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Messages - mostlyawake

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121
DFRPG / Re: Limits on the number of manuevers?
« on: November 15, 2010, 03:56:55 PM »
Realized that your NPC should actually be rolling athletics vs [skill used to apply aspect].  So if he was cornered with Fists, he needs athletics vs Fists.


122
DFRPG / Re: Potions potions potions. My kingdom for a list of them.
« on: November 15, 2010, 03:55:57 PM »
Our potioneer choses to include them, and often ties them in a willy-wonka way to the potion.  Like, i think he once threw a necktie into a binding potion.  And if he didn't, he will soon. 


123
DFRPG / Re: Limits on the number of manuevers?
« on: November 15, 2010, 02:47:08 PM »
Thanks for the quick replies! I interpret it as it is technically possible for one person to create several maneuvers after each other, stacking temporary aspects on a target, and then tag all of them in one mighty attack.

Would it be fair to say that temporary aspects placed on a target as a result of maneuvers can be removed (without a roll, from the targets side) if the target having the aspect does something that makes the aspect seem pointless?

What I mean is something like this: Two PC’s fight a single NPC in a narrow alley, and the PC’s act first in the exchange, by performing maneuvers on the target (placing the temporary aspects CORNERED and OUT OF BALANCE on the target). The target NPC then selects to sprint as his action during the exchange. Would the two aspects still be applicable, despite that the target no longer is in the same zone (perhaps he is in the open, in another zone, and most likely not “out of balance” any more)? Can I as a GM simply remove the two aspects?


In this case, I'd say that your NPC needs to roll athletics vs the PC's athletics to remove the aspects legitimately.  However, if he did something like, use an item to pop open a portal to the nevernever behind him, then stumble back into it, then I'd say he doesn't really have to roll to remove the "cornered" aspect.  Similarly, in the example I gave, let's say the PC creates an "aiming" aspect, that is sticky unless removed... but the NPC (unaware of the player) steps out of the warehouse door and closes it.  There's no roll there, but the aspect is gone. I'd also make the PC hit another stealth check to keep that aspect up, as he has to creep out of the warehouse now.  The other two (done with weapons and lore) stay.

In general, though, it should be opposed whenever possible, and removed without a roll only when it's truly something that has no logical counter roll.

124
DFRPG / Re: Limits on the number of manuevers?
« on: November 15, 2010, 02:36:58 PM »
It's very common in spellcasting of intricate spells (for thaumaturgy complexity, ect) to spend multiple actions creating aspects... while these are done in a few quick rolls, narratively it can take... weeks, longer?  

"I research the demon in a library" "ok it takes you a few days, roll lore"
"next, I use my resources to buy quality ingredients" "roll resources, and wait for them to arrive in the mail."
"Now I'm going to gather a few hedge wizards to help out" "roll contacts, you'll need to set a date for the ritual now so they know when to attend"
"ok, well I'd like to spend my remaining time until then in meditation, purifying my mind." "roll conviction."

One spell, four tags, a few weeks... and that's perfectly normal for a spell like that.

Equally common (as in, I've seen it when I've played and when I've GMed, and read about it on the boards and blogs) is the dogpile:
Four people surround the victim.
Attacker 1 makes a declaration (fists vs fists, he doesn't know the particular martial arts I am using, and isn't ready for it), and a maneuver (athletics vs athletics, better positioned).
Attacker 2 makes a declaration (fists vs fists, he doesn't know that I am using a different martial arts but have long practiced with my buddies to create a cohesive fighting style as a squad), and a maneuver (athletics vs athletics, flanked)
Attacker 3 makes a declaration (fists vs fists, I've been in a lot more gang fights than this dude and am better prepared for this), and a manuever (athletics vs athletics, surrounded)
Attacker 4 makes a declaration (fists vs fists, the opponent is unaware of the particular attack my buddies have set me up for), and tags every available aspect. If all landed, he now tags seven aspects for a +14 on his roll (although it's likely that maybe half worked?), and assuming he had, say, a +4, he now rolls and adds 18, resisted by athletics, fists, ect. The opponent is easily getting hit for 10-20 stress, inflicting consequences and probably forcing a concession.

So, I'm probably more okay than others might be if the same player wants to spend a few rounds doing something similar, only alone. Stealth through the area, getting not only an aspect but also the surprise attack benefits. Use your weapons skill to analyze the opponent's threat level. Use your lore to see if you can detect anything abnormal, and make guesses about the opponent's strengths and weaknesses. Use your guns skill to aim. Snipe from cover with a +8 on top of your skill of 5.  Tag 3 aspects as well, so now you're rolling and adding it to 19... sounds like a good stealth kill to me; if you can pull it off given that every roll will be opposed.  

Creating aspects for one big hit is the way combat seems to work best. It also allows your ninja PC to feel important for spending those few rounds, well, being a ninja, instead of jumping out and swinging each round, which becomes optimal if tags are limited.  

IS there an upper limit?  Hrm, usually the situation only allows so many tags.  If someone seems content to just sit back and try to pile up tags, then I begin logically restricting other tags due to the opponent's actions, as well as toss something in to make the situation more urgent.


125
DFRPG / Re: Potions potions potions. My kingdom for a list of them.
« on: November 14, 2010, 05:33:01 PM »
I have all of my player's PC sheets handy, so here are a few more examples. These are strength 8, because that's what our potioneer is at.


Ice Rink
Block versus movement
Strength 5, two rounds, one zone (targeted with weapons, resisted with athletics) -coats ground in slick layer of ice

Fog
Block versus alertness
same as above, only resisted with alertness, fills area with dense fog that dissipates quickly

meteor shower
earth attack, strength 6, one zone, targeted with discipline, resisted by athletics, i believe this was a magically runed meteorite that was crushed in hand to create a localized meteor shower.

Wrecking Ball
earth attack, strength 8, versus one "target" (targeted with weapons, resisted with athletics (when applicable), defined as a person or person-sized object or area of wall. I think this was a pebble thrown at the target.

Healing Potion [DnD conversion}
Per the Reiki spell in the core, this reduces a moderate consequence to a mild, though it takes up the moderate slot until healed.

Invisibility Potion [DnD conversion]
This is really nothing more than an evocation spirit veil, Strength 6, lasting 3 rounds. Aspects are often (as in, almost always) used to increase the duration and/ or strength, depending on the situation.

Mirror Image [DnD conversion]
Strength 9. Creates three aspects of "mirror image" that last for a scene or until dispelled.  If the free tag given by the aspect is used to increase a defense, then the corresponding image "pops". 

Note that this is different from DnD (it does not negate attacks, merely gives three one-time bonuses to defense), and that it's strength requires the player to use some aspect to even make it (it's above his strength rating).  Each aspect costs three shifts, so a 6 strength version would give two bonuses, while a 12 shift would give four.  Also, these aspects are not "sticky" (they go away after use, instead of hanging around for you to use fate points on if needed). A "sticky" version would add 1 shift per aspect added (so 12 shifts instead of 9 for this spell), but the player deemed this unnecessary (wizards often have low fate points anyways), and unthematic.

Hope that helps!










126
DFRPG / Re: A Question About The Rules For Evocation Blocks
« on: November 14, 2010, 04:40:59 PM »
Well let's use a good example here to get at the question the OP is asking.

First, to the OP, it's generally assumed that you'll be putting a specific block on everyone in an area (say, a block versus movement, resisted by might, by turning the ground into quicksand with a potion that I just listed on another thread), OR, a block on one person, which can block EVERYTHING they are trying to do, depending on context.

So let's give it good context: The block is a mental attack, fogging the character's mind so that he takes no action.  Despite the lawbreaker implications here, this clearly should block any type of action the character might take.  To give it some stats, we'll say it's applied at strength 8 and lasts 3 rounds (because the caster somehow spent 10 shifts on it).  So, ANY action of ANY type attempted by the victim suffers and 8 strength block, until something breaks it. And we'll say that the target got a chance to resist with discipline at casting.

That's more than normal grappling does, which isn't going to shut down everything (just close to it. It interferes with spell-casting, which can be done purely mentally, so there.  But it maybe wouldn't interfere with, say, using knowledge skills (which means, making declarations and such).

Our spell now does that as well.

So the only thing left is: should it require invocation of an aspect to place, like a grapple?

My answer is no, because it's magic. This isn't logically inconsistent; it's just a different set of rules. The grappling rules have that provision to make it a little harder to grapple, and to reflect the need for getting into position in some way.  This is needed because grappling quickly becomes a "win" button in most games, and because it's hard to break (a non-grappler is going to have a hard time breaking it).  However, our spell can be broken by ANYTHING, so the victim can just default to his highest skill and roll that to try and get free. Thus, it's easier to break than a grapple.  Also, while you can add duration via a second "spell", the caster is still burning through mental stress quickly to keep this up... thus it cannot be sustained as easily as a normal grapple.  

So, really, you're looking at a different set of rules (magic vs physical) and, truly, a different effect with different strengths and weaknesses. Despite the similarities to grappling, I see no reason to impose the "need to invoke an aspect" rule on such magic blocks: they already take more to land, are broken more easily, and can't be maintained as long as normal grapples.

127
DFRPG / Re: Potions potions potions. My kingdom for a list of them.
« on: November 14, 2010, 04:20:06 PM »
A potion is really nothing more than a spell-on-the-fly; therefore any spell effect can be placed inside of a potion. Due to the potion being limited by Lore (and strength bonuses, from either specialization or focus items), and capped at twice your lore (as recommended in the creating items section), you'll usually only see up to strength 10 potions (until the cap for skills is raised to +6 for the campaign, and then you'll see potions of strength 12).  However, it's sort of assumed that you could then add aspects to it above this level?

Thus, potions can work as either evocation or thaumaturgy, and the rules for those sections must be read to determine what a potion can do.

Because you're asking about higher-end examples, I'll use a wizard with lore 5, crafting specialization (strength) +1, and a focus item (magical distillation set: crafting strength +4).  So his default crafted item strength is 10.


Evocation effects:

Attack: Flame Tube
Weapon 10 fire attack on one target, targeted with discipline and resisted by athletics.  This is the same thing as an evocation fire attack; the user uncorks the test tube and uses his own will to target the enemy with the spell.  Could be done with any element.

Variation: Fire Pot
Weapon 8 fire attack on everyone within a zone, targeted with weapons, resisted by athletics. This is an area fire attack, but instead of spending the 1 point of strength on range (lest the caster be set on fire as well), he relies on his baseball tossing skills to physically throw it into another zone.  Note that a potioneer with lots of potion slots could technically hand these out to his buddies, and all toss them simultaneously, giving the group four to six simultaneous fire attacks. They resolve separately, but can do in a pack of ghouls quite nicely.

Block Vs movement: Bottled Quicksand
Strength 6 block vs movement for everyone in a zone, targeted with weapons, resisted by might.  Lasts 3 rounds. The ground becomes quicksand for 18-24 inches, miring everyone down. Again, the caster relies on his throwing skills to avoid the area of effect. (Alternatively, he makes it strength 5, spends 1 strength on range, and targets with discipline).

Maneuver:  Any maneuver can be done to create aspects to tag, but the cheesiest one here is:
Good Luck potion
Strength 8.  3 points to create a maneuver, 1 point to make it sticky, done twice for the same effect.  Target receives two free +2 tags to use on whatever he considers "lucky". These can then be used with fate points afterwards for the rest of the scene. This is so.. cheesy.. that I slapped a mild mental consequence of "overconfident" on its use.  I did so because I felt like it totally ruined the need to use other skills to make appropriate declarations or maneuvers.

Thaumaturgy:
Zombie Powder:
Strength 10. When poured on a fresh, mostly together corpse, this summons a spirit of hunger into the body instantly, raising it as a standard zombie.  You'd best have the drumbeat already playing, as they wake up on the wrong side of the bed quite speedily.

Veil Rip
Strength 10. This "potion" is a piece of paper with a drawing of a doorway on each side. The door is black on a white background on one side, white on a black background on the other. The caster rips the paper in half, creating an opening to the nevernever (or to our world from the nevernever), leading to whatever part corresponds to the location. The tear is approximately 15 feet tall, and several feet across - looking like a rather large doorway. Without interference, the tear closes one round later.  This is typically used as an escape potion, but it has been known to be thrown in front of charging monsters.

And so on.  Pretty much any effect you can make with a spell, you can make into a potion, as long as you stick to the strength limitations.


That said, I'm pretty harsh about slapping on consequences, as the rules advise when discussing effects that give extra speed and what-not.  If you make a potion that gives you athletics 5 for the scene, fine.  But if you make a potion that gives you athletics 10 for the scene, it usually costs you a moderate consequence in my game.  Otherwise, the dedicated potioneer is better at everything than everyone else in the group.  "Oh you have a gunslinger character? well now I have guns 10". And so on.



128
DFRPG / Re: Baddies Help
« on: November 13, 2010, 07:17:02 AM »
No comments, one way or the other?  Hrm, then this is probably what I'll run with. Four of these dudes, sent to attack the group while they are in an elite night club (that has metal detectors at the doors, so no weapons either)...  and i still think the group will win handily.

129
DFRPG / Re: Can A Spell Deal Mental Stress?
« on: November 13, 2010, 02:10:18 AM »
I dunno if this might a case of it being Harry's personal thoughts and not actual canon, but I'm going through the series again right now, and in book 4:

(click to show/hide)

The third law is cut and dry.  Dresden is talking about the fourth law here.  Enthrallment is a pretty big area, which is why it's harî to arbitrate mental stress.  I'm taking the extreme side - mental stress = lawbreaking - mainly for debate, to see what people come up with in response, because personally I see that line as so... undefined... that anything could be argued.  And while as an ST, where that lawbreaker line is fuzzy to me, I don't think it's so fuzzy for the greycloaks.

As for the soap:  I'll actually argue against "just intention".  There's intention TO kill, and then there's carelessness. Dresden time and time again avoids using magic in a way that could be potentially deadly as a side-effect, despite his regular burning of buildings.  While examples of where his magic might have hurt mortals accidentally can surely be brought up, it's clear that he tries to avoid this.  Thus, while the soap person would probably get off free (who the crap expects someone to die of bubbles, even accidentally), the guy who ices the stairs of the library to slow down his pursuers certainly does get hammered if one of his pursuers breaks a neck in the fall, as does the guy who magically burns down the warehouse going "is anyone in there? oh i don't care." While the guy who has been told/ has checked and thinks that warehouse is empty would be okay.  Now, these may be situations where the council will set the DOOM! if given a good reason to, but still.. some swordy mcswordertons might think even Mr. Bubbles needs a lesson.   Slippery Slope is kind of a warden thing.... the whole torture a puppy as a child, become a serial killer later on bit? Their response is often "off the kid."


130
DFRPG / Re: Baddies Help
« on: November 12, 2010, 04:18:53 AM »
oh, the ninjas will come...

131
DFRPG / Re: Can A Spell Deal Mental Stress?
« on: November 12, 2010, 04:18:00 AM »
Take all of my statements as if said from a warden's perspective: there are no shades of grey, just black and blacker.  Everything is a slippery slope, ending in necromantic warlocks summoning ancient evils to negotiate pacts for the souls of innocent virgins.  Don't do drugs, and be VERY careful if you try to assault someone's mental stress track. Be VERY careful if you use magic in any fashion against a mortal.

As for whether or not any or all of it gets you a lawbreaker stunt, only you and your group can determine that. 

But I'm right either way, because I've got a grey cloak and a really sharp badge of office.

132
DFRPG / Re: Baddies Help
« on: November 12, 2010, 04:02:37 AM »
All of those are actually really good.  Jade is a good catch, it's something fairly easy to get hold of and yet the group won't have it.  I remember reading about taoist shamans who would use miniature replicas of swords as ritual items to combat demons, so they might count as "holy" in the sense that they are faith-based.  So, while i won't use the idea as-is, I'll pervert the idea into such a token being an integral part of the binding spell. This is a basic, nowhere near refined version of what I'll probably use...feel free to comment on it!


Chinese Terra-Cota Warriors 15 refresh, 45 skill points

5,5,5 fists, alertness, endurance
4,4,4 discipline, conviction, might
3,3,3 athletics, lore, presence
2,2,2 as needed for story
1,1,1 as needed for story

-2 Supernatural Sense (Sense magic)
-4 Supernatural Toughness (catch, see below)
-2 Inhuman Strength
-2 Inhuman Recovery (Catch)
-8 Physical Immunity: Immune to magic (except catch, see below).
-1 Cloak of Shadows
-1 Fists: Armed Combat: the warriors may use their fists rating with their swords or spears.
+5 Catch: Terra-cota warriors are physically vulnerable to pure jade. They are immune to all magic except the magic that binds them to their form: earth magic. Finally, each statue has an "animating token" of a small copper sword or spear implanted somewhere on it's outer skin: usually somewhere inconspicuous like the neck right below the armor (which is slightly separated from the skin, thus is reachable).  If this token is somehow removed (generally requiring a maneuver versus the warrior's fists rating), the animating spirit stays in the token, useless.  When animating larger versions, two or more such tokens may be required; removal of some tokens but not all may cause the creature to act uncontrollably, like a zombie without an artificial heartbeat.  (One additional token is required for every 3 points of refresh added to the creature).

Other Weaknesses: As with any spirit bound to a physical construct form, Terra-cota warriors have certain predictable weaknesses. While the sheer physical solidity of the construct body offers some protection, normal running water will drive the spirit back into the token, rendering the form inert, and the body becomes as breakable as anything else made of terra-cota.  Anyone who knows the particular name of a spirit (each spirit is bound to a particular token or set of tokens) may exercise the normal advantages of such knowledge. The creatures rely heavily on their ability to sense magic, even sensing the "magical life-force" of pure mortals, and thus may be visually impaired around water or when high powered, area effect magics of any duration are involved. Lastly, Terra-Cota Warriors are not thoughtless beasts, but are ancient spirits of combat contained for eons in their tokens... stories exist of them being delayed or diverted from their tasks by impressive tales of heroism or flashy martial arts displays.  These stories, of course, remain unconfirmed.

133
DFRPG / Re: Baddies Help
« on: November 11, 2010, 10:53:35 PM »
ghouls and demons both tend to have the holy catch... because the hitman will have researched his targets, and one player has soulfire, I can't use something that has a holy catch. Yao Guai (or w/e) seem cool, but if they are explained as demons then I will get "why no holy catch?" questions.  So I'm kind of looking at using them as spirits of hunting, or murder, or something...but not those of the Erlking, b/c they have a cold iron catch... hrmm...

basically I need a good, non-holy, non-cold iron catch for something supernatural and bad?

134
What's the difference between a thaumaturgical ritual, requiring 30+ shifts, to give yourself supernatural might until the next sunrise (and also costing you 2 fate points), and just making a strength 10 potion that gives you might 10 until the next sunrise (for, 10 complexity?) Other than the 20+ points of complexity, not much...

What's the difference between a ritual (again, of 20+shifts) to give yourself cloak of shadows (the lowest refresh cost nightvision), or a 4 shift potion manuever "Can see in dark", either until sunrise?  Again, other than the immense complexity difference (and the stealth bonus), not much.


So, as 20 complexity for this is stupid, but cheap powers aren't great for balance, I'd highly advise following the suggestions in the book on adding consequences.  I'd make this a moderate physical consequence of "blinding migraine", that kicks in when the potion wears off.

So you can see in the dark, but the next day you kind of want to stay in the dark and your head is killing you.

135
DFRPG / Baddies Help
« on: November 11, 2010, 03:55:41 PM »
I'm looking for a baddy/baddies for my game this sunday... it needs the following stuffs.

supernatural hitman
-baddy is not human, using magic against it does not break a law
- catch is NOT fey, nor is it holy items (most stuff in the book suffers from one of this)
- must have at least supernatural toughness
- if it has a connection to it's ectoform, it needs to be at least difficulty 8-10 to magically sever that connection. Higher is okay.
- needs attack skill of at least great
- is up against 7 PCs at -11 refresh each (meaning, yes, I could send 77 levels of refresh into the situation, but that seems overkill.  I'm looking at about 4-6 beings of 12-15 refresh each, or a small horde of lesser beings.
- bonus points if you somehow relate it to chinese gangs (something from chinese mythology)

So, reference stuff in the books or make your own, but please give me some ideas!  (yes, I could do this on my own, but I want to see what other people come up with because they often have cool ideas i never thought of).

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