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Messages - solbergb

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16
DFRPG / Re: Selkie question. Shapeshifter vs Fairie Seemings
« on: September 19, 2014, 06:01:28 PM »
Templates are just a guideline.

Shapeshifting faeries are totally canon.   Dresden got shot by a Sidhe warrior who turned from a bird into an archer, back into a bird before he fell, just to pick one example.

I keep wanting to do it the other way around.   Something like have a Pixie who mastered "human form" ectoplasmic body so he could get a job making pizza, or a faerie dolphin who could change to human form with hands and legs so he could drive sports cars, or maybe a house-sized troll who got a human form to take up surfing.

17
DFRPG / Re: Do you like or dislike the fate system and why?
« on: September 16, 2014, 04:01:52 PM »
Fate Core suggests that you set difficulties for their equivalent of Declaration based on how much it advances the story, ie "rule of cool".

If it's something you want on the scene the moment it's suggested you set the difficulty very low. If you could go either way, set it at 2-3. add +2 to the difficulty for things like "it's boring", "it isn't very likely".  If a player really wants it there and his character's built for it, you can get the huge outcome and have a "Leverage" type flashback scenario where they perhaps earlier placed the thing on the scene, or got minions to do it or something.

18
DFRPG / Re: Extrapolating Car Crashes from the Falling rule
« on: September 11, 2014, 04:08:29 AM »
A big explosion and a typical surface-street vehicle accident are both about 5 shifts.

Harry often compares his force effects to being hit by a car, so it's worse than being hit by a gun, but from a story standpoint and DFRPG mechanics in the 5-7 shifts range likely, with 7ish being a high speed collision into a wall and maybe 9 for being hit from both sides by two cars each going 60mph and dropping all of their energy into you, or having something the size of a semi pin you to a tree while going at highway speeds

and yeah, the falling rules are just dumb.   Just estimate lethality similar to how other shifts go based on how high up the dude falling is and what he's falling onto.  Remember that we're doing adventure novel physics here, and that stress shifts represent dramatic chances of being removed from the story, not kilometers per second squared type momentum.

19
DFRPG / Re: Killing renfields with magic
« on: September 11, 2014, 04:04:33 AM »
Possibly, but it may not have been a renegade wizard doing it in the usual 7th law violating way.  It might have been some duped vanilla mortals doing rituals with guidance from a vampire practitioner, like the Three Porn Wife coven + King Raith summoning He Who Walks Behind.

20
DFRPG / Re: Killing renfields with magic
« on: September 10, 2014, 09:19:56 PM »
We don't really understand much about vampire magic because we only have Mr-Unreliable-Narrator Harry to go on, plus whatever he remembered to ask Bob about on camera.

For example, he figured you needed mortal magic to summon outsiders.  Then the Red Court summoned a bunch of them, but only in the Never Never.  So his current theory is "ok, formerly mortal critters can summon outsiders in the never never".  Which may or may not be true.

What we do know is it FEELS the same to Harry as necromancy, but isn't QUITE the same.   Harry's pretty up on necromancy after the Kemmler stuff, but probably doesn't know the precise differences between what vampires do and what a mortal necromancer does.

21
DFRPG / Re: Killing renfields with magic
« on: September 09, 2014, 06:07:56 PM »
After DuMorne, Harry has two instances I can think of.

1.  Fuego, Pyrofuego, BURN!  at Bianca's party.   Maybe everybody was dead, maybe not.  Harry isn't sure and no warden's tested his soul since then.  Given that the entire red court is now dead, Harry's likely to have been at least somewhat affected.

2.  The Renfield incident - another borderline case.  They died of mundane fire, but Harry pushed it to them.  Harry was being messed with via Lash by then, and it's hard to untangle his psychic trauma from his burned hand, Lash's influence and any dark-side-points he might have picked up.   But a strict GM might have him up to Lawbreaker 3 (first law) by now.   He's gotten better at killing via indirect means involving magic (dropping ceiling on both the Ick monster and various things we saw in the most recent book).   

I can't think of any others.  Once he switched over to mostly using Force the bystanders-at-risk from fallout has gone way down.

Getting a +3 to kill anything is certainly handy given how many monsters he's killed over the years.   Or to quote Marcone "I've seen what happens to your enemies."

22
DFRPG / Re: Big bad wolf
« on: September 09, 2014, 06:03:12 PM »
Fenris and Bigby from Fables are about equivalent in mojo.   Fenris might even be bigger, more like an archangel, since he's one of the folks slated to break the world in the end.

23
DFRPG / Re: Big bad wolf
« on: September 09, 2014, 03:22:40 PM »
The Big Bad Wolf from Fables has mythic recovery, supernatural (at least) everything, senses, claws, something like sponsored magic (North Wind) (or evocation/thaum themed with that - I'll Huff and I'll Puff and I'll blow your house down), and most of his powers work in human form.

He's a legend right up there with Snow White, or in Dresdenverse about at a faerie Lady+loup garou level without the vulnerabilities, upgraded to Faerie queen when he inherited North Wind. Probably not at the level of the Mothers or an archangel even then. 

I'd treat him as an obstacle, not an opponent, for most refresh levels of play.

Popular Fables are very, very badass in Fables, and Big Bad is in the top 10 we've seen.  At minimum they're pretty much unkillable as long as their stories are still being told, so they qualify as true immortals, like the Queens of Faerie.

24
DFRPG / Re: Killing renfields with magic
« on: September 09, 2014, 03:18:55 PM »
Yeah, and in Molly's case, it was a death sentence for both herself AND Dresden when she gave into it and invaded Anastasia's mind.  Only Morgan's death prevented that, since he's the kind of guy who would have turned them in once the kerfuffle was over.

25
DFRPG / Re: Big bad wolf
« on: September 08, 2014, 07:54:17 PM »
when in doubt, use the refresh totals of Red Court to limit how gonzo you go on the SU powers.   If you spend that much refresh you're going to end up with a mighty strong nation.

Skill shift alone is actually quite powerful, and for things patterned on real animals, inhuman is probably as high as you want to go except maybe for recovery where shapeshifting heals you really fast.

You could also go down the Teen Wolf route, where minor grade werewolves just are humans with fur and claws and a bit of a boost, actually going all the way into animal form is rare and a sign of true power.  That gives you roughly ghoul-strength rank-and-file with vampire-strength "made-men", if you assumed a kind of Mafia-like hierarchy, with your Tony Soprano type being the equivalent of a vampire noble in refresh spent and skill tree.


26
DFRPG / Re: Big bad wolf
« on: September 08, 2014, 03:22:31 PM »
Well, start by just optimizing the skill shuffle.

High resources/contacts/social skills in human form, high physical skills in wolf form, he's good at both sides of being a werewolf.

Give him a few more skill points to play with than is typical for your refresh level, or simulate the extra experience with stunts that improve skills or swap trappings so he's solidly good at whatever you want him to be, and unusually expert at his specialties.

add the usual inhuman speed/strength/teeth.  Give supernatural recovery NOT as part of his shapeshift, he can heal himself in human form too, and heal either form incredibly fast.  Don't forget your echoes of the beast and pack instincts stuff.  Maybe give him a pack of wolves to work with in wolf form, and an organization of some kind in human form (mercenaries, criminal organization, corporation, something).  Alternately give him a pack of lesser werewolves to lead, built along similar lines but with fewer skills/refresh.  Pack instincts is really scary with a big pack.  If you want a hybrid human/beast form option consider human guise instead of human form...you get most of the shapeshift powers if you go all furry but don't get skill swap unless you change to a true animal.

I think that's probably enough to pull off a pretty impressive character.   If you really want to go gonzo on the SU powers, some kind of psychic attack (incite emotions or maybe dominate) that lets him exert power over wolves and the "wolf" portion of opposition (easier if a werewolf, but some aspects might let him into other characters) might be possible, but I'd just use social skills myself.

27
DFRPG / Re: Killing renfields with magic
« on: September 06, 2014, 09:04:40 PM »
If it isn't the Blackstaff doing it, I imagine the wardens would be along to take the head of whomever did it.  The only way they would not is if it wasn't clear the cause of death was related to magic being used (it might be, it might not be, and maybe a soulgaze doesn't show signs of taint so they give the rare benefit of the doubt..)

28
DFRPG / Re: Do you like or dislike the fate system and why?
« on: September 06, 2014, 02:29:00 PM »
The "min/max" in Fate is mostly choosing good aspects.

Good meaning "they steer the story to the kinds of conflicts, problems and awesomeness I want my character to be".

The skill/stunt framework in Fate Core is a skeleton, the aspects are are everything else.  You need the skeleton, to flag your routine competence and favored approaches to problems.

DFRPG actually blurs the lines a bit because the supernatural powers are so strong that they overwhelm the mechanical advantage of using fate points for +2 or rerolls.  They do not, however, provide a smidgeon of protection against compels, so you sometimes get situations where someone at Mab's level is discommoded by rolling a nail toward her.

29
DFRPG / Re: Do you like or dislike the fate system and why?
« on: September 03, 2014, 10:45:42 PM »
There is also an element of system mastery - wizards or even anyone with evocation, thaum or sponsored magic have a lot more choices than everybody else.  This can lead to paralysis in the hands of a player that doesn't know what to do with the choices, or it can lead to the "Doc Savage" syndrome, where one person is better at everything than his teammates, and only needs them because he can't be in two places at once.

The best limit on the latter problem is to just insist that players pick strong aspects that define their magic.   Most of what keeps Harry from dominating everything is Not So Subtle but still Quick to Anger.   He's an angry thug, and that tends to make him overlook most approaches with magic that don't involve bonking things on the head.  Where he does anything subtle, it ties into the Wizard PI high concept - tracking spells and such.   

With thematic magic it is easier in many ways, as the lower cost, no-refinement-except-with-items magic already draws boundaries around the awesome that other PCs can use to fit their concepts into and shine.  But even the full-on generalist still has seven aspects.  Magic is who you are, every aspect is going to draw lines around how you'll approach problems with magic and therefore should allow scope for other characters to shine.   Magic doesn't entirey solve problems.  It merely turns all skills into Lore, Discipline and Conviction if you've got the time and/or stress boxes to make it happen.  That's a pretty big deal, but the genre pretty much establishes this as how things work.


30
DFRPG / Re: Do you like or dislike the fate system and why?
« on: August 31, 2014, 03:30:29 PM »
They used Spirit of the Century iconics.  I guess they just assumed anyone who signed up was familiar with them and wanted to play one.

I probably could have figured out more to do if that flyboy was my character.  By the last half hour I'd kind of gotten a handle on him, even invoked the high concept at a critical point.  But yeah.   The Codex Alera game I ran had pregens all suited to the situation but I did not really have the hang of aspects yet, so no, I didn't fill in all the invoke/compel details I had in mind, and my players had only one real Fate veteran, the rest were fans of the books but had varying degrees of RPG backgrounds.

So it is entirely possible my attitudes towared convention runs are based on a small sample size of not very well thought out pregens :)

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