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Messages - UmbraLux

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1666
DFRPG / Re: Story-Related Questions (slighlty book soilerish)
« on: November 28, 2010, 06:40:54 PM »
I need to read the book again but I thought
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1667
DFRPG / Re: Fomors... [Even Hand/Aftermath Spoilers Beware]
« on: November 22, 2010, 12:27:36 AM »
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1668
DFRPG / Catch questions...
« on: November 21, 2010, 03:06:51 PM »
Nyarlathotep had one question on catches:
   Which brings up an interesting side question. Can you use feeding dependency as a Catch? I'm feeling too lazy to look it up.
  (I'm interested also but didn't want to derail the other thread.)

I have another:
 Can an Item of Power which grants recovery be its own catch?

1669
DFRPG / Re: The Secretive Mysterious Jade Court
« on: November 21, 2010, 02:59:04 PM »
What's the catch?
Currently going with all the 'true emotions' as catch (on the theory each would be beneficial to the soul) but I'm not entirely happy with it.  I'd like to find something better before it comes up.  Any suggestions?  :)

1670
DFRPG / Re: The Secretive Mysterious Jade Court
« on: November 21, 2010, 06:03:33 AM »
Here's the version I went with...still a bit rough:

Jade Court
 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, 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.  Once the possessed body deteriorates too much, they move on to another victim.

Common powers include:
  • Soul Eater [-1] Similar to Emotional Vampire. Soul Eaters live on the essential human anima, the soul.
  • Domination [-2]
    • Possession [-3]
  • Spirit Form [-3]
  • Feeding Dependency [+1] which will affect the following:
    • Illusion [-2] (As Glamours but based on mind control and mental magic.)
    • Inhuman Recovery [-2]

1671
DFRPG / Re: "It Slices, It Dices..." Dismemberment and the Bar Snicker
« on: November 20, 2010, 07:02:23 PM »
A well crafted real Katana feels like magic in your hands and have a crazy edge. 
This is true of any well crafted blade. 

Regarding modern swords, the real issue is finding one which is usable.  There are a lot of crappy replicas out there...good for little more than hanging on your wall.  Finding a good weapon will take some research and won't be cheap. 

Talking about weapon quality blades in general - they're all good for the purpose they were designed.  Rapiers and other (relatively) recent dueling swords are excellent weapons when movement is more important than armor.  Arming swords were excellent one handed weapons intended to be used with a shield.  Great swords gave you the length and leverage of a long weapons.  And katanas were good two-handed cutting swords.  However, the myth of 'one sword to beat all other swords at everything' is a myth. 

1672
DFRPG / Re: "It Slices, It Dices..." Dismemberment and the Bar Snicker
« on: November 20, 2010, 05:32:47 PM »
Combat effects are represented by maneuvers and consequences - dismemberment sounds like an extreme consequence to me.  I'd recommend simply describing the consequence in terms that fit the weapon and situation. 

DFRPG is too abstracted to show much mechanical difference between two different swords.  That shows up in descriptive flavor.

1673
DFRPG / Re: New to RPGs - need a rundown.
« on: November 16, 2010, 10:16:03 PM »
Glad I could help...found those links on RPG.net though, can't take any credit for them.

FATE itself is pretty simple.  It's really just the spellcasting rules which complicate things for me.  That said, DFRPG is the single best fiction to RPG conversion I've seen.  It does an excellent job of transferring the flavor of the books to the game.  Hope you enjoy it also!

Edit:  Here's a post on declarations I found very useful.  (Thanks mostlyawake!)

1674
DFRPG / Re: New to RPGs - need a rundown.
« on: November 16, 2010, 05:09:58 AM »
Here are a couple tutorials:Have to agree with you though...FATE may be 'light' but DFRPG isn't. 

1675
DFRPG / Re: An excerpt from an IC document I'm giving one of my characters.
« on: November 15, 2010, 03:12:57 AM »
Cool quotes.  The dark powers are always willing to help...

...for a price.

1676
DFRPG / Re: Blood Magic - Repercussions?
« on: November 11, 2010, 08:53:02 PM »
Now, both the Channeler and the full on Thaumaturge can be Voodoo priests. Both of them can use the trappings of Voodoo, and both of them can come from that background. But one has gone WAY beyond the other.
Agreed.  One has far more learning / power than the other.  My point was simply that, to an external observer, there's very little to tell the two apart.  Both will look to voodoo rituals as the solution - one because that's all he can do and the other because he just that good at it.

Back to the point of the thread though - I still think the wizard chances Lawbreaker status (even if only in the eyes of the local Warden) simply because those consequences could contribute to the donor's cause of death. 

Premise:
  • A willing sacrifice of temporary consequences is 'white' or allowable magic.
  • A sacrifice causing death, willing or not, is 'black' or lawbreaking.
  • A sacrifice resulting in death, even when unintentional is still 'black'.
Conclusion:  A sacrifice, contributing to death, is dark gray at best.  It would almost certainly be seen as Lawbreaking by wardens and would probably have the same mental affect as #3 above.  Given the tone of the books, I'd play it that way.

1677
DFRPG / Re: Blood Magic - Repercussions?
« on: November 11, 2010, 03:40:35 PM »
A wizard can do a salt circle. Or a blood circle. Or woven holly. He can also do it with a cheap marker bought at the wal-mart or do it in his mind. Full thaumaturgy isn't limited by trappings beyond what the wizard chooses out of habit, belief or familiarity. As long as said houngan believes it would work, he could use pink crayons and do it just as well as in a blood circle. (as long as the social consequence he'd take from being a cheapskate would be the same level as the physical from drawing a circle in blood)
From an external PoV, I think it would be difficult to tell the difference between a houngan ritualist and a houngan thaumaturgist with refinements specializing in a particular ritual theme.  For that matter, don't the books state one of the senior council
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is trained in a different tradition?  To me, this means different trappings may be used to get the same results.  Not that trappings limit you to lesser results.

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As for being caught with consequences, other people cannot tag consequences for free - only the guy that dealt them. So, only the wizard could tag said consequences. On the other hand, the GM can compel them instead.
Meh, the terminology is one thing I dislike about FATE.  The point was, if that attacking character, PC* or NPC, spends a couple fate points to take advantage of those consequences, does the wizard share some responsibility for the werewolf's death?

*I suspect this is far more likely to be a PC attacker with NPC wizard and werewolf - at least if I'm GMing.  It's too much like intentionally killing a PC otherwise.

1678
DFRPG / Re: Blood Magic - Repercussions?
« on: November 11, 2010, 02:55:11 PM »
Nope. That character does not have Thaumaturgy. They got the much more limited Ritual: Voodoo Magic. Someone with Thaumaturgy is like a wizard; they can do Voodoo, summon demons, curse people, pull meteors from the sky, raise the dead, try to become gods, tear holes in the fabric of the universe and whatever else they could possibly imagine. That's another reason why wizards with enough experience to know how to use Thaumaturgy best are terrifyingly powerful.
Not certain I agree.  A powerful houngan or mambo (one with Thaumaturgy) could accomplish the same things as any other thaumaturgist, they simply use different trappings.  The houngan may sacrifice chickens and create a blood circle while a druid weaves his circle out of woven holly and the wizard simply uses salt.  The end result is the same. 

-----
On a slight tangent - assuming the wizard and werewolf pair in question have just completed their ritual and they're attacked.  The werewolf still has most if not all of the consequences, hasn't had time to heal.  If he is killed by one of the attackers who tags the consequences received from the wizard's ritual, how does that affect lawbreaker status?  Separately, how will wardens react?

1679
Anybody got any advice for a newbie to find a group to play with?
Others had some good advice.  I'd recommend starting with the local game store and checking to see if the college has a gaming club.  If you don't have any luck finding local games, there are also a variety of Virtual Table Top programs for playing online (I use Fantasy Grounds).  Skype, chat, and various forums are also common media.  Good luck!

1680
DFRPG / Re: What Summer Magic Evocations have you made/seen?
« on: October 26, 2010, 11:58:21 PM »
Unrestrained or uneven growth can potentially be as damaging as fire.  Imagine how damaging mythically strong muscles would be if ligaments and bones can't take the pressure.  Or how difficult sudden extreme obesity would be to deal with.  Try walking with one leg grown to immense proportions...or holding a gun when your hand is suddenly larger than Andre the Giant's.  Most of those break one of the White Council laws, but you're a fae so do you care?  :)

Plants can entangle or even strangle.  Sudden growth of bamboo or other plants could be an attack.  Natural clothing (wool, cotton, leathers) could be grown into bindings, armor, returned to its natural (and growing state), or perhaps even be a weapon to attack the wearer.  Natural tools and weapons could be enhanced...or grown into uselessness.  Turning a polished oak dash in a luxury car into a full grown tree might be useful at some point.  Though it might be beyond most evocation.  Returning those snakeskin boots to temporary life may be easier.  :)

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