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The Dresden Files => DFRPG => Topic started by: BumblingBear on January 05, 2011, 05:40:32 PM

Title: Two questions
Post by: BumblingBear on January 05, 2011, 05:40:32 PM
Ok... so I've been educating myself about the system and I just picked up the first two books.

I have two questions.

1. First, would it be possibly for a focused practitioner to be an evocator and just keep improving that one specialized evocation at each milestone?  This idea appeals to me.  The tradeoff for all the myriad other things wizards can do would be a /nasty/ evocation attack even without a foci.

2.  Only mortal magic is beholden to the laws of magic, right?  So theoretically, an Emissary of Power could use magic gained from .... The Flying Spaghetti Monster to kill mortals and he/she would not be violating any supernatural laws, right?


Thanks!  :)
Title: Re: Two questions
Post by: HobbitGuy1420 on January 05, 2011, 06:59:13 PM
Both the answers depend, at least partially, on the GM and your gaming group.

Per the Rules As Written, you can only take Refinement once as a Focused Practitioner.  On the other hand, some might rule that that only applies to starting refresh, and that after the game starts you might be able to continue to Refine your abilities. 

Regarding the Laws, I'd rule that it's not the style of magic that matters, but the entity performing it.  An inhuman being performing magic won't need to worry about Lawbreaking, just as it won't need to worry about hexing technology.  As a human, however, you have a soul that can be corrupted by what you perform with the magic. 

Or, to go at it from another direction, sponsored magic isn't a different kind of magic altogether.  it's just a different power source that you then use to power your mortal magic.
Title: Re: Two questions
Post by: MyNinjaH8sU on January 05, 2011, 07:03:37 PM
Both the answers depend, at least partially, on the GM and your gaming group.

Per the Rules As Written, you can only take Refinement once as a Focused Practitioner.  On the other hand, some might rule that that only applies to starting refresh, and that after the game starts you might be able to continue to Refine your abilities. 

Regarding the Laws, I'd rule that it's not the style of magic that matters, but the entity performing it.  An inhuman being performing magic won't need to worry about Lawbreaking, just as it won't need to worry about hexing technology.  As a human, however, you have a soul that can be corrupted by what you perform with the magic. 

Or, to go at it from another direction, sponsored magic isn't a different kind of magic altogether.  it's just a different power source that you then use to power your mortal magic.

Just gonna point out that inhuman stuff can hex technology just fine if they are using true magic, per the books. It's other sources of power that don't seem to do it.
Title: Re: Two questions
Post by: HobbitGuy1420 on January 05, 2011, 07:20:55 PM
Actually, per the section on Hexing on page 228, it's the type of person, not the type of magic, that indicates whether there's hexing going on..
Title: Re: Two questions
Post by: MyNinjaH8sU on January 05, 2011, 10:30:38 PM
Actually, per the section on Hexing on page 228, it's the type of person, not the type of magic, that indicates whether there's hexing going on..

That's totally possible, but didn't
(click to show/hide)
hex everything and it's grandmother everywhere it went? Granted, it showed a ton of control, but it certainly did it. That seems like an inconsistency between the series and the RPG.
Title: Re: Two questions
Post by: easl on January 05, 2011, 10:53:10 PM
Ok... so I've been educating myself about the system and I just picked up the first two books.
2.  Only mortal magic is beholden to the laws of magic, right?  So theoretically, an Emissary of Power could use magic gained from .... The Flying Spaghetti Monster to kill mortals and he/she would not be violating any supernatural laws, right?

As HobbitGuy says, that depends on your group.

But one thing that seems to be common in the dresdenverse is that the other powers who have signed the unseelie accords are pretty lax about enforcing the penalties the White Council enforces on humans.  So one advantage a vampire or sidhe spellcaster should probably have (if you're staying close to the books) is that their bosses are far less likely to care if they kill someone with magic. For example
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Title: Re: Two questions
Post by: Peteman on January 05, 2011, 11:15:31 PM
The RPG says that supernaturals don't accidentally Hex technology, but can if they do so desire.

My interpretation is that sponsored do get Lawbreaker stunts for the various Laws they break. However, the White Council cannot simply execute them because although they claim responsibility for all Mortal mages, a mage that is sponsored is usually under the jurisdiction of their sponsor.

That being said, I think the White Council is probably a bit trigger happy to declare war against factional Lawbreakers of the fifth, sixth, and seventh Laws.
Title: Re: Two questions
Post by: devonapple on January 05, 2011, 11:16:06 PM
That's totally possible, but didn't
(click to show/hide)
hex everything and it's grandmother everywhere it went? Granted, it showed a ton of control, but it certainly did it. That seems like an inconsistency between the series and the RPG.

I got the distinct impression that that was intentional.
Title: Re: Two questions
Post by: BumblingBear on January 06, 2011, 12:21:10 AM
Ok so what about hexing?

In the books, not all magical practitioners fry electronics.  Heck, not even all wizards do.

It also makes no sense that a revolver would be more reliable (or at least Harry believes it is) than a Glock when a Glock has less moving parts.

I'm playing around with the idea of building an x military turned magical character, but I doubt that my character would completely forsake technology or most of his training to go the supernatural route.

I'm trying to find some way to incorporate both sets of skills.  The book does mention that more control = less hexing.  This was part of my idea to have one channeling ability with a buttload of refinement for a high refresh game.

What do you all think?
Title: Re: Two questions
Post by: sinker on January 06, 2011, 01:45:26 AM
The other option for a magic character who uses tech, would be to carry a ton of fate points about. Accidental hexing is technically a GM compel, so if you really want your tech to work then you could always just spend most of your fate points buying out of the compels.
Title: Re: Two questions
Post by: Sanctaphrax on January 06, 2011, 03:48:08 AM
I like the character concept, and I encourage you to go for it. A homebrew [-0] power that prevents you from hexing (intentionally or otherwise) would probably be reasonable. But you should bear in mind that a refined Evoker is always more powerful than a refined Channeler. Mechanically, there's no contest.
Title: Re: Two questions
Post by: BumblingBear on January 06, 2011, 09:38:00 AM
I like the character concept, and I encourage you to go for it. A homebrew [-0] power that prevents you from hexing (intentionally or otherwise) would probably be reasonable. But you should bear in mind that a refined Evoker is always more powerful than a refined Channeler. Mechanically, there's no contest.

I may end up going this route.

I think that I may come up with a homebrewed rule or something, because in the game book, it is even mentioned that a character like Mort can do things that Harry probably could not.

It makes sense that if someone has a true talent and pours all of it into one specific skill that it would eventually be unrivaled.
Title: Re: Two questions
Post by: admiralducksauce on January 06, 2011, 03:23:10 PM
Ok so what about hexing?

In the books, not all magical practitioners fry electronics.  Heck, not even all wizards do.

It also makes no sense that a revolver would be more reliable (or at least Harry believes it is) than a Glock when a Glock has less moving parts.

I'm playing around with the idea of building an x military turned magical character, but I doubt that my character would completely forsake technology or most of his training to go the supernatural route.

Ramirez and a lot of other Wardens carry Glocks.  In fact, Jim seems to have toned down the hexing effect on guns a lot from Storm Front, where even the semiautomatics get shaky.  I mean, in White Night
(click to show/hide)
  I wouldn't rely on nightvision goggles or your fancy optics but guns seem to be pretty immune from the accidental hexing effect later on.  Besides, the best thing to do if the GM compels your gun to jam is to pull out another gun, Il Duce style!  :)
Title: Re: Two questions
Post by: BumblingBear on January 06, 2011, 04:35:03 PM
Ramirez and a lot of other Wardens carry Glocks.  In fact, Jim seems to have toned down the hexing effect on guns a lot from Storm Front, where even the semiautomatics get shaky.  I mean, in White Night
(click to show/hide)
  I wouldn't rely on nightvision goggles or your fancy optics but guns seem to be pretty immune from the accidental hexing effect later on.  Besides, the best thing to do if the GM compels your gun to jam is to pull out another gun, Il Duce style!  :)

Those are very good points.  I just try to approach things as if the GM and other players may not have always read the books like me.  The RPG is kind of nebulous on certain things which I am assuming is specifically so the GM has more power.

That said, Harry is not good at finesse or control and he was even able to be on a talk show in the past.  I personally believe that part of why Harry fries everything is his stubborn nature and his inability/unwillingness to fit in.

Luccio is into computers.  Not all wizards totally forsake technology or pop culture like Harry does.

I like the idea of a soldier ETSing and then learning about the occult and developing seriously strong evocation.  Depending on the evocation, he/she might already have an affinity for it after being a soldier.

My backstory was going to be that my character was in a courthouse to get divorced and while there, he witnessed law enforcement get attacked by a ghoul.  This was when he got "clued in" and also where he realized just how totally helpless he was without weapons.

Eventually, after getting clued in, obsessively studying the mystical and developing a powerful talent of his own, my character will start trying to help people, but eventually realize how badly outclassed he/she is still.

At this point, I will introduce the character accepting a deal and becoming a representative of power.

I'm thinking about asking the GM to give me some extra skill points in return for one less fate point or something.

It would make sense to me that people who have been trained in the military should receive a few bonus skill points in whatever it was they did.

For instance, an x special forces soldier would have a lot more skills in life than a person of similar age who works at Wal*Mart.
Title: Re: Two questions
Post by: sjksprocket on January 06, 2011, 06:08:42 PM
I'm thinking about asking the GM to give me some extra skill points in return for one less fate point or something.

It would make sense to me that people who have been trained in the military should receive a few bonus skill points in whatever it was they did.

For instance, an x special forces soldier would have a lot more skills in life than a person of similar age who works at Wal*Mart.

I think in the rpg that something like is dealt with mortal stunts. take one or two of those. They cost refresh and give your character bonuses to skills or allows you to use a skill in a way you normally couldn't.
Title: Re: Two questions
Post by: MyNinjaH8sU on January 06, 2011, 06:34:06 PM
I think in the rpg that something like is dealt with mortal stunts. take one or two of those. They cost refresh and give your character bonuses to skills or allows you to use a skill in a way you normally couldn't.

Agreed. This is the way to accomplish what you are looking for.
Title: Re: Two questions
Post by: BumblingBear on January 06, 2011, 07:00:14 PM
I think in the rpg that something like is dealt with mortal stunts. take one or two of those. They cost refresh and give your character bonuses to skills or allows you to use a skill in a way you normally couldn't.

This is not a bad idea.

For instance, a mortal stunt under various skills that describe military training could be declared to give a bump to say... guns.
Title: Re: Two questions
Post by: sjksprocket on January 06, 2011, 08:41:51 PM
This is not a bad idea.

For instance, a mortal stunt under various skills that describe military training could be declared to give a bump to say... guns.

Exactly. They say in the book, IIRC, that a mortal stunt gives a +2 bonus per point of refresh, or allows a single sub skill normally not allowed in the base skill per refresh point. So under the guns base skill you could say you have military training to get +2 to when ever you shoot a gun.
Title: Re: Two questions
Post by: BumblingBear on January 07, 2011, 01:05:33 AM
Exactly. They say in the book, IIRC, that a mortal stunt gives a +2 bonus per point of refresh, or allows a single sub skill normally not allowed in the base skill per refresh point. So under the guns base skill you could say you have military training to get +2 to when ever you shoot a gun.

I was also thinking of a stunt using guns instead of any other skill to dodge incoming projectile fire due to military training.  I think that makes sense.
Title: Re: Two questions
Post by: Sanctaphrax on January 07, 2011, 01:26:35 AM
1. I don't think that a stunt giving +2 whenever you shoot a gun is reasonable. A stunt letting you dodge bullets with Guns, however, probably is.

2. I think the correct way to model good training is by raising the power level. Military special forces might be Submerged, while Walmart greeters are likely below Feet In The Water.

3. If you're looking for inspiration, then you would do well to read some of the threads on the Resources board.
Title: Re: Two questions
Post by: BumblingBear on January 07, 2011, 04:42:01 AM
1. I don't think that a stunt giving +2 whenever you shoot a gun is reasonable. A stunt letting you dodge bullets with Guns, however, probably is.

2. I think the correct way to model good training is by raising the power level. Military special forces might be Submerged, while Walmart greeters are likely below Feet In The Water.

3. If you're looking for inspiration, then you would do well to read some of the threads on the Resources board.

I am doing that.

I agree with you too.  While the book says that everyone should be the same power level, I highly disagree with that. Heck, Harry Dresden spent almost an entire book hanging out with Butters and he probably couldn't win a fist fight against a 10 year old.

It's looking like my group will choose to allow everyone to start the game at different power levels, and I think that will both be more fun, more immersive, and more realistic.

My gf will probably be a weretiger with a low refresh.  My character will probably end up being a focused practitioner/emissary of power/x soldier at submerged power level.

One thing I like about the DFRPG is that a lower power character can still do sneaky things to help take down a more powerful opponent - just like in the novels.  I don't care for RPGs as much where everything is just a slugfest or rules hax.
Title: Re: Two questions
Post by: sinker on January 07, 2011, 08:06:45 AM
It really is a poor idea to start PCs at different power levels. You're going to have some people taking all of the screen time and others simply fading into the background. There are some ways to have differently powered characters in a game and I'll use the same example that you did: Harry and Butters.

Were the two of them PCs in the same game you would likely have harry, a wizard with all the powers that implies and a broad skill set able to do magic but also investigation, shooting, intimidation, etc (lots of powers, little refresh and a broad skill pyramid with the highest being great). Where as Butters would take a different appraoch, being very good in a few skills and having a few stunts but a lot of luck (a couple of stunts, A LOT of refresh and a very restricted skill tower with the highest few being superb). I'm sure this isn't necessarily how they are stated but it's how I would do it were two people trying to create these characters in a game.
Title: Re: Two questions
Post by: BumblingBear on January 07, 2011, 08:30:45 AM
It really is a poor idea to start PCs at different power levels. You're going to have some people taking all of the screen time and others simply fading into the background. There are some ways to have differently powered characters in a game and I'll use the same example that you did: Harry and Butters.

Were the two of them PCs in the same game you would likely have harry, a wizard with all the powers that implies and a broad skill set able to do magic but also investigation, shooting, intimidation, etc (lots of powers, little refresh and a broad skill pyramid with the highest being great). Where as Butters would take a different appraoch, being very good in a few skills and having a few stunts but a lot of luck (a couple of stunts, A LOT of refresh and a very restricted skill tower with the highest few being superb). I'm sure this isn't necessarily how they are stated but it's how I would do it were two people trying to create these characters in a game.

Well, Butters is a fairly extreme example.  Not all mortals are a 2 refresh like Butters more than likely is/was.

Polka trivia is not that relevant to fighting evil.

That said, I think a were-tiger or other powerful were person would be able to hold their own.  Being able to switch around skills and have natural weapons is a rather awesome power.  Plus, animals are /fast/.

I also like the idea of people who cannot throw down with another PC against a mob toe to toe being able to sneak around and do more intelligent/sneaky things.

For instance, I've Larped and in my group once was a kid who had no real fighting ability in RL, and no real fighting skills either.  He had no real armor of note and sunk all of his skill points into non combat skills.

However, the kid was good.  He was able to broker deals with NPCs, he stayed in character pretty well with a very mysterious past, and he was sneaky as hell.  He killed as many people as some of our other more "in your face" players.

Using the book as an example again, Harry rarely goes toe to toe with folks more powerful than he is.  He uses guile, proper planning, and a little help from his friends.  I think that having characters with different power levels will be interesting.

As powerful as a high level evocator is, she may still be terrible at lying or noticing details.  This is where a con man vanilla mortal could shine.  In fact, in some groups, the character with the lowest refresh could be the leader while the higher level characters function as muscle.
Title: Re: Two questions
Post by: devonapple on January 07, 2011, 09:47:47 AM
I give it about 3 game sessions before the lower-refresh characters realize what they've allowed themselves to be talked into, and ask to be upgraded to the same power level as the highest-level character. Fudge dice can really let you down if you're running around with mostly Fair- or Good-rank skills. And if a player has volunteered to have fewer Fate points to even boost those skills... well...
Title: Re: Two questions
Post by: BumblingBear on January 07, 2011, 12:40:55 PM
I give it about 3 game sessions before the lower-refresh characters realize what they've allowed themselves to be talked into, and ask to be upgraded to the same power level as the highest-level character. Fudge dice can really let you down if you're running around with mostly Fair- or Good-rank skills. And if a player has volunteered to have fewer Fate points to even boost those skills... well...

You're absolutely correct that most players would...

But I know for a fact my gf won't mind.  She wants to be a little more fading towards the background.  She's shy, and her character will more than likely be shy as well.  I'm going to talk to her to roleplay a serious courage charge whenever she changes.

Also, not everyone plays the same way.  I mean, I knew people who played as a vagabond in RIFTS games.  Some people seriously want to RP an underpowered character.  I don't - but everyone is different.

I dunno - you may be right.  I guess we won't know for certain for a couple of months.
Title: Re: Two questions
Post by: UmbraLux on January 07, 2011, 01:03:31 PM
Heck, Harry Dresden spent almost an entire book hanging out with Butters and he probably couldn't win a fist fight against a 10 year old.
Err, the RPG uses refresh and how much each character has spent to reflect that, not differing power levels.  In your example, Dresden has spent all but one refresh while Butters probably only has a couple Scholarship stunts and a bunch of unspent refresh.  Choosing a power level for the group doesn't mean everyone has to spend all their refresh.
Title: Re: Two questions
Post by: BumblingBear on January 07, 2011, 01:27:38 PM
Err, the RPG uses refresh and how much each character has spent to reflect that, not differing power levels.  In your example, Dresden has spent all but one refresh while Butters probably only has a couple Scholarship stunts and a bunch of unspent refresh.  Choosing a power level for the group doesn't mean everyone has to spend all their refresh.

Excellent point.  I will bear this in mind.
Title: Re: Two questions
Post by: sjksprocket on January 07, 2011, 03:46:57 PM
Plus combat skills does not dictate the power level of the character. just because dresden has more combat oriented character arrangements does no make him more powerful then butters. power is not rated in combat terms for me.
Title: Re: Two questions
Post by: BumblingBear on January 07, 2011, 06:14:34 PM
Plus combat skills does not dictate the power level of the character. just because dresden has more combat oriented character arrangements does no make him more powerful then butters. power is not rated in combat terms for me.

Not necessarily for me either,

But considering that almost all of Butters' experience and knowledge is cutting up dead bodies, his skills are not very useful except to make assessments about how damaged another person is.

For instance, a very experienced, "high level" daycare worker won't be much good in a campaign either unless he or she has a minor talent or a massive amount of research into the supernatural.

Certain skills are more useful than others to "adventurers" for lack of a better term.
Title: Re: Two questions
Post by: Wolfwood2 on January 07, 2011, 06:21:25 PM
1. First, would it be possibly for a focused practitioner to be an evocator and just keep improving that one specialized evocation at each milestone?  This idea appeals to me.  The tradeoff for all the myriad other things wizards can do would be a /nasty/ evocation attack even without a foci.

By the character creation rules, yes, but the rules are really only guidelines.  The first question is always if it makes sense narratively, and the second question is if it will make for a good game.

Why does the idea appeal to you?
Title: Re: Two questions
Post by: devonapple on January 07, 2011, 06:30:31 PM
But considering that almost all of Butters' experience and knowledge is cutting up dead bodies, his skills are not very useful except to make assessments about how damaged another person is.

For instance, a very experienced, "high level" daycare worker won't be much good in a campaign either unless he or she has a minor talent or a massive amount of research into the supernatural.

If the campaign is going to be about how normal mortals cope with the supernatural, then ALL the players can be made at a low level. If one player is going to be higher level, then the challenges are going to be either too easy for that player, or too hard for the other players. DFRPG isn't the same as, say, Hero system or D&D, where challenge level is an almost mathematically determined, but there are still balance concepts at work.

Daycare workers and coroners are extreme examples of character concepts, and I wonder why they would be chosen in a Submerged-level game, without there being something else that makes them noteworthy. Butters was certainly a large part of the books he was in, but he can still be considered an NPC. Why are these character concepts on the table?

Murphy, Thomas, Michael, Kincaid: those are the general benchmarks in the game of the "Dresden Files" novels - the people Harry generally opts to have in his "party" when things hit the fan.

And if "daycare worker" or "clued-in coroner" are absolutely pivotal to each player's happy gaming experience, but they do not want supercharged versions of such professions, then those players can spend all of their Submerged-level skill points on having a greater number of skills at lower ranks, rather than aiming for higher skill points - for more of an "everyman" competency base.  And buy very few Stunts.

And even then, they are still going to want those extra, unspent Refresh points so they get a greater number of Fate Points during a refresh period, which gives them a better chance of surviving the encounters their Submerged-level spellcaster friend is probably going to be getting them into.

Edit: in the Unisystem games "Buffy," "Angel" and "Army of Darkness," they did have a mechanism for balancing the powerful Lead types against the lower-level normal people, and one of those was to award the less powerful types more Drama Points (roughly equivalent to Action or Fate Points). Those less powerful archetypes could save up those Drama Points for other benefits, but at the end of the day,m they generally needed those in order to survive things that were challenging their Lead player, their Buffy, Angel, Ash (and in this case, Harry Dresden).

Also, I'm currently in a game where I play the "lead" spellcaster, with a mortal and a secret WCV Virgin in tow, and even though we are all at the same Refresh level, there is still a distinct perception that the mortal and the non-spellcaster have to work hard to contribute in a fight, though they outshine my spellcaster in the more social challenges. If the mortal player had opted to "downgrade" his abilities (he's playing a high school whiz kid), he would be feeling even less useful. So you don't have to hamstring one or two players in the name of believability. The game can be hard enough as it is.
Title: Re: Two questions
Post by: sinker on January 07, 2011, 06:39:27 PM
But considering that almost all of Butters' experience and knowledge is cutting up dead bodies, his skills are not very useful except to make assessments about how damaged another person is.

I would like to point out that butters is a doctor. I have a friend who is seven years in to becoming a doctor. To become a doctor one must learn ALL OF MEDICAL SCIENCE. I will bet you butters knows a lot of useful things.
Title: Re: Two questions
Post by: BumblingBear on January 07, 2011, 09:01:37 PM
I would like to point out that butters is a doctor. I have a friend who is seven years in to becoming a doctor. To become a doctor one must learn ALL OF MEDICAL SCIENCE. I will bet you butters knows a lot of useful things.

Hence why I said he could make assessments about the damage to other characters.

When a person goes through medical school and then does something else, they will not be at the competency of a practicing medical doctor.
Title: Re: Two questions
Post by: BumblingBear on January 07, 2011, 09:09:57 PM
By the character creation rules, yes, but the rules are really only guidelines.  The first question is always if it makes sense narratively, and the second question is if it will make for a good game.

Why does the idea appeal to you?

I think that to a newly-clued in soldier out to feel less defenseless and eventually help people, down and dirty magic would be ideal.  My character will eventually pick up sponsored magic in the future (as I said before) but that will be used with an element of distaste...
(click to show/hide)

I think that my character will work towards one style of evocation with the same conviction and self discipline that he approached military training with.  This will make his power very narrow, but very powerful.
Title: Re: Two questions
Post by: sinker on January 08, 2011, 12:41:40 AM
My character will eventually pick up sponsored magic in the future (as I said before) but that will be used with an element of distaste...
(click to show/hide)
.

Watch the spoilers.
Title: Re: Two questions
Post by: BumblingBear on January 08, 2011, 01:58:03 AM
Watch the spoilers.

Oh?



It may be against the rules and I will watch my spoilers from now on, but I am far from one of the worst here.

It seems to be fairly common to run into spoilers in the RPG section... probably because the RPG books themselves are impossible to read without spoilers. :P
Title: Re: Two questions
Post by: Richard_Chilton on January 08, 2011, 04:53:35 AM
Anything after Turn Coat is a spoiler in the RPG forum - which is why there is a sub forum for spoilers.

More information can be found in those sticky threads at the top of the forum.  Then again, we seem to be mostly ignored.  I've seen other threads moved from one forum to another because there was a spoiler in the thread.

Richard
Title: Re: Two questions
Post by: BumblingBear on January 08, 2011, 05:19:22 AM
Anything after Turn Coat is a spoiler in the RPG forum - which is why there is a sub forum for spoilers.

More information can be found in those sticky threads at the top of the forum.  Then again, we seem to be mostly ignored.  I've seen other threads moved from one forum to another because there was a spoiler in the thread.

Richard

Indeed.

I'm a bit more free with my speech here because of that.  I actually kind of like it.  This section seems to have more of an air of .... "mutual cooperation".
Title: Re: Two questions
Post by: sjksprocket on January 08, 2011, 03:41:51 PM
But keep i mind that I'm only on small favor. I have not read changes. So I would ask for you to at least black out the text of the spoiler like most do, so that way I get to pick and choose which spoilers I read. There is no need to not write them but do something so people know its a spoiler and they have the choice to read it or not. that way if they have a curiosity type aspect, at least they get a fate point for reading the spoiler.
Title: Re: Two questions
Post by: BumblingBear on January 08, 2011, 03:58:42 PM
Ok all fixed for now. :)

I will make sure to use spoiler tags in the future.
Title: Re: Two questions
Post by: sjksprocket on January 08, 2011, 05:07:52 PM
Thank you
Title: Re: Two questions
Post by: siggelsworth on January 10, 2011, 08:37:33 PM
Did soldier x serve in the 1st Earth Battalion under Lt. Colonel Jim Channon? He could have started his evoking career on goats.
Title: Re: Two questions
Post by: BumblingBear on January 10, 2011, 08:58:48 PM
Did soldier x serve in the 1st Earth Battalion under Lt. Colonel Jim Channon? He could have started his evoking career on goats.

That's pretty funny... but no. lol

I think I am going to write into his history that the first time he actually saw evocation was when a weak insurgent practitioner called up a shield of spirit.  He was eventually killed, but the memory will be strong for my character.

This will serve as the basis for his first and strongest evocation - spirit.