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The Dresden Files => DFRPG => Topic started by: Catryn008 on October 13, 2012, 01:47:04 AM
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I'm going to start running a game of the Dresden files with my friends. And other than playing a couple of times at a con, we don't have any real experience with the system... :/
I'm trying to come up with a unique NPC but I'm stuck.
My game is based in Charlotte, NC and is ripe with old indian folklore. So I thought they might enjoy running in to a creature that they couldn't read about in the system books. (yes, my players have the annoying quality of reading! :P )
The creature I want to create is called a Yehasuri. The legends describe them as mischevious, dwarf/gnome (2' tall) creatures. They are tricksters, not generally dangerous, but their tricks can be destructive. Once you have angered them, they will steal the children's footprints and shadows. They live in old tree stumps and there's a specific ritual to get rid of them.
I decided to make them wyldfae.
Here's what I've come up with so far:
Yehasuri
High concept: Faerie trickster
other aspect: Quick to anger, slow to forget
Skills:
TBD
Powers
Diminutive Size [-1]
The catch [+1] Cold iron and [+/-0] ritual of offering
Inhuman speed [-2]
Glamours [-2]
Magic???--here's where I'm getting hung up. I want to them to have some type of magic that allows them to slowly erase someone's marks from existence (like the footprints and shadows and moving up to fingerprints, smell, etc.). They would never remove the person from existence, I think that's too powerful. In fact, I'm thinking they take those elements from the victim and have them in the nevernever. So in theory someone could go and get all their markers back (peter pan-ish). I'm just not sure what to call it...I keep coming up with aspect sounding names like "leaving no trace", "lost", "trackless", etc. And should it be a ritual?
I'm still a little confused on all the magic rules (and thankfully I only have a couple of minor talents in the game!). Any help is appreciated!
Thanks,
Karen
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Magic???--here's where I'm getting hung up. I want to them to have some type of magic that allows them to slowly erase someone's marks from existence (like the footprints and shadows and moving up to fingerprints, smell, etc.). They would never remove the person from existence, I think that's too powerful. In fact, I'm thinking they take those elements from the victim and have them in the nevernever. So in theory someone could go and get all their markers back (peter pan-ish). I'm just not sure what to call it...I keep coming up with aspect sounding names like "leaving no trace", "lost", "trackless", etc. And should it be a ritual?
I'm still a little confused on all the magic rules (and thankfully I only have a couple of minor talents in the game!). Any help is appreciated!
Thanks,
Karen
I think you have to determine what it will do. What does having no shadow do? Is it a mental consequence? A social one? Is it an aspect/maneuver that you can compel on the target? If we hammer that down, it should be fairly easy to come up with a mechanic for it. My first instinct was make it some kind of Incite Power that does mental damage. So, as the victim loses elements, they begin to forget who they are. If you were to take someone out with this, they'd become a vegetable and/or cease to exist. Basically framing it as mental consequences that have physical manifestations. Can they do this magic from anywhere, or do they have to physically(kind of) steal it? From your description, it sounds like they cast it.
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My game is based in Charlotte, NC and is ripe with old indian folklore. So I thought they might enjoy running in to a creature that they couldn't read about in the system books.
Sounds interesting!
The creature I want to create is called a Yehasuri. The legends describe them as mischevious, dwarf/gnome (2' tall) creatures. They are tricksters, not generally dangerous, but their tricks can be destructive. Once you have angered them, they will steal the children's footprints and shadows. They live in old tree stumps and there's a specific ritual to get rid of them.
<snip>
Magic???--here's where I'm getting hung up. I want to them to have some type of magic that allows them to slowly erase someone's marks from existence (like the footprints and shadows and moving up to fingerprints, smell, etc.). They would never remove the person from existence, I think that's too powerful. In fact, I'm thinking they take those elements from the victim and have them in the nevernever. So in theory someone could go and get all their markers back (peter pan-ish). I'm just not sure what to call it...I keep coming up with aspect sounding names like "leaving no trace", "lost", "trackless", etc. And should it be a ritual?
There are many options, the simplest are going to be attacks or maneuvers. But the first question should be 'what happens'? How is someone effected by theft of their traces on the world? If it damages them, it's an attack - consequences may be Shadowless or whatever is appropriate. Perhaps it's better modeled as a block - people have to surpass the block to interact with the victim, maybe even to realize the victim is there. Since it could also be a maneuver, I'd probably go with a unique 'element' of Channelling to model the power. That gives the Yehasuri flexibility.
You may want to give more powerful Yehasuri Ritual as well. That way you can set up longer lasting effects and plot hooks. However, for game play purposes, I tend to limit NPC ritual use to immediate effects and plot devices. I want to avoid ritual becoming the 'excuse of the day'...the reason for bad stuff happening without PC input. So I'd limit ritual plot hooks and initial set up. Thaumaturgy should take more time any way. :)
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If you did go the Ritual route just stat them out for Transformation or Summoning rituals. If they store the stolen traces of a person in the Nevernever then Summoning and Binding those things might make the most sense. A sponsored magic or as a specialized Channeling as UmbraLux suggested would definitely give them a more immediate and flexible edge.
Even if the theft of people's traces do nothing to damage them in any way directly it will almost definitely at least place a sticky aspect on the target via a maneuver. The more traces get taken from an individual the more aspects placed and available for invoking or compelling which can lead to complications for characters quite quickly. This would actually be a fun way to handle it in my opinion. It means the Yehasuri is just playing its tricks and all the trouble caused can keep getting taken advantage of by completely unrelated parties. Of course the Yehauri can also take advantage too if it wishes to be more directly involved in the mayhem.
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Yehasuri
High concept: Faerie trickster
other aspect: Quick to anger, slow to forget
Skills:
TBD
Powers
Diminutive Size [-1]
The catch [+1] Cold iron and [+/-0] ritual of offering
Inhuman speed [-2]
Glamours [-2]
Magic???--here's where I'm getting hung up. I want to them to have some type of magic that allows them to slowly erase someone's marks from existence (like the footprints and shadows and moving up to fingerprints, smell, etc.). They would never remove the person from existence, I think that's too powerful. In fact, I'm thinking they take those elements from the victim and have them in the nevernever. So in theory someone could go and get all their markers back (peter pan-ish). I'm just not sure what to call it...I keep coming up with aspect sounding names like "leaving no trace", "lost", "trackless", etc. And should it be a ritual?
If you're going by the book, you only get the discount of The Catch if it's attached to a Toughness or Recovery power.
Aside from that, Taran's right--what does it do, how do you want the stuff to work?
As Taran said, you'll
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What about the traces you leave in the minds of those you meet? Are those erased as well?
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I'm thinking that eventually, yes, any traces you have left in the memories of others will disappear too. Now you'll stay in anything physical, photos, etc. So there will be evidence you existed, but people will tend to make up a story about who you were. "Oh that isn't my kid. It's my second cousin's." when in fact it IS your kid.
Ok, this has given me alot to think about. And Thanks for the catch on my mistake with the catch...(no pun intended).
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Tell us how it turned out, and what you did! I'm interested anyways.
Thanks in advance.
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Sorry it's taken me a while to get back to you guys. We've only been able to have one game so far and the PCs didn't make it into a conflict with the Yehasuri. :) They know something is going on, but they have no idea what. (Which I have to admit is fun, cause these guys are experienced RPers and can usually figure things out before I want them to! LOL)
Anyway, here's the stats I've come up with:
Yehasuri
High Aspect: Faerie trickster
Aspect: Quick to anger, slow to forget
Initiative
Alertness (+4) Inhuman speed (+4) = 8
Skills:
Stealth: +4 (under darkness +2)
Alertness:+4
Deceit: +4
Burglary: +3
Athletics: +3 (+1 to all) (+2 to dodge)
Presence: +3
Rapport +2
Discipline: +2
Weapons +2
Stunts:
None
Powers:
Diminutive Size [-1]--Hard to detect--+4 to Stealth attempts to remain hidden; Small is big--+2 to any perception (Alertness, Investigation); Wee--Endurance no greater than mediocre for health stress capacity, use of Might skill -2 to -4, inflict only 1 point of physical stress per attack (can be improved with weapons), +1 Athletics to dodge
The catch [+0]--Cold iron and [+/-0] ritual of offering
Inhuman speed [-2]--+4 Alertness for initiative, +1 to all Athletics checks, move to another zone without the -1 penalty, difficulty factors due to moving are reduced by two when rolling Stealth
Glamours [-2]--minor veils & seemings
Cloak of shadows [-1]--See in the dark--no penalty for darkness; Melt into the shadows--under cover of darkness +2 bonus to stealth
Refresh spent -6
Mental: OOOO
Physical: OO
Social: OOO
And for the leader:
Big Little Man
High Aspect: Faerie trickster/Yehasuri Chieftain
Aspect: Quick to anger, slow to forget
Aspect: Blood In-charge around here
Initiative
Alertness (+4) Inhuman speed (+4) = 8
Skills:
Stealth: +5 (under darkness +2)
Alertness:+4
Deceit: +4
Discipline: +3
Conviction: +3
Athletics: +3 (+1 to all) (+2 to dodge)
Presence: +2
Burglary: +2
Rapport +2
Investigation +1
Lore +1
Survival +1
Stunts:
None
Powers:
Diminutive Size [-1]--Hard to detect--+4 to Stealth attempts to remain hidden; Small is big--+2 to any perception (Alertness, Investigation); Wee--Endurance no greater than mediocre for health stress capacity, use of Might skill -2 to -4, inflict only 1 point of physical stress per attack (can be improved with weapons), +1 Athletics to dodge
The catch [+0]--Cold iron and [+/-0] ritual of offering
Inhuman speed [-2]--+4 Alertness for initiative, +1 to all Athletics checks, move to another zone without the -1 penalty, difficulty factors due to moving are reduced by two when rolling Stealth
Glamours [-2]--minor veils & seemings
Thaumaturgy [-3]
Minor aspect: Losing yourself--retina identification, fingerprints gone, hair shows up as generic human
Moderate aspect: No shadow--no longer casts a shadow, doesn't leave footprints
Major aspect: Forgotten--Doesn't remember self, others forget as well
Taken out: Lost--target pulled into the Nevernever, after 6 months, memories of human world too weak to pull target out of the Nevernever.
Channeling [-2]--Spirit (trappings of darkness)
Cloak of shadows [-1]--See in the dark--no penalty for darkness; Melt into the shadows--under cover of darkness +2 bonus to stealth
Refresh spent -11
TBD--Two focus item slots
Mental: OOOO
Physical: OO
Social: OOO
Let me know what you guys think. I'm thinking they will probably face two to three of the normal ones and when they face the Chieftain, he'll probably have a couple around him too. Do you think these guys are too much? My players' characters consist of a mortal (thief), Changeling (half nixie), emissary of power (Summer Court), Minor talent. No pure wizards in the group. :)
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Yehasuri
High Aspect: Faerie trickster
Aspect: Quick to anger, slow to forget
Skills:
+4: Alertness, Deceit, Stealth
+3: athletics, Burglary, Presence
+2: Discipline, Rapport, Weapons
+1: ...
Physical Combat:
Initiative 8
Attack: Targeting 2, weapon 1 (knives?)
Defense: 5
Likely Maneuvers: Skill 6 (stealth in darkness) or skill 4 (stealth or glamour)
Expected tactics:
Destroy light sources or pick a fight in a naturally dark area. Ideally one that you can see in, but your targets can't.
Use speed power to stay one zone away from the party while generating stealth or glamour aspects against them, then move in for the kill.
Oddly, have more presence than the boss.
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Big Little Man
5: Stealth
4: Alertness, Deceit
3: Athletics, Conviction, Discipline
2: Burglary, Presence, Rapport
1: Investigation, Lore, Survival
Physical Combat:
Initiative 8
Attacks: Evocation targeting 3, power 3
Defense: 5
Likely Maneuvers: Skill 7 (stealth in darkness) or skill 4 (stealth or glamour)
Actually gets 4 focus item slots, 2 from full Thaumaturgy, 2 from channeling
But not very good at Thaumaturgy at all: very low base lore, and not enough control for 'big' thaumaturgy, so can't really manage 'big' (over complexity 5-8) without several sacrifices or similar short cuts.
Expected tactics:
Exploit the fact that evocation has unlimited range, and try to stay far away and un-located, while you unload on your targets. Some dark and open area with small cover is ideal, like a field at night.
Lack of alternative means of attack, and relatively low attack power mean he'll need to spend time maneuvering to generate maximum effect, or accept passed maneuvers from minions.
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They look interesting, probably biggest potential problem is the players getting frustrated. How interested is your group in coming up with clever tactics?
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The catch [+0]--Cold iron and [+/-0] ritual of offering
Minor aspect: Losing yourself--retina identification, fingerprints gone, hair shows up as generic human
Moderate aspect: No shadow--no longer casts a shadow, doesn't leave footprints
Major aspect: Forgotten--Doesn't remember self, others forget as well
Taken out: Lost--target pulled into the Nevernever, after 6 months, memories of human world too weak to pull target out of the Nevernever.
First I would say again that you dont need the catch if there are no toughness powers. A player could make a declaration that the creature is infact a fairy and should be weak against iron, granting them a +2 tag if they have an iron weapon, but you dont need the power there unless you have toughness powers or recovery powers.
I also ask why you have the consequences stated out. Is this an NPC that is wandering around with these consequences, after some time consequences do go away unless they are extreme consequences. If these are aspects then I suggest putting them in the actual aspects part
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Lavecki: Those are the consequences that the Yasahuri inflicts, it's nice to see what he worked out there actually.
I think the catch is there to act as a countermeasure to start recovery from the consequences, but I could be wrong.
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@Mrm - Oh ok
Also does evocation have unlimited range? I thought it was line of sight at the most.
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Yeah line of sight.
He might have meant thaumaturgy"
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Lavecki: Those are the consequences that the Yasahuri inflicts, it's nice to see what he worked out there actually.
Also the issue I have with that is it is strange that they are losing fingerprints and stuff for at most one scene. Milds dont last that long, and if they have recovery the mild wouldnt last any longer than that scene
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Yeah, I suggested it be Invokeable temporary aspects earlier in this thread then you could have it last as long as you want/need, but eh.
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Mrmdubois, could you explain the temporary aspect thing to me? How do they work? How do you apply them? How do they go away?
Its like Lavecki said, it is weird that the mild is for one scene. That's a good point. I was viewing this more as the stages the victim goes through before being gone forever. I didn't envision this to be a combat power. And yes, there are multiple NPCs who are walking around with the consequences on them. (The Yehasuri are attacking people in a subdivision, starting with the kids first. That's one of my hooks. The PCs are friends with a family who suddenly stopped talking about their kids and are saying all the photos of children they have are their nephew and nieces. Another PC was scoping out the subdivision and found a child without a shadow.)
And I hadn't thought about the catch actually healing the damage to the victim... that's a nice twist. I was just thinking all of the fae had to have that weakness. (Too many years playing D&D, I think that's hindering my understanding of Fate.)
I'll make the adjustments to Lore and other items you guys pointed out.
Thank you so much!!!
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Temporary aspects are for situations when placing an aspect similar to a consequence makes sense, but no actual stress was taken. For example: you character burns down a building fighting a black court vamp. A witness sees you fleeing the scene and gives you description to the police. So the GM decides to give you the temp aspect of "The Police Want Me for Questioning".
This aspect is treated as if it's on you character sheet until it makes sense to get rid of the aspect, usually through things happening in the game. Temp aspects can also be used as a positive, they don't always have to be a bad thing.
One of my characters has had the aspect "Infected by Shadow" for the last 4 sessions because she was tainted by Shadow People. It won't go away until she starts trying to get rid of it.
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Also you could have it affect NPC's around the PC's, to the point where they dont exist. Could be a plot hook for the PC's too if the owner of the bar they frequent starts to dissapear
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So for temporary aspects there isn't really a game mechanic for it? Should I just convert it to a Yehasuri specific-power (is that something I can do?)? If I ever applied it to the PCs I'd need a way they could defend against it, but for NPCs, its a plot mechanic.
And Lavecki, its already affecting them. :) Two PCs have a friend who has forgotten her kids and their investigating it. When they pulled up the friend's facebook page, I had them roll (mind blank...tools at home... at work.... can't remember exactly) to see if they recognized the kids. One did and one didn't. It was funny telling one of the PCs that he knows they have kids, but those kids in the photos aren't theirs. THAT led to some interesting in-group banter.
Depending on what they do tomorrow (meaning they discover the Yehasuri and find the "cure" and get it implemented), I might have it start to affect them. The professional thief will probably be the most likely target. He's the one who is currently out snooping around.
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Yea temporary aspects have very vague rules. They last multiple "rounds" but a round could be seconds, minits, days, weeks, months...ect. Its until the aspect should go away, narativly speaking.
For instance the building that has the aspect "Faulty Wiring" that is a temp aspect. it would stay there until the wiring is fixed. Stuff like that.
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Yea temporary aspects have very vague rules. They last multiple "rounds" but a round could be seconds, minits, days, weeks, months...ect. Its until the aspect should go away, narativly speaking.
For instance the building that has the aspect "Faulty Wiring" that is a temp aspect. it would stay there until the wiring is fixed. Stuff like that.
Right. And adding on to that because it's an Aspect then Fate points can be spent to Invoke it for effect or +2 on a roll. It's also good to keep in mind that your players may think of a way to make the temporary Aspects, slapped on them by the Yasahuri, work for them. Like, if no one remembers who they are them they're not a suspect when they knock over a gas station, when your players get creative it's awesome and the same rules apply, they can spend FP to Invoke for effect or the roll bonus.
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So how would you guys revise them to account for this power?
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What if I did either a shift chart?
+1 lose fingerprints
+2 lose footprints
Etc…
Or it stacks modified by shifts? (Must apply in order.)
Success-lose fingerprints
Success +2 shift-lose fingerprints and lose footprints
Success +4 shift-lose fingerprints, lose footprints and lose shadow
Etc…
Then if I play verse a character they can block with Discipline.
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Basically you don't need to stat it. When a Yasahuri uses his power to steal a trace of someone the target has a defense that needs to be beaten, usually Discipline plus probably the mental stress track. Since I believe you set it up as a Ritual or Thaumaturgy power then the Yasahuri just needs to set up a number of shifts to beat the defense of his target and place an Aspect via Declaration or maneuver. The process will be the same for every Aspect you want to place no matter how high you pile them. Except! It will actually get easier because when the Aspect is first placed it can be tagged for free for a +2 to placing another such Aspect. So, you took the target's shadow, tag that for +2 on the next ritual to place No Fingerprints. Then you can tag No Finger Prints, and pay a FP to invoke No Shadow to place No Identity or whatever the next worst thing could be. Someone who has most of his traces stolen will have a lot of Aspects piled up on him if he hasn't gotten them removed.
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...could you explain the temporary aspect thing to me? How do they work? How do you apply them? How do they go away?
Mechanically, temporary aspects are created by maneuvers or declarations - a skill roll. As with most skill rolls, the actual roll is generally skipped unless the outcome is in doubt and both success and failure are 'interesting'. Just as you don't roll every time you're driving down the street you shouldn't have to roll to see Ronald McDonald sprinting away from an explosion. Some things are simply obvious. ;)
Once applied, the aspect is either 'fragile' and lasts one exchange before disappearing or, with a better roll and appropriate situation, persistent enough to last until the situation changes and obviates it. Generally these last a single scene but some may last longer - it's all context dependent. However long they last, the creator gets only one free use. Subsequent uses must be paid for with fate points. This isn't because they're gone, it's simply encouraging the narrative to move on rather than repeating the same action over an over. In many ways temporary aspects are how FATE discourages "I hit it! I hit it again. Another time. And again." The cost of reusing an aspect vs. using one for the first time provide a mechanical feedback loop encouraging players to move on to the next concept.
What if I did either a shift chart?
+1 lose fingerprints
+2 lose footprints
Etc…
I'd write the power as a persistent block. Something along the lines of:
Trackless [-2] You leave little of yourself behind; even those small signs which are left behind fade very quickly.
Skills Affected: Stealth
Effects:
Ephemeral Tracks. Signs and tracks left by you begin disappearing after an hour and decay over time. Any tracker must overcome a block equal to the number of time increments (see Time Increment table) between "an hour" and however much longer it's taken them to start looking in order to see anything.
Dissolving Essence. With concentration you can leave fewer signs and force those you do leave to decay faster. A Stealth roll will shorten the starting time increment one step per two shifts.
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This allows chases (at some point you want the PCs to catch the bad guys) while making any delay an obstruction to be overcome.
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Mechanically, temporary aspects are created by maneuvers or declarations - a skill roll. As with most skill rolls, the actual roll is generally skipped unless the outcome is in doubt and both success and failure are 'interesting'. Just as you don't roll every time you're driving down the street you shouldn't have to roll to see Ronald McDonald sprinting away from an explosion. Some things are simply obvious. ;)
Once applied, the aspect is either 'fragile' and lasts one exchange before disappearing or, with a better roll and appropriate situation, persistent enough to last until the situation changes and obviates it. Generally these last a single scene but some may last longer - it's all context dependent. However long they last, the creator gets only one free use. Subsequent uses must be paid for with fate points. This isn't because they're gone, it's simply encouraging the narrative to move on rather than repeating the same action over an over. In many ways temporary aspects are how FATE discourages "I hit it! I hit it again. Another time. And again." The cost of reusing an aspect vs. using one for the first time provide a mechanical feedback loop encouraging players to move on to the next concept.
I'd write the power as a persistent block. Something along the lines of:
Trackless [-2] You leave little of yourself behind; even those small signs which are left behind fade very quickly.
Skills Affected: Stealth
Effects:
Ephemeral Tracks. Signs and tracks left by you begin disappearing after an hour and decay over time. Any tracker must overcome a block equal to the number of time increments (see Time Increment table) between "an hour" and however much longer it's taken them to start looking in order to see anything.
Dissolving Essence. With concentration you can leave fewer signs and force those you do leave to decay faster. A Stealth roll will shorten the starting time increment one step per two shifts.
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This allows chases (at some point you want the PCs to catch the bad guys) while making any delay an obstruction to be overcome.
Interesting power, the point though is to take the traces of other people's existence and make those disappear, not to do it to yourself.
Also as you know your spot on about the Aspects thing. Although in this case I think it makes sense for a theft of a person's traces to keep building on itself. Presumably the Yasahuri have no positive Refresh, so it would be interesting to see them being compelled constantly to have the FP to use their power.
And now I have a thought for a Ritual: Theft character. Thanks!
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Ok, here's the revised Chieftain:
Big Little Man
High Aspect: Faerie trickster/Yehasuri Chieftain
Aspect: Quick to anger, slow to forget
Aspect: In-charge around here
Initiative
Alertness (+3) Inhuman speed (+4) = 8
Skills:
+5: Stealth (under darkness +2)
+4: Lore, Presence, Discipline,
+3: Conviction, Athletics: +3 (+1 to all) (+2 to dodge), Alertness (+2 perception)
+2: Deceit, Burglary, Rapport
+1: Weapons (knife-weapon: 1)
Stunts:
None
Powers:
Diminutive Size [-1]--Hard to detect--+4 to Stealth attempts to remain hidden; Small is big--+2 to any perception (Alertness, Investigation); Wee--Endurance no greater than mediocre for health stress capacity, use of Might skill -2 to -4, inflict only 1 point of physical stress per attack (can be improved with weapons), +1 Athletics to dodge
The catch [+0]--Cold iron and [+/-0] ritual of offering-negates all Taking spell aspects except for Taken Out.
Inhuman speed [-2]--+4 Alertness for initiative, +1 to all Athletics checks, move to another zone without the -1 penalty, difficulty factors due to moving are reduced by two when rolling Stealth
Glamours [-2]--minor veils & seemings
Thaumaturgy [-3]--Taking spell: Lore vs Discipline
Temporary aspects: (+2 mild) Losing yourself--retina identification, fingerprints gone, hair shows up as generic human
(+4 moderate) No shadow--no longer casts a shadow, doesn't leave footprints
(+6 severe) Forgotten--Doesn't remember self, others forget as well
(+8 extreme) Lost--target pulled into the Nevernever, after 6 months, memories of human world too weak to pull target out of the Nevernever.
Channeling [-2]--Spirit (trappings of darkness)
Cloak of shadows [-1]--See in the dark--no penalty for darkness; Melt into the shadows--under cover of darkness +2 bonus to stealth
Refresh spent -11
Focus items
Deer bone wand (+1 thaumaturgy; transformative, +1 conviction; casting control)
Panthers hat pin (+1 offensive; spirit, +1 control; spirit)--pinned to a John Deere baseball cap that has had feathers attached to it. (plot device/hint to identity of rogue caster)
Mental: OOOO
Physical: OO
Social: OOO
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The minions:
Yehasuri
High Aspect: Faerie trickster
Aspect: Quick to anger, slow to forget
Initiative
Alertness (+4) Inhuman speed (+4) = 8
Skills:
Stealth: +4 (under darkness +2)
Alertness:+4
Deceit: +4
Burglary: +3
Athletics: +3 (+1 to all) (+2 to dodge)
Presence: +3
Rapport +2
Discipline: +2
Weapons +2 (knife weapon:1)
Stunts:
None
Powers:
Diminutive Size [-1]--Hard to detect--+4 to Stealth attempts to remain hidden; Small is big--+2 to any perception (Alertness, Investigation); Wee--Endurance no greater than mediocre for health stress capacity, use of Might skill -2 to -4, inflict only 1 point of physical stress per attack (can be improved with weapons), +1 Athletics to dodge
The catch [+0]--Cold iron and [+/-0] ritual of offering
Inhuman speed [-2]--+4 Alertness for initiative, +1 to all Athletics checks, move to another zone without the -1 penalty, difficulty factors due to moving are reduced by two when rolling Stealth
Glamours [-2]--minor veils & seemings
Cloak of shadows [-1]--See in the dark--no penalty for darkness; Melt into the shadows--under cover of darkness +2 bonus to stealth
Refresh spent -6
Mental: OOOO
Physical: OO
Social: OOO
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Once applied, the aspect is either 'fragile' and lasts one exchange before disappearing
That is not correct. A fragile aspect lasts until its tag is used, so it can not be invoked any further using fate points. A fragile aspect is created, when the defender and the attacker draw even on their rolls (If there is no defender, then the aspect is fragile, when the roll is equal to the difficulty).
For a power to make someone lose oneself, might I suggest using incite emotion?
- Emotion Touch
This would give you the power to use deceit at +2 to do appropriate maneuvers on your opponent. It also gives you the ability to use deceit to block your opponents actions ("Wait, what was I supposed to do?").
- Lasting Emotion
This will let you attack your opponent using deceit. It is basically the same as the above, only that consequences brought on by this power can stick around much longer. A maneuver could be removed by simply getting home and being around your family again. A consequence? That'll need a psychiatrist and a lot of time at least.
- Potent Emotion
This adds another layer of nasty, making your deceit attacks weapon:4, almost making sure that you inflict a consequence on a hit.
Keep in mind that you can also do pretty nasty stuff as a taken out result. If the defender does not want to take a consequence, he'll be taken out and you can dictate what happens next, including everything on your list of aspects.
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That is not correct. A fragile aspect lasts until its tag is used, so it can not be invoked any further using fate points. A fragile aspect is created, when the defender and the attacker draw even on their rolls (If there is no defender, then the aspect is fragile, when the roll is equal to the difficulty).
No. Fragile aspects last one exchange. That is why they are fragile. They are things like "off balance" or "frozen with fear". they are fragile and as such have to be used before the characters next turn (the character who inflicted it) or else they disappear.
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Haru is correct - they last until used or until the situation changes. Mind, situations change easily and quickly in combat... ;)
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Appologies then. I clearly didn't read as well as i should have.
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Incite Emotion: Forgotten could work actually, or Incite Effect probably. Personally I see this trace theft stuff as less detrimental and more cumulative than normal consequences until it starts piling up, but that's kind of the way consequences work...I think the main problem I have with it being consequence based is that consequences can heal, whereas this seems more permanent, but if the Catch can heal the damage anyway then it gives the excuse for healing needed for the consequence to clear so it makes sense to go that route.
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I think the main problem I have with it being consequence based is that consequences can heal, whereas this seems more permanent
The thing is, that the next more permanent thing other than consequences are permanent aspect changes, and that really is a bit much. On the other hand, you could go and cover an existing aspect up for now as a taken out result. This aspect still exists, but for the time being, the character has no access to it, in both positive or negative ways. Which is like taking away a big part of the characters self. I would probably not allow this on the high concept, because that might make some characters really dull (removing the "wizard" part from a wizard makes you a mortal with very few fate points). Unless the player is ok with that, of course.
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I see your point Haru, but I don't think there is anything that says you can't keep stacking "temporary" Aspects on top of what a character normally has. Like having a bunch of Maneuvers placed on you.