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Messages - Troy

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16
DFRPG / Re: Hannah Asher: How to build?
« on: August 24, 2020, 07:22:01 PM »
I don't know; I haven't read this novel. I based my ideas on a consultation with a self-described superfan of every book who has read them multiple times. He was extremely helpful.

But you're all correct, as I said before, the rules in the book make it impossible for any Focused Practitioner to be as good at any kind of magic as a wizard could be. I'm not sure why that is except to encourage players to evolve into wizards, to seek "promotion" in order to become more powerful.

DFA gets around this by letting each player customize their magic. They can make up whatever they want as long as everyone at the table is cool with it. So any neat little trick you can think of can be available to a Focused Practitioner without being readily available or even known to a full-fledged magical practitioner.


17
DFRPG / Re: Hannah Asher: How to build?
« on: August 24, 2020, 03:18:32 AM »
Asherian Pyromancy

Yes? No? Maybe?

18
DFRPG / Re: [DFA] Focused Practitioners!
« on: August 24, 2020, 03:16:19 AM »
Arcane Artisan

Ars Technica: You carry with you a couple of signature items of your own construction. Choose two different combinations of action and approach, then name the items associated with them. An overcome action with Guile might be a "skeleton key" which unlocks any lock, or a defend action using Force might be "ring of protection." The magic in these items will work only for you and by your will alone, and you cannot perform magic without them. Use of these items gain the benefit of Supernatural Scale at the GM's discretion.

Hands of the Svartálfar: Mark Exhausted. Inexplicably, your magic extends to even the mundane items you handle. When you repair, modify, or build a mundane device it always functions as intended and is flawless in its performance. Furthermore, you can do these things with even the most primitive tools, if you even need tools at all -- your own two hands and your belief in yourself are all you truly require. In game terms, you create an aspect relating to the work you've done and you gain two free invokes. At the GM's discretion, you gain the benefit of Scale when using such devices.

Uncanny Invention: Mark Burned Out. You may combine materials in impossible ways, giving one the attribute of another. You may make paper with the strength of steel, or steel with the weight of paper. You can distill sunlight into a liquid or weave shadows into fabric. You may create a set of clothing that's fireproof, waterproof, and bullet proof -- you just need materials with the proper attributes and time in your arcane workspace. Consult with the GM and design any stunts or conditions these new creations may confer upon their user, subject to the normal restrictions. Permanent additions to any character must be paid for normally during a major milestone, otherwise each use of the item beyond the scene in which it was introduced costs a fate point.

Stunt Suggestions

Alchemist’s Constitution: You are immune to the deleterious effects of working with hazardous materials in dangerous conditions. The heat of the forge doesn’t bother you, neither does smoke and other noxious fumes; handling things like cinnabar, phosphorus, or lead is without risk. Without an alchemist’s constitution, it would be impossible to achieve the pinnacle of your craft. Of course, it also comes in handy if you’ve been trapped in a burning building or been exposed to a gas leak.

Craftsman's Eye: You have an intuitive understanding of mystic artifacts. Just by seeing an item, you can tell what it does, at least in general, and are capable of activating and deactivating it. Furthermore, if you are separate from the signature items granted by your Ars Technica Talent, you are mystically aware of their location at all times and can find them no matter where they are hidden from you.

Glitch: Your rapport with inanimate objects means you can “hex” technology at will, causing it to break down, malfunction, or stop working completely. This is a create advantage action using Focus; you get +2 to these rolls. It is easy to hex complex machines and electronics and more difficult to affect very simple mechanical processes. The GM determines your opposition and you may get the benefit of Scale.

Notes
This one was inspired by an inquiry on these very forums. Someone had a character who was a crafter focused practitioner and their game was converting to accelerated and they wanted to know how they could do that. Without knowing anything about the character's preferences or expertise, I came up with this. This is the sort of person I would play, inspired by something like a Knocker from Changeling: the Dreaming or even Tony Stark or something.

The first tier ability is an modified version of the Rune Magic possessed by Valkyries in DFA. It allows for two types of magical spells to be used with the Talent but provides for the drawback that this magic is dependent upon items or objects made and used by the caster. So, while the Ectomancer can use her singular Talent reliably all the time, the Arcane Artisan can be robbed of his tools (Disarmed) which prevents him from doing his magic.

The 2nd tier ability might actually be a little weak. You mark your condition to automatically create an aspect representing the work you did and you get two free invokes on that aspect. The saving grace might be that uses of your device gain the benefit of scale, which can be very useful. You also are using something similar to the stunt Always Making Useful Things (FC:103). Also, nothing prevents the work you do, i.e. the aspect you create, from being a permanent alteration to your device. For example, I've heard that some dwarves made lightbulbs for Molly Carpenter which won't be destroyed by using magic. Doing something like that would be cool for marking a sticky condition.

The 3rd tier ability lets you do the stuff of legend and maybe create something that can permanently alter the world in your game. I got this from the Fate System Toolkit with the Six Viziers. One of the magical abilities let them do something like that and I expanded to include other impossible things someone could make using real and powerful magic. I think it's also a great impetus for storytelling. Maybe you need dragon's fire in order to forge a weapon to beat the Big Bad, the tears of a repentant man, or the laughter of a woman in love. You can do lots of cool stuff.

The Stunts are just things that I thought would be cool for an Arcane Artisan to have access to. I imagine that when you first discover your Talent, it manifests as one, or maybe all three, of these stunts before you get proper training as a full-fledged Focused Practitioner.

Questions? Comments? Critiques?

Thanks for your time!

19
DFRPG / Re: [DFA] Focused Practitioners!
« on: August 24, 2020, 03:03:32 AM »
Pyromancy

Pyromancer: You can generate flames just by thinking about it. You may use Flair to attack by causing flames to erupt (from your hands, mouth, eyes, or just out of nowhere) and strike a target within your line of sight. Your pyromancy operates at Supernatural Scale.

Stoke the Fire: Mark Exhausted. Use Focus to create advantages using heat or fire. You can shape flames to your will, command them to move in any direction, or dismiss them entirely. You can cause the temperature to drop or increase to uncomfortable levels by transferring energy from one place or thing to another within your line of sight. You can even draw all the heat from something, causing it to freeze solid. You can do this for the rest of the scene.

The Salamander’s Legacy: Mark Burned Out. The ultimate expression of your pyromancy, like the salamanders of old, you are a being of fire! You gain the aspect Living Flame for the rest of the scene. In this form you are immune to conventional forms of physical harm, except those which can extinguish fires; defend normally by whatever means you have at your disposal. You can take whatever form or shape you choose, spilling across rooms or through doors; gain +2 to Haste to overcome physical barriers. The downside, of course, everything with which you come into contact risks igniting and gaining the infamous aspect On Fire!

Stunt Suggestions

Blazing Within: Whenever someone successfully attacks you in melee combat, they mark 1 stress box due to the sheer heat pouring off you.

Flamekissed: Either by force of your own will or some other, stranger blessing, you are immune to damage from intense heat and flames. You or your clothing cannot burn and you suffer no ill effect no matter how hot or cold your environment.

Purify: Fire exists not only to destroy, but to purge and restore. You can harness a flame within to burn away contaminants. With this magic you can destroy infection or poison and remove impurities or toxins from food and water. This is an overcome action using Intellect with opposition as determined by the GM.

Notes
This is a pyromancer in the vein of Hannah Asher from the novels. I wanted to create a power that could easily do what it appears Hannah easily does while at the same time have something that would be seemingly impossible for a Wizard to do without a lot of training, knowledge, or specialization. So, Harry's a good pyromancer, but he's got nothing on this pyromancer.

Questions? Comments? Criticisms? And, as always, thanks for your time!

20
DFRPG / Re: Hannah Asher: How to build?
« on: August 24, 2020, 12:14:37 AM »
This is why I like Dresden Files Accelerated better when it comes to this sort of thing. DFRPG makes it impossible to make Focused Practitioners the way they are described in the fiction.

I'll have more on this later!


21
Magical Crafter Mantle
Tools of the Trade: Whether have figured out the workings of many a magical item over years of practice or the blood of the Svartálfar flows through your veins, you have have a knack for and love of making magical items. You carry with you a couple of signature items at all times. Choose two different combinations of action and approach, then name the items associated with them. An overcome action with Guile might be a "skeleton key" which unlocks any lock, or a defend action using Force might be "ring of protection." Use of these items gain the benefit of Supernatural Scale at the GM's discretion.

Ars Technica: Mark Exhausted. Inexplicably, your magic extends to even the mundane items you handle. When you repair, modify, or build a mundane device it always functions as intended and is uncanny in its performance. In game terms, you create an aspect relating to the work you've done and you gain two free invokes. At the GM's discretion, you gain the benefit of Scale when using your device.

Uncanny Invention: Mark Burned Out. You may combine materials in impossible ways, giving one the attribute of another. You may make paper with the strength of steel, or steel with the weight of paper. You may create a set of clothing that's fireproof, waterproof, and bullet proof -- you just need materials with the proper attributes and time in your forge or alchemical lab. Consult the the GM and design any stunts or conditions these new creations may confer upon their user, subject to the normal restrictions. Permanent additions to any character must be paid for normally during a major milestone, otherwise using the item beyond the scene it was introduced costs a fate point.

Stunt Suggestions
Crafsman's Eye: You have an intuitive understanding of mystic artifcacts. Just by seeing an item, you can tell what it does, at least in general, and are capable of activating it.

More Toys: You carry additional signature items with you. Choose another action, another approach, and name the item. You my buy this stunt more than once.

Proper Workspace: When preparing rituals which fit in the penumbra of your Talent, add +2 to the preparation roll and reduce the number of costs by 1 (to a minimum of 1).


22
DFRPG / [DFA] Focused Practitioners!
« on: April 04, 2020, 12:43:40 AM »
I really love Focused Practitioners and I'd like to help contribute to their vast variety and lore. This is something I've been doing Reddit so I thought I'd bring it her because this community has always been so helpful and informative.

Each week I'm going to post a Focused Practitioner in the style of the Dresden Files Accelerated Mantle. I can confine them all to a single, easy to reference thread (I hope). Is there a type of Focused Practitioner you'd like to see and you're not sure how to stat it out? Maybe I can help. Please let me know Without further ado, I present to you...

Ectomancy
Ghost Whisperer: You can see and hear ghosts and they can see and hear you. Use Focus to create advantages when you gather information in this way. At the GM’s discretion your ectomancy operates at supernatural scale.

Summon and Banish: Mark Exhausted. You can summon spirits and ward against them with but a moment’s thought. When you summon, you may make yourself a beacon to all ghosts in your area or you may call out to a specific kind of spirit (Joey Ramone or murder victims or deceased accountants). The ghosts that respond to your call will carry out a single task that you give them (search the city, defend my home, answer this question) to the best of their ability. When you banish ghosts, they are expelled from your zone and cannot re-enter until sunrise or sunset, whichever comes first. If there is opposition to your summoning or banishing, you get +2 to Intellect to overcome.

Possession: Mark Burned Out. In the tradition of those who allow the loa to ride their bodies for a short time, you invite ghostly possession. Sometimes you do this in repayment of a debt to a spirit that has performed a favor to you; nothing is quite as good to a shade than the simplest pleasures of the earthly flesh. Most times, however, you do this in order to possess the knowledge and skills of the spirit invited to possess you. When you do this, you gain the aspect Possessed by [the High Concept of the spirit]  and temporarily change one of your aspects to also reflect the ghost. Switch the rating of any two approaches to reflect the ghost who has possessed you. You also gain the benefit of scale when performing actions in keeping with skills or knowledge of the spirit inhabiting your body. The possession lasts until sunrise or sunset, whichever comes first.

Stunt Suggestions
The Sixth Sense: You can perceive disturbances in the veil between the living world and the spiritual world. Such disturbances include possessions, hauntings, “thin” places where the spirit world crosses over with the material, and stranger things.

Spirit Contacts: The information you gather from the spirit world can be taken to the bank! You get +2 to Focus when you create advantages based on the gossip, rumors, and “eyewitness” testimony of ghosts.

Helping Hand: Either out of fear or respect, invisible spirits watch out for your well-being. You get +2 to defend using Haste in physical conflicts because they cause impossible coincidences to occur which protect you from harm.

23
I want to help with this. This seems really cool to me. Can you give me a rundown of what the character has done using this magical ability thus far? Like, what's the weakest item they've created? The most powerful? The most useful? Do they make charmed items or just potions or what? Also, what do the player think is the coolest thing about being a magical crafter? Does the character enjoy mundane building, repairing, crafting? Or just imbuing things with magic?

There are a lot of ways to do with this and it all depends on the player's personal preference. There is no one size fits all. We want to get this as close to what the player thinks is awesome as possible. I'll be thinking on it and I'll come back Sunday with some suggestions.

Thanks for your time!

24
DFRPG / Re: Playing Lawbreaking characters
« on: May 14, 2017, 05:41:43 AM »
Why not just use the rules to play an urban fantasy game which does not take place in the Dresden Universe? Or, if it does take place in the Dresden Universe, just say, "the only consequences for Lawbreaking will come from the White Council ... if they find out."

If you disagree with the entire premise of the Laws of Magic, how magic works, and Lawbreaking's effect on a character, etc, then don't even use it. Why go to all the trouble to acknowledge Lawbreaking and create something to put on a person's character sheet when it would just be easier to remove the whole thing from the game entirely. Nothing about the game changes (other than the setting) if you utterly remove the Laws of Magic, or mechanics for breaking them, from the game.

25
DF Card Game / Our First Game
« on: March 19, 2017, 02:13:16 AM »
I got my cards a few weeks ago and finally got a chance to sit down and play with two of my daughters (ages 11 & 8). They were a little frustrated because it took us so long to get going because I had the rules in hand and was doing everything step by step. That's mostly my thing: in every game I keep the rules on hand to make sure we're playing right until we get the hang of it.

We picked our characters. I was Harry, my 8-year-old was Murphy and my 11-year-old was Billy & Georgia. STORM FRONT was awesome and our cards were laid out in an almost chronological order. One of our rows was just Foes and Obstacles. The other row was Cases and Advantages, with our Range 6 Foe being The Shadow Man. Once we got the hang of things and the feel for what our characters could do, the girls really enjoyed it. Billy & Georgia were our heavy hitters, able to take out Foes left and right. Murphy was invaluable as an investigator for our Cases and as a means for us to draw new cards. My hand for Harry was mostly attacks and overcomes... and I didn't get the chance to investigate until the very end of the game.

My daughters' final verdict: It was fun and we're going to play again!

Also, I'm pretty sure we played on wrong and I want to take another crack at it.

I have a question though: Why is it important to have the characters' turn order randomized? The instructions say hand out the character decks randomly, or if we choose our characters, randomize the seating order. Why does that matter?

27
DFRPG / Re: Statting the Jinn
« on: August 18, 2014, 02:24:40 PM »
Yeah, the Djinn use shapeshifting for disguise and deception. They are "the Hidden Ones" and exist alongside us in this world, doing whatever it is they can do to spurn us because they don't particularly like us.

They're shapeshifting should have the ability to disguise themselves as other people or living things. Or, you could forgo shapeshifting and just go with the power of Glamours to represent potent illusions. One thing I would do if making one of the djinn, though, would be give them the Gaseous Form power to represent their true state as beings of smokeless fire. Instead of gas, obviously, you'd be a glowing, fiery energy being, but the effect is the same.

For magic I would stick with Spirit Channeling to keep the cost down, perhaps make it Self-Sponsored. Spirit is "smokeless fire" so it seems most apt.

I'm not sure how to do wish granting... Glamours? Sponsored debt? Thaumaturgy?

You can do it just about any way you can think of. It depends on how you want to do it.

28
DFRPG / Re: Do you like or dislike the fate system and why?
« on: August 17, 2014, 04:12:26 PM »
I didn't say this before and I think it's important.

Fate and DFRPG is designed to tell a story using the rules of a game. World of Darkness, on the other hand, gives you a game and asks you to tell a story with it. It's a big difference in approach and how things work out in play. In the former, you are confined to your story, in the latter you are confined to your game.

29
DFRPG / Re: Do you like or dislike the fate system and why?
« on: August 16, 2014, 06:38:47 PM »
I like the Fate system because it's a lot like the tagline of the AMC network: Story Matters Here or Characters Matter Here. The game gives you an opportunity to make whatever you can say about your character, a location, or setting, your story -- it gives you the opportunity to make that actually matter when you're playing the game.

The system I am most familiar with is White Wolf's Mage: the Awakening. In that game, only dots on your character sheet make a difference. Dots on your sheet are supposed to reflect your character's experiences, but we all know that a PC is more than dots on a sheet. Dresden Files and Fate offer a way for the most important parts of the PC to matter and shine in the game. The numbers on your sheet are only part of the story.

A Fate game is encouraged to build itself around the characters at your table. The world, thus the story, does not exist independent of the PCs, but rather because of the PCs. I saw a contributor to the Fate G+ community liken it to the television show Fringe. The four principles of that show are the PCs are joined together from the very beginning as part of the world. There is a pattern of strange phenomena afflicting the world and terrorizing people: "I'm an anti-terrorism FBI Agent," "I'm a scientist driven insane by strange phenomena," "I'm the scientist's ne'er-do-well son, they need me to get him out of the mental institution," "Okay -- I'm also an FBI agent and it's my job to make sure the three of you have everything you need." You're encouraged to make a game like that.

Mage: the Awakening has an established setting and you are encouraged to design PCs that fit into this world. Everyone his shoehorned together whether they like it or not. It doesn't have to be this way. It can be be very Fate-like if you want it to be, but the game is not designed to do that from the beginning.

A Fate game is.

That's the main reason I like it.

30
DFRPG / Re: what can you do with earth magic
« on: August 06, 2014, 03:47:10 PM »
I like this question and I like the responses.

I have a yet-to-be-played character with the High Concept Jaded Terramancer[/i].

Perhaps this thread will be of some help to you, because it's along the lines of the types of things I think[/u] should be possible with elemental evocation:

http://www.jimbutcheronline.com/bb/index.php/topic,37778.msg1847469.html#msg1847469

If your game thinks of it like this it will A) be more like how the DFRPG book describes the elements and B) put all the elements on "equal" footing with Spirit.

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