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Messages - UmbraLux

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16
DFRPG / Re: WCV with a trapped demon
« on: February 12, 2014, 07:02:37 PM »
@Umbralux:  I like the idea of an addiction...I wonder how to implement it.
There are two models in the book, the free tags from black court saliva and the hunger track.  Either could be used as a mechanical model with minor modifications. 

If you want something different you could make it a fate point drain.  Without some specific action (i.e. creating a rage related aspect and using the tag) he'd lose a fate point every X time frame.  That's off the top of my head though, needs more thought before implementing.

17
DFRPG / Re: WCV with a trapped demon
« on: February 12, 2014, 02:44:38 AM »
Perhaps it's not (yet) permanent - some level of maintenance is required to keep it from returning.  Or perhaps it's simply addictive (in which case someone else may have trapped the vampiric rage in the item).

How would the item work?  While making it similar to an IoP is probably easiest, I'd modify it if you want something addictive or requiring maintenance.  Addictive is easiest, there are models in the book already.  Maintenance could be done through aspects fairly easily or a reverse hunger track of some sort.

Why doesn't he just toss the item away?  He's an addict, afraid it will return to him, or possibly knows it will infect someone else if he can't find a way to destroy it.  Or perhaps he's tried to throw it away and it simply reappears in his possessions...pulled by some link he hasn't managed to sever yet.

Does he still need to feed?  Addiction or maintenance could take the place of feeding. 

How can the Demon try to escape?  Influence others...what else would a WCV's demon do?  ;)

If he DOES cure himself, where does the character progress...does he become a mortal? (that seems...less fun)  That's cannon but it's your character.  What do you want to occur?  Perhaps the beginning of a new supernatural race?  Or at least aberration.

18
DFRPG / Re: How subtle is casting a ritual
« on: February 09, 2014, 12:20:04 AM »
Thaumaturgy is as subtle or blatant as the declarations and tools used. 

Creating a "Circle of Fire" out of gasoline soaked rope is far less subtle than pacing out a "Circle of Beaten Grass" for example. 

Personally, I like the aspects to make sense in context with the spell construct's intent.  So the circles mentioned above probably wouldn't be useful for the same spell.  Initiating and controlling the Great Fire of London probably wouldn't be done with subtle aspects while creating the concealment for a hidden valley probably wouldn't be done with blatant aspects.  They need to fit the result.

19
DFRPG / Re: Combat scenes
« on: February 08, 2014, 10:17:35 PM »
How do you frame a combat scene?
In general, I don't need to; it grows naturally out of the preceding scenes and choices. 

When you are initiating the scene without benefit of previous scenes' context, I recommend starting as late as possible.  Don't begin with a monologue describing the last hour they've spent investigating the club's White Court connections, begin with the moment the dancers become suddenly aggressive and the PCs are caught in the spotlights.  Right as the fight starts in other words.

My question was how should I create a combat scene. Like A-team vs B-team, simple. The thing is that for some reason I cant come up with a convincing combat sequence. The aspects for example, how do I choose them?. Give me an example of a combat scene.
Don't get hung up on creating poetic sounding aspects, just consider anything which may affect the outcome an aspect.  Is it dark?  Crowded?  Overwhelmed by loud music?  Or is it a well lit city street lined with parked cars?  Your scene aspects are the pieces you (or your players) think are important pieces of the description.

20
DFRPG / Re: The white court.
« on: January 25, 2014, 05:09:58 PM »
What do your WCV's want?  Bargain for it.  :)

21
DFRPG / Re: What would a power granting ritual look like
« on: January 23, 2014, 03:10:17 AM »
One comment on the earlier discussion about the "difficulty" levels of thaumaturgy.  Counting shifts has little to do with difficulty.  Shifts beyond a relatively low number are accounted for by declarations - basically convincing the group that a given aspect sounds good and rolling a die (or paying a fate point but the die roll costs nothing).  Any difficulty is purely in the group convincing part.   ;)  Shift's are not even a good representation of time consumed since declarations are often about something done in the past. 

Regarding thaumaturgy being used to create a justification for powers, I'm ok with a permanent spell.  However, an invoke (or tag) is still needed for each scene it's used in unless you spent refresh on it.  Two reasons for that: one those are the rules (see the sidebar referenced earlier in the thread); and two is keeping the archetypes relatively balanced.  Or at least no more unbalanced than they are in the text. 

There are, of course, as many different ways to approach the issue as there are groups. 

22
DFRPG / Re: question on healing
« on: January 04, 2014, 03:32:19 PM »
There's an argument that you don't need a fp for temporary powers because you use the free tag on the aspect. 

Has there ever been any consensus on this?
Fred's comments are relevant:
"A tag is a free invoke.

A tag therefore can do anything an invoke can.

An invoke can invoke for effect."

23
DFRPG / Re: Recovery from moderate/severe mental consequences
« on: December 24, 2013, 05:53:28 PM »
Okay, I've got your point. I can't say I agree, but let's presume I share it. What would you treat as a sufficient condition to begin recovering from something like "pyrophobia" as a moderate mental consequence?
What level of consequence?  Mild fears may go away with just some time to think out issues and ramifications while moderate fears may require physical evidence (such as Taran's trip to the fire station) or even counseling.  Severe fears probably require treatment or even drugs...and may never go away completely.  What makes sense to the group in context?

24
DFRPG / Re: When to Invoke for Effect and when to Tag for a Bonus
« on: December 21, 2013, 03:03:03 PM »
I don't think it's just a terminology change, though. Compels can be refused, Invokes for effect can't.
When the resulting narrative change targets an individual they certain may refuse (and pay up).  Here's the old and convoluted DFRPG method.  Or you can do what Fate Core does and simply call it a compel. 

See Fate Core p71:  "In other Fate games, you might have seen player-driven compels referred to as “invoking for effect.” We thought it was clearer to just call it a compel, no matter who initiates it."
---
@Taran:  There are some good examples in Fate Core - it's worth reading.  :)

25
DFRPG / Re: When to Invoke for Effect and when to Tag for a Bonus
« on: December 20, 2013, 01:35:51 AM »
-When to use an Invoke for effect vs when to Just tag for the +2
This is easy if you invert the question - use an invoke when you want to add to a die roll; use an invoke for effect (aka compel*) any other time.

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-Examples of invoking for effect that you've used or come across.
Any change, narrative manipulation, or (quasi) forced temptation / complication to environment, characters (PC or NPC), scene, or game is potentially a compel / invoke for effect.  Specifics are negotiable.  Negotiating instead of simply saying yes/no is forgotten too often.  ;) 

Examples include compelling a character with "Boisterous" in an aspect to be loud at inappropriate times; compelling a character with "Curious" in an aspect to be nosier than etiquette demands; using a "Dark Room" aspect to ensure actions are concealed (at least from those affected); and using a "Bureaucratic Nightmare" aspect to ensure legal paperwork is misfiled.  Examples are only limited by imagination and by what makes sense in context to fellow players.

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-Any Limits for Invoking for Effect
Group consensus is the real limit, they should make sense in context. 

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-Any advice or wisdom, in general, that you may have.
Use them!  :) 

*Fate Core drops the bombastic jargon of 'invoke for effect' and the complication of having two terms for the same action dependent on who initiates it.  Compels are 'invokes for effect' and 'invokes for effect' are compels.

26
DFRPG / Re: When to use Social Conflicts
« on: December 18, 2013, 09:12:33 PM »
So I guess the other issue is what is an appropriate scope for taking out someone socially. The only two social conflicts I've run have been about talking someone up for information.
Devonapple covers the book's categorizations of social conflict.  The one item I'd add is set your stakes.  Think of it as a bet...this is what I'm trying to get and this is what I'm willing to risk. 

Doing so helps explain why you may not get much from a "high status" opponent, they have little reason to risk much.  It also helps you tailor any consequences to fit.

27
DFRPG / Re: A question on Sanctums and Libraries and such
« on: December 18, 2013, 02:40:32 AM »
Has anyone else used laboratories in their games to restrict/complement Thaumaturgy?
Yes but just as an aspect ("Well Stocked Lab" or equivalent) to use for the spell.  A Resource declaration in other words.

28
DFRPG / Re: Looking for some constructive criticism of my new character.
« on: November 17, 2013, 12:49:40 PM »
Looks good overall - not optimized, but that helps make the character interesting. 

Some things do stand out...two offensive control foci don't help, you can only use one in most situations and only one per element in any case.  One of those should be moved to either power or defense.  When it comes to rotes, I seldom bother making rote combat spells.  Not until after I have rotes for defense and utility at least.  With offensive rotes you still need to roll targeting which makes it less valuable as a rote.  Also, your rote can't be more than Discipline plus focus in power...and identical foci don't stack so a power of 4 is your max. 

I'd also consider making some of your aspects a bit more two-edged.  Compels are good! 

It's also worth noting that Resilient Self Image isn't all that useful.  Those extra mental consequences are only for stress caused by torture or interrogation.  They won't help with spell casting or anything else.  Regarding other stunts, what is "Weapon Focus"?  As a custom stunt you'll want to work out details and acceptance with your group. 

29
DFRPG / Re: Spring court, autum court, jade court, etc.
« on: October 11, 2013, 02:31:33 AM »
Here's a slightly different take on the Jade Court: 
(click to show/hide)
Also called gaki, preta, jikininki, or simply hungry ghosts, Jade Court vampires prey on humans to remain physical. In their natural state, gaki are ghosts, spirits of hunger. To live, they dominate and possess humans, slowly eating the dominated souls. As time passes, the possessed bodies become thinner, only-bone-and-skin, emaciated human beings with bulging stomachs and inhumanly small mouths and throats.

I wrote that one intending to scare White Council wizards.  :)  Hard enough to kill a regenerating spirit, even harder when it thinks you're a tasty snack and habitually possesses otherwise innocent humans.

In the long run you'll want to create or choose a version which fits your concept.  There are far more answers than one or two.   ;)

30
DFRPG / Re: Spring court, autum court, jade court, etc.
« on: October 10, 2013, 11:33:01 PM »
Queue S with links.  ;)

The later books provide enough incite into the courts I'd rework some of the early stabs at equinox courts.  I'd probably make them somewhere between rebels and loosely associated splinter groups.  (At least if I planned on keeping the solstice courts' purpose.)

There are also several versions of Jade vampires.  Were there any legends you wanted to emulate in particular?

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