them.  Think of it in these terms: if I tossed someone into a pit filled with hungry lions, I would be convicted of murder.  Defending myself by saying that I really only pushed them into the area above the pit -- and that the fall was entirely coincidental -- wouldn't convince any judge (well, any sane judge who hadn't been bought off).  Nor would arguing that I expected my victim to be competent enough to fend off the lions, and that it was therefore their fault.  I get that your character is using that as a justification in an attempt to RP rules-lawyer the situation, and that's fine.  But convincing the jury (warden) will be difficult, if not entirely impossible.  It is, however, impossible to fast-talk the metaphysical Laws themselves.  So porting someone into a nice hotel room across town would be fine, even if by some coincidence they happen to be run over while crossing the street on the way back.  But porting someone into a deadly portion of the Nevernever strikes me as borderline at best, and as I mentioned, I'm not entirely sure where the line is, exactly.

One thing you might want to consider, which would simplify most of the above issues: make the character an Emissary of Power, rather than a mortal wizard with outsider connections.  To my understanding, the Laws of Magic (both in terms of Warden enforcement and metaphysically-enforced Lawbreaker stunts) only apply to practicioners of mortal magic, not to Emissaries who have spellcasting abilities of different types (or Changelings, or Vampires, etc).  Of course, killing Wardens might still piss them off, but that's a different issue.

1212
DFRPG / Re: Feeding Dependency
« on: August 27, 2010, 12:35:06 AM »
I do feel the second interpretation (power loss as alternate consequences) seems more in line with the system, but the problem with the second interpretation is that it seems too lenient.  It will lead to situations in which consequences only occur if more than a couple of scenes result in failed discipline rolls in a row.  (Because the rules also state that the hunger track is cleared by a subsequent successful FD/discipline check at the end of a scene.)  So, for example, if I had a semi-decent discipline (3 box hunger track) I could take up to three failures, then deliberate make light use of my powers in the fourth scene (possibly a non-combat scene?) to wipe the hunger track.  This also makes little sense, which leads me to the conclusion that this mechanic needs house rules.

Here's a first stab.  My attempt here is to make hunger management something the player has to deal with, while not making it crippling to the point of making the character unplayable.

Leave the "Hunger Is Stressful" section as is.

Change the "Limited Reserves" section as follows:

At the end of any scene in which you have exerted your affected powers, you must check to see if you experience feeding failure. This manifests as an attack with a strength equal to the total refresh cost of the abilities you used; you roll Discipline to defend. For example, if you used Inhuman Strength and Inhuman Toughness in the scene, that’s a total of 4 refresh, so you’d be rolling your Discipline to meet or beat a target of 4.  (Note that cost reductions such as The Catch do not reduce the refresh value of powers for purposes of Feeding Failure tests.)
* If you succeed, you avoid the worst ravages of your hunger.  Even so, you suffer a 1 stress hit to your hunger stress track.
* If you fail, you take hunger stress as though you’d suffered an attack.
* In either case, If you have physical or mental consequence slots open, you may use them to buy off the stress as per the normal rules (page 203). If you cannot or do not wish to spare consequences, then you may choose to lose access to a number of your powers, up to a refresh cost equal to the amount of stress taken. Reduce the stress taken by one for each refresh point of power sacrificed. These options can be combined however you choose.
* If there is sufficent stress remaining after any reductions from consequences or power loss to go past the end of your hunger track, then you are taken out by a feeding failure (resulting in complete incapacitation, extreme emaciation, and other nasty fates).

Change the "Failure Recovery" section as follows:

To recover from hunger consequences, regain lost powers, or remove hunger stress, you must feed as appropriate to your dependency.
* Any time you trigger your feeding power (ex: Blood Drinker or Emotional Vampire) while inflicting a consequence on the victim, you may remove one point of stress from your hunger track in addition to any other effects of the power.
* If you opt out of a scene entirely in order to feed, then you may make a feeding check using an appropriate ability against a difficulty determined by the GM.  (For example, A WCV that opts out of a scene in order to feed at a rave might test with Presence or Deceit against a mediocre difficulty, whereas a RCV who finds his reserves depleted in the middle of a wilderness might have a much harder time of it.)  If this check is successful, then all stress is removed from your hunger track and one point of lost power is recovered per shift generated.  Alternatively, some or all shifts can be used to recover from or reduce the severity of hunger-induced consequences regardless of the usual recovery time at the rate of one shift per shift worth of consequence.  For example, a severe consequence could be downgraded to a mild consequence if four shifts are allocated to it.
* You can regain all of your lost abilities (hunger-caused stress, power loss, and consequences) in one scene if you feed so forcefully as to kill a victim outright.

Any thoughts?  Some features of these house rules:
* A character with feeding dependency could probably hold off for several fights, so long as some care is taken with over-use of powers.  A high discipline is of considerable value here.
* With a 1-stress minimum (similar to the minimum stress caused by casting a spell), even the most disciplined vamps will deplete their reserves eventually if no attempt is made to feed.  Using feeding powers (appropriately) in combats can allow for some hunger mitigation.
* Opting out of a single scene has a reasonable chance of allowing full recovery from all but the worst hunger attacks or sustained abstinence.  This is especially true if the player comes up with a good feeding plan, thus minimizing the difficulty.

Some possible options:
* When determining the strength of the hunger attack, add one to the attack strength for each box already marked off on your hunger track (so if your first and third boxes had been previously marked off in the preceeding example, you would add +2 to the strength of the attack for a total attack strength of 6).
* It may be that the ability to feed during a normal scene is too powerful.  If so, this can be altered so that the character may either remove one stress box or one point of stress each time they take out (without killing) a victim using a feeding power.  Taking out a victim but avoiding killing them while feeding might require a discipline check, with a failed check being rather problematic for a RCV.

1213
DFRPG / Feeding Dependency
« on: August 26, 2010, 02:34:14 AM »
The Feeding Dependency (FD) rules do not make a lot of sense to me.

The discipline test required at the end of a scene in which you use FD-based powers is treated as an attack, with resulting stress hitting your hunger track.  You can absorb some or all of the stress by taking consequences.  But are powers lost automatically for each point of stress, in addition to the stress taken, or is power loss treated as an alternate 'consequence', thus absorbing some of the stress to avoid being taken out?

The rules appear to state the former, where it reads "If you cannot or do not wish to spare consequences, then you must lose access to a number of your powers, up to a refresh cost equal to the amount of stress taken", though the 'up to' part seems to be oddly worded.  (I.e., I must lose powers, but the number of powers could be less than the stress taken?)  However, the next bullet reads "If you have no powers left to lose and are taken out by a feeding failure, you are actually taken out", which implies the second interpretation.  That is, if I take a 5-stress hit and have only 4 boxes on my track and no consequences available, then I'd be taken out regardless of how many powers I have left ... unless they work a bit like special consequences, reducing the stress taken based on powers I choose to sacrifice (and only being taken out once all powers were sacrificed).

The second seems more in line with the rest of the system; the first interpretation also seem immensely severe.  Using Thomas Raith as an example, after an average fight scene in which he uses his full set of powers will result in three stress (6-shift attack vs good (+3) discipline), and therefore three scenes of down-time to recover his lost powers.

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