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DFRPG / Re: Yet Another 'My Character Idea' Topic
« on: May 01, 2010, 07:00:06 PM »
Falar, how much refresh does this character have left?
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So your saying that only emotions/pain above the norm should be able to fuel magic? Meaning that even if my base level of x emotion is two to three times that of a normal persons i still cant "tap into" it anymore then the normal person can. That makes a certain amount of sense. i would use christine? harrys brothers love interest to argue against it though. she is described in the early books as "to full of emotion" and that is why shes so prized as a chew toy, because her greater depth of emotion makes her energy "more potent" and possibly means theirs more of it.
Some very good ideas here , but my original question was how would you represent drawing power from persistent and constant pain, not a form of pain that is temporary.
The Aspect Idea could work, but that only comes up when you have fate pionts to spend. and/or your st feels like invoking you're "in horrible pain" aspect to give you fate points. certainly a viable solution but might not appeal to some players due to its more hit and miss aplications for something that thematically should more or less be "always on".
I agree with you guys, it can be all those things. The more I learn the magic system the more I appreciate it's flexibility - really fantastic! I've been too rigid in my thinking - I guess D&D has me expecting very defined spellcasting
Well, I think the earlier comment is the most important one here - there's actually a discussion in Summer Knight ():(click to show/hide)
"The Nevernever is a big place. In fact, it's the biggest place. The Nevernever is what the wizards call the entirety of the realm of spirit. It isn't a physical place, with geography and weather patterns and so on. it's a shadow world, a magical realm, and its substance is as mutable as thought...it contains within it just about any kind of spirit realm you can imagine, somewhere. Heaven, Hell, Olympus, Elysium, Tartarus, Gehenna - you name it, and it's in the Nevernever somewhere. In theory, at any rate.
The parts of the Nevernever closest to the mortal world are almost completely controlled by the Sidhe. This part of the spirit realm is called Faerie..."
So this establishes that the Faerie courts live in a small, small corner of the spirit realms - the corner touching the mortal realm, where there's a lot of crossover and interaction. However, it also establishes that the rest of the Nevernever is infinite.
So the idea of a former Autumn/Spring court - or even the vague remnants of one - doesn't contradict the cycle-as-written as long as they're not part of it. Four real possibilities come to mind:
- They aren't mentioned because they never existed. QED. (this has the virtue of simplicity, but the vice of boredom)
- The Spring/Autumn courts still exist, but they've been pushed out of the cycle. Some point in the past, the Summer and Winter courts grew enough in power to "close the loop" and exclude them. They're now in exile. They still exist in the Nevernever, but not in Faerie; their strength is a weak echo of what it used to be.
- The Spring/Autumn courts formerly existed, but have been razed. There's no crippling imbalance in nature because there is still the summer/winter transition. The cycle may be more of an oval than a circle now, but it all works out. Maybe you pass through the dark, decayed ruins of their courts when passing from Faerie to the rest of the Nevernever? (a dark interpretation, but certainly not out of character with the ruthlessness of the Faerie queens!)
- The courts still exist - as ghosts. You can find them, reliving their moments of glory, as pitiful shades of what they used to be... Ghosts in a ghost land, and angry over their exclusion from reality and clutching at the past. Their power still exists, but is - literally - a shadow of what it used to be. (This one is my favorite interpretation, and one I'm seriously considering working into the game I'm working on starting locally)
The Nevernever isn't cut in two, one half belonging to Mab and the other to Titiana. There are vast areas of it that they do not hold dominion. Plenty of space even for the multitude of things that aren't fae.
If it's something the player wants to do there's no reason not to. Unlike some other games, this isn't one where the GM sits around detailing his universe and his campaign, and then sits the players down and says, "This is what you can be and this is what you can't." The players 'should' be helping shape the city and campaign from the very start.
/Dons Cap of Comic Geekness
Sorry, but this is wrong. Bruce can make himself angry, *many* examples from TV and comics, and the Hulk can keep himself angry, see Planet Hulk and World War Hulk story lines.
/Removes Cap of Comic Geekness
I agree with removing the Speed and up the Strength as suggested by others.
Page 155: Rapport Stunts: Best Foot Forward: People just like you, especially when you’re deliberately trying to make a good first impression (page 138). You gain a +1 on your roll to make a good first impression, and failing that roll cannot give you a negative temporary aspect or make the situation worse.
Luminos gave me a solid answer (thanks!) that helped me with the part I was grappling with: Rolling dice to walk away feels weird.