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Messages - mostlyawake

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136
DFRPG / Re: Character Help...
« on: November 11, 2010, 03:47:03 PM »
One of the things I read on someone's blog was that aspects tend to be more powerful if they are a line you can hear the character saying (sorry, blogger, I forget who this was!).   So instead of Cynical heir... you might want to phrase it in a quote that the character might say about that situation, like "Don't judge Me for Years of Bad Publicity", or "It's not my fault Dad was a Bad dude", ect.  (I still think Cynical heir... sounds cool, but I can't offer better phasing).

The blogger's point was that if you can say the line in character (as an invoke) or reference it in a compel (it's unfortunate that this dude is about to judge you due to years of bad publicity from your father) then you know the aspect is useable in the situation, and it makes it more relevant.

137
DFRPG / Re: Tagging a Scene Aspect
« on: November 11, 2010, 03:38:18 PM »
As others have said, I use declarations for this.  Our group limits declarations to once an action, so this really isn't a big deal (they could easily have used another declaration there).  The only difference is that for really obvious things, I don't make them roll anything, though they still name the relevant skill that allows them to take advantage of it.  And of course it has to make sense for what they are trying to do.

Example: someone turns the lights off.  Mechanically, this is one of three things: a free action (that we'll call the player's declaration) to flip the switch, which is something really easy to do, or a supplemental action (so the lights were on a big lever, and I rule it as equal to trying to cross a zone, and we'll still call that a declaration, or a full action (the lever was REALLY big and hard to move, requiring a might roll) that we'll call a maneuver (because it's going to take someone else doing a maneuver to get the lights back on).

In the first instance, the player goes ahead and also ducks down to hide behind some machinery, with a stealth roll assisted by her declaration for the +2.  In this last instance, the player also makes a declaration of "Hey this light switch is really hard to get to, behind some machinery, so as soon as I flip the switch I'm going to duck down for cover as well, okay?" Now she's got a +2 ready from the maneuver, and another +2 for hiding from her declaration, but she's going to wait until the next round to roll stealth.

The baddie decides to go silent as well, makes a declaration of "the lights just went out", and makes a maneuver (alertness roll opposed by player's stealth roll) of "I draw my gun and cock my ear to listen carefully"... netting him a +2 to whatever darkness can bring, as well as a +2 on a future alertness roll.

Player 2 tries to make for the door, with the intention of declaring the darkness towards his stealth roll as well. Instead I offer a fate point as I tag the darkness against him, and he accepts, tripping over some old machinery.  The baddie uses his +2 on his alertness roll to hear this and target the player.

Player 2 goes ahead and hides, but we call it a her action, and she does so well (with her +4 from last time). despite the -1 for the supplemental action to go ahead and get her gun out. However, she goes ahead and declares (with her guns skill) that she's loaded with hollow-points, since she saw (before the lights went out) that the dude had no armor on. She'll tag it in a minute.

The baddie uses his darkness declaration from earlier, as well as his new declaration (Guns vs athletics: hey, i heard that guy go down, right? So he's off-balance for my attack)  Which - while I simply said the player tripped, makes total sense, so the player is -if not on his butt - at least still stumbling or staggering.  The baddie tags both of these for a +4 to his attack. Player 1 defends (taking some stress), and then tries to get away.. he'll once again use a declaration of darkness to aid in his stealth roll.

Player 2 now uses her guns skill (vs the baddies gun skill) to declare that she saw the guy's position in the muzzle flash from his round. She wins, taps both of her declarations to create a +4 bonus to her guns skill, tags one of her own aspects for a fate point, and is suddenly up +6 to hit the dude. She kindly reminds me that she's stealthed, so I roll an alertness roll for the baddie (who has already used his manuever's free tag, so he's SOL) and he gets caught unaware of the attack, with a defense at zero.  If player 1 has even a +3 gun skill, she's now at +9 to his +0, and assuming they both roll flat, he's looking at 11 stress.  That's enough to hit hard into his consequences, and he concedes (declaring with alertness that a window is nearby, and then fleeing out of it).  Now player 2 turns the lights back on.


So. Basically, the scene condition was usable by everyone. But, it really gave them no more than they could have gotten by declaring other stuff.  The benefit to them was that it required no roll. (Alternatively, you could have them roll with anything over a total of zero being successful, but I try to limit rolls.)

This can work even if the aspect isn't obvious. If the scene aspect is "scentless gas is filling the room", someone would have to discover that (scholarship once they start feeling woozy?)  But that discovery, while it is an assessment that happens as a free action, works pretty much exactly like the declaration above.  Once that person notifies everyone else, they can use it for their declarations, as well.


The reason I do this is that a smart player will quickly realize that there's no downside to trying declarations often... as often as they can think of them.   So tagging the scene aspect as a declaration (rather than just for free) keeps them from tagging it for free, also making a declaration, and hitting +4 on rolls.   So I find that it protects the fate point economy more than harms it.

That said, of course, the route to taking someone out tends to be a couple rounds of declaration+maneuver, then tagging those 4 aspects, with maybe one of your own fate points, to net +10 to your roll.  But you have to be successful in all of those rolls, which are typically opposed. Because the scene aspects allow you to play off of them with no roll or low difficulty rolls (vs opposed rolls, which may be harder and have more of an element of chance as the opponent rolls as well), this system REALLY encourages them to be used, which means the scene aspect really flavors the scene.   When those players go to describe that fight, the darkness there will REALLY matter in their recollection, because they relied on it so heavily mechanically.  If it wasn't really taggable - if they couldn't mechanically interact with it - then it would be flavoring that might be mentioned in passing during a retelling.

So I also find that making scene aspects a little easy to interact with really lets them shine. It makes them a more important narrative tool. 

Sorry for the long post, I just wanted to make a good case for why you should totally use scene aspects, all the time.


138
DFRPG / Re: Can A Spell Deal Mental Stress?
« on: November 10, 2010, 01:21:00 AM »
Hm.  You know, I think I've been looking at mental damage in the wrong way.  I've been seeing it as sort of amind blast type of a thing -- like punching, but mentally -- which would, therefore be great for things like knocking people out without physical trauma.  Reading through YS more carefully, I think I'm agreeing with mostlyawake.  Mental conflicts are about attacking the target's thought processes, and inflicting consequences that represent a forced change in their mental processes.  As such, then all use of magic for mental attacks would be basically a variation on the theme of mind control, and would be a violation when used on people.

It looks as though what I thought of as a mental attack -- the magical sucker-punch to the cranium, thus knocking them out -- would still be a physical attack, doing physical stress, with physical consequences (like "Whanging headache" or "Stunned" or "Concussed" instead of "Profuse Bleeding" or "Broken Leg", but still physical consequences nonetheless).

Hm.

Then again, wouldn't illusions count as a mental maneuver, resulting in an aspect along the lines of "I see purple elephants!"?  And the discussion of Harry's love potion makes it sound as though there is some grey area where certain mental manipulation is too minor to count as "enthrallment".

Ok, I thought the mist was clearing, but perhaps not.  :p



An illusion is a smoke and mirror (ok, magic light) show that creates an EXTERNAL effect, and is detected by a sensory organ (eyes, ears, ect), which is then translated into thought internally.  Thus, it remains physical, and is defeated (most likely) by a high physical roll (alertness, modified by lore, perhaps). 

Putting a thought into your enemy's head (making ONE person hear voices, perhaps, and doing so internally instead of just creating a whisper by their ear) is probably 3rd law? (never invade the mind of another), if not it's clearly 4th law (mentally tampering with them to change their behavior).

For that matter, rendering someone blind is physical (although still lawbreaking possibly, as it's transformation.  Shooting their eyes out with fire = fine; making a spell that just makes them blind might be lawbreaking) but making a spell that leaves their eyes intact but makes them not understand the data received is mental lawbreaking.

Weird, huh?

Creating a bubble of darkness around their head that moves with them is the safest bet, but if you then kill them, you just used magic to help you do so... lawbreaker!

Screw it. Buy a gun.

139
DFRPG / Re: Magic can make you rich! (Wait, no it can't)
« on: November 09, 2010, 01:51:37 AM »
METHOD TO GET RICH
Two words:  Male Enhancement   ;D ;D ;D

It's not against the Laws of Magic if it is not against their will (they are paying for it...)

Careful with that, it might be Transforming another... lawbreaker!

One of my group members does just this, only he sells them potions so that he can argue that they took the potion themselves, thus giving them the "choice"... so they transformed themselves. He also makes it temporary (lasting a week I think?) so they have to keep paying him.. and so it isn't permanent. I ruled it a grey area (due to it not being a full transformation), but really just because I know that character is going lawbreaker anyways...I don't need to be tough on the rules there lol 

140
DFRPG / Re: Can A Spell Deal Mental Stress?
« on: November 09, 2010, 01:46:38 AM »
I don't really see a way to deal mental stress to a human without going lawbreaker.

From the 4th law in YS: "Here, enthralling is any effort made to change the natural inclinations, choices, and behaviors of another person".   

It's so broad that things like confusion/befuddlement spells might fall under it, giving someone mental fatigue might fall under it (you're changing their behavior in the sense that if they were not fatigued, they would act differently). A stretch, maybe, but it goes to show that at best, you're in grey areas, and you'd need a clear conversation with your GM about what is and is not lawbreaker for your game so that you don't start with one expectation and get slapped with a lawbreaker that you weren't expecting.

Now, mental stress in other efforts, such as one of my player's recent enthrallment of a fey beastie, is just handled like normal spellcasting.  He used spirit, the creature resisted with discipline, it lost, he told it to go eat the vampires. 



141
DFRPG / Re: Magic can make you rich! (Wait, no it can't)
« on: November 01, 2010, 09:59:45 PM »
The Idea: Supernatural Blackmailer or Locator
Use divination to spy on people, then blackmail the crap out of them.  Or, find Osama Bin Laden and get a reward.

Why it won't work:  Blackmail is illegal, dawg.  Plus, it makes people wanna gank you. And do you think Osama isn't being hidden by magic? Really?

Story Idea:  The group is hired or ordered to find and confront someone accused of using divination to blackmail people.  Try catching someone who uses divination to figure out you're coming...

additionally, the PCs uncover some pretty dark secrets about the people they are trying to protect from blackmailing.  Now it's a moral dilemma: what do you do when you find out the blackmail was about a 13 year old who broke the "no killing with magic" law on accident, because no one ever taught her how to handle magic properly?

142
DFRPG / Re: Eldritch Gunslinger
« on: November 01, 2010, 09:49:52 PM »
Oops, my bad, I'm used to it listed as Focus Item (+4 crafting frequency) or w/e.  So I missed the word focus, there.   Um... consider it an example for others! Yeah! 

143
DFRPG / Re: Eldritch Gunslinger
« on: November 01, 2010, 09:29:36 PM »
On the refinements, doesn't the character have to "column" the skills in thaumaturgy, making a +4 crafting frequency impossible?
You'd be better off stating that the character used that refinement for focus items, and has a magic bullet loader that grants him +4 frequency.   

We have a character VERY similar to this in my game, only he skipped the "magic gun" type stunts in favor of just running as a very specialized thaumaturge (in crafting).  I think he's at +1 frequency, +1 strength in specialization, with a focus item granting +4 strength (2 refinement), and has 9 potions at x2 a day... which he keeps loaded in a variety of old-school double barrel guns.  Technically, he doesn't need the guns, but he likes em.

144
DFRPG / Re: NPCs and Fate Points
« on: October 28, 2010, 04:54:10 AM »
I like the idea of everyone having a little Fate... even a goon. So i go with +1.  It really doesn't change much.  Then again, I have seven -11 refresh PCs... the goons need it!

145
DFRPG / Re: NPCs and Fate Points
« on: October 23, 2010, 10:13:19 PM »
I'm pretty sure that this is never, ever, clarified in the books. 
Measuring it by refresh seems okay, but which refresh would you use? The PCs level?  Well now if you are submerged every bloke on the street gets 12 fate points?  Man that's a lot of lucky people.  The NPC's refresh rate? Now you've got to know it for every NPC... and honestly I don't.  A subway crashes, and I've got 50 mortals at 2 refresh, 3 guys at 4 refresh, maybe one old guy at 6 refresh.... gurg..

So I just give people fate points according to story.  I give every NPC a single fate point, just in case. If they are above goon level, then I give them two per session.  Then I assign more points as the PCs give them fate points. 

146
DFRPG / Re: Is there anything elements CAN'T do?
« on: October 23, 2010, 10:07:11 PM »
It strikes me that the asbestos golem would have immunity=fire. That would mean a pure fire block (a wall of fire) could NOT stop it (think loup garou and bullet example in YS) but, if the player was smart and, say, slagged/melted the concrete in front of it so the golem couldn't move to the party, then I'd allow a fire block.
As for the strengths and weaknesses of each element I usually play around a bit with element modifiers and the like so long as the player A) makes a nice declaration about it B) It makes some sense. I had an escape scene with 2 focused practitioners leaping from one roof to the another, both wanted to use their powers to make the jump. One was a kinet-o-mancer the other was a pryo-mancer. The first pushes his jump with more force then he'd normally have, I put the challenge at +4, he makes it but still over shots the jump hitting a smoke stack (1 stress). The second uses fire to propel himself across the way, for this I made the a +5 challenge (making a rocket pack is harder then a spring board) he makes it but sets the first roof on fire.
So in short, an attack is an attack unless its a catch or if you make a declaration that you can use to increase the damage from that element (Snow turning to steam to cook a gruff after being burned in small favors for example).


I tend to disagree with such situational modifiers to magic; in the above escape example I'd just give them the same difficulty (whatever I thought the athletics rating of the jump would be) and leave it up to them to tell me how it differs.  Nor would I set the building on fire unless a discipline roll was failed.  The only time I care about the element used is if it relates to an existing aspect.  As such, if I was going to rule that said Golem was fire-proof, it would have a Fire-Proof aspect.  If using fire in the room was bad due to explosive gas, then there would be an aspect of Someone Left the Stove On... ect, ect, ect.   


My reasoning is two-fold:  First, laziness: I don't want to complicate the game mechanics; I chose fate because the rules are simple.  Second, I don't want the players to feel like they got cheated by picking fire instead of wind, or something, just because I tend to not realize that I'm ruling one way consistently.  The only real exception is that my group only makes mental attacks with spirit... but that's really the nature of the bad guys they've faced (one tried to control them with spirit magic, another was using spirit magic to do things without a physical trace... I guess I need to try to give them a Scared aspect with Fire soon).

So my advice is to handle it, like all things, with Aspects.  If you want one element to be "better" in a scene, tie it to an aspect. 

147
DFRPG / Re: How many is too many?
« on: October 23, 2010, 09:56:18 PM »
We're up to 7 players, 5 of which use some form of spellcasting.  Avoiding the BBEG in favor of multiple enemies and/or goals gives them different stuff to do.  House ruling some cooperative magic helps, too.  Two wizards casting weapon 4 fire attacks is fun, but two wizards combining for a weapon 8 fire attack is even more fun.   (it also might be a little over-powered, as I just allow them to stack their evocation power ratings together after each paying the 1 mental stress.  But I make one assist the discipline roll, and one control it, which means someone has to pull off a fairly hard check if they do it). 

We have a full wizard, a crafter/thaumaturge, two different sponsored magic users, and a lesser thaumaturge, and no one complains about it at all.  They just decide who handles what and go from there:  For example, someone might focus on saving the babies from being sacrificed, another might focus on the enemies, another will protect the group, someone else might try to disrupt the enemies' ritual, and the last one might go out for pizza. Or veil the whole battle from normies.


148
DFRPG / Re: Necromancy Spells
« on: October 14, 2010, 12:02:59 AM »
I found the rotes for that necromancer.  Keep in mind that he had discipline/lore 5, necro lawbreaker (+3, due to other lawbreakings), and refinements to his casting that lead him to be a +10 control (because the LB adds to this role), +10 power (more if he was trying kill you) for necro.

Bone Pull (evocation: attack):  This spell is always cast as a single target within the same zone.  It is essentially a straight-forward attack, using a discipline roll as the attack roll.  The spell snatches at the target's bones, attempting to rip them away from the flesh, tendons, and ligaments.  The spell is resisted by endurance.  Consequences of the spell should reflect the nature of the attack (bones jutting through flesh, strained ligaments, detached tendons, ect), and a "taken out" from this spell dramatically causes the target's bones to explode outward through the skin.

Bone Wall (evocation: block): This spell is always cast as a block along one of the borders to the current zone, or across the current zone (dividing it).  Bones rip up from the ground, out of trashcans, sewers, or where ever they may be to form a wall with a height equal to (3 + block strength, in this case totaling 10 feet as 7 shifts are put towards power).  Three shifts are always put towards duration, giving it 4 rounds of effect.  This time is usually used to escape, prep another spell, take cover, or summon allies.

Bone Dust (evocation: maneuver: 2 sticky aspects on zone): This places two sticky aspects of "Clouded with Bone Dust" on the zone, giving the caster two free tags of it.  Effects-wise, local bones give off an immense cloud of dust.

Bone spike (evocation, attack and block): This one is a little more complicated.  2 points goes into a "zone" attack, 1 into distance (cast on the next "zone", 3 into duration, and 4 into an attack, 4 into a block. This is a total of 12 shifts, for which he usually pays a FP (he starts with 10) or uses some other aspect to tag, or takes a consequence.  It creates jutting spikes of bone out of the ground, attacking everyone each round and slowing movement into the zone.  This one i am actually not sure on the numbers, because I think i did it as one spell (paying zone and distance once) for 2 effects, which may need to be paid separately.  Still, it worked for what I wanted - a slightly damaging block that provided some deterrence towards taking a specific way into the area. (It was used to channel the PCs in one direction).

 

149
DFRPG / Re: Necromancy Spells
« on: October 12, 2010, 11:22:05 PM »
I'd allow the law-breaker necro bonus to anything bone related.  For one of my NPCs, i gave him channelling (bone) for this purpose.  Thus, he could do all the normal evoc stuff, as long as he made it out of bones.  Typically, these bones were whatever buried bones were around, which were always enough.    So, his typical block spell looks just like everyone else's mechanically, only he gets a necro bonus to it and bones spring up from the ground and surround him in a swirling blocking pattern.  His attack casts bone shards... ect, ect.

For thaumaturgy, you have in the books: raising the dead back to living, raising the dead to un-living, communicating and handling ghosts... but I don't have much original here. 

150
DFRPG Resource Collection / Re: Generic NPCs
« on: October 12, 2010, 03:11:41 AM »
Thanks for doing all of this.  When you're done, if it's cool, I'll print it off and keep it for insta-npcs.


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