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The Dresden Files => DFRPG => Topic started by: Belial666 on June 26, 2010, 11:25:07 AM
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Is it possible to impose consequences to another when they don't want you to? I.e. can you shoot sb in the leg and impose "bum leg" ?
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The consequence taken has to be in line with the description of the action that inflicted it. At least that's the way that I'd handle it. As a GM I'd rule that the player who takes the consequence has to take it appropriately.
So I'd say yes it can, but only to a certain extend. If the taker of the consequence can come up with a good reason that you didn't hit the leg, then you are screwed. If you want to be sure about the aspect you place you might consider going maneuver though. Just make it sticky. It's basically the same thing but you don't have to go through stress first.
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Take a look at "Consequential Conflicts" (YS 193). I guess that's exactly what you are looking for.
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The player of the attacking character has narrative control of the action that imposes a Consequence pretty much right up until the dice hit the table. Then narrative control passes to the player of the character being attacked. So it's up to the player of the defending character to decide if that character indeed got shot in the leg, dodge and then proceeded to fall injuriously, or whatever.
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Is it possible to impose consequences to another when they don't want you to? I.e. can you shoot sb in the leg and impose "bum leg" ?
Sounds more like a manoeuvre to me. You roll guns, and they resist with, say, athletics. If you win, you place the temp. aspect of "bum leg" on them.
-EF
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Its a-lot like playing with wooden guns.
"I shoot you in the leg, now you have to hop after me" - Child 1.
"Okay," Starts hopping. "I shoot you in the hand you have to drop one of your guns" - Child 2.
"Okay." Drops a Gun. "I shoot you . . ."
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Of course it can go different.
"I shoot you in the leg, now you have to hop after me." - Child 1.
"Nah," Falls to ground, "It hurts to bad, I fall down. And shoot you in the hand. You have to drop one of your guns!" --Child 2
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There is a stunt that does something like what Belial wants in the Spirit of the Century SRD (http://www.faterpg.com/dl/sotc-srd.html#crippling-blow-fists), I will now Copy Paste it here:
Requires Dirty Fighter.
When you injure an opponent with your Fists, you may spend a fate point to force the target to take a consequence rather than check off a box. This can only be done once per opponent in a given fight scene. The target may choose not to take the consequence if he is willing to concede.
And also
Requires Crippling Blow (above) or Fist of Death (below).
Your character has a specific attack which he has honed to devastating perfection. It may be a formalized punch with an appropriately dramatic name (Thousand Whirlwinds Strike As One!) or may be as informal as complete mastery of the kick in the crotch.
Once per fight scene, the character may use this strike. To do so, the player must clearly describe whatever posturing or preamble the strike requires, declare he’s using the strike, and roll the dice.
If the strike successfully damages the opponent (inflicts stress or a consequence by itself), it imposes a consequence in addition to treating the attack normally (such as checking off a box due to stress inflicted). This means that if the the stress would normally produce a consequence, the victim will end up taking two consequences.
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If you want to restrict the level of control the opponent has over his type of consequence, one trick would be to make a called shot maneuver on the guys leg, and then the next attack, if successful, should be considered to have hit the leg.
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Thaumaturgy may offer you something like what you're looking for. Aspects created through thaumaturgic maneuvers can be sustained using the normal rules for increasing duration, meaning that you could place a sticky aspect on a target and have it last for some significant amount of game time, similar to the way that consequences can take a significant amount of time to remove.
Also, it seems that Thaumaturgy may allow you to choose what consequence the opponent takes, when you have a spell with sufficient shifts that you can force them to take a consequence to avoid being taken out. An example of this would be the Phobophage Redirection spell.