Author Topic: Death Curses: How Do They Work?  (Read 4915 times)

Offline Crion

  • Conversationalist
  • **
  • Posts: 285
  • "Don't. Mess. With. Librarians."
    • View Profile
Death Curses: How Do They Work?
« on: May 25, 2010, 02:40:06 PM »
As I stated in another thread, I've been reading and re-reading the magic section trying to get a better grip on things before I consider running this game in my area, and as I lack other GMs and Dresden fans, I'm basically on my own unless I'm coming here to pollute the forums.

So, the situation: Death Curses. Unless I am wrong, they are given one paragraph (within a sidebar) on YS282. Things from there are a bit fuzzy.

Are Death Curses used as a way of saying "Do one last big thing," or are there actually limits there? In the series, the only curses referenced were either in passing, such as each Warden took many foes with them when they died during the war, Margaret LeFay's Death Curse, and Quintus Cassius's Death Curse. Each of these curses seemed to have different mechanical effects (Wardens seemed to cause flat out death, the other two leading to potential deaths; note that there was the reference of "not being strong enough" to cause death), and can be related in-game rather easily, but then I have to wonder on the mechanic end of things.

How can you determine the limits of a Death Curse? Is the maximum complexity equal to the amount of Stress and Consequences available (which doesn't make sense, as a horribly injured Harry Dresden can still drop a potentially nasty curse), or is it always enough to have 20+ shifts of effect in Evocation or Thaumaturgy (enough to either blow an opponent/zone sky high or leave a lasting curse via Thaumaturgy)?

I could see it as a simple story-driven idea (as the character does have to die in order for this to happen), but as that single paragraph was noting the idea of tagging consequences and adding more to power the spell, and the novels denote that not every practitioner is powerful enough to leave a lasting or major curse, I have to wonder just how much can be done at a given time via a Death Curse.

Feel free to branch off anywhere relating to this topic. I'd like to see the thoughts of others here, regardless as to how in depth it goes.

--Crion
"Smilies exist because no one has bothered to make a sarcasm font." Lost_Heretic
"I don't care about whose DNA has recombined with whose. When everything goes to hell, the people who stand by you without flinching--they are your family." Harry Dresden

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #1 on: May 25, 2010, 02:51:00 PM »
Okay, Death Curses are a free, instant, Thaumaturgy effect that gives you a free Tag on every Consequence you have, so Harry, even if all his Consequences are filled and he's out of Fate Points does a 13 shift effect. You can also burn any and all Consequences you have left, so if he saves his Extreme Consequence for use on that, it goes up to a 21 shift Thaumaturgy effect.

Even a Wizard with Average Lore and no extra Consequences can manage a 17 shift Death Curse if they save their Extreme Consquence to burn on it.

That's more than a big enough spell to really mess someone up. And requires no rolls of any sort since you can take it all as Backlash (you're dead anyway).
« Last Edit: May 25, 2010, 02:58:53 PM by Deadmanwalking »

Offline Crion

  • Conversationalist
  • **
  • Posts: 285
  • "Don't. Mess. With. Librarians."
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #2 on: May 25, 2010, 03:32:28 PM »
Thank you Deadmanwalking. That does help me a bit with getting the ball moving with my thought process, but it does lead me to other questions.

First, is it only a Thaumaturgy effect, or can a Wizard literally go out with a bang, much like Harry was burning to the edge of his life in the Grave Peril case? It seemed to be pretty close to a Death Curse there (especially the condition he was in afterward), and that was Evocation instead of Thaumaturgy. . .unless you count that are just a really, REALLY big spell with lots of Fate Points and Consequences behind it.

Second, I personally can't see tired and broken Wardens capable of killing multiple Red Court Vampires with a single spell, as you would need to cause about 36-stress in one fell swoop in order to do so (see Victor Sells' Heart-Exploding Spell on YS301). As described, I can't see that sort of widespread destruction via one Warden, much less with Thaumaturgy.

And again, I'm back at the thought of leaving that lasting curse. In order to make a curse with a near-permanent change via Thaumaturgy, you would need enough shifts to win a conflict (YS263). Thus why I was concerned with the description of the shifts granted by a Death Curse; as described, you would need to cause the aforementioned 36 Stress to be certain to "take out" a foe to cause that change, which mechanically would be nigh-impossible, as even if you were unharmed, you'd still only have 20 shifts worth of consequences, and unless you can "tag" all of them afterward, I can't see it happening.

Now that I'm thinking about it, are full Wizards the only ones capable of a Death Curse, or can the Focused Practitioners and Sorcerers do the same? Would there be differences to the limits of the curse at that point as well? My mind registers the differences between the curses done by Quintus Cassius and Margaret LeFay. Both left a near-permanent effect of different complexities, but were also drastically different in scales of power.

What about the "power" of the target of the curse? It was noted that Cowl has survived many Death Curses in his time, which goes to show that a strong enough victim can just simply shrug off the effects in some way.

Which is why, the more I look at it, the more I'm tempted to grant it as part of the story and just use the remaining shifts and the overall power of the practitioner as a guideline to what can actually be done. (i.e. LeFay was a full Wizard, Cassius was not; LeFay probably had more levels of Refinement, giving her more overall power; Ergo, LeFay's curse packed a bigger punch even against a stronger target)

Again, just thinking out loud and getting opinions. Last thing I need is a group with a Wizard hoping to simply "kill" a foe with his Death Curse when instead he would only be capable of causing an event that would lead to death. . .or just be a minor annoyance.

Thanks again for the help!

--Crion
"Smilies exist because no one has bothered to make a sarcasm font." Lost_Heretic
"I don't care about whose DNA has recombined with whose. When everything goes to hell, the people who stand by you without flinching--they are your family." Harry Dresden

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #3 on: May 25, 2010, 04:23:46 PM »
Thank you Deadmanwalking. That does help me a bit with getting the ball moving with my thought process, but it does lead me to other questions.

Hey, no problem. I'm happy to help.  :)

First, is it only a Thaumaturgy effect, or can a Wizard literally go out with a bang, much like Harry was burning to the edge of his life in the Grave Peril case? It seemed to be pretty close to a Death Curse there (especially the condition he was in afterward), and that was Evocation instead of Thaumaturgy. . .unless you count that are just a really, REALLY big spell with lots of Fate Points and Consequences behind it.

You can literally do anything with Thaumaturgy you can with Evocation...so this isn't really a meaningful distinction. Well, not beyond the fact that you DO need to use your Lore as the base, not your Evocation abilities.

Second, I personally can't see tired and broken Wardens capable of killing multiple Red Court Vampires with a single spell, as you would need to cause about 36-stress in one fell swoop in order to do so (see Victor Sells' Heart-Exploding Spell on YS301). As described, I can't see that sort of widespread destruction via one Warden, much less with Thaumaturgy.

Ah, you're forgetting that the vast majority of NPCs cannot and do not use all their Consequences. Nameless minions (including hordes of Red Court) don't use any. A 17 shift effect is easily enough to kill an entire zone full. Hell, a 10 shift effect is easily enough to kill a zone full.

And again, I'm back at the thought of leaving that lasting curse. In order to make a curse with a near-permanent change via Thaumaturgy, you would need enough shifts to win a conflict (YS263). Thus why I was concerned with the description of the shifts granted by a Death Curse; as described, you would need to cause the aforementioned 36 Stress to be certain to "take out" a foe to cause that change, which mechanically would be nigh-impossible, as even if you were unharmed, you'd still only have 20 shifts worth of consequences, and unless you can "tag" all of them afterward, I can't see it happening.

There are actually three ways to do this:

1. Take them out. Like you said, that'd do it, leaving them permanently changed. And the 36 shifts is to make really absolutely sure it will kill ANYONE. Death Curses are more specifically designed. Remember that the reason Cassius didn't go for direct damage was that he wasn't powerful enough to kill Harry with it. You can tailor this sort of thing. A PC who can't take someone out can do the same.

2. Give them an Extreme Consequence. Not much cheaper than the above but worth noting.

3. Do the Curse as a Maneuver + Duration not an attack. Look at the Entropy Curse (Mild) on p. 296. Then think about upping the duration to a decade or so... This version can only give Aspects, but it's still fucking vicious. The only downside is that it's an ongoing spell and thus can be broken...at least in theory.

Now that I'm thinking about it, are full Wizards the only ones capable of a Death Curse, or can the Focused Practitioners and Sorcerers do the same? Would there be differences to the limits of the curse at that point as well? My mind registers the differences between the curses done by Quintus Cassius and Margaret LeFay. Both left a near-permanent effect of different complexities, but were also drastically different in scales of power.

Bear in mind that Margaret was killed by an effect that did it all at once, but not quickly enough to prevent the Curse happening...and could thus burn all her Consequences on it. And all her Fate Points. That's a minimum of 28+Lore Complexity, 32+Lore if she had Superb Conviction. That's a 36 Complexity or so, plus the effects of any Fate Points she had to spend. Cassius meanwhile was killed in a fight, probably only having his Extreme Consequence, and few if any Fate Points to burn on the effect for a total complexity of merely 20 or so. Those are in fact entirely different orders of magnitude in power.

As for who can do it, I'd say anybody with Thaumaturgy. Plus those with an appropriate Ritual (though it'd need to match their area...no Entropomancy Death Curse for the Biomancer).

What about the "power" of the target of the curse? It was noted that Cowl has survived many Death Curses in his time, which goes to show that a strong enough victim can just simply shrug off the effects in some way.

That's taken into account by their resistance skills and ability to use Consequences making them alot more difficult to effect. Also, skilled Wizards are much more capable of breaking Curses-as-Maneuvers-with-Duration.

Which is why, the more I look at it, the more I'm tempted to grant it as part of the story and just use the remaining shifts and the overall power of the practitioner as a guideline to what can actually be done. (i.e. LeFay was a full Wizard, Cassius was not; LeFay probably had more levels of Refinement, giving her more overall power; Ergo, LeFay's curse packed a bigger punch even against a stronger target)

Well, any Specialties in the area you're using to Curse would indeed apply (Entropomancy specialties to apply a Bad Luck effect, for example). Beyond that, I think the system works fine as is.

Again, just thinking out loud and getting opinions. Last thing I need is a group with a Wizard hoping to simply "kill" a foe with his Death Curse when instead he would only be capable of causing an event that would lead to death. . .or just be a minor annoyance.

Thanks again for the help!

--Crion

Well, for NPCs you can always decide how many Consequences they keep in reserve to help power the thing, and how many of those they use. And what effect they aim for.

And like I said, happy to help.
« Last Edit: May 25, 2010, 04:37:01 PM by Deadmanwalking »

Offline Crion

  • Conversationalist
  • **
  • Posts: 285
  • "Don't. Mess. With. Librarians."
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #4 on: May 25, 2010, 05:06:25 PM »
Thanks again for the reply! I'm just glad someone is willing to soundboard and offer answers in return.

Ah, you're forgetting that the vast majority of NPCs cannot and do not use all their Consequences. Nameless minions (including hordes of Red Court) don't use any. A 17 shift effect is easily enough to kill an entire zone full. Hell, a 10 shift effect is easily enough to kill a zone full.

I completely forgot about that aspect of using NPCs as extras. In this case, you are correct that a 10 shift effect could nuke a zone full of faceless Red Court vampires.

And again, I'm back at the thought of leaving that lasting curse. In order to make a curse with a near-permanent change via Thaumaturgy, you would need enough shifts to win a conflict (YS263). Thus why I was concerned with the description of the shifts granted by a Death Curse; as described, you would need to cause the aforementioned 36 Stress to be certain to "take out" a foe to cause that change, which mechanically would be nigh-impossible, as even if you were unharmed, you'd still only have 20 shifts worth of consequences, and unless you can "tag" all of them afterward, I can't see it happening.

There are actually three ways to do this:

1. Take them out. Like you said, that'd do it, leaving them permanently changed. And the 36 shifts is to make really absolutely sure it will kill ANYONE. Death Curses are more specifically designed. Remember that the reason Cassius didn't go for direct damage was that he wasn't powerful enough to kill Harry with it. You can tailor this sort of thing. A PC who can't take someone out can do the same.

2. Give them an Extreme Consequence. Not much cheaper than the above but worth noting.

3. Do the Curse as a Maneuver + Duration not an attack. Look at the Entropy Curse (Mild) on p. 296. Then think about upping the duration to a decade or so... This version can only give Aspects, but it's still fucking vicious. The only downside is that it's an ongoing spell and thus can be broken...at least in theory.

So, with your three points here. . .
1. They did describe death as a permanent change, thus why, in my mind, it would make sense to have an equivalent number of shifts for the effect. It wouldn't deal damage (unless they was the goal, after all), but instead slap on the effect instead. As written, it sounds as though the PC has to lead someone to being "taken out" in order for it to do so, unless I am horribly misreading something.

2. To inflict an extreme consequence, wouldn't that just be the 8 shifts? The notes on causing consequences stated that you had to worry about a number of shifts equal to the consequence, so as is, it sounds really cheap cost wise.

3. That. . .sounds like a really good way to do it. I think that sounds about right for some of the things, and could even note how Cowl "survived" a number of these things. . .

Bear in mind that Margaret was killed by an effect that did it all at once, but not quickly enough to prevent the Curse happening...and could thus burn all her Consequences on it. And all her Fate Points. That's a minimum of 28+Lore Complexity, 32+Lore if she had Superb Conviction. That's a 36 Complexity or so, plus the effects of any Fate Points she had to spend. Cassius meanwhile was killed in a fight, probably only having his Extreme Consequence, and few if any Fate Points to burn on the effect for a total complexity of merely 20 or so. Those are in fact entirely different orders of magnitude in power.

As for who can do it, I'd say anybody with Thaumaturgy. Plus those with an appropriate Ritual (though it'd need to match their area...no Entropomancy Death Curse for the Biomancer).

I'm now curious where you are getting the numbers for the consequences. Unless I'm horribly wrong with my math, you have 20 for the consequences (2+4+6+8=20) if you burn them all or even tag them instead. Where did you get the 28+Lore from?
So with this in mind, how is a "healthy" wizard different from an injured wizard if they have the same number of consequences to tag/take in the long run?

And that last note makes sense enough to me, which sets my mind at ease if I throw it around out there. Thank you.


Thanks again for the help. I'm going to stew on these thoughts for a bit, get away from the computer, and see what I can bring back to the table.

--Crion
"Smilies exist because no one has bothered to make a sarcasm font." Lost_Heretic
"I don't care about whose DNA has recombined with whose. When everything goes to hell, the people who stand by you without flinching--they are your family." Harry Dresden

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #5 on: May 25, 2010, 05:21:59 PM »
Thanks again for the reply! I'm just glad someone is willing to soundboard and offer answers in return.

Like I said, no problem. I enjoy discussing and explaining rules.  8)

I completely forgot about that aspect of using NPCs as extras. In this case, you are correct that a 10 shift effect could nuke a zone full of faceless Red Court vampires.

Yep!  :)

So, with your three points here. . .
1. They did describe death as a permanent change, thus why, in my mind, it would make sense to have an equivalent number of shifts for the effect. It wouldn't deal damage (unless they was the goal, after all), but instead slap on the effect instead. As written, it sounds as though the PC has to lead someone to being "taken out" in order for it to do so, unless I am horribly misreading something.

Well, for effects like turning someone into a toad, yeah. This is definitely what you need to do in that case, since i's the equivalent of killing them for most practical purposes.

2. To inflict an extreme consequence, wouldn't that just be the 8 shifts? The notes on causing consequences stated that you had to worry about a number of shifts equal to the consequence, so as is, it sounds really cheap cost wise.

Well, the victim always chooses what Consequences to take, so an 8 shift effect beyond their Stress and Defense could just be absorbed by a Severe and Mild Consequence, just for example. You need to fill all those somehow before you can really make sure they take a Severe Cnsequence.

3. That. . .sounds like a really good way to do it. I think that sounds about right for some of the things, and could even note how Cowl "survived" a number of these things. . .

Indeed.  :)

I'm now curious where you are getting the numbers for the consequences. Unless I'm horribly wrong with my math, you have 20 for the consequences (2+4+6+8=20) if you burn them all or even tag them instead. Where did you get the 28+Lore from?
So with this in mind, how is a "healthy" wizard different from an injured wizard if they have the same number of consequences to tag/take in the long run?

Ah. You're confusing tagging and burning Consequences. Tagging is just getting a free +2 from an Aspect you've made or discovered. You are officially allowed to get a free Tag on all your Consequences for a Death Curse. As a general Thaumaturgy rule you can also always burn Consequences for extra Complexity in Thaumaturgy equal to their value (so 8 for an extreme Consequence), which you can still explicitly do as part of a Death Curse. These two things stack, for a total of the 20 you state, plus another 8 from the tagging.

If they're injured, they can still Tag everything, but can't burn any Consequences they've already taken.

And that last note makes sense enough to me, which sets my mind at ease if I throw it around out there. Thank you.

Thanks again for the help. I'm going to stew on these thoughts for a bit, get away from the computer, and see what I can bring back to the table.

--Crion

You're very welcome, and I'm glad I was able to help. There was a discussion on this a few weeks ago I got involved in, so the rules were still more-or-less fresh in my mind.
« Last Edit: May 25, 2010, 05:23:52 PM by Deadmanwalking »

Offline Archmage_Cowl

  • Conversationalist
  • **
  • Posts: 521
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #6 on: May 25, 2010, 07:26:31 PM »
Just popping in here with a question. Doesnt any consequences you have taken that are tagged with your death curse give the full benefit? Like say you take a severe consequence and then die so you level a death curse and tag that severe consequence, doesnt that give you a plus of 6 to your complexity for your death curse? i thought they did. At least thats how i've been ruling it in my game.
"I who stand in the full light of the heavens, command thee, who opens the gates to hell. Come forth Divine Lightning! This ends now! Indignation!" Jade Curtis Tales of the abyss

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #7 on: May 25, 2010, 07:35:11 PM »
No, they don't. They're an Aspect and, when tagged, provide the same +2 as any Aspect. You get the full value if you sacrifice the Cosequence to the spell, but not from just tagging an existing Consequence.

That said, your ruling is a perfectly valid, and simple, house rule if you want to make Death Curses even nastier.

Offline Archmage_Cowl

  • Conversationalist
  • **
  • Posts: 521
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #8 on: May 25, 2010, 07:37:14 PM »
No, they don't. They're an Aspect and, when tagged, provide the same +2 as any Aspect. You get the full value if you sacrifice the Cosequence to the spell, but not from just tagging an existing Consequence.

That said, your ruling is a perfectly valid, and simple, house rule if you want to make Death Curses even nastier.

Thanks Deadman. I think ill just stick with my house ruling. Death curses should be nasty lol ;D
"I who stand in the full light of the heavens, command thee, who opens the gates to hell. Come forth Divine Lightning! This ends now! Indignation!" Jade Curtis Tales of the abyss

Offline Crion

  • Conversationalist
  • **
  • Posts: 285
  • "Don't. Mess. With. Librarians."
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #9 on: May 25, 2010, 07:45:18 PM »
As I said, I'm glad to see someone helping me out here. It does suck being the first to look at new games in a group; everyone expects you to learn, teach, and run. Makes things that much more challenging ^_^;

Well, the victim always chooses what Consequences to take, so an 8 shift effect beyond their Stress and Defense could just be absorbed by a Severe and Mild Consequence, just for example. You need to fill all those somehow before you can really make sure they take a Severe Cnsequence.

I guess I must have misread the wording on YS263 (involving Thaumaturgy), which is as follows:
Quote
"At its weakest, this is the equivalent of performing a maneuver when determining complexity; inflicting something more like a consequence would require more shifts depending on the severity."
As I read it, my mind registered it as inflicting a consequence upon a victim as long as you took the proper shifts to do so, but even then, wouldn't it just be easier to make a sticky aspect instead?

Ah. You're confusing tagging and burning Consequences. Tagging is just getting a free +2 from an Aspect you've made or discovered. You are officially allowed to get a free Tag on all your Consequences for a Death Curse. As a general Thaumaturgy rule you can also always burn Consequences for extra Complexity in Thaumaturgy equal to their value (so 8 for an extreme Consequence), which you can still explicitly do as part of a Death Curse. These two things stack, for a total of the 20 you state, plus another 8 from the tagging.

If they're injured, they can still Tag everything, but can't burn any Consequences they've already taken.

You are correct that I was confusing them. I didn't even know you could tag your own Consequences as a bonus to a Death Curse. See, learned something new from knowing the view from someone's eyes. Awesome.

So, just to be certain: without having any Consequences, you can have a total of 28 shifts (20 for taking the consequences, 8 for the tagging) of complexity without invoking Aspects or involving Lore, Discipline, Specialties or Refinement, correct? With only having your extreme consequence left, you can gain a total of 16 (8 for extreme, +8 for tagging all of those consequences) shifts of complexity before involving the above?
Just making sure I'm not forgetting something here,

Even with those numbers, putting a longer duration maneuver on someone can be pretty sick unless they dispel/counter it. I'm still thinking that approach if I ever need to toss something at my players. . .

--Crion
« Last Edit: May 25, 2010, 07:53:06 PM by Crion »
"Smilies exist because no one has bothered to make a sarcasm font." Lost_Heretic
"I don't care about whose DNA has recombined with whose. When everything goes to hell, the people who stand by you without flinching--they are your family." Harry Dresden

Offline Crion

  • Conversationalist
  • **
  • Posts: 285
  • "Don't. Mess. With. Librarians."
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #10 on: May 25, 2010, 07:52:32 PM »
Okay, now that it took me forever to write that last post (work got in the way), and there are other responses, I'd like to say that Cowl's idea sounds REALLY nasty for a Death Curse. Perhaps a bit overkill in some ways, but isn't that the whole point of going over the edge and dictating your own death scene?

And now that I'm thinking of it: has anyone ever had a Death Curse done in the game by any of the players? Anything original or interesting come up?

And another thought: what do you think of other ways to "boost" a Death Curse, such as Soulfire, Hellfire, using a Leyline, or even having power from another "sponsor"?

Again, just curious.

--Crion
"Smilies exist because no one has bothered to make a sarcasm font." Lost_Heretic
"I don't care about whose DNA has recombined with whose. When everything goes to hell, the people who stand by you without flinching--they are your family." Harry Dresden

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #11 on: May 25, 2010, 08:02:27 PM »
Thanks Deadman. I think ill just stick with my house ruling. Death curses should be nasty lol ;D

You're quite welcome.

As I said, I'm glad to see someone helping me out here. It does suck being the first to look at new games in a group; everyone expects you to learn, teach, and run. Makes things that much more challenging ^_^;

I definitely understand, as I'm more or less in the same position fairly regularly. Though at this point I'm pretty much just used to it.  :)

I guess I must have misread the wording on YS263 (involving Thaumaturgy), which is as follows:As I read it, my mind registered it as inflicting a consequence upon a victim as long as you took the proper shifts to do so, but even then, wouldn't it just be easier to make a sticky aspect instead?

"The proper shifts to do so." are enough for an attack that inflicts the Consequences in question. As for why to inflict Consequences, well, they weaken someone a lot more than Maneuver Aspects since while they are filled they can't be used again, and a spell that inflicts Consequences can't be dispelled, just healed in the same manner as any Consequence.

Now, none of these are spectacularly good reasons for most NPCs to do them as Death Curses (unless they have allies who they think will finish the PC off), but they're solid rationales in other circumstances.

You are correct that I was confusing them. I didn't even know you could tag your own Consequences as a bonus to a Death Curse. See, learned something new from knowing the view from someone's eyes. Awesome.

Glad to be of service.

So, just to be certain: without having any Consequences, you can have a total of 28 shifts (20 for taking the consequences, 8 for the tagging) of complexity without invoking Aspects or involving Lore, Discipline, Specialties or Refinement, correct? With only having your extreme consequence left, you can gain a total of 16 (8 for extreme, +8 for tagging all of those consequences) shifts of complexity before involving the above?
Just making sure I'm not forgetting something here,

Yep. That's precisely correct. Though Discipline won't ever add to a Death Curse since you're not even trying to control the power, just burning yourself out throwing it.

Even with those numbers, putting a longer duration maneuver on someone can be pretty sick unless they dispel/counter it. I'm still thinking that approach if I ever need to toss something at my players. . .

--Crion

That's probably the best bet to go with for NPC Death Curses on players, as it presents the most story potential.

Okay, now that it took me forever to write that last post (work got in the way), and there are other responses, I'd like to say that Cowl's idea sounds REALLY nasty for a Death Curse. Perhaps a bit overkill in some ways, but isn't that the whole point of going over the edge and dictating your own death scene?

Personally, I think the rules as they stand are about the right level of nasty. Any more scary and, for me, there's an issue with the plausibility of NPC villain sorcerers not just destroying the PCs with their Death Curses.

And now that I'm thinking of it: has anyone ever had a Death Curse done in the game by any of the players? Anything original or interesting come up?

Not yet, but then my first session is tonight... ;)

And another thought: what do you think of other ways to "boost" a Death Curse, such as Soulfire, Hellfire, using a Leyline, or even having power from another "sponsor"?

I'm a little divided personally. I think it depends on the nature of the power and what you're doing how much debt they'll let you burn on your Death Curse. Seelie Magic will likely allow a bit more debt if your Death Curse is directed at a Winter Faerie than otherwise...
« Last Edit: May 25, 2010, 08:15:41 PM by Deadmanwalking »

Offline Kordeth

  • Participant
  • *
  • Posts: 84
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #12 on: May 25, 2010, 08:07:54 PM »
I guess I must have misread the wording on YS263 (involving Thaumaturgy), which is as follows:As I read it, my mind registered it as inflicting a consequence upon a victim as long as you took the proper shifts to do so, but even then, wouldn't it just be easier to make a sticky aspect instead?

It might be, but the key difference is that the consequence is a lasting effect, to borrow a term from another wizard-based role-playing game. In other words, if you hit someone with a consequence-inflicting spell, the effect is "real." There is no lingering magic maintaining the spell. A sticky Aspect with a ton of duration, on the other hand, is an active spell, which will show up to any practitioner with a Lore roll, will be visible with the Sight, can theoretically be dispelled by evocation-based countermagic, etc. The former is much, much harder, but it's also much harder to detect or get rid of.

Quote
So, just to be certain: without having any Consequences, you can have a total of 28 shifts (20 for taking the consequences, 8 for the tagging) of complexity without invoking Aspects or involving Lore, Discipline, Specialties or Refinement, correct? With only having your extreme consequence left, you can gain a total of 16 (8 for extreme, +8 for tagging all of those consequences) shifts of complexity before involving the above?
Just making sure I'm not forgetting something here,

That's correct, and that's why it's a very good idea to kill a wizard with a sniper rifle from 1,000 yards away. It might not stop him from getting off his Death Curse, but he probably won't know who to send it against.

Quote
Even with those numbers, putting a longer duration maneuver on someone can be pretty sick unless they dispel/counter it. I'm still thinking that approach if I ever need to toss something at my players. . .

--Crion[/color]

It's pretty ridiculously effective against mortals, yeah, but against anyone with wizard allies, somewhat less so. The wording of counterspelling is a bit vague, but I personally would rule that only shifts devoted to raw power, not duration, whole-zone targeting, etc. count toward the difficulty of the evocation.

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #13 on: May 25, 2010, 08:12:47 PM »
It's pretty ridiculously effective against mortals, yeah, but against anyone with wizard allies, somewhat less so. The wording of counterspelling is a bit vague, but I personally would rule that only shifts devoted to raw power, not duration, whole-zone targeting, etc. count toward the difficulty of the evocation.

See, I'd have all that sort of thing count. You should need a really big Thaumaturgy ritual to break a death curse, or something equally potent. That said, it's not that hard for most Wizards to get a big ritual together given some time, effort, and motivation, so the principle stands.

Offline Kordeth

  • Participant
  • *
  • Posts: 84
    • View Profile
Re: Death Curses: How Do They Work?
« Reply #14 on: May 25, 2010, 08:38:05 PM »
See, I'd have all that sort of thing count. You should need a really big Thaumaturgy ritual to break a death curse, or something equally potent. That said, it's not that hard for most Wizards to get a big ritual together given some time, effort, and motivation, so the principle stands.

Even if you assume the base duration of a maneuver-type spell is 15 minutes, it's only 17 shifts of duration from there to "a mortal lifetime," which could still theoretically leave you with 11 + Aspects + Lore shifts to throw into raw power to oppose any attempted counterspells. That's pretty potent in my book--especially since you're also getting 4 Fate points back (thanks to the "cashing out" rule), so you'll have a decent stock of Aspect-channeling ammunition.