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Messages - mostlyawake

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181
DFRPG / Re: Chloromancy (you know... plant spells)
« on: August 31, 2010, 10:39:28 PM »
Essentially, the same spell would "oxygenate" an area.  As a ritual though, you're casting it ahead of time... hard to do if he's about to cast fire and you want to cause it to blow up in his face.  Easy to do if you know he's a fire-guy and place it early.

I like the aspect on the scene (instead of yourself) because the free tag can be transferred *at your discretion* to someone else in the party, if need be.

Other ideas:

Hedge Maze (as thaumaturgy)
complexity: varies, usually 7-9, plus extra for size or duration; fairy tale castles may exceed 30 or more!
The caster first outlines an area with grains and fruits, flowers, or seeds of common shrubs or bushes. Once enclosed, the caster places a few more lines completely across the area, making random intersections, and then closes the spell. The caster can draw an "inner circle" of an area to remain clear and surrounded, if desired. If a building is to be surrounded, then all of the zones adjacent to the building must be included in the complexity. If the building is to be covered inside the maze, then all of the zones that the building contains must also be included.  The shrubs and bushes then grow to great height, forming a hedge maze around the area. The maze does not necessarily follow the pattern drawn by the maze, but the caster must specify two openings (either two on the outside or one outside, and one on the inner circle), and whether or not the maze is open at the top or if the hedges form true tunnels. The caster instantly knows the way through the maze, as well as anyone that meets a condition set by the caster according to the rules for ward recognition.

All other people must surpass a barrier strength equal to the complexity of the spell, minus any shifts spent on size or duration, to pass through the maze.  To overcome the barrier, a person can use might (to break through a section), weapons (to hack through) or academics (to solve the puzzle) for each zone that they pass through. For high complexity mazes, this could be treated as accumulated successes... however, the maze shifts and regrows any damage every few minutes, making such a trip a one-time deal.
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182
DFRPG / Re: Chloromancy (you know... plant spells)
« on: August 31, 2010, 03:26:50 PM »
Spell: Detoxification
Type: Ritual
Complexity: 4 + size, or more based on difficulty to resist environmental hazard

This spell can only be used when plants of some kind exist in an area (by assessing or declaring, which earns you a free tag for the spell).  The caster first lays down a circle that uses leaves, vines, limbs, or other plant parts (btw this also gets you a free tag), and then pushes magic into the circle. All plants in the circle immediately begin to rapidly convert all air and air-born substances to clean, fresh oxygen. The spell lasts for 24 hours, or until the circle is broken, whichever comes first. Afterwards, all plant-life in the circle dies (and remains poisonous if eaten, if it took on any toxins), and the area will grow nothing else for a year. Re-soiling and re-seeding the area will also restore growth to the area.

The spell's effect is powerful enough to counter any air-born toxin, magical or non-magical, as long as the spell's complexity exceeds whatever check a target would need to survive the toxin (usually endurance).

Casters should be warned that, while the oxygen will expand past the circle, only the area inside the circle will protect from air-born toxins, and that this area should be treated as an oxygen tent.  (I personally would emulate this by giving any fire effect on the area a free tag).  

183
DFRPG / Re: Chloromancy (you know... plant spells)
« on: August 31, 2010, 03:08:05 PM »
Ok, having the acorns put a maneuver on the scene is probably the way to go, although it will be quite expensive having to spend a fate point to invoke them, but on the other hand, there might be enough options to get them, so I should be good.

And now that you mention it, how would I go about and create a chlorofiend? Even and especially a bonzai chlorofiend would be amazing  ;D

You get one "Free" (no fate point needed) tag per acorn.

As others said, this power is best emulated with potion slots (each focus item slot converts to 2 enchanted item slots, which can be dubbed "potion slots".

Thus, you'll by buying refinement to up strength and frequency.

If you set your lore to 5, then buying strength three times gets you a potion strength of 8.

The spell  strength you need to create a sticky aspect on a scene is 4 (so lore 4 would allow you to do this with no refinement needed); 3 to create an aspect, and 1 to be "sticky" (have it hang around for the rest of the scene after you tag it for free, so you could use fate points if needed). Because this is on the scene, no one resists it at the time you use it (no strength goes to an opposed check), so it pretty much just happens. Someone could counter it, but... why?  

If you set your default potion strength to 8, then each acorn could essentially put two aspects on a scene (2 at strength 4), giving you two free tags per acorn.

As other people can also use these aspects (though not for free), I'd actually avoid "brimming with power" and put something more directly plant-based like "brimming with chloromantic power". Not only does it make more sense for what you want, but it might avoid having your enemy tag your aspect to throw back hellfire at you.


This is a pretty basic bottled spell, and can be used as a formula to put all kinds of aspects on scenes... a "potion of cold" that doesn't hurt anyone but just makes the room chilly (aspect, "it's friggin' freezing in here, Mr. Bigglesworth") works identically to this.
Hrm, as this post specifically covers your acorns, I'll post other thoughts separately.

184
DFRPG / Re: Stating out Soulfire
« on: August 30, 2010, 12:12:22 PM »
Personally I do not read that from the description in YS. But as Lanir said - whatever works for you.

I would have it give boni to conjurings and such - illusions (holomancy) and the like.

We had this discussion in another thread a while back.  Soulfire is the only sponsored magic that specifically does not mention "with the speed and methods of evocation." Thus, some people see it as an oversight, and think soulfire should give you full thaumaturgy at evocation's speed (very powerful), and some people think it gives you nothing at evocation's speed, offering instead a wider range of thaumaturgy than other sponsored magics.  I happen to like the latter option, but only because I am trying to balance a group that contains both characters that paid 5 refresh for soulfire, and characters who paid 5 refresh for thaumaturgy and channelling... and the vague "sponsor's agenda" isn't enough to keep those 2 characters at the same level.


185
With all the threads about custom dice, I asked for permission to pass along some info I received via email from Ann Dupuis of Grey Ghost Press and Fred Hicks of Evil Hat Productions.  Fred's stated this previously, but I asked for permission to re-interate it as there still seem to be many people looking for dice.

Later this year Grey Ghost will be releasing "Olympic Pearlized" fudge dice in gold, silver, and bronze.

Evil Hat will be releasing dresden-themed dice (not sure of the name yet), with translucent red with yellow markings (hellfire), blue with white markings (winter), and glow-in-the-dark green with black markings (ectoplasm). 

Not sure on the time estimate; I was just given "later this year."

So exciting!

186
Not only could he shoot you, but he could also throw a rock at you, set the building you are in on fire, lasso you and drag you out, pump poisonous gas into your room... ect, ect, ect.

A few films have shown this type of thing, but the only one I recall off the top of my head is the scene in sleepy hollow where the headless horseman throws part of a fencepost (with a rope attached) into the church, impaling a guy and dragging him out by it.

Heck, nothing really prevents the vampire from grabbing a leafblower and breaking a circle, if you made it out of salt or the like.  Similarly, he could douse the area with enough water to ground the circle out.

So, circles are really best at things that are unintelligent, or for things that you've summoned into the circle (the demon's not appearing with a gun, after all.)  It also shows how crucial it is to keep your work area clean; nothing sucks more than being beheaded by a perfectly thrown piece of junk. :)

187
So, how would you model an incremental transformation, if not via physical stress and consequences?  "Taken Out" doesn't have to mean crispy-toasted dead, you know - it can be knocked out, captured, turned into a swan, whatever's appropriate for the conflict at hand.

edit: That said, I'd suggest being wary of using transformation this way - it's essentially attacking with intent to kill, which (as per YS206) something that should be declared in advance of the fight, shouldn't come up all the time, etc.

I don't see why you wouldn't just use it with repeated consequences, just remember that each stage can't affect the character any more than a normal consequence (which just provides an aspect).   So by severe he isn't half-toad; he's just half-way to toad, maybe causing discoloration, muscle tighteness, ect... but he's not littler or anything that would change his ability to act.  Plus, unless you get all the way to taken out, then those consequences will fade in time.


188
DFRPG / Re: Running a game for a large group.
« on: August 22, 2010, 11:37:31 AM »
I agree with the power level.  Submerged with 5 players can be hard to present credible threats, as you quickly reach "omg someone is trying to kill the city AGAIN?" levels.  Plus, there's more niche protection if you are playing at -4 or so than -9 refresh characters. No one can be a full wizard, forcing them to rely on each other.  Everyone has less skill points, forcing them to divide up roles.

Appoint a co-DM, who does all of your book-keeping and handles part of it when the group breaks up. 

Try to keep things moving, as bogging down really kills a group that big.

Limit the amount of reasonable cooperation they can do; 12 people can't try to break down the same door but sometimes big groups will try to use everyone to get a bigger bonus.

On the other hand, encourage cooperation, as it gives you less scenarios to manage at once. Instead of Sue going off to do the tracking spell, 3-4 of them could, and then you've got 2-3 less things going on than handling individual events.

Make it clear that your world is very dangerous and that they need to stick together - and I mean together. Like, maybe several share an apartment or buy a mansion.  You want bulk buy-in, basically you don't want to have to deal with 12 issues of downtime, 12 people to get into every scenario, ect.  Have them form a group that always works together, so you can sell it to the group.

Consider that every single stat you put on an NPC will be easily matched by at least 1 PC, probably by 2-3 PCs, and possibly by every PC.  Again, limiting their refresh (to cap skills at +4) gives you a little advantage in that you can put them up against higher refresh characters (skill cap at +5).  This lets the character split attacks and still present a threat.

hope it helps!

189
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 22, 2010, 11:26:39 AM »
If it helps any, I changed this rule too... the first lawbreaker is still -1, as well as each new law you break, but then it takes 5 instances to get to -2 in the same law.  One you're past that, it takes 20 instances of breaking that law -or any other law that you have -2 in- to add another -1 (because now you're paying refresh for no further benefit). Basically after you get to -2 i just start writing "further violations" and adding everything together.

I did this because my necromancers (who regularly violate a law) would end up being some insane 21 refresh character even though they are just a wizard with a +3 bonus to trying to kill you with zombies (lawbreaker for killing with magic and messing with the bounds of life and death). It takes 5 refresh just to get that +3 (technically to any attempt at necromancy or killing with magic), compared to 3 refinement to get the same +3 in two categories (say, necro control, necro complexity).  So that's actually quite fair, as the lawbreaker stunt is more useful (any magic roll trying to break a law is just as powerful or better than than say, +3 fire control, because it applies to any type of magic you use, but only in certain situations).

But, then i say "this dude has an army of zombies for you to fight".  So i send 2 dozen zombies and now I'm supposed to have added 8 more refresh to the guy, with no power enhancement.  That's lame.  But my way adds another 1-2 refresh, and that seems fine (even though there is no mechanical benefit).

190
DFRPG / Re: A Shopping List Of Consequences
« on: August 21, 2010, 12:23:47 PM »
Don't really understand why you need a list for these.  I wouldn't think it would be difficult to just make it up on the spot, based upon the narration of what is happening in the scene.

More to see what others are doing, and get the creative juices flowing than anything.

My favorites are those using bad movie or song quotes, like "It's just a flesh wound!" (mild physical). 

191
DFRPG / Re: That music is evil... Story idea that needs some refinement
« on: August 21, 2010, 03:37:24 AM »
If you go with Cassandra's tears or the like, it could be fun to have that character make other random, hard to verify statements while performing... like "maybe one of you is going to get lucky tonight" (crowd cheers) "...and then get hit by an ambulance or some sh*t. I duuno" (crowd laughs).  Then months later a rumor pops up of a kid at the concert that night actually getting hit by an ambulance while leaving his girlfriend's house.

I think the musical instrument is a bit too easy of an explanation, and too easily solved/fixed (break it!).  A drug that the group regularly does that enhances precognition (like the 3-eye drug) is perhaps too close of a resden rip, but could be good for leading the PCs into something larger.

Or, as demons can't come into our world without an invite, perhaps they are somehow managing to invite demons in by music?  like a ritual: diabolery spell, but the words of the song form a binding that the demon must act in a certain manner.


Or, perhaps they have a lawbreaker wizard friend who travels time and is trying to use their songs to cause or prevent some future.  He tells them about his crazy dreams and they make some into songs...  

192
DFRPG / Re: Tech hexing - required for who?
« on: August 19, 2010, 02:16:48 PM »
I'm totally running with mortals wielding magic = hexing.  Mortals not even possessing ritual or channeling, just refresh spent on other powers (psychic, were-, items of power, ect) hex only if it seems thematically appropriate to do so.  A mortal with sponsorship always hexes in my games (took it off other people's advice) because the sponsor is still trying to push magic through a vessel that is not shaped to hold magic.  However, in my games if you fully go over to a sponsor's side (become summer/winter knight, or equivalent, losing your humanity in the process) then hexing goes away. The exception to this is lawbreakers going towards outsiders or hell's side, who continue to hex.

I basically made my rules less on logic and more on how I wanted to emphasize humanity.  If you come across Cowl, even though he may have lost free will by that point, I want it to hex because I want you to see that spark of humanity that could allow for his redemption. If you come across the summer knight, I want to convey that humanity has been lost, and thus no hexing (if they somehow reject their role, back to hexing!). If you come across an angel or demon, no hexing, but if you come across a soul-fire wielding vatican priest, hexing (to convey his humanity).  A denarian won't hex unless the mortal is in charge or has been temporarily brought to the forefront (by offering the soul redemption, ect).   For me, this even means that someone like Terra West (a wolf that has become human) would hex if she used evocation or thaumaturgy, as she has "gained" humanity.


193
DFRPG / Re: Soulfire Sponsor Agenda
« on: August 18, 2010, 12:22:45 PM »
Yup, there's a lot in the books stating that the sponsor wants to enforce free will, and thus cannot act until evil entities have stepped in and are stepping on free will (the angels entry in Our World).  However, I'm still saying that redemption is key, perhaps even a part of that choice... it's necessary to remind people that they still have a choice.  And, should they try to take that choice, you are then obliged to help them do so (if your are a character with soulfire, especially if you owe me compels for it).


194
DFRPG / Re: [BBEG] One vs. Many Sizing
« on: August 17, 2010, 02:12:32 PM »
One vs many doesn't even really work on in D&D, if the players coordinate their actions and act smart.  It's too easy to go "red dragon?", gear up, switch tactics, and own that battle.  Even for a friggin' dragon. 

So, the BBEG either needs helpers OR other events.  The spiderman movie "save this trolley full of people, or this trolley with your woman in it" type scenario is a useful (if cliche) example... you really want to just pwn the guy, but now you have to achieve 2 other goals. 

Another thing is, if you plan on using recurring BBEGs, those lackeys take hits, giving the characters a chance to feel that they had some influence, even if the BBEG comes off clean.  In the battle I listed above, the -20 wizard took no damage (just stress from his own spells), but his two -6 lackeys each took a bullet to the leg (moderate consequences).  So the group feels like "hey we were outgunned there" instead of like "hey the DM set us up to fail!".


195
DFRPG / Re: Soulfire Sponsor Agenda
« on: August 17, 2010, 01:59:42 PM »
  no. In the books, it specifically states that Soulfire works by using your own soul to supercharge your spells.
  
    But what it really comes down to is, the books specifically state that its a path to boosting your magic, not a sponsorship situation. Add to that all the times (Both in the novels and RPG books) that they allude to and illustrate that "Gods" plan is more concerned with human freewill than the triumph of good over evil, and it just seems to me that the sponsored magic system would need to be amended for Soulfire.

(emphasis mine)

I'm assuming that you mean in the novels, and not in Your Story or Our World.  There is a difference between how soulfire is presented in the novels and how it is presented in the RPG.  The RPG clearly labels it as sponsorship, states that all spells are subject to sponsor's approval, and states that "we" (meaning, "billy's" understanding of the subject) don't know much about the sponsor's agenda.  It states that the sponsor has a potentially gentler agenda [when compared to that of hellfire or other sponsors], and suggests that it may be stricter in terms of debt allowance due to this.

I'm fairly certain that this change (to clear sponsorship, rather than "just an improvement on your power") was done to keep soulfire in line with the sponsorship rules, and to provide a limitation on its use...otherwise, you're getting full thaumaturgy and channelling fire PLUS toughness reduction on all creatures for the same cost as normal thaumaturgy an channelling fire. Without limitation, it's just out of balance, and every caster should take it instead of normal wizarding.

  In the RPG, at least, you AREN'T free to use soulfire however you want. It has to line up with the mysterious sponsor's agenda. Thus, the need for a thread like this to help us get some ideas on what that agenda should be.

Even in the books, redemption from evil is always key... as we've said, Michael has to offer the Denarian's host a chance to give up the coin before he can just slay them.  He's free, however, to just wail on black court vampires, demons and the like... or so it seems. The nature of the Swords of the Cross themselves (destroyed if used to spill innocent blood; having the form of a weapon) implies that they are to defend innocents from evil, even using lethal force.    So while I totally buy that free will is an important component here, I'm not willing to down-play good vs evil.   Remember, Harry got soulfire after giving up hellfire by helping to redeem the shade of a demon from his own mind.  Redemption seems more key than free will.

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