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Messages - Wolfwood2

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76
DFRPG / Re: Thaumaturgy Communication Ritual
« on: February 07, 2011, 11:00:15 PM »
Granted, a very POWERFUL wizard, who devoted enough Enchanted Item slots to get its combined complexity high enough ( which would probably take a decent number of enchanted items ) could probably get something along those lines, but would normally only work once a session, bar enough additional enchanted items to increase the number of times per session it could be used.

Remember that a practitioner can make enchanted items work beyond their "per session" uses merely by taking a point of mental stress per extra use.  For a non-combat item like a talkie mirror, the mental stress is usually trivial.

77
DFRPG / Re: Thaumaturgy Communication Ritual
« on: February 07, 2011, 10:47:15 PM »
For reference, I'm including a link to the discussion from when I brought up a similar thing awhile back:
http://www.jimbutcheronline.com/bb/index.php/topic,23572.0.html

Hmmm, that discussion seems to assume that both parties are working together to communicate.  I should probably explain where this would be coming from, storywise.

There's a middling powerful fae (like, with subordinates, but nowhere near a Lady or anything) based in the city, and a wizard wants to talk to him.  The wizard knows where the fae's home is and could just go there to talk to him, but that involves crossing some territory he doesn't want to cross.  So he decides to do the magical equivalent of placing a phone call instead.

He could potentially place an actual phone call, but for whatever reason he'd prefer to use magic.

78
DFRPG / Re: Thaumaturgy Communication Ritual
« on: February 07, 2011, 10:34:30 PM »
Me, I opted for making an Enchanted Item for this effect - a magic mirror with the ability to let my charcter communicate (sight & sound) with anyone/anything he seeks, provided there is a mirror near them...
So worth the item slots, IMO...

Clearly you've determined what the complexity should be, since items are duplicating effects that Thaumaturgy or Evocation could achieve.  What did you decide the complexity should be and how did you decide?

79
DFRPG / Re: Thaumaturgy Communication Ritual
« on: February 07, 2011, 10:32:03 PM »
Perhaps it could be an item... sorta a "seeing stone" type.   You would need to create X number of mirrors and those mirrors would only be able to connect to each other

Uh, that's not really answering my question.  Let's say the caster does not create and item and instead is doing a ritual.

This seems like an extraordinarily basic effect, the sort of thing that you wouldn't think twice if you saw a wizard snap off in fiction.  Is there some reason it shouldn't be possible for a Dresden-type caster?  And if not, what's the complexity?

80
DFRPG / Re: Thaumaturgy Communication Ritual
« on: February 07, 2011, 10:29:12 PM »
Message Carrying Water Spirits who know the ways and will deliver messages in exchange for tea (because water spirits love a nice hot cup of tea). Seriously though I think a low level messenger spirit would be the lowest complexity way to do this.   

Isn't "low level messanger spirit" just a trapping in this case?  It doesn't really matter whether you want to say you're talking through a foggy mirror, having spirits carry messages back and forth, or having your writing appear on a page in a remote location.  It's the same basic effect, just with different descriptive flavor text.

81
DFRPG / Thaumaturgy Communication Ritual
« on: February 07, 2011, 10:18:09 PM »
Suppose you wanted to use thaumaturgy to commuicate over a distance with someone.  Let's say the trapping is that the caster waves his hand over a mirror, it grows foggy, and his face appears in a reflective surface near the target.  They can then converse.  (This was a lot more useful before they invented cell phones.)  To me this feels like the "duplicate a skill use, ignoring that it's impossible" type of thaumaturgy, though I'm not sure what kind of skill it should be.  It's not really meant to be an attack or something that the target needs to defend against.

What complexity do you think it should be and why?

Does it fall under the Divination specialty, or if not then what?

How should it interact with thresholds?

82
DFRPG / Re: Striking Red Court Vampires
« on: February 07, 2011, 10:12:23 PM »
Hi guys,

Quick question. Our World states that
(click to show/hide)

How would you mechanically run this? I'm a bit stumped.

Someone would need to use a maneuver to place an appropriate aspect.  Something like the "In My Sights" example they always use for Guns, except that it would be "Targeting the Belly" and could apply equally to Fists, Weapons, or Guns attacks.  As usual the first invoke is a free tag, and after that you keep paying Fate points.  Also as usual, the vampire can try a roll to remove the Aspect from itself.

Also, that's a spoiler?  Really?

83
DFRPG / Re: Worldwalking and Vampires
« on: February 07, 2011, 10:04:51 PM »
If the Nevernever is where the adventure is happening, then you can just assume the vampire PC found their way there off-screen.  Why would you not want the PCs going there and doing interesting things?

If the PC is trying to use going to the Nevernever as an escape from trouble or to sneak around or something similiar, then they probably ought to be using a Fate point to invoke their High Concept and be somewhere with an appropriate scene aspect.  Note that this doesn't just apply to vampires.  I'd let anybody with a mystical type High Concept go there if they think they can justify it.

Powers like Worldwalker and Thaumaturgy (worldwalking) allow you to open portals "on screen" anywhere you like and without having to pay a Fate point for the privilege.

84
DFRPG / Enchanted Item realization
« on: February 04, 2011, 09:18:29 PM »
I had been wondering if Enchanted Items didn't kind of suck compared to potions, which are much more flexible.  Then when reading the Enchanted Item rules for about the third time, I _finally_ noticed that last sentence.

When a practitoner has already used all the 'uses per day' for an item, they can continue to use it by taking one mental stress for each extra use.  Gah!  That makes enchanted items about fifty times more useful.  This is especially nice if you're someone with Ritual or Thaumaturgy but not Evocation and aren't using that mental stress for anything else when not doing ritual casting.  Get yourself a nice Enhanted Item weapon and go to town.  Even for a full wizard, I can see a lot of situations where it would come in handy.

Am I the only one to have not noticed that rule on the first read-through?  Right now I'm feeling kind of dumb for having dismissed enchanted items.

85
DFRPG / Re: Two questions
« on: January 07, 2011, 06:21:25 PM »
1. First, would it be possibly for a focused practitioner to be an evocator and just keep improving that one specialized evocation at each milestone?  This idea appeals to me.  The tradeoff for all the myriad other things wizards can do would be a /nasty/ evocation attack even without a foci.

By the character creation rules, yes, but the rules are really only guidelines.  The first question is always if it makes sense narratively, and the second question is if it will make for a good game.

Why does the idea appeal to you?

86
DFRPG / Re: White court feedings
« on: January 04, 2011, 02:52:01 PM »
I guess it also depends on how central producing tasty emotions is to a particular vampire's life.  All that stuff about carefully selecting the right target and carefully destroying them sounds awfully time-consuming.  Time spent doing that is time that can't be spend running businesses, watching football, getting drunk, betting on horses, reading comics, and any other thing that the vampire might find enjoyable in life.

Sure a particular White Court might act that way (selecting particular targets), but I don't think it should be taken as default behavior anymore than Red or Black Court spend all their time trying to find a particular person's blood to drink.

87
DFRPG / Re: White court feedings
« on: January 03, 2011, 09:57:28 PM »
I'm thinking that honest emotions 'tastes' better than invoked ones.  No real game effects but something that the characters react to.

I'm basing this off Thomas and his salon.  Mechanically he was feeding his hunger but from a RP perspective he was going on bread and water while surrounded by a great feast that was his for the taking.

But arguably doesn't Thomas suggest the exact opposite?  He felt like he was on bread and water because he restricted himself to taking only the honest, already-there emotions of his clients.  If he had been willing to use his powers to drive them into a frenzy of lust, he could have fed all he wanted.

Also, I'd suggest that's why White Court vampires are as dangerous and destructive as blood-drinking vampires.  If all they did was wander around feeding of existant emotions, they wouldn't be as big a deal.  But a lust vampire goes in and uses his powers to excite people into a frenzy of lust they neither want nor can control.  A despair vampire can turn a mentally healthy individual into a depressive on the verge of suicide.  Can and does regularly, as part of his feeding, because it's more satisfying.

88
DFRPG / Re: White court feedings
« on: January 03, 2011, 08:53:49 PM »
I see all this talk about finding good places to feed, but actually why should White Court vampires bother?

You want to feed off despair?  Find a random human, slap a hand on his shoulder, and he'll feel all the despair you could ever want.  Or lust, or greed, or whatever your Incite Emotion is.  With Incite Emotion, all a White Court needs is a steady supply of humans.  If he wants to be discrete, ideally he wants circumstances where there's some excuse for them feeling the emotion (so nobody thinks it's too weird).  But an excuse will suffice.

You needn't go out of your way to find a nursing home where humans already despair.  Instead a WC can go to any old nursing home at all, and soon enough there will be plenty of despair.

89
DFRPG / Re: Milestones and Game Play Hours
« on: January 03, 2011, 08:46:32 PM »
I don't have a conceptual problem with "when appropriate", but the others in my group (including the Referee) didn't care for it.  So we set down some hard numbers, and the Ref tries to build the plot around, having a climax arrive at the appropriate point.

We get a Minor Milestone every session, a Moderate every three sessions, and a Major every three Moderate (or every nine sessions).  Each session is about four hours long.

90
DFRPG / Re: Spell Damage
« on: January 03, 2011, 08:42:18 PM »
1) Many human opponents. Laws of Magic tend to tie up the wizard into playing support for the other characters in combat encounters against human opponents.

2) Nerf Wizards, as you suggest. This completely changes the dynamic, though.

A more subtle way to nerf wizards is to carefully ration out their opponents over a scene (so they can't try to blast them all at once).  They have a powerful weapon in Evocation, but it only has 4 or 5 (if using a Mild Consequence) "shots" in it.  Once that last mental stress box has been filled in, things get very interesting indeed and it becomes a question of how much the wizard is willing to damage himself to keep zapping away.

It really does get easy to use all that mental stress, especially if you want to toss down a nice Maneuver or something with Evocation as well.

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