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Messages - Troy

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31
DFRPG / Re: Seelie magic questions
« on: August 04, 2014, 05:57:36 PM »
Seelie Magic provides Rituals with the Thematic Specialization of 'Seelie Magic'.

Thematic Specializations provide all Functional Specializations subject to the Theme.

So a qualified 'yes'.


A ward that bars passage with a wall of (ectoplasmic) brambles and stinging insects?  Yes.
A ward that retaliates against invaders with ('landmines' of) Summer Fire?  Absolutely.
A ward that creates a wall of impermeable force like Harry's shield?  No.

What about a ward of impermeable force that is specifically protecting a place of warmth, life, growth and light?

32
DFRPG / Re: Assessments & Declarations using Resources
« on: July 16, 2014, 10:02:13 PM »
I think the tone of your game and the genre make a huge difference (as with all thing Fate) -- it's the context of the game, the PCs, situations, and their aspects.

The PC Bruce Wayne can make a lot of out-of-left-field Declarations with his Resources that the PC Harry Dresden might not even consider.

33
DFRPG / Re: the laws of magic
« on: July 09, 2014, 03:39:24 PM »
On the Fate Google Plus community there was a poster who considered the idea of Conditions being used in a sword and sorcery game and that got me thinking about the Laws of Magic. Conditions are like Consequences, but they are predetermined by the GM and you're able to say to the players, "If you do this... you're going to suffer this Moderate Condition..."

I was thinking that it might be a solution to the -1 Refresh issue of the Lawbreaker Stunt if there was some sort of stress track that mortal practitioners have... maybe not even a stress track, but maybe just Conditions Slots that the person could use to represent the taint or corruption a person might suffer from breaking and abusing the Laws of Magic. You'd have your Mild, Moderate, Severe, and Extreme Conditions... Extreme representing the irredeemable black magic warlock type.

I'm not sure how you would adjudicate what actions dictate the severity of the conditions. Maybe ... accidentally breaking a law of magic warrants a mild condition, breaking a law of magic in self-defense gets you a moderate condition, doing it on purpose gets the severe condition, and doing it repeatedly gets you the extreme version. And as a condition is sticks to your character as an aspect for a short time, which the GM can compel while it's present in order to represent that temptation/addiction to power that breaking the laws carries.

34
DFRPG / Re: Technomancer
« on: July 02, 2014, 12:11:41 AM »
I was writing a custom power involving technology for a character in the RAGNAROK:NYC game (see the link in my signature). This power didn't involve magic per se... or spell casting... this particular character was an Emissary of Power. She would have been the Emissary of the Singularity, and the Singularity projected subroutines of its consciousness back in time to the era that would have been the dawn of the singularity. It was curious about it's origins and wanted to understand humanity better, so it merged it's consciousness with a willing mortal in 2014. As a result, this mortal gain powers.

This is a rough draft and the very first thing I wrote once I learned the Fate/DFRPG system.

TECHNOPATH [-1]
Description: You have an uncanny aptitude with machines and electronics, one which spellcasters envy. Techpathic ability could have been latent in certain human beings since the dawn of time, but unnoticed because the ability is harder to use the more primitive the technology. In the 21st Century however, not only is technopathic ability extremely useful, but seems to be manifesting more frequently in the population.

Musts: You must have an aspect associated with your nature as a technopath. You must not be a spellcaster in any way, shape, or form. If you ever gain a spellcasting ability (YS179) this power and any associated powers are lost.

Note: This ability is distracting and requires concentration. Any use of this power reduces Alertness rolls to Medicore +0.

Skills Affected: Scholarship, Alertness, Craftsmanship

Effects:
Peer-to-Peer. You interface with technology as if you and it were one in the same. You can operate any technological device or machine simply by touching it. You can start and drive a car by merely sitting in it, pwn noobs in video games just by holding the controller, hack ATM machines with a simple caress. Technology obeys your commands with a Fair Scholarship roll as long as you remain in physical contact with it.

Tech Support. Technology likes you so much that it refuses to malfunction in your presence and is completely unaffected by the hexing of spellcasters within X zones of you. You may also diagnose a malfunction in any machine by simply touching it. You get +2 on rolls to repair or debug machines and software.

Wireless. There are invisible signals all around us: television signals, radio waves, cell phones, wi-fi transmission. Invisible to everyone but you. You can see the myriad streams of information racing through the airwaves and interact with them. You don't need a handheld device as your middleman. Whenever you tune-in to wireless signals, you can understand them as if you were using a cell phone, computer, etc. Isolating a specific signal requires a Good Scholarship roll. This enables you to eavesdrop on telephone conversations, listen to radio stations in your head, surf the web in your dreams or even watch TV with your eyes closed!



I had intended for there to be upgrades to the power at a cost of -1 Refresh each. There would be things like the ability to inhabit machines the same way BCV can take possession of people and stuff like that. There would have been the ability to construct or jury rig machines that could do just about anything ... ala ... "any sufficiently advanced technology, etc..."  Stuff like that.

This isn't really technomancy, but it's what I've got. :)

Thanks for your time!

35
DFRPG / Re: the laws of magic
« on: June 25, 2014, 04:43:53 PM »
Potestas, what aspect of the Laws of Magic do like? What would you be willing to keep in your game?

I will agree with some of the other posters and say that without the laws as-is... the game would feel different tha  the Dresdenverse we know and love.

One idea to grease the Laws would be to create penalties for I fractions other than death. Perhaps create a 3 strikes rule for the Laws or something.

36
DFRPG / Re: the laws of magic
« on: June 21, 2014, 07:04:23 PM »
I don't understand.

Even modestly enforced people are Lawbreakers? How so?

I think most people follow the example of the novels and anything Harry gets by with, the PCs can get by with.

37
DFRPG / Re: Magically Burned-Out Character
« on: May 18, 2014, 06:40:19 PM »
Not so much number, but what you use them for:

"You may gain more Item Slots as one of the options on the Refinement ability (page 182)—but you may only buy Refinement for that purpose."

So yes, at high enough Refresh wizards ultimately win out. Which I think makes sense in the Dresdenverse; if that character gets THAT much more powerful, he'll probably end up with full Evocation and Thaumaturgy. A focused practitioner can be better at his specific field than a full wizard who isn't specialized in that field (like Mort vs Harry in ectomancy), but not better than a strong full wizard who IS specialized in that field.

It's Harry's opinion that Morty is better at ecotmancy than he is, but mechanically, that's not supported. I'm saying that it would be cool if an Ecotmancer focused practitioner could be better than a Wizard ectomancy specialist. "Evolving" from a focused practitioner to a wizard or thaumaturgist or whatever is an option, but it would be nice if that wasn't the only option. If I wanted to be a Wardmaster forcused practitioner, it would be cool to just be awesome at that and not have to worry about dabbling in other magics if I don't need to...

It sort of goes back to a thought that I have that says the only reason to choose Channeling or Ritual over their more powerful counterparts is because your Refresh limits you. If you have the Refresh to play a "sorcerer" or wizard, the game encourages that over any other kind of magic user.

38
DFRPG / Re: Magically Burned-Out Character
« on: May 17, 2014, 09:05:58 PM »
To be honest I was thinking of a "focused practitioner" with just Evocation or just Thaumaturgy. But you're right, those aren't technically Focused Practitioners.

That being said, I think someone with Ritual (Crafting) and a bunch of Refinements might be able to out-do someone with Evocation and Thaumaturgy. They'll still lose out to someone with Thaumaturgy and a bunch of Crafting-focused Refinements, though. Crafting is really strong, and if you're really good at it Evocation starts looking like a bad investment.

If you have the Ritual power... the number of Refinements you can buy is limited... unless that is a holdover rule that is in my very old PDF version of the book. But that's why I say someone with Ritual or Channeling can't match a Wizard over the long haul. Full Thaumaturgy lets you buy an unlimited number of Refinements, though.

I think it would be awesome to be able to buy Ritual (Crafting) and have as many Refinements as you'd like. That surely would make a Refresh 10 Arcane Artificer better at Crafting than a Refresh 10 Wizard who specializes in Crafting, too.

EDIT: Re-reading your reply, I think we are saying the same thing and are on the same page. :) As always, thanks for your time!

39
DFRPG / Re: Why are Evocation Veils spirit-only?
« on: May 17, 2014, 04:01:04 PM »
I take issue with the idea that Spirit is the best element. If this is true, then it is only because of self-imposed limitations by the culture of this forum.

For more information, there is my very first thread on this forum: Purview of Evocation

If those self-impose limitations were removed, I think every element would have the versatility and uniqueness to make specialization in anything other than Spirit really cool.

40
DFRPG / Re: Magically Burned-Out Character
« on: May 17, 2014, 03:56:20 PM »
I wouldn't worry about being too strong. I'd worry about being too weak. Your character sounds...not useless, but distinctly underpowered. And both "earth evoker" and "item making ritualist" are Focused Practitioner concepts with the potential to outcompete full Wizards.

I don't think any Focused Practitioner could potentially outcompete full Wizards. Ever.

Unless you lift the arbitrary restrictions on the Channeling and Ritual powers. I say arbitrary because those restrictions seems to have no other purpose than to specifically prevent Focused Practitioners from competing with Wizard's in the long haul. In another thread, at another time, you agreed with that assessment.

41
DFRPG / Re: Precognition but not tragic
« on: May 17, 2014, 03:52:10 PM »
Does everything the character say or do have to be mistrusted? I never got that impression from Cassandra's Tears. I thought your difficulty was in convincing other people that your premonitions were real, accurate, and applicable.

The thing about Cassandra's Tears is that it's just weird in a Dresden setting. The thematics of the ability are ripped from Greek mythology and your character emulates Cassandra, whom no one believes. I find it odd that folks who might believe in witchcraft and wizardry, vampires and werewolves, angels and demons ... wouldn't believe someone who says they saw/dreamt the future.

As for your issue about roleplaying such a character... wouldn't the trust issues be due to his ability... like... you said that he is a con artist with high Deceit. He bilks people. Why? Why would he do that?

Maybe he started out as someone who tried to help people and being ignored and mocked an years of saying "I told you so..." he decides to keep what he knows for himself and profit from it. That's his main means of income. In-game, his circle of friends are spelunking in the supernatural mysteries, and maybe they trust him and don't understand why he never talks about the future he's seen.

42
DFRPG / Re: Lawbreaker Power
« on: April 16, 2014, 03:32:55 PM »
I wouldn't give a bonus to a +0 power.

The sponsored debt works because you can take a point of debt for each point you want to push into a spell.  It's +0 because you get an equal amount of compels.

If you want a bonus, I think it should cost refresh...which is why I wouldn't get rid of Lawbreaker completely.

Lawbreaker's different though because it comes with definite drawbacks, right?


43
DFRPG / Re: Lawbreaker Power
« on: April 13, 2014, 06:21:07 PM »
Maybe some kind of re-write or revision of the Lawbreaker power is in Order.

What if you give people three strikes or something?

Lawbreaker is -0 ... and you get the bonus for your magic... but you're not charged the -1 Refresh until you do it the third time.

So, Lawbreaker (First) -0 Refresh, +1 bonus to magic that kills.
Do it again... -0 Refresh, +2 bonus to magic that kills.
Do it a third time... -1 Refresh, +3 to magic that kills, Aspect change.

That way you give the Lawbreaker Stunt to players who have that motivation to tell that story.

44
DFRPG / Re: Ritual (Crafting)
« on: February 28, 2014, 10:17:18 PM »
Ah, yeah... right... Good point.

So, yeah, if you have Ritual (Ectomancy), then you can craft items specific to that sort magic... anything under the sun that deals with spirits and/or ghosts.

And if you have Ritual (Crafting), then your specialty is making items that can do any and every other kind of magic a person might need done.

Yeah, I might argue that the only thing better would be full-on Thaumaturgy if you can swing the Refresh cost for it because then you eliminate the need for prepared-in-advance items in a lot of circumstances.

45
DFRPG / Re: "Teleported Elsewhere" / etc vs. "Taken Out"
« on: November 02, 2013, 06:01:49 PM »
I would see "Teleported Away" as an example of Concession rather than a Taken Out result... In my mind it goes down like this:

The characters are fighting and exchanging blows. The character with the ability to escape via teleportation is losing the fight and he knows that he can't last another exchange or he will be at the mercy of the character so. So, the player offers a concession in which his character teleports away and the "winning" character is able to get something he wants in exchange.

Taken Out usually means that the winner of the Conflict narrates what happens to the character that's been Taken Out, right? If you don't want to kill the guy, you could say something like that happens. Conversely, your storyteller might take out your PC, but he doesn't want to kill you, so he says "The Big Bad rips the grimoire from your hands and blasts you with Unnamable magical energies! You awake to find yourself washing ashore on a lake in the woods beneath the light of the full moon..."

Something like that, right?

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