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Messages - dragoonbuster

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61
DFRPG / Re: Who can death curse?
« on: April 23, 2016, 07:09:01 AM »
I do not think a wizard would do a death curse and and try return from the dead afterwards the way Kemmler did a few times and the Corpstaker tried to do. 

It's not actually clear if this would be possible or not. Let's see....

Bob seemed to indicate that one's "soul" or "spirit" is separate from their source of magic. It's what makes Harry's access to Soulfire so unique--he can access his spirit as a secondary source of energy. Perhaps when a wizard uses a Death Curse they tap into this "soul" energy, and this is what allows the wizard to perform an evothaum-style effect without prep. In which case, no shade left after death.

If that isn't the case, though, then the wizard's spirit/soul would be left untouched by the use of the Death Curse (besides potential additional 'stains' due to last-second Lawbreaking), and presumably would do whatever it would normally do. It might result in a ghost, it might not. Most of the time, there probably wouldn't be a ghost--I'd think a wizard who's last thoughts are aligned to cast one last "I'm about to die" spell wouldn't leave a shade. On the other hand, most of the time a wizard needs a Death Curse, they're going through something violent and dramatic...ripe for ghost-making. So it seems like a crapshoot.

I think Kemmer and Corpsetaker's whole life-after-death trick is accomplished through a combination of prep via necromancy/ectomancy principles, and pure insane/stubborn belief that one as powerful as they simply should not die.

62
DFRPG / Re: Who can death curse?
« on: April 23, 2016, 01:55:26 AM »
My two cents on how skilled you need to be....based on the way they're described in the book and who is described as being potentially capable of one, it seems like Death Curses are specialized Thaumaturgical rituals where burning your life force up in an instant gives you enough raw juice to get around the need for a circle or preparation or other issues that make Thaum "slow."

It appears the White Council is specifically considered to be a group where everyone can do a Death Curse, and it's iffy outside of that; my assumption therefore is you need a comparable level of training with Thaumaturgy as a member of the White Council, aka, you need to have the Thaumaturgy power to pull off a Death Curse. Depending on the thematic/categorical choice of a Ritual power, I might extend it to that too. I could see someone with Ritual: Entropy being able to pull off an Entropic Death Curse, etc.

It still takes some time--you still need to be able to focus that energy into a specific effect, and that's assuming you've already thought of something useful to do with it. You may not have time or have the presence of mind to pull it off.

And taking for granted that they are skilled enough, they would still need to have the presence of mind to actually throw it. That's not really on a predator's mind. Especially on an immortal predator's, as they are so set in their ways and convinced they will go on forever. Death and thus a death curse isn't something they are going to be thinking about.

This is true. Grevane was insane and didn't truly believe he could die--I imagine that's an invoke of some Assessed aspect of Grevane's--and that's why he didn't throw one.

And remember how Harry was preparing himself for his death curse? It takes at least some time to gather yourself and cast it.

This is why I say Death Curses are Concessions and not possible once you're Taken Out (though I have had players *ask* to receive Death Curses when they took out a warlock, so in those cases I gave them a FP for it). The Corpsetaker didn't get a Death Curse because she had zero time to react to Harry calling her name--because he got a Take Out. (Actually, you could argue she still Conceded but did something other than a Death Curse, but it's equally possible that the GM may have simply compelled some aspect later to modify the long-term effect of the method of his takeout.)

63
DFRPG / Re: Who can death curse?
« on: April 22, 2016, 03:06:57 AM »
You should stop narrating your take outs as death.  Full body paralysis, coma etc would prevent death curses wouldn't it?

Or does the wizard effectively have to commit suicide?  (Which would be an action, I guess)

I'm of the opinion a Death Curse should be a Concession. And as such, they're open to group debate as to how they go down--whatever happens, they should complicate one or more PC's lives, not just end them--that's boring.

There's the "DIE ALONE" and Daddy Raith examples we've seen, the long-term issues. I've had a PC lose an eye once, and another time one lost the use of arm.

Short term options might be that--instead of simply exploding and killing the PCs outright--the Death Curse leads to the building the PCs are in (or whatever) starts falling down around their ears. Or maybe the Death Curse opens a Way and alerts whatever Nasty Thing lives on the other side on the NeverNever--so much for the fight being over. Etc.

64
DFRPG / Re: The Frasier Files
« on: April 17, 2016, 11:52:57 PM »
::) I cant roll my eyes harder

Keep trying. I believe in you.

In the meantime, you're welcome for answering Sancta's question for you. Welcome to the forum.

65
DFRPG / Re: The Frasier Files
« on: April 17, 2016, 06:34:26 PM »
Bit of advice, telling people you don't know on the internet to stat things for you in ALL CAPS isn't a particularly polite way to ask for help.

Same with not giving a real answer to one of the people who's still willing to try and help.

Sancta, Niles is Frasier's loser brother who is also a psychologist.

"Niles, like Frasier, is fastidious, snobby and fussy, has gourmet tastes, and was described by a professional interviewer by the Seattle Post-Intelligencer as obsessive-compulsive.[15] He frequently wears double breasted suits and Trafalgar limited-edition suspenders. Although Frasier also plays the piano, when they make music together Niles plays while Frasier sings.[16] He is an admirer of the fine arts including opera, theatre, and classical music, drinks fine wine and enjoys French food which he himself cooks, and frequently obsesses about knowing the right people and climbing the social ladder. "

"Also like his brother, Niles is very intelligent. His IQ is 156, well over the Mensa threshold.[9] Unlike Frasier, however, Niles has a long list of phobias and medical conditions, many of which are clearly psychosomatic. Most prominently, he is quite mysophobic, given to wiping his hands after human contact and wiping down chairs in public places before sitting on them; it is revealed in one episode that the root of this is a babysitter (Ronee Lawrence) who told him scary stories about insects that would crawl in through his ears and eat his brains, and lay their eggs on furniture. (When he tells this and other contamination horror stories to a group of fourth-graders, they think he is wonderful for knowing such "cool" facts.[10]) His nose begins to bleed whenever he tells a lie or acts against his code of ethics, and he faints at the sight of his own blood. When extremely stressed, Niles is prone to panic attacks and fits of hyperventilation. On more than one occasion, he's fainted. In one episode, he discloses that stress makes him want to hide under a piano.[20] While divorcing his wife Maris Crane, he suffers from stress-induced narcolepsy.[21]"

"Physically weak and very uncoordinated, Niles is seemingly hopeless at sports and video games,[2] barely able to catch objects even after simple throws (unless Daphne, or occasionally Martin, is doing the throwing; then he is remarkably nimble). However, in some episodes he is shown to be fair at basketball. On one occasion, while attending a basketball game, he is invited onto the floor to attempt a shot from half-court; he makes the basket, astonishing himself, Frasier, and Martin, and earns the temporary nickname "Half-Court Crane." The brothers are often seen coming or going to squash matches, though Martin once commented in disbelief, "You have to wonder what goes on at that squash court!" [22] Accompanying Martin on the shooting range one day, Niles discovers that he is an excellent marksman. He is a fair fencer, and has had some lessons in kickboxing. On other occasions he has expressed interest in lifting weights and taking karate lessons, but these ventures are typically laughed at by his father and brother and often amount to nothing. He is also a master speller, having come close to winning the national spelling competition as a youth[23] and spell-checking the graffiti in a bathroom stall at a local coffee bar with a red marker."

66
DFRPG / Re: block vs block
« on: April 17, 2016, 07:41:48 AM »
Nonmagical blocks don't break when overcome.

...I can't believe I've been doing that wrong for so long.

67
DFRPG / Re: block vs block
« on: April 17, 2016, 01:58:32 AM »
A Block against a Block is legal per RAW, just uncommon. My best interpretation of the RAW, and what also happens to make the most sense to me, is you simply adjudicate the second Block roll like you would any other roll against a Block that properly covered the attempted action.

So in this case, the second roll--the bad guy--rolled and met the value of the Block against him. The player's Block breaks (ouch, always a bummer on those ties). The Crab-Man has the player in a grapple @ 5. Continue via initiative.

68
DFRPG / Re: Adjudicating Maneuvers
« on: April 13, 2016, 05:29:53 AM »
I think the power vs finesse thing was addressed well by Mr. Death. People with more finesse are just being far smarter than Harry about how and where they're applying their magic to be effective with less power to bring to the table.

Harry calls up a huge gust of wind in an alleyway to buffet his enemies. Elaine calls just enough so the pollen riding in it makes them sneeze uncontrollably.

69
DFRPG / Re: Adjudicating Maneuvers
« on: April 12, 2016, 10:14:49 PM »

I see that but, if their athletics skill is 1, does the power still have to be 3?  And if so, when I do a weapons maneuver, do I need a minimum of 3 or can it be 2 and succeed?

Yes. No.

If it's the latter, than why does a spell need to be 3?  And, if it needs to be 3, maybe it NEEDS to be 5 if the person has an athletics of 5. 

 The 3 is referenced a few times in the Paranet Papers--essentially, it's a basic Threshold against power to effect change in the world because of the collective basic disbelief in it by most of humanity. They say if you're maneuvering on yourself in your sanctum (or presumably other isolated places full of belief in magic, like Edinburgh) then the base difficulty is Mediocre.

Why Maneuvers and not Attacks or Blocks? I dunno. It's all pretty arbitrary. I think the 3 minimum should be there for evocation in general if you're going to house rule anything. If you're going to bend the universe to your will, you better be Good at it.

I could also see the requirement for a Maneuver's power being at least equal to the opposing skill. But specifically saying Maneuver power has to equal the opposing skill value...well, I guess that would then necessitate comparing their opposition to your Discipline roll, since your Power doesn't get a "roll" possibility. Interesting. I guess I see where you got this interpretation. It might even be what Evil Hat intended.

I dunno how I feel about it...it's interesting. Though one of the things I like about Power for Maneuvers is it gives Power builds another thing to be good at. This way it's less important than Discipline again. I'm curious what you think of it after playing it this way for a while.

70
DFRPG / Re: Adjudicating Maneuvers
« on: April 12, 2016, 08:11:18 PM »
The phrasing you bolded, Taran, is there to simply say "you should make the Power higher if they can resist."

Much like they say multiple times in the Thaumaturgy section that you should set complexities to 5 shifts higher than their relevant resisting skill. It's basically a reminder that if someone can resist your spell, you need to take that into account.

To me, it also clinches my interpretation of the RAW that the Power is what is defended against, and the Discipline roll is bookkeeping to make sure you do all the spell mechanics correctly. It's consistent with how Blocks are interacted with, as well as consistent with how one resists a Thaumaturgy spell.

71
DFRPG / Re: Dealing with Supernatural Speed/Strength
« on: April 08, 2016, 05:47:35 AM »
Ordinarily I might quibble a bit, but given the speed of skinwalkers in many stories that keep pace with automobiles until they reach the higher speeds, I'm willing to concede the point...and then brutally use it in my own game.

One difference being that Skinwalkers have Mythic Speed vs Supernatural.

72
DFRPG / Re: Outer Gates Discussion
« on: March 31, 2016, 06:53:53 PM »
Have you read Cold Days? Because in it, several details regarding Outsiders and the Outer Gates are revealed; among them the fact that the gates are a lot less metaphorical than most wizards know.

Seconded: read Cold Days if you haven't.


Otherwise, the only thing I did with the Outer Gates that isn't Canon is that Odin is (apparently) the one who made them (at least, he was the only one initially able to repair them after being damaged), and that Fenrir was imprisoned behind them. 

73
DFRPG / Re: Stunts and their many facets
« on: March 23, 2016, 11:21:23 PM »
That said, I'm not sure bonuses from stunts stack. You just take the highest bonus.  I know powers and stunts do stack.

They're not supposed to stack, but I've found as Power Levels get higher, it can help the non-spellcastery types to allow overlapping stunts to stack, or partly stack--I'd make +2 and +2 a +3 unless the overlapping circumstance was really narrow. As long as you're fairly tight with the specific circumstances/limitations, though, it works okay in my opinion.

74
DFRPG / Re: Stacking Stunts with Powers
« on: March 17, 2016, 07:25:01 AM »
I think some of this is up to your GM, but my take is:

Yes.

I...think I would be okay with an "upgrade" like that, I guess? If you allocated 2 points to Inhuman Speed, it would stack with the stunt.

Yes and Yes, though I'd rename it if combined with Claws.

I guess?

75
DFRPG / Re: I'm A GM Looking For Help
« on: March 10, 2016, 07:43:37 AM »
- Fate is primarily about player/PC agency and collaborative storytelling.
- Prepared to be flexible, don't plan too much. That said, don't plan too little, especially by planning a Conflict to last an entire session--Conflicts often wind up being shorter than you expect.
- Understand when you saying "no" is a valid rules judgment and when it is a compel (that can potentially be paid off).
- Compel your players a lot--but not over trivial things; compel them over things that are cool, fun, and/or interesting.
- Reward good roleplaying.
- Make sure you understand the role Aspects play. They are the core, defining element to Fate.
- Play the game according to the rules before house-ruling it. Once you and your group have a valid feel for what does and doesn't flow or balance well, then take a whack at house-ruling.
- Remember that Thaumaturgy is very powerful, but faces limitations in a wizard's access to resources and availability of time. The crazier the spell, the harder it is to prepare.
- Talk to your players.

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