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The Dresden Files => DFRPG => Topic started by: Sanctaphrax on November 29, 2011, 05:12:58 AM

Title: The One Ring DFRPG Stats
Post by: Sanctaphrax on November 29, 2011, 05:12:58 AM
I assume that everyone here is at least somewhat familiar with The Lord Of The Rings.

So the following Item of Power ought to look pretty familiar.

THE ONE RING [-1]
Description: A simple gold ring. The Dark Lord Sauron invested it with most of his power, and if he should recover it he will surely conquer Middle Earth. The One Ring is semi-sentient, and those around it are frequently enslaved by its power.
Musts: You must have an aspect related to your possession of this item. This aspect should reflect your relationship to the Ring and the level of control that it has over you.
Skills Affected: Discipline
Effects:
[-0] Purpose. The One Ring was created to bring Sauron dominion over Middle Earth. It may be used for any purpose, but its wearer and those around its wearer will often receive compels related to this purpose.
[-0] It Is What It Is. The One Ring is a ring. Pretty ordinary looking, except for the words that appear when it is burned.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except by the fires of Mount Doom.
[+1] One-Time Discount. The One Ring is small and easily concealed.
[+1] Corrupting Influence. The One Ring slowly takes over the mind of its wearer. Treat as Feeding Dependency, except that the wearer may not recover his Hunger stress by any means.
[-3] Invisibility. The One Ring turns its wearer invisible, creating a strength 5 veil that does not impede the vision of its wearer.

I wanted to do this ages ago, but I couldn`t until I had an invisibility power to work with.

I would appreciate it if some Tolkein fan could tell me if I missed something here. I never read LoTR.
Title: Re: The One Ring DFRPG Stats
Post by: Magickal_Grenadier on November 29, 2011, 05:21:45 AM
Looks pretty good to me. I've read LotR a few times.
Title: Re: The One Ring DFRPG Stats
Post by: Todjaeger on November 29, 2011, 05:41:09 AM
[+1] Corrupting Influence. The One Ring slowly takes over the mind of its wearer. Treat as Feeding Dependency, except that the wearer may not recover his Hunger stress by any means.

Personally I'd replace Corrupting Influence with Demonic Co-pilot, since the semi-sentient nature of the Ring gives it an agenda (get back to Sauron, or be claimed by a Being of Power), but then again that's my take on it.

In many respects, I'd consider the Ring to act the way a series of silver coins with the face of Tiberius act, getting lost, dropped or falling off whenever it seems most convenient to advance the item's agenda.

-Cheers
Title: Re: The One Ring DFRPG Stats
Post by: wyvern on November 29, 2011, 05:56:19 AM
Strength five for three refresh seems a bit weak to me.  I mean, compare to glamours - if your skill cap is 5 (and you have high discipline or deceit), glamours is both cheaper and better.  Or compare to a warden sword - that's a six shift effect, albeit with mental stress per use (which honestly seems pretty appropriate to me for the One Ring anyway) for a quarter of a refresh.  I'd expect a three refresh personal invisibility to be more like strength equal to your skill cap plus four.

Also, with no way to recover from the corrupting influence, I'd think that's worth more than a mere +1 modifier.  So I'd second the use of Demonic Co-Pilot.

Hm.  Were I actually statting the thing out, I'd probably make both the power that it offers & the corrupting influence scale with the total spent refresh of the bearer; a hobbit can carry it (and even use it) without too terrible much danger - but if Gandalf picked it up, well, he'd become horribly powerful and nearly-instantly enslaved.  Not sure quite how to put that in terms of game mechanics, though.
Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on November 29, 2011, 06:24:58 AM
wyvern, please take discussion of Invisibility to the Custom Powers Master List thread. This isn`t really the place. (But since you brought it up, let me point out that Invisibility is always on. It takes no action and it has no limit on its uses. Plus it blocks attacks. So that 3 refresh buys you a constant Superb defense on top of the stealth effect.)

I actually considered Demonic Co-Pilot, but I decided against it because as far as I know the ring never boosts anybody`s skills.

Corrupting Influence is probably worth more than +1, but rebates can`t reduce costs below -1.

And yes, the ring is surprisingly similar to the Denarian coins. It probably isn`t totally coincidental.

If anyone has any ideas for making the power of the ring scale with the user`s power, I wanna hear them.
Title: Re: The One Ring DFRPG Stats
Post by: Tedronai on November 29, 2011, 06:32:51 AM
The true power of the One Ring was not mere invisibility, but to allow the wearer to exert influence over the wearer of the other Rings (thus the rise of the Ringwraiths).
One Ring to rule them all, after all.
Title: Re: The One Ring DFRPG Stats
Post by: ARedthorn on November 29, 2011, 09:52:22 AM
Yes, but we never actually see anyone use that ability except for sauron (before he lost it)... galadriel seems to think she could, but that's unproven. It might be best to leave the more complicated powers off of the stat-block, but make a notation that the powers as listed barely scratch the surface of what the ring SHOULD be capable of.

I also like the idea of Demonic Co-Pilot... the stat-boost when working with the ring seems right to me... and it's an existing mechanic for semi-sentience.
Title: Re: The One Ring DFRPG Stats
Post by: devonapple on November 29, 2011, 06:00:48 PM
Some disadvantages:
Ringwraiths could easily see the Ringbearer when he was using the One Ring to be invisible, though that could have been done by Invoking an Aspect or something else.

IIRC, the One Ring, when worn, also acted like a homing beacon for Sauron.
Title: Re: The One Ring DFRPG Stats
Post by: Silverblaze on November 29, 2011, 09:53:46 PM
Could give it:

Glamours -2
-1 ring has a discipline/deceit of Fantastic for glamours only.
Allows for str 2 or str 10 veils

-1 demonic co - pilot (also signifies them going crazy from stress (see what i did there? stress....)

Could give/assume wraiths have

Special Senses: ring bearer (even while invisible)
Same for Sauron.
Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on November 29, 2011, 10:14:21 PM
Ringwraiths probably have Supernatural Senses that let them find the ring.

Sauron can just use divination. He's a link to the ring in himself.

I guess I'll give the ring demonic co-pilot after all. Maybe link it to the Hunger track.

Will try a Domination variant for the control of other ring-wearers. Maybe I'll have the variant target Hunger stress instead of Mental stress.

Will also add a note saying that not every wearer gets every power.
Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on November 30, 2011, 04:05:03 AM
How's this look?

THE ONE RING [-3]
Description: A simple gold ring. The Dark Lord Sauron invested it with most of his power, and if he should recover it he will surely conquer Middle Earth. The One Ring is semi-sentient, and those around it are frequently enslaved by its power.
Musts: You must have an aspect related to your possession of this item. This aspect should reflect your relationship to the Ring and the level of control that it has over you.
Note: Not every bearer of this item gets every power that it has to offer. Everyone gets Invisibility, but Demonic Co-Pilot is only gained by characters of unusual skill or power. Only major supernatural beings get One Ring To Rule Them All. Everyone except Sauron gets Corrupting Influence.
Skills Affected: Discipline
Effects:
[-0] Purpose. The One Ring was created to bring Sauron dominion over Middle Earth. It may be used for any purpose, but its wearer and those around its wearer will often receive compels related to this purpose.
[-0] It Is What It Is. The One Ring is a ring. Pretty ordinary looking, except for the words that appear when it is burned.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except by the fires of Mount Doom.
[+1] One-Time Discount. The One Ring is small and easily concealed.
[+2] Corrupting Influence. The One Ring slowly takes over the mind of its wearer. Treat as Feeding Dependency, except that the wearer may not recover his Hunger stress by any means.
[-3] Invisibility. The One Ring turns its wearer invisible, creating a strength 5 veil that does not impede the vision of its wearer.
[-1] Demonic Co-Pilot. Uses the Hunger stress track instead of the mental one.
[-2?] One Ring To Rule Them All. The One Ring allows its wearer to inflict compels on other characters who have rings of power. The first such compel made against a given character each month is free, each one after that costs a Fate Point or a point of Sponsor Debt.
Title: Re: The One Ring DFRPG Stats
Post by: ARedthorn on November 30, 2011, 04:14:21 AM
Add Wizard's Constitution, and I think you've got it spot on Sancta... after all, Bilbo got at least an extra couple decades out of it, and Golum a few hundred years... mind, they were decidedly worse for wear at that point, but...
Title: Re: The One Ring DFRPG Stats
Post by: Howl on November 30, 2011, 07:54:53 AM
Add Wizard's Constitution, and I think you've got it spot on Sancta... after all, Bilbo got at least an extra couple decades out of it, and Golum a few hundred years... mind, they were decidedly worse for wear at that point, but...

Wizards Constitution is a great idea. It does prolong the life of the wearer. And the ring is perfectly done Sanctaphrax.
Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on November 30, 2011, 10:38:22 PM
Alright, can I call this a finished product now?

THE ONE RING [-3]
Description: A simple gold ring. The Dark Lord Sauron invested it with most of his power, and if he should recover it he will surely conquer Middle Earth. The One Ring is semi-sentient, and those around it are frequently enslaved by its power.
Musts: You must have an aspect related to your possession of this item. This aspect should reflect your relationship to the Ring and the level of control that it has over you.
Note: Not every bearer of this item gets every power that it has to offer. Everyone gets Invisibility, but Demonic Co-Pilot is only gained by characters of unusual skill or power. Only major supernatural beings get One Ring To Rule Them All. Everyone except Sauron gets Corrupting Influence.
Skills Affected: Discipline
Effects:
[-0] Purpose. The One Ring was created to bring Sauron dominion over Middle Earth. It may be used for any purpose, but its wearer and those around its wearer will often receive compels related to this purpose.
[-0] It Is What It Is. The One Ring is a ring. Pretty ordinary looking, except for the words that appear when it is burned.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except by the fires of Mount Doom.
[+1] One-Time Discount. The One Ring is small and easily concealed.
[+2] Corrupting Influence. The One Ring slowly takes over the mind of its wearer. Treat as Feeding Dependency, except that the wearer may not recover his Hunger stress by any means.
[-0] Unnatural Vitality. The One Ring keeps its bearers alive, no matter how badly the passing of time might wither them. This power is mechanically identical to Wizard's Constitution.
[-3] Invisibility. The One Ring turns its wearer invisible, creating a strength 5 veil that does not impede the vision of its wearer.
[-1] Demonic Co-Pilot. Uses the Hunger stress track instead of the mental one.
[-2?] One Ring To Rule Them All. The One Ring allows its wearer to inflict compels on other characters who have rings of power. The first such compel made against a given character each month is free, each one after that costs a Fate Point or a point of Sponsor Debt.
Title: Re: The One Ring DFRPG Stats
Post by: Tedronai on November 30, 2011, 11:17:42 PM
Still don't think Corrupting Influence is priced appropriately.  The inability to recover from that stress is incredibly detrimental.

One Ring To Rule Them All is at the very least worded incorrectly.  Players can never 'inflict compels' on any others' characters, but only ever invoke-for-effect to trigger a compel that is then adjudicated by the GM (who serves as arbiter over, among other things, what is a reasonable compel).
Moreover, I feel that it is overpriced if all it then truly grants is a monthly free tag (per other ringbearer) that has additional usage limitations (can't be used to add to rolls or to re-roll) and to grant access to sponsor debt for such a limited purpose.
I would escalate the free tag availability to one per scene, limit their useability to ringbearers present at the time, explicitly allow FPs to be spent to invoke-for-effect against absent ringbearers, and to grant access to sponsor debt for either of the above as well as uses fitting the ring's other powers and its purpose.
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on November 30, 2011, 11:20:51 PM
When ICE had its MERP license they published the One Ring, using Rolemaster Stats...

The ring seems to have part of Sauron's "soul" in it as well as his power.  It definitely boosts the power of any wielder, but only if the wielder had power to boost.  Bilbo, who had no power, got the default "you can't see me" but if Galadriel took it up than she (who was relatively mortal) could have replaced the maia Sauron and ruled the world.

Maybe a variable cost? One for those who lack the power to use it (say wizard level or above) and one for the average person picks it up?

I would definitely add something like
[-0] Chooses its owner.
- just based on how it wiggled off people's fingers...

Richard
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on November 30, 2011, 11:31:17 PM
One Ring To Rule Them All is at the very least worded incorrectly.  Players can never 'inflict compels' on any others' characters, but only ever invoke-for-effect to trigger a compel that is then adjudicated by the GM (who serves as arbiter over, among other things, what is a reasonable compel).

We are really seeing only half that power - the other half is attached to 16 other rings.  The 9 for mortal men and 7 for the dwarves.  Their rings would have a [-X] feature saying "cannot resist compels from the Master of the One True Ring".  System wise it's a thaumaturgical effect that says assigns the consequence "you must obey me" to the Ringwriath in question.

Notice the wording of "Master of the One True Ring".  Bilbo and Frodo couldn't have been able to command others (because they never mastered the ring) but if Galadriel wore it then the Nine would have been all "Yes Mistress.  Whatever you say Mistress.".

Richard
Title: Re: The One Ring DFRPG Stats
Post by: Tedronai on November 30, 2011, 11:42:43 PM
assigns the consequence "you must obey me" to the Ringwriath in question.

Consequences only affect the game by way of being tagged, invoked (including invoking-for-effect), and compelled, and compels can be negotiated or outright refused (with accompanying cost).

There is no mechanism within this system for mandatory compliance with a compel.
And that is a good thing.
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on December 01, 2011, 12:58:16 AM
Again we are only seeing half the power...  There's what the other Rings do...

None of the Nine were the types to serve blindly but they all ended up as slaves as the Rings drained their freewill.

Hmmm.... Maybe they are increasingly powerful and thus increasing expensive IoP - so much so that the owner has to decided to somehow discard his Ring or go into negative refresh.  If the owners lacks freewill and their nature demands they obey the Master of the One Ring then they would have to accept the compels, just as Sidhe have to bargain.  Of course they'd be NPCs at this point, but no one ever dreams about finding one of the Nine and the Doom they bring, they just dream about finding the One Ring...

Richard
Title: Re: The One Ring DFRPG Stats
Post by: ARedthorn on December 01, 2011, 01:15:12 AM
And I like that idea too... if it needs to be represented in play, you could put a +0 power on the One Ring that allows you to increase the refresh cost of all of the rings (9, 7 and 1) by however much you want (maybe even the 3, but elves are studly enough to be able to afford the cost hike?), with no other benefit to any of them (9/7/3/1).
Someone with a lot of spare refresh can drive the cost up on all of them, and possibly end up forcing the owners of the 9/7/3 into negative refresh while remaining above themselves... a bunch of slaves being worth the increased cost?
Title: Re: The One Ring DFRPG Stats
Post by: Tedronai on December 01, 2011, 01:23:45 AM
Even Lawbreaker doesn't force you to pay refresh for no benefit (with the possible exception of non-casters breaching the Outer Gates).

I would find it entirely reasonable for the wielder of the One Ring to act as Sponsor to the wielders of lesser Rings, granting credit (and collecting debt) and potentially any Power they themselves are capable of manifesting with the accompanying refresh cost (and potentially using compels to push those powers on the 15, resulting in 'forceful' refresh loss).
Title: Re: The One Ring DFRPG Stats
Post by: Becq on December 01, 2011, 01:38:44 AM
My suggestions are as follows.

1) Add this power (partially replacing the text listed as 'purpose'):
[+1] My precious. Those who are aware of the Ring's proximity are drawn to possess it.  This power is treated as a scene aspect that is always present wherever the Ring is, and anyone present is potentially subject to a compel to desire it (treat this a bit like Blood Drinker's Blood Frenzy or Emotional Vampire's Feeding Frenzy).

2) I think that the combination of Corrupting Influence and Demonic Co-pilot both hitting the unrecoverable hunger track is too much.  Instead, have Demonic Co-pilot hitting the hunger track, and simplify Corrupting Influence:
[+1] Corrupting Influence. The One Ring slowly takes over the mind of its wearer. The wearer may not recover the Hunger stress cause by Demonic Co-pilot by any means.
2b) Another option to consider is to use a 'Corruption' stress track instead of the Hunger track.  This would be basically a cosmetic change.
2c) When taking stress from this power, the bearer of the One Ring may choose to accept a point of Debt to the Ring; this reduces stress taken by 2 in much the same way taking a minor consequence would.  (Note: a point of Debt is almost the same as a minor consequence in the sense that it results in a 'free' compel, but Debt allows for more flexibility in terms of accumulation and duration.)

3) Change the 'One Ring To Rule Them All' power as follows:
[-2?] One Ring To Rule Them All. If the bearer of any of the Lesser Rings is ever in the presence of the bearer of the One Ring, the bearer of the Lesser Ring's aspect that relates to their possession of the Lesser Ring is treated as though it was worded 'My will belongs to the One Ring' until he is able to seperate himself from the One Ring's presence.  Any time the bearer of the One Ring inflicts a mental consequence against any bearer of a Lesser Ring, he may always dictate that the consequence be worded 'My will belongs to the One Ring'.  Note that this power does not grant any special ability to inflict mental stress (though powerful bearers of the One Ring will often possess other powers that enable them to do so), and that such consequences are otherwise treated as normal mental consequences and can be recovered from normally.
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on December 01, 2011, 01:49:33 AM
maybe even the 3, but elves are studly enough to be able to afford the cost hike?

The three were part of a separate "batch".  Sauron "taught" how to make Rings and "helped" in making the Nine and the Seven, but the Three were made out of his Sight and kept from him.

Sauron's plan for the Three was to sweep their wielders away - not enslave them.  And he had plans for how to deal with the ones whose location he suspected.  For example, Smaug  was supposed to fly into Galadriel's stronghold and keep her busy (or kill her) while the orcs overran her land.  Then, with her weakened, Sauron would destroy her and corrupt her Ring...  Only someone thought that one of the Five Rings might be in the dragon's lair and started a plan that ended up killing Smaug before the War of the Ring.  He didn't find a Ring there, but he did get rid of the dragon...

And that's the sort of long ranged planning that inspires how Jim has Uriel acting in the Dresden Files...

Richard
Title: Re: The One Ring DFRPG Stats
Post by: Tedronai on December 01, 2011, 02:06:24 AM
2) I think that the combination of Corrupting Influence and Demonic Co-pilot both hitting the unrecoverable hunger track is too much.  Instead, have Demonic Co-pilot hitting the hunger track, and simplify Corrupting Influence:
[+1] Corrupting Influence. The One Ring slowly takes over the mind of its wearer. The wearer may not recover the Hunger stress cause by Demonic Co-pilot by any means.
2b) Another option to consider is to use a 'Corruption' stress track instead of the Hunger track.  This would be basically a cosmetic change.
2c) When taking stress from this power, the bearer of the One Ring may choose to accept a point of Debt to the Ring; this reduces stress taken by 2 in much the same way taking a minor consequence would.  (Note: a point of Debt is almost the same as a minor consequence in the sense that it results in a 'free' compel, but Debt allows for more flexibility in terms of accumulation and duration.)

While this would likely be a noticeable improvement, I still feel that it would undervalue the unrecoverable stress.

3) Change the 'One Ring To Rule Them All' power as follows:
[-2?] One Ring To Rule Them All. If the bearer of any of the Lesser Rings is ever in the presence of the bearer of the One Ring, the bearer of the Lesser Ring's aspect that relates to their possession of the Lesser Ring is treated as though it was worded 'My will belongs to the One Ring' until he is able to seperate himself from the One Ring's presence.  Any time the bearer of the One Ring inflicts a mental consequence against any bearer of a Lesser Ring, he may always dictate that the consequence be worded 'My will belongs to the One Ring'.  Note that this power does not grant any special ability to inflict mental stress (though powerful bearers of the One Ring will often possess other powers that enable them to do so), and that such consequences are otherwise treated as normal mental consequences and can be recovered from normally.

Entirely aside from the issues of mandated consequences, how, precisely, does an infuriating insult render the victim subject to the will of the Ringbearer?
Title: Re: The One Ring DFRPG Stats
Post by: Cyberchihuahua on December 01, 2011, 03:23:57 AM
I would also put in Sponsored Magic of some sort. Otherwise how would Boramir have used it as a weapon for Gondor? The ring is a conduit of Sauron's strength, so it seems like someone who succumbed to the ring would be granted power beyond just bossing around the other ring bearers.
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on December 01, 2011, 05:42:41 AM
Another way of looking at is as a plot device level artefact.  Something beyond numbers.  Something on the level of the Summer Lady or maybe even Mab.

Powerful items can rarely translate well into balanced games.  Even relatively minor ones like Saberhagen's 12 Swords.  None of them were as powerful as the One Ring, but each of them were "rule breakers".  Hold Townsaver in your hand while defending a town (or at least a building with women and children in it) and you became an unbeatable swordsman.  Even if you were overwhelmed and critically injured you wouldn't feel the pain until the battle was over.  Then you might fall over dead, but you won the battle.

Or Farslayer - recite a verse, throw the Sword in the air, and it would fly off and kill any enemy you named.  The target could hundreds of miles away inside a steel vault and he would die.  Of course the sword would stay in the corpse and if your victim's friends guessed who had used it then they could throw the sword back at you and you would die.  Nothing earth shaping like the One Ring, but it's effects are almost impossible to map to any game system.

In Lord of the Rings the forces of good had four "wizards" (spirit beings sent to aid the mortal races), the Three Elf Rings, Elf Lords, armies, fortresses, and if Sauron ever got his Ring back then none of that would matter.  If Gandalf, Galadriel, or even Elrond had claimed then all of that could have been added to Sauron might and it wouldn't have mattered - if a being of power had the Ring it was game over for everyone else.  That's a "you win the game" type thing.

Here's how ICE statted the Ring in MERP (the benefits, not the bad stuff):
The Ring takes (600 - wearer's level) days to Master.
It multiples the amount of magic energy you have by 18 times.
It can control or resist any device made with the Ring's aid.
It controls all wearers of the Nine Rings of Power regardless of range (if mastered).
The wearer can cast spells at three times normal range or against any target the wearer can see (even when the target is aided by some device) - whichever is greater.
The Ring-wearer's spells, physical attacks, and maneuvers cannot fail.

Um, that last doesn't mean "always hits".  In Rolemaster, if you failed a roll sometimes bad things happen.  This result is more of "inflict 0 damage while taking no damage" result.

The only way I can think of translating that would involve granting 18 (or more) refinements of the PC's choice - which means picking it up is enough to turn virtually any PC into a NPC.


As for what Boramir thought he could do with the Ring, it lied to him.  Yes, the evil, bad, nasty Ring lied so that Boramir would take the Ring closer to Mordor where Sauron could have found it and said "Mine! I call yank!".  Let's face it, the Ring was bored of hanging around with Hobbits and proto-Hobbits.  It wanted back in the game and if Gandalf, Galadriel, etc weren't going to use it then it wanted to go home to Daddy.

Oh, and if people want to know more about those Sword, head to http://en.wikipedia.org/wiki/Books_of_the_Swords (http://en.wikipedia.org/wiki/Books_of_the_Swords) - but beware the spoiler beast that lives there.

Richard
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on December 01, 2011, 06:48:37 AM
How about this build (which is almost entirely based on the existing one):

THE ONE RING [-3 to -21]
Description: A simple gold ring. The Dark Lord Sauron invested it with most of his power, and if he should recover it he will surely conquer Middle Earth. The One Ring is semi-sentient, and those around it are frequently enslaved by its power.
Musts: You must have an aspect related to your possession of this item. This aspect should reflect your relationship to the Ring and the level of control that it has over you.
Note: Not every bearer of this item gets every power that it has to offer. Everyone gets Invisibility, but Demonic Co-Pilot is only gained by characters of unusual skill or power. Only major supernatural beings get One Ring To Rule Them All. Everyone except Sauron gets Corrupting Influence.  Only those with the full Wizard Template can access the additional Refinements.
Skills Affected: Discipline
Effects:
[-0] Purpose. The One Ring was created to bring Sauron dominion over Middle Earth. It may be used for any purpose, but its wearer and those around its wearer will often receive compels related to this purpose.
[-0] It Is What It Is. The One Ring is a ring. Pretty ordinary looking, except for the words that appear when it is burned.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except by the fires of Mount Doom.
[+1] One-Time Discount. The One Ring is small and easily concealed.
[+2] Corrupting Influence. The One Ring slowly takes over the mind of its wearer. Treat as Feeding Dependency, except that the wearer may not recover his Hunger stress by any means.
[-0] Unnatural Vitality. The One Ring keeps its bearers alive, no matter how badly the passing of time might wither them. This power is mechanically identical to Wizard's Constitution.
[-3] Invisibility. The One Ring turns its wearer invisible, creating a strength 5 veil that does not impede the vision of its wearer.
[-1] Demonic Co-Pilot. Uses the Hunger stress track instead of the mental one.
[-2?] One Ring To Rule Them All. The One Ring allows its wearer to inflict compels on other characters who have rings of power. The first such compel made against a given character each month is free, each one after that costs a Fate Point or a point of Sponsor Debt.
[-varies] the Ring can provide up to 18 levels of Refinements to any full wizard.  Each refresh can be spent as the wearer wishes but cannot be "unspent".  E.G. if the wearer decided to use 1 level of Refinement to gain extra enchanted object then that level of Refinement has been used for that purpose.  If the wearer decides he needs a new specialty for Air Evocation then he would have to tap and additional level of Refinement.  Each level of Refinement tapped adds one to the cost of the IoP.  If the Ring is ever lost or discarded, all levels of Refinements are also lost.  Should a wizard ever spent his last refresh while wearing the One Right the wizard become the equivalent of Sauron Junior.


Maybe the wording needs work, but now the Ring has the power to tempt those with power.  It's a tempting "just one more Refinement" item.  A slippery slope leading to NPC-dom.  And it also explains why it is so feared - imagine a member of the Senior Council getting 18 levels of Refinements...

Richard
Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on December 01, 2011, 09:11:01 PM
Given that the process of acquiring new powers is essentially outside of the current ruleset, I think a note like this might be a good idea:

"The One Ring serves as justification for its bearer to take a number of refresh worth of powers and stunts equal to his current refresh worth of powers and stunts. This is not optional and may put the character below 0 refresh."

Farslayer is actually quite easy to map to this game system. It's just a powerful Thaumaturgical ritual stored in an item somehow.

One Ring... should have been written so that the free compels refreshed at each milestone, in retrospect. But I don't really care about the terminology of compels.

Does the Ring's enslaving effect require close proximity?
Title: Re: The One Ring DFRPG Stats
Post by: ARedthorn on December 01, 2011, 10:55:01 PM
I can't believe the 12 Swords just came up in a RPG forum. I'm in love.
Tolkein notwithstanding, they were my first foray into fantasy... and I was under the impression that Saberhagen was... almost unheard of.

Bonus points for R_C and Sancta.

Also, I'm pretty sure I could stat MOST of the 12. They'd be game-breaking, but so is a lot of stuff. It WOULD be easier not to bother, and just storytell them as plot devices... but that goes for a lot of stuff too. Even if it's more trouble to stat something out than it's worth for a game, it's still a good exercise.
Title: Re: The One Ring DFRPG Stats
Post by: ways and means on December 02, 2011, 02:31:47 AM
I think trying to stat the one ring is like trying to stat the death star's main canon (a weapon 500 blast that affects 100,000 zones) numbers become meaningless.
Title: Re: The One Ring DFRPG Stats
Post by: Becq on December 02, 2011, 04:27:11 AM
While this would likely be a noticeable improvement, I still feel that it would undervalue the unrecoverable stress.
How so?  Under my suggestion, any time the Ring is used there is a test for corruption.  Under yours, there are two tests each time invisibility is used (once for using -3 refresh worth of hunger-linked powers, and once for getting a +1 to the resulting stealth roll).  Is the second test so vital?
[quote author]
Entirely aside from the issues of mandated consequences, how, precisely, does an infuriating insult render the victim subject to the will of the Ringbearer?
[/quote]
An 'infuriating insult' is not a mental attack.  Regardless, my (unstated) assumption was that the general rule that a consequence must be "compatible with the nature of the attack that inflicted the harm" still holds; generally this would require a mental attack intended to force obedience from the victim or some variation on that theme.  Any use of the Domination power would certainly qualify.  Mental magics could certainly be tailored to qualify.  Incite Emotion could probably work.  Calling someone a 'Tard' would probably not inflict mental stress, let alone bind their will to the Ring.

As an example, if Lord of Darkness Bilbo had learned Incite Fear and used it on Elrond with sufficient success, Elrond's player could normally take the serious consequence of "Midgets terrify the ever-lovin' Finwë out of me".  However, Bilbo, using the power of his One Ring over Elrond's Vilya, could dictate that the serious consequence taken be "My will belongs to the One Ring" instead.  If Bilbo then failed to reinforce his dominance, Elrond would eventually recover from the consequence as normal, though if the Dark Lord Bilbo was smart, he'd be sure to beat down Elrond's will from time to time.

@Richard: The 'Up to 18 levels of Refinement' power combined with the 'Corrupting Influence' power will, I think, mean that the master of the ring will get a (non-recoverable?) serious or extreme 'hunger' consequence (at best!) every scene in which he uses the power.
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on December 02, 2011, 06:43:59 AM
I can't believe the 12 Swords just came up in a RPG forum. I'm in love.
Tolkein notwithstanding, they were my first foray into fantasy... and I was under the impression that Saberhagen was... almost unheard of.

I think it's a shame that some of the greatest writers in the genre have been forgotten.  Saberhagen, Zelazny, Vance, and Moorcock are names that all gamers should know.

Also, I'm pretty sure I could stat MOST of the 12. They'd be game-breaking, but so is a lot of stuff.

Statting the Swords...

The problem with that is that there were no non-Sword defenses against most of the Swords.  Nothing could tie or beat them.  There was no defense against Farslayer, there was no attack that Doomgiver couldn't turn back, etc.  Spend a century building a ward? That's no defense.  Did Mab annoy you? Use Farslayer to take her out and she dies - one attack and she's dead.

I can't see see a way to stat a "this attack will kill Mab, or the Winter Mother, or Uriel, or whoever you want to kill with it" thing.  Some of the others, sure, but Farslayer, Doomgiver, Townsaver, and Shieldbreaker? They are beyond numbers.


Given that the process of acquiring new powers is essentially outside of the current ruleset, I think a note like this might be a good idea:

"The One Ring serves as justification for its bearer to take a number of refresh worth of powers and stunts equal to his current refresh worth of powers and stunts. This is not optional and may put the character below 0 refresh."

Something like that might work, but The One Ring is a World Breaker...  Something like that should break the rules or make new ones.

Does the Ring's enslaving effect require close proximity?

From what I recall, Sauron has not held the Ring for an Age (the entire Third Age) and he could still command the Nine.  Order them like slaves and they (former Lords and Kings) obeyed Sauron as if they were the least of his slaves.  From that, it seems that once someone masters the Ring they have the slaves until a new master takes it over.

I'm not sure if it allows its master to use mind control over anyone except the other ring bearers, but there's not a lot of history on this... If I recall correctly it was only ever used by Sauron, the guy who took it from him, Gollum, Bilbo, Frodo, and (for the briefest time) Samwise.  While unmastered it slowly corrupts those around it, but that's a kind of spiritual thing rather than a mental one.  Put simply, it wants to be used the way Sauron would use it.  It wants to be back on Sauron's hand (since a big part of him is inside it) but if it can get another of the Maiar or an Elf Lord then it's ready to go to town.

Richard
Title: Re: The One Ring DFRPG Stats
Post by: Tedronai on December 02, 2011, 07:31:04 AM
How so?  Under my suggestion, any time the Ring is used there is a test for corruption.  Under yours, there are two tests each time invisibility is used (once for using -3 refresh worth of hunger-linked powers, and once for getting a +1 to the resulting stealth roll).  Is the second test so vital?
Perhaps this was a miscommunication.

The first option you presented would appear to result in only one attack (that for getting a +1 to a roll) with the Feeding Dependency being removed in favour of simply making the Demonic Co-pilot stress unrecoverable.
The second option was, as you put it, 'a cosmetic change'.
The third option offered a minor method by which to mitigate the resulting unrecoverable stress.

While I feel that either of the first or third options would be an improvement, I still feel that they undervalue the detrimental nature of 'unrecoverable' stress, which I would ultimately value far more than any of the current +1 powers, possibly even more than Human Form with Involuntary Change, a combination resulting in a +2 rebate.

Further, there is no 'my version' of this ring, or even of 'corrupting influence'.

An 'infuriating insult' is not a mental attack.
The stunt 'Infuriate' would seem to disagree.  See YS153.

Regardless, my (unstated) assumption was that the general rule that a consequence must be "compatible with the nature of the attack that inflicted the harm" still holds; generally this would require a mental attack intended to force obedience from the victim or some variation on that theme.

That is not in the least bit represented in the text to which I was responding, which seemed to be a direct statement allowing the circumvention of that rule.  I found this problematic.  If that was not meant to be the case, all that it requires is a rewording of the power to prevent similar misunderstandings by others.
Title: Re: The One Ring DFRPG Stats
Post by: computerking on December 02, 2011, 08:42:00 PM
I think it's a shame that some of the greatest writers in the genre have been forgotten.  Saberhagen, Zelazny, Vance, and Moorcock are names that all gamers should know.

Statting the Swords...

The problem with that is that there were no non-Sword defenses against most of the Swords.  Nothing could tie or beat them.  There was no defense against Farslayer, there was no attack that Doomgiver couldn't turn back, etc.  Spend a century building a ward? That's no defense.  Did Mab annoy you? Use Farslayer to take her out and she dies - one attack and she's dead.

I can't see see a way to stat a "this attack will kill Mab, or the Winter Mother, or Uriel, or whoever you want to kill with it" thing.  Some of the others, sure, but Farslayer, Doomgiver, Townsaver, and Shieldbreaker? They are beyond numbers.

Richard

I'm thinking we need a 12 Swords IoP Creation thread.... or 12 separate threads :)
Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on December 02, 2011, 10:48:06 PM
Nothing should break the rules.

And the creation of new rules should be kept to a minimum.

I seriously don't understand why people are so keen to put powerful stuff outside of the rule system.

Farslayer looks easy enough to stat from where I'm standing. It's a potion that makes a (Lore) shift Thaumaturgy attack against whoever you name. It has All Creatures Are Equal Before God. It ignores the normal rules about invocations boosting potions; the user can take as much FP debt as he likes to give it +2 strength per point.

Said mechanics would create a sword against which there is no defence.

PS: An effect that's absolute or incredibly powerful in one game system might not be so in another. For example, a group of Exalted PCs could kill Mab. Sometimes I think that people's hesitance about adapting powerful effects stems partly from a worry about such situations.
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on December 03, 2011, 02:15:20 AM
Farslayer looks easy enough to stat from where I'm standing. It's a potion that makes a (Lore) shift Thaumaturgy attack against whoever you name. It has All Creatures Are Equal Before God. It ignores the normal rules about invocations boosting potions; the user can take as much FP debt as he likes to give it +2 strength per point.

Hmm, you're right.  Change it to "the user must take as much debt to make it a killing blow, at +2 strength per point" and it works.

Back slightly on topic, I just stumbled over a good fan movie for LotRs.  There's plenty of good sword scenes as Aragorn is set on the Hunt for Gollum.  With the credits it's about 40 minutes long and close to the same quality as the actual movies (which it shameless steals from).  See http://www.thehuntforgollum.com/ (http://www.thehuntforgollum.com/) for more.

Richard
Title: Re: The One Ring DFRPG Stats
Post by: arthurfallz on December 05, 2011, 06:48:30 PM
I disagree with the build entirely.

For one, the power of the One Ring is fantastic. It's enough to change the course of a war. All of the Great Rings give the bearer of that Ring power, power over a part of Middle Earth. The three Elven Rings were used in The Lord of the Rings with such effect ;

Nenya (the ring Galadriel bore) kept Lothlorien timeless and a paradise of the Elder Days in Middle Earth. There was nothing about the Elves in Lorien that kept the Mallorn trees growing and that sense of timelessness, that ward from the troubles of Middle Earth. Lorien was nestled between the hordes of Goblins in the Misty Mountains, in their fastness in Moria, and Dol Guldur, the former seat of Sauron's power in the Third Age, crawling with Orcs and the Nazgul. But it came at a cost. The Elves of Lorien were so insular, so cut off from their kin, that Legolas had never been there, that they viewed all outsiders with suspicion. They had forgotten the light in other lands, even viewing Fangorn to the south as "perilous" (and Treebeard, later, comments that Lothlorien had diminished, that it was falling even while being timeless).

Vilya, the ring Elrond bore, seemed to be used to keep Imladris secret and safe. It is also possible it gave him the extra wisdom of healing he seemed to posses unlike any other in Middle Earth (like removing a tiny fragment of the Witch King's blade from near Frodo's heart).

Narya, the ring Gandalf bore, seemed capable of stirring hearts, of lighting fires in men's hearts and driving them on to do the unthinkable, kindling courage. It was also the ring of Fire, and Gandalf's spells of fire were the most showy and potent seeming of all the wizard's magic (in the books, Saruman did not hurl fireballs).

Each of the Elven Rings, and all of the other Great Rings, were imbued with the power of command and authority over the races they were made to serve. This was not, as is appropriate with Tolkien, a form of mind control these Rings were meant to achieve. They were symbols of authority, beacons to their people. The Rings were crowns in a physical sense, and in a spiritual sense. The bearer of one of the Nine Rings was a King - they were given to Kings, and Kings would bear them. To the bearer, that Kingliness was bestowed. Elrond was the Chief of his tribe of Elves in Imladris (Rivendell). Seeing something here? The Rings gave an Aspect. An Aspect that no one else could possess without that Ring. Galadriel was the Lady of Light, not because she had Nenya. She and Nenya were the same person, in essence - Nenya belonged on the finger of the Lady of Light, and the Lady of Light was made greater by wearing Nenya.

Each one of these rings could do fantastic things in Middle Earth. They were powerless outside of Middle Earth (from Galadriel's dialogue to Frodo). The One Ring was made by Sauron after he learned the making of Rings from the Elf Smith Celibrimbor (a descendant of no less than Fëanor himself). He sought to control all the Rings that had been made, and perhaps any further Great Rings that existed afterwards (which the Elven Smiths were wise enough not to produce any more of). The Dwarven Rings, the Nine, were all made with the aid of Sauron, while the Three had not been, but by pouring the majority of his spirit into the One Ring, Sauron gave it enough power to act as a Ruling Ring. It would allow him to control the minds of any who bore those Rings. It would remove, in the end, the last few bright hopes for goodness that remained in Middle Earth (the kingdoms of Elves who had seen the light of the Valinor), and Sauron would be uncontested in Middle Earth. The One Ring, unlike all of the other, usurped the chain of partnership between bearer and Ring. It made the bearer of the One Ring the Master, the one who rules without the right to do so. Look how he made it. He stole the secrets through trickery and deception. He made the One Ring without the consent or wishes of any of the other Ring bearers, and he made it by subverting the natural laws of Middle Earth, pouring all his might into it to make it so. Sauron cheated and abused himself and the world to make the One Ring.

On the hand of any mortal, the One Ring would make him or her invisible to human sight, partially drawing them into the spirit world. It gave them small amounts of mastery over others, according to their stature. Frodo was already a wealthy and dignified man by Hobbit standards (he didn't work, he was that rich, and he was noble in spirit in the way Tolkien wrote about noble spirits). Aragorn / Strider, who had the right to claim the throne of Gondor and Arnor, would have been capable of much, much more with the One Ring. Even Boromir was the son of the Steward of Gondor, the Captain of the armies of Gondor - his power of command would have been great. Frodo managed to bind Gollum into service (of the nature of service Gollum could render - treacherous and loathsome), not only because Gollum had been a Ring-bearer, but because Frodo had the power of that command upon him. The Ring does not prolong life - it delays death. It prevents the bearer from gaining more life from the world, from growing and being part of that flow, hence the lack of aging. Long periods of this do awful things to a mortal (see Gollum, who Bilbo clearly didn't even recognize as a Hobbit).

It bestows, as all of the Great Rings do, an Aspect upon the bearer - THE BEARER OF THE ONE RING. And that Aspect can be compelled to the nature of that Aspect. Galadriel has the Aspect, THE BEARER OF NENYA, which the GM could compel to make her assume matters relating to the Elven tribes, to remain staid and constant when change would be wiser. Remember, she suspected Saruman, but did not speak up when matters made him head of the White Council over Gandalf, whom she favoured. When Frodo wants to put on the One Ring in the presence of the Nazgul, the Ring isn't "telling" him to. There's no voice in the Ring. The One Ring tempts the bearer using the bearer's own dark deeds and thoughts. This is why Gollum fell so easily to the Ring, and why Frodo (Frodo being a very, very noble spirit) didn't until the very end.

There's a lot more to it, but there you have it. The One Ring is better served, as are most of the Rings, as plot devices in that context than magical trinkets. They are more "parts of the world smote into Rings" than "bits of magic guided to a purpose".
Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on December 05, 2011, 11:57:21 PM
You say that you disagree with the build, but I can't tell why.

The One Ring already demands an aspect, so that's covered.

Are you saying that you don't like the attempt to stat up things like this?
Title: Re: The One Ring DFRPG Stats
Post by: Belial666 on December 06, 2011, 03:32:37 AM
Here's my take on the One Ring in the full magnitude of its powers. Yes, it offers no direct power but consider how terrifying it would be to set unbelievable coincidence to your benefit and to slowly corrupt others to the Ring's dominion anywhere in the world. Most of the powers here are merely standard powers with increased ranges or areas or high-level senses.

Quote
THE ONE RING [-1]
Description: A simple gold ring. The Dark Lord Sauron invested it with most of his power, and if he should recover it he will surely conquer Middle Earth. The One Ring is semi-sentient, and those around it are frequently enslaved by its power.
Musts: You must have an aspect related to your possession of this item. This aspect should reflect your relationship to the Ring and the level of control that it has over you. (see below)
Skills Affected: Discipline
Effects:
[-0] Purpose. The One Ring was created to bring dominion over Middle-Earth to the Lord of the Rings. It may be used for any purpose, but its wearer and those around its wearer will often receive compels related to this purpose.
[-0] It Is What It Is. The One Ring is a ring. Pretty ordinary looking, except for the words that appear when it is burned.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except by the fires of Mount Doom.
[+2] One-Time Discount. The One Ring is small and easily concealed but the wearer will be tempted to use its power in obvious ways. In addition, the wearer becomes obvious to creatures related to the Ring when he uses its power.
[+1] Corrupting Influence. The One Ring benefits all actions that serve its purpose as per Demonic Co-Pilot. It opposes actions that do not by arranging coincidence and circumstance as if by Guide My Hand. It is possible (and happens often) that the Ring can set up an unfortunate coincidence where the bearer has to use its power to survive so that the Ring can inflict corruption (mental stress) via Demonic Co-Pilor.
[-0] Unnatural Vitality. The One Ring keeps its bearers alive, no matter how badly the passing of time might wither them. This power is mechanically identical to Wizard's Constitution.
[-2] Cloak of Shadows. The bearer may become invisible as per Greater Veil, though they gain no ability to employ illusions or conjure objects, like with normal Greater Veils.
[-4] One Ring To Rule Them All. The bearer may use Master Domination on any ringbearer or creature directly under any Ring's power. This ability is limited to such creatures alone but its range is unlimited. The bearer of the One Ring only pays refresh for this ability if he has attempted to use it at least once. (Master Domination, limited to ring-affected creatures, range increased to unlimited)
[-3] One Ring To Find Them. The bearer can see all other ringbearers, all worn Rings and all creatures and objects directly affected by any Ring's power, regardless of range or impediments. The bearer of the One Ring only pays refresh for this ability if he has attempted to use it at least once, and the progression is gradual; a beginning user may only pay -1 refresh for seeing bearers and rings clearly if he is directly present, for a -2 a more advanced user could sense them at significant ranges and only a master could wield the full effect.
[-4] One Ring To Bring Them All. Once per scene, the bearer of the One Ring may manipulate a situation as if by Guide My Hand. As per normal, he cannot control the outcome exactly but the arrangement of coincidenceis always favorable to the Ring's purpose. This ability's range is unlimited, meaning scenes the bearer is not in can be manipulated, though only one such scene at a time. The bearer of the One Ring only pays refresh for this ability if he has attempted to use it at least once.
[-4] And in the Darkness Bind Them. Creatures making an evil choice in any scene manipulated by the One Ring benefit from (and are corrupted by) Demonic Co-Pilot. The bearer of the One Ring only pays refresh for this ability if he has attempted to use it at least once.


Quote
The problem with that is that there were no non-Sword defenses against most of the Swords.  Nothing could tie or beat them.  There was no defense against Farslayer, there was no attack that Doomgiver couldn't turn back, etc.  Spend a century building a ward? That's no defense.  Did Mab annoy you? Use Farslayer to take her out and she dies - one attack and she's dead.

Heh. You think Farslayer or Doomgiver would be enough to even mildly annoy Mab? Throw the sword of Vengeance at Mab and she simply teleports to her domain faster than the sword can get there - for the sword still takes a certain amount of time to travel. Then once the sword enters her domain, she slows time indefinitely in the part of her domain it is in and the sword gets stuck. Or she simply keeps teleporting around every so often faster than the sword can follow.
Against Doomgiver, Mab calls in an antarctic storm centered on herself. Doomgiver turning this attack against Mab will have no effect since it is already being cast on Mab (and mab is strengthened by winter anyway.) Then the Doomgiver's wielder kills himself by breathing in a -70 degrees air or kills himself by trying not to breathe; no power is used against the wielder directly so the sword has nothing to reflect.
Title: Re: The One Ring DFRPG Stats
Post by: computerking on December 06, 2011, 04:21:25 AM
Heh. You think Farslayer or Doomgiver would be enough to even mildly annoy Mab? Throw the sword of Vengeance at Mab and she simply teleports to her domain faster than the sword can get there - for the sword still takes a certain amount of time to travel. Then once the sword enters her domain, she slows time indefinitely in the part of her domain it is in and the sword gets stuck. Or she simply keeps teleporting around every so often faster than the sword can follow.
Against Doomgiver, Mab calls in an antarctic storm centered on herself. Doomgiver turning this attack against Mab will have no effect since it is already being cast on Mab (and mab is strengthened by winter anyway.) Then the Doomgiver's wielder kills himself by breathing in a -70 degrees air or kills himself by trying not to breathe; no power is used against the wielder directly so the sword has nothing to reflect.
Just a note, I believe at least one of the Swords took out a god. That's gotta count for something... And you have to know the attack is coming, and with which Sword. A couple of them cloud (or dull) minds to a certain extent, and while Sightblinder is in your left hand, Mab won't fight you, (who look like) Her greatest desire or deepest fear, as you throw Farslayer into her heart at point-blank range with your right.
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on December 06, 2011, 07:31:58 AM
Heh. You think Farslayer or Doomgiver would be enough to even mildly annoy Mab?

Spoilers for the Swords series:
(click to show/hide)

In short, they have plot device level powers.  I'd rate some of them as more powerful that "I just did a Darkhallow so I can bust through Edinburgh's Wards" or that spell the Red Court tried in Mexico.

Richard
Title: Re: The One Ring DFRPG Stats
Post by: Belial666 on December 06, 2011, 12:56:38 PM
There are gods and gods.

The gods of the 12 swords' universe are some emotions of humanity that after a few millennia of repetition have taken up physical form as incarnations of an aspect of humanity. They are only as strong as those human ideas are and they are no more intelligent or wise than the part of humanity the echo. The greatest applications of their power can certainly be impressive for pre-industrial humans but are rather small compared to really major natural events.
Mab is a being of the spirit world that is potentially older than humanity, certainly older than most civilizations. She embodies half of the natural balance of the entire planet, with her power able to cause worldwide changes and, if unopposed, destroy the entire human race. Her real form is so awesome that merely looking upon it almost struck one of the most strong-willed mortals on Earth senseless and her real voice is so naturally powerful it can shatter human bodies merely because they hear it, without her making an effort to tone it down. Her presence alone in an area can bring winter in the middle of june.

In short, the gods of the 12 swords universe are not the same order of being as Mab. They are about the same order of being as the Lords of the Outer Night, perhaps even equal to the Red King, each one of them. The being in that series who appears to be close to Mab in power is the Emperor - and he's been shown to have at least some resistance to the power of the swords.

Besides, even if the Swords are capable of killing Mab, the wielder of one of the swords is not curbstomped a dozen times before they can even draw the weapon by Mab just speaking at them, they manage to actually use the sword on her and she dies, there are two potential outcomes. One, the next fey in line takes up the mantle of winter queen and is rather pissed. Two, the entire world is destroyed by fire as killing Mab literally slew Winter.
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on December 06, 2011, 02:01:02 PM
The gods of the 12 swords' universe are some emotions of humanity that after a few millennia of repetition have taken up physical form as incarnations of an aspect of humanity.

I'm going to do something that, well, it's very rare that I can do it now days.  At least for Saberhagen fans - I'm going to recommend a new book.
Ardneh's Sword - the fourth book for Empire of the East series - published 2006 and set generations after the first three.

And that's all I'm going to say.

Enjoy :)

In short, the gods of the 12 swords universe are not the same order of being as Mab. They are about the same order of being as the Lords of the Outer Night, perhaps even equal to the Red King, each one of them. The being in that series who appears to be close to Mab in power is the Emperor - and he's been shown to have at least some resistance to the power of the swords.

The Program of Creation may indeed be partly immune.  Who hasn't suspected that ARDNEH's lunar backup played a role in the Empire's doings? That said, didn't he need Shieldbreaker to approach Soulcutter? Or am I remembering it wrong? (I can recall the Shieldbreaker and Soulcutter combo, but I'm not entirely sure which part of the series it is.)

Besides, even if the Swords are capable of killing Mab, the wielder of one of the swords is not curbstomped a dozen times before they can even draw the weapon by Mab just speaking at them, they manage to actually use the sword on her and she dies, there are two potential outcomes.

And that's what happens when plot devices collide.  Especially between different books.

But here's a counter:
Whenever Jim lists "beings that can take Mab on" he includes Ferrovax.  Note that he also includes the enter White Council, Drakul, and a few others, but Ferrovax is there.  Ah - found it - the post is at http://www.jimbutcheronline.com/bb/index.php/topic,11012.msg462610.html#msg462610 (http://www.jimbutcheronline.com/bb/index.php/topic,11012.msg462610.html#msg462610).

Why is Ferrovax such a big deal? Because he's a greater dragon.  Now he used to have brother, name of Sirothrax, who did various things - but he doesn't have that brother anymore.  Why? Because that brother ran into a sword.  A Sword of the Cross, but a sword just the same.

That's right - a sword with comparability low refresh held by a Knight of the Cross kill the brother of something that could take on Mab.  If a Sword of the Cross could do that, then why wouldn't a Sword be able to take on Mab?

But statting them out is a bit like statting the One Ring (see? I got back on topic).  A plot device is a plot device.  Giving a plot device stats is meaningless.  It's like trying to work out the shifts needed to do the spell the Red Court tried.  Weeks of prep time at the center of ley lines with dozens (if not hundreds) of human sacrifices - how many shifts would that be? If you call that number X you'll see that it's the same number of shifts needed by a spell to kill Mab (there's some speculation that Donar Vadderung is part of Dresden's family tree and was the real target) and the same number of shifts that One Ring could produce.

For X = the amount that plot requires.

Richard
Title: Re: The One Ring DFRPG Stats
Post by: computerking on December 06, 2011, 04:44:29 PM
I'm in agreement with both Belial and Richard, bearing in mind the X=Plot equasion Richard mentioned. The Swords, and the One Ring, do deserve to be Plot Device level items, but only when being used in a Plot level manner, and for Plot level reasons. Use a Sword against Mab? Sure, and if there's a significant enough Plot related reason for it to happen, I would understand it actually killing her. Of course, Maeve would rise to power at that point, since Mab's not a Mother, and therefore is only one part of the Winter line.

But just arbitrarily wandering into Arctis Tor and challenging Mab to a duel because you happen to have Shieldbreaker, she'll walk up to you unarmed and pluck that Sword from your hands, no magic, just hand-to-hand.

These types of Items are clearly meant to be powerful, but they don't need to be All-powerful unless the Plot makes that necessary. Think of all the years Gollum was warped by the One Ring. During those times, it probably didn't flex any of its muscles except those to keep Gollum alive and warp him into a useful form. I can't ever imagine good o' Smeagol playing King and wielding power over other rings with it, because that's not what the Plot needed during that time.

tl;dr version: Plot rules all, even the One Ring.
Title: Re: The One Ring DFRPG Stats
Post by: arthurfallz on December 06, 2011, 05:48:33 PM
You say that you disagree with the build, but I can't tell why.

The One Ring already demands an aspect, so that's covered.

Are you saying that you don't like the attempt to stat up things like this?

I think the last statement gets close to what I object to. It's not very easy to stat, and lacks a lot of point to stat. Even the latest entry on this (between my first entry and this reply) still gives the Ring an "auto-corrupt" feature. It would, in the FATE system, corrupt by means of the Bearer's Aspect. It also fails to take into account the Ring's Command (it isn't limited to direct underlings), the dynamics that pure emotions cause the Ring (Love seems to be a fairly good defense), and what it does to the other Rings (which is so complex, and really, requires being a being of power on the level of one of the Faerie Queens or possibly a senior, senior wizard).

I've done this before myself, and especially after listening the the lessons of the Tolkien Professor, I've figured that things like the Great Rings (including the One Ring / Sauron's Ring / The Master Ring) are just too big to stat. No offense intended. I would instead make it less about the "magic ring" part of the object, and more about the "plot token" part of it. What does it do? Having it should also have variable scale on Refresh - Frodo has far less mastery of it as the beginning of Fellowship than he does by even half way through The Two Towers.

I not only say that the Great Rings, especially the Elven Rings of Power and the One Ring are beyond functional stats, but that in FATE they are much better served as entries on the sheet, general principles to govern them, and Aspects to make the other "perilous to weild" parts of the Ring practical.

But since that would be lame to say "I wouldn't do it" and shoot down the builds, I offer The One Ring, for example (and Spoiler tagged so it's not a wall post). How this could work in the Dresdenverse would be to make Sauron some horribly powerful demon, at least on the same scale as Lucifer, and instead of Middle Earth it's Earth, and instead of Mount Doom it's a horrible pit of fire in Hell.

The One Ring [-x]
(click to show/hide)
Title: Re: The One Ring DFRPG Stats
Post by: Silverblaze on December 06, 2011, 10:09:32 PM
Cross genre/media/universe statting doesn't really work.  There is a vast difference in the power level of items/beings in each individual creators world.

Biases are a HUGE issue when doing so (statting things like this). 

Not many people in a group will agree on any attempt at statting such things within one universe let alone trying to "cross pollinate" as it were.

Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on December 07, 2011, 02:02:41 AM
I am really losing my respect for the term "plot device". Here's why:

It doesn't mean anything.

All NPCs are ultimately devices used in service of the plot. The only things in the game that aren't plot devices are the player characters.

And X is always the number the plot requires, whether X is the complexity of a Mab-killing ritual or the Craftsmanship skill of the local car mechanic.

But maybe I'm being unfair. Maybe the meaning of "plot device" isn't actually related to the meaning of the meanings of the words "plot" and "device".

It seems to me that people often use the term for things that cannot or should not be given stats.

But if that's what it means, then it is massively overused.

The aspect system of this game can model literally any effect. When Michael kills a capital-D Dragon, it's can be because that dragon was Compelled to be vulnerable to him. And when your magic ring causes a country to bow to you, it can be an Invocation for Effect.

Neither of those effects is too big to stat. In fact, they are both ludicrously easy to stat. It's easier than writing stats for a random goon.

So why the heck are people so quick to call big things unstattable?

Is it some bizarre echo of "if you stat it, they will kill it"? A fear that giving stats to something will diminish it?

That's not a rhetorical question. I'm really asking.

PS: I don't deny that big things are usually harder to stat than little ones. Aspects are a very crude way to model specific effects. So if you want to write up gods, you better write some god powers first. And that's not easy. (Which is why I haven't written Mab stats yet.) But it is possible. (Which is why I probably will write Mab stats one of these days.)
Title: Re: The One Ring DFRPG Stats
Post by: arthurfallz on December 07, 2011, 02:19:22 AM
I am really losing my respect for the term "plot device". Here's why:

....That's not a rhetorical question. I'm really asking.

PS: I don't deny that big things are usually harder to stat than little ones. Aspects are a very crude way to model specific effects. So if you want to write up gods, you better write some god powers first. And that's not easy. (Which is why I haven't written Mab stats yet.) But it is possible. (Which is why I probably will write Mab stats one of these days.)

I don't disagree. Anything can be statted up. But some things are so much bigger than the characters, that Stats are beyond... pointless. Take, in this example, Sauron and any of the other greatest Maia. He's a vertiable God, but he could be taken down by veritable demi-gods as well. You could stat him, but in the scope of most stories, there's no need. In fact, giving him Stats leads to discussion (typically) of just what nasty combinations of spells that could be used to destroy Sauron from the armchair in Bag End.

The One Ring is right at the threshold - it was so evil and dangerous, the wisest were terrified to touch it. How do you stat that without making it instantly toxic to Frodo? That is the difference between the Sword of Michael, or a Denarian Coin, and the One Ring. Scope. To each their own, of course, but One Ring writeups that don't, in fact, do that artifact justice are doing a disservice to the narrative of their source story.
Title: Re: The One Ring DFRPG Stats
Post by: Becq on December 07, 2011, 02:43:47 AM
I agree; it's probably not too often that something is truly unstattable.  If you can pin down a definition of its capabilities, you can probably come up with stats.  So it's probably best to talk not about whether it can be statted, but whether it should be.

In the case of the One Ring, you might say that the very best reason to not stat it (ie, keep it as a 'plot device') is that that is exactly what Tolkien did.

In the Hobbit, it was nothing more than a magical ring that made you invisible.
Then as the FotR opens, it is revealed that it is a ring of unspeakable power, one that is capable of ... what?  Well, Tolkien was none too specific, but it granted control over the other Rings of Power.  As the story unfolds, we learn that the One Ring has an inherent intelligence of sorts, and can sway the will of the bearer and others nearby.  And it doesn't turn you invisible, it moves you into a sort of astral space which works like invisibility as far as most are concerned, but not with respect to Ringwraiths.  And the Ring can make the bearer more powerful in other ways, too, if worn by someone who can tap that power.

I think there's a great reason Tolkien didn't insert a stat block for the One Ring into the Hobbit (I'm not counting 'third-party' RPGs here, which make great references but aren't 100% LotR).  By rationing information, the plotline unfurled in a more interesting way.  (Or maybe he hadn't fully planned out the LotR series yet, but we'll ignore that for now.)

If you give an item stats, then it becomes nothing more than a tool.  Possibly a powerful tool, but a tool nonetheless.  If you make it a 'plot device', then it becomes, in effect, an inanimate NPC ... which is exactly how something like the One Ring should be treated, in my opinion.  It's still a tool, but now its a tool used to drive the plot, rather than mere gear.

(But by all means, go right ahead and write up stats.  Then invoke its Plot Device aspect to add or change it as needed by the plot, as often as necessary!)
Title: Re: The One Ring DFRPG Stats
Post by: ALurker on December 07, 2011, 03:04:17 AM
But here's a counter:
Whenever Jim lists "beings that can take Mab on" he includes Ferrovax.  Note that he also includes the enter White Council, Drakul, and a few others, but Ferrovax is there.  Ah - found it - the post is at http://www.jimbutcheronline.com/bb/index.php/topic,11012.msg462610.html#msg462610 (http://www.jimbutcheronline.com/bb/index.php/topic,11012.msg462610.html#msg462610).

Why is Ferrovax such a big deal? Because he's a greater dragon.  Now he used to have brother, name of Sirothrax, who did various things - but he doesn't have that brother anymore.  Why? Because that brother ran into a sword.  A Sword of the Cross, but a sword just the same.

That's right - a sword with comparability low refresh held by a Knight of the Cross kill the brother of something that could take on Mab.  If a Sword of the Cross could do that, then why wouldn't a Sword be able to take on Mab?

But statting them out is a bit like statting the One Ring (see? I got back on topic).  A plot device is a plot device.  Giving a plot device stats is meaningless.  It's like trying to work out the shifts needed to do the spell the Red Court tried.  Weeks of prep time at the center of ley lines with dozens (if not hundreds) of human sacrifices - how many shifts would that be? If you call that number X you'll see that it's the same number of shifts needed by a spell to kill Mab (there's some speculation that Donar Vadderung is part of Dresden's family tree and was the real target) and the same number of shifts that One Ring could produce.

For X = the amount that plot requires.

Richard
Two comments: Sithrovax was the weakest of the Dragons and the Swords of the Cross explicitly have different levels of power depending on who they are fighting and aren't just swords, they are direct channels of the power of the White God and his servants (their stats in the game only sort of reflect this variability). Against a normal human they are little more than swords, against the entirety of the Red Court one allowed an Archangel to gain control of the wielder for a short period of time and channel power quite a bit of power through them. More than likely Michael's fight vs. Sithrovax could more accurately be describe as an Archangel controlling Michael's body vs. a Dragon.
Title: Re: The One Ring DFRPG Stats
Post by: ways and means on December 07, 2011, 04:52:54 AM
Personally I don't think the one ring is properly stat able because of two reason first we have no idea what its actual power is beyond that it should be high refresh and incredibly powerful (its powers as we know them are nebulous), secondly its an item that is ruled by plot in that it has exactly as much power as the plot demands so it may it may only grant 3-4 refresh worth of power to Frodo and Bilbo but it could easily be worth a hundred refinement for Gandalf or Radaghast. So any given stats are likely to be wrong and even if they aren't wrong in one part of the plot they will be wrong in another.

Personally I also don't like stating absolutes for example Perfect Defense/ Physical Immunity and Perfect Attacks (ones that will always hit and/ or will always kill. I know these can be statted (Exalted/Dresden Files) but I don't like that they can close down one element of a game completely and I don't like the fact that you can't really give such powers a shift value. So I think things like perfect killing weapons though they can be statted they shouldn't because someone will want to use them in game.   
Title: Re: The One Ring DFRPG Stats
Post by: Belial666 on December 07, 2011, 07:30:52 AM
The way I statted the One Ring, its power depends upon the wielder in several ways. First, the wielder may never attempt to actually use its powers. Secondly, some of the powers depend on opposed skill use and thus a relatively weak wielder could not use them while a relatively powerful one could - so the more powerful the wielder the greater the ring's power.
As for the power of the Ring, I gave it the ability to make ppl invisible or dominate other ringbearers but its greatest ability is to arrange coincidences - i.e. allow the wielder to dictate the plot. That makes the One Ring as powerful and terrifying as the plot itself can be. Don't like the enemy company marching across a mountain? You can plot a natural snowstorm in their path every scene for the fun of it. Want to build a massive and massively powerful tower? You can plot that your workers find precisely the right materials for it in the first few hours of delving and that they work perfectly well together for every scene thereafter till completion.
Title: Re: The One Ring DFRPG Stats
Post by: arthurfallz on December 07, 2011, 07:38:50 PM
The way I statted the One Ring, its power depends upon the wielder in several ways. First, the wielder may never attempt to actually use its powers. Secondly, some of the powers depend on opposed skill use and thus a relatively weak wielder could not use them while a relatively powerful one could - so the more powerful the wielder the greater the ring's power.
As for the power of the Ring, I gave it the ability to make ppl invisible or dominate other ringbearers but its greatest ability is to arrange coincidences - i.e. allow the wielder to dictate the plot. That makes the One Ring as powerful and terrifying as the plot itself can be. Don't like the enemy company marching across a mountain? You can plot a natural snowstorm in their path every scene for the fun of it. Want to build a massive and massively powerful tower? You can plot that your workers find precisely the right materials for it in the first few hours of delving and that they work perfectly well together for every scene thereafter till completion.

But... The Ring doesn't have that power! It has the power of command, for sure, and makes mortals invisible (this is important - remember Tom Bombadill wasn't affected at all by the ring, though I'm sure Elves would be). The grand coincidences that happened throughout The Lord of the Rings and The Hobbit are attributed, really, to heroic luck and the subtle plans of Illuvitar (which both Gandalf and Elrond hint at). The great works Sauron attributed were evidence of his personal power. Now, it's cool to make a Ring that turns people invisible, is evil, controlling and helps shape the bearer's reality to their whims, but that isn't the One Ring.
Title: Re: The One Ring DFRPG Stats
Post by: Becq on December 07, 2011, 08:50:14 PM
Yeah, I don't see any capability that Bilbo or Frodo gained to dictate plots, beyond Bilbo's ability to turn invisible and Frodo's ability to scream "HEY, RINGWRAITHS!  I'M OVER HERE!!!  AND YOU'RE FIERY EYE DRESSES YOU FUNNY!!11!eleventy-one!"  Instead, it's the Ring (basically an NPC) that gets to dictate coincidences.

Like, for example, "Hey Isildur, funny story: you know how that Ring of Power resized itself to fit perfectly on your finger when you took possession of it?  Well, it just randomly slipped off your finger into the water while you were trying to escape.  Hey, I guess you aren't invisible any more, eh?  What a shame..."  And "Deagol, through the river water -- which is nearly opaque with silt -- you see something tiny sparkling in the river bottom, where it has apparently just become unburied after 2500 years or thereabouts.  Might be worth looking at."  And so on.

In other words, it's a wandering plot device that is fully capable of making extremely unlikely coincidences occur, when necessary to drive the story.
Title: Re: The One Ring DFRPG Stats
Post by: Silverblaze on December 07, 2011, 09:10:46 PM
Unstattable: likely a falsehood

I agree that statting things like gods serves no purpose in the scope of 80-99% of games.

I.E. as Arthurfallz said - pointless.  More like a "look what i did factor" that in my opinion just promotes high power games or power gaming.  "Yeah my character chains Mab to a throne alongside Titania Conan style! Look how 1337 my character is/was!"

Also the following:

If I stat it rules lawyers will tell me how I can use it or what it can do.
If I stat it it can be killed easier.
if I stat it it will be more intimidating. "Why are you using something that can throw 35 shift evocations in this game we have 7 refresh!"


Things with much over 30 well spent combat related refresh is superfluous.  You don't need that much to have a badass character.  10-15 well spent refresh is deadly.  So why have things with 100 refresh?

(I assume most badass wizards {council level} to have something like 30-60? and things like demigods, D-dragons, and gods to have 70-100+?  This is pure speculation, but I figure "plot device" is A] over used, sure, and - B] a way to say something has more refresh than is sensible... but also ; C] a way for the GM to simply say this happens, I don't need stats or a roll.)

Doctor Ian Malcom (Jeff Goldblum) from Jurrasic Park said it best: "People have been trying so hard to find out if they could...they never stopped to think if they should."
Title: Re: The One Ring DFRPG Stats
Post by: Becq on December 08, 2011, 01:18:52 AM
Agreed.  Another likely result to giving an artifact-quality item stats is that it provides a known threshold to overcome it.  If you give the One Ring -60 refresh worth of powers, then some enterprising young mage is going to start thinking about how -60 refresh is basically 120 shifts, and with enough time generating declaration-based aspects, it should be possible to come up with a 120+ complexity ritual to destroy it.  Or better yet, why not reforge it via a crafting-based transformation effect into an artifact that is every bit as powerful, but serves him, rather than Sauron!  That would only be ... oh, say 145 complexity or so, which means another few hours spent baking Mana-Balls(TM) (They're magically delicious!).  Or...
Title: Re: The One Ring DFRPG Stats
Post by: Tedronai on December 08, 2011, 02:01:29 AM
Or better yet, why not reforge it via a crafting-based transformation effect into an artifact that is every bit as powerful, but serves him, rather than Sauron!  That would only be ... oh, say 145 complexity or so, which means another few hours spent baking Mana-Balls(TM) (They're magically delicious!).  Or...

Sounds like a great idea to me.
And any GM that lets a player pull off a 145 complexity ritual without the ritual itself being the central theme of an epic story?
Deserves  the consequences to his game.
Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on December 08, 2011, 03:13:49 AM
There are certainly consequences to statting stuff up, but there are also consequences to leaving stuff statless.

Without stats, the GM is basically making stuff up as he goes along. This can be difficult for the GM and annoying for the players. More importantly, it isn't really possible to run a conflict with something unless you stat it.

And it's my firm belief that it should be possible to run conflicts with the gods. Here's why:

Killing Mab as a Submerged character is probably not possible. But beating or at least challenging her in an argument isn't. (Harry does it).

And overpowering Sauron as a Feet In The Water character is almost certainly impossible. But you can totally kill him if you hit his weakness. (Frodo did it.)

Part of the reason for having stats is so that you can see what is possible and what isn't.

So even if there's no point in giving Mab's combat abilities, her social skills and stunts are valuable.

And personally, I think that anyone trying to fight Mab deserves more than death by GM fiat. Death by rigorously-defined mechanics is much more palatable for me.

So...that's why I think that gods ought to have stats. Does that sound reasonable?

PS: Tedronai is totally right about high-level rituals. The game consistently presents 25-shift rituals as impressive. 145 shift rituals are supposed to be truly awe-inspiring.
PPS: The One Ring's plot-altering stuff is mostly just compels.
PPPS: I don't much like perfect effects myself, but sometimes they are the only way to go.
Title: Re: The One Ring DFRPG Stats
Post by: Cyberchihuahua on December 08, 2011, 03:23:49 AM
Sounds like a great idea to me.
And any GM that lets a player pull off a 145 complexity ritual without the ritual itself being the central theme of an epic story?
Deserves  the consequences to his game.


Ascension ritual, anyone?
Title: Re: The One Ring DFRPG Stats
Post by: arthurfallz on December 08, 2011, 03:51:29 AM
I do think, if a person were to base a game off the inclusion of The One Ring (like some fun attempt to run through the plot and see how it would go with different characters, or just the same characters but their own choices), you would need to have certain things thought out. Like how the Ring causes Stress (which it clearly does at points, as Frodo becomes worn by carrying the burdern of the Ring), and how the invisibility functions, etc.

But as for the nitty gritty? Hell, even Elrond and Gandalf didn't understand how the One Ring functioned. It would be, in a similar vein, to statting up Excalibur if you planned on using it as a central theme for the story (like, for example, in the movie Excalibur). It should have some tangible stats, for sure, but a lot of the more "plottish" stuff should be left to... well, the plot.
Title: Re: The One Ring DFRPG Stats
Post by: Silverblaze on December 08, 2011, 04:56:27 AM
There are certainly consequences to statting stuff up, but there are also consequences to leaving stuff statless.

Without stats, the GM is basically making stuff up as he goes along. This can be difficult for the GM and annoying for the players. More importantly, it isn't really possible to run a conflict with something unless you stat it.

And it's my firm belief that it should be possible to run conflicts with the gods. Here's why:

Killing Mab as a Submerged character is probably not possible. But beating or at least challenging her in an argument isn't. (Harry does it).

And overpowering Sauron as a Feet In The Water character is almost certainly impossible. But you can totally kill him if you hit his weakness. (Frodo did it.)

Part of the reason for having stats is so that you can see what is possible and what isn't.

So even if there's no point in giving Mab's combat abilities, her social skills and stunts are valuable.

And personally, I think that anyone trying to fight Mab deserves more than death by GM fiat. Death by rigorously-defined mechanics is much more palatable for me.

So...that's why I think that gods ought to have stats. Does that sound reasonable?

PS: Tedronai is totally right about high-level rituals. The game consistently presents 25-shift rituals as impressive. 145 shift rituals are supposed to be truly awe-inspiring.
PPS: The One Ring's plot-altering stuff is mostly just compels.
PPPS: I don't much like perfect effects myself, but sometimes they are the only way to go.

Any GM who can't improvise well shouldn't be running games. (just my opinion)  Also just my opinion, but rigid mechanics don't go well with a storytelling game.

As for gods etc.  stat what you will, I just have to agree to disagree, unless the specific scope of a game has these godlike foes as a main antagonist; it simply is a waste of time.

I don't like instant death by GM fiat much, but in some cases, much like perfect effects ...it has to happen.  if for no other reason than moving a game or story along.  I can't stand a game being bogged down by two hours of rolling to establish a forgone conclusion (or being told: "see they died because they had no chance, mab has X refresh and the rolling was a formality to soothe egos"). Just get it over with.  "You managed to poss off a god despite tons of warnings and knowing better, it wants to kill you...yeah you died. You also deserve it"
Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on December 08, 2011, 05:34:00 AM
What exactly do you mean by "a storytelling game?"

Also: A god trying to kill you will probably take about 90 seconds. A 20-shift evocation takes little time to resolve. No need to worry about wasting time.

Also: Nobody can improvise infinitely well. The argument that you should be able to improvise would also justify not making a city or any NPCs at all. In fact, it would justify that better. The weaker the NPC, the easier it is to make (generally speaking).
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on December 08, 2011, 06:56:59 AM
Talk about statable and unstatable has reminded me about a meta system called the Primal Order that came out years ago.  (Back when D&D was 2nd edition.)

Basically:
This DM wanted Set to show up and intimidate the PCs into doing something.  Someone had a copy Deities and Demigods so they had the stats for Set - and rather than go on the quest they pounded Set and his entire court before going on to the next adventure.  That started the DM wondering about how to effectively stat gods that:
a) can't be stomped by a high level party, and
b) had effective limits on their powers.

The resulting meta system was a way to handle god in almost any system and gave conversion notes for D&D, Palladium, GURPS, Ars Magica, Castle Falkenstein, Harn, Rolemaster -  basically every system that existed when it came out.  Then they got sued and sued and and were sent a couple of letters from lawyers saying that they should have asked permission to print those conversions...

But the basics of the system - that there is a Primal level of reality that somethings operate on - might be able to be adapted to DFRPG.

Richard
Title: Re: The One Ring DFRPG Stats
Post by: Silverblaze on December 08, 2011, 05:31:26 PM
1. What exactly do you mean by "a storytelling game?"

2. Also: A god trying to kill you will probably take about 90 seconds. A 20-shift evocation takes little time to resolve. No need to worry about wasting time.

3. Also: Nobody can improvise infinitely well. The argument that you should be able to improvise would also justify not making a city or any NPCs at all. In fact, it would justify that better. The weaker the NPC, the easier it is to make (generally speaking).

1. Any story that the player has more say in what is going on or that has a more social setting.  D&D can be very social, but hte GM has total control (in most games) and can be nothing mroe than dungeon crawls.  White Wolf systems and DFRPG seems to be more about the story than the loot and dungeons.

2. You under estimate how twinked out a character can get in a short time.  I will admit - 2 hours was hyperbole. The fact that combats even against superior oposition can become protracted and slow the game to a crawl where most other players are sitting with their thumbs up their collective rears is what I was reffering to.  Statting something makes it possible.

3.  I think you may be taking my opinion of improvising off the deep end.  True enough a plan is required but not being able to improvise at all is a bad idea. 
If your game is in... Texas and the PC's want to go to Mexico and then further south to mess with red court leaders, you'll likely need to improvise since this idea seemingly came out of left field.  You may not have the nobility statted to perfection.  They deserve more than a template in a book.  What do you do, some GM's can't deal with that.  I think all Gm's should be able to.

I'm not saying Richard_Chilton agreed or disagreed with me: however, as you can see - sometimes statting a god can be detrimental to a game.  Set got stomped flat.  Once that happens by the way.  Once a veritable god is defeated, many players (or at the very least characters) will become very jaded to danger.  They get big egos.   Well deserved big egos in my opinion.  Then you have two choices. 

1. Prove them wrong - crush their egos and establish other things are meaner than gods and meaner than god slayers

or

2. Deal with the fact that your villains and antagonisits no longer scare/intimidate them.
Title: Re: The One Ring DFRPG Stats
Post by: Belial666 on December 08, 2011, 07:00:50 PM
1) All beings that are not omnipotent, omniscient and omnipresent can have stats. That the magnitude of those stats can be incredibly high for some beings is no barrier to statting them at all. I can just as easily write down "John Smith can lift 200 pounds-as much as a heavyset adult" as I can write down "Jane Smith can lift 2.000.000.000.000.000.000.000 pounds-as much as a small moon." So the magnitude of a quantity is no barrier to it being stated (and thus statted).

2) All beings that were part of a conflict of any sort in a story have had stats at least once; the writer at least had to have a good idea of their abilities to write those conflicts in the story. Take Sauron for example; he was physically beaten by a) a talking dog, b) the men of Numenor, the elf and man warriors of the Last Alliance. He was outsmarted by a) a half-maia elf princess, b) Gandalf, c) Saruman (for a time). He was matched in spiritual conflict by  Aragorn at least for a short time. All the above means that Sauron had stats; you can't have conflicts if you don't have stats, even if those are in a fantasy writer's head (or notes)

3) Wanting to write down the stats of anything for whatever reason is reason enough to do it. After all, you read fantasy to have fun and if writing down a fantasy being's stats is fun to you then you should do it.



So, given that statting gods and other extremely powerful beings can be done, has been done at least once, and should be done, why not do it?
Title: Re: The One Ring DFRPG Stats
Post by: ways and means on December 08, 2011, 08:00:01 PM
Some things can't be stat-ted with numbers for example I know of at least several instant death God Killing abilities/artifacts in fantasy (Mystic Eyes of Death Perception, Razor Eddies Straight Razor, the Saint of Killers' Colts etc) these abilities/artifacts do as much stress as needed to kill an opponent (if it is 1 or 10,000) and don't differentiate between who is being fired upon. These sort of abilities can't really be statted in terms of weapon rating or attack accuracy though they can be costed (In Exalted a perfect defense is costed at a charm and a mote use per attack). Now if someone wanted to stat a perfect attack (always hits) or an absolute weapon (if it hits it always kills) by guessing how much refresh they are worth as an advantage that would make sense IMO.   
Title: Re: The One Ring DFRPG Stats
Post by: Ricky on December 08, 2011, 08:53:06 PM
It would be, in a similar vein, to statting up Excalibur if you planned on using it as a central theme for the story (like, for example, in the movie Excalibur). It should have some tangible stats, for sure, but a lot of the more "plottish" stuff should be left to... well, the plot.

They did stat Excaliber, Michaels sword is Excaliber. The Merlin tells this to Harry at the end of  Proven Guilty.
Title: Re: The One Ring DFRPG Stats
Post by: Richard_Chilton on December 08, 2011, 09:09:09 PM
I'm not saying Richard_Chilton agreed or disagreed with me: however, as you can see - sometimes statting a god can be detrimental to a game. 

I'm torn over whether plot devices should be statted - but someone did come up with a method of statting gods that limited their power while removing them from the "list of things we can stomp".

If you search online you might be able to find "The Primal Order" and maybe the three books that went with it (one had three example gods/faiths, one was an overview of working planes of existence, and one was a monster manual type listing of divine agents).  The system is a bit dated now but it still has interesting concepts.  The problem is, if you try to stat out the One Ring in that system you have to find a way of converting the refresh cost and that would put it beyond the reach of PCs....

Unless you only charged them for the powers that they could use...  If you determined that most of the abilities that Sauron would get from the ring are only available to a Sauron level character you could get away with not charging them for the things that they haven't "unlocked" by mastering the ring.  That is, just charge them for the things that the ring will share with them, not its whole potential.

Richard
Title: Re: The One Ring DFRPG Stats
Post by: Sanctaphrax on December 08, 2011, 09:54:08 PM
@Silverblaze: Yes, I was deliberately taking your point too far in order to demonstrate why I don't like it. What I'm trying to say is that saying you should be able to improvise isn't really an argument against statting stuff.

@Richard Chilton: Sounds interesting. Will take a look.

@Belial: I agree.

@ways and means: I like using unlimited FP debt for such things. Either that or exploitation of the abstract nature of stress. Both seem to work.

@everyone: If you want gods to be invincible and then you use non-invincible stats for them, you have only yourself to blame. Same goes for the time-wasting problem. Now, personally, I kinda like the idea that a party can turn around and kill the uber-characters that the GM is trying to scare them with. But if something really ought to be unbeatable, make that thing unbeatable. Like anything else, god stats can be done wrong. Many of the problems raised here will not arise if they are done right.