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Messages - cold_breaker

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76
DFRPG / Re: Playing "Free Will-less" Characters
« on: April 30, 2013, 03:37:30 PM »
Not to mention that, depending on your campaign's Power Level, becoming a Wizard or a Knight of the Cross could leave you with zero or negative Refresh. Those character types certainly have free will, but as far as the system is concerned, are bound by their nature if they're not in a high enough Power Level.

To be fair, even early in the series Dresden talks about not taking on too much power because he's afraid it'll take him over, so wizard power might not be a good example. But yeah, JBs idea of free will and FATE free will are not mutually exclusive, they're just not 100% the same thing.

77
DFRPG / Re: Playing "Free Will-less" Characters
« on: April 30, 2013, 02:26:26 PM »
Keep in mind JBs idea of free will =/= Fate's version of free will. they're a little bit different.

JBs version of free will is the difference of having a choice or not. Angels have a choice, albeit a limited one compared to humans. Angels can choose to fall - and sometimes do, although it's not much of a choice as far as angels are concerned. Mab on the other hand literally doesn't have a comparable choice - she and other Fae cannot simply choose to fall, or to lie, or to cheat, or to stop being. It's not that they wont, they simply cant, even though I think in some cases they might like to.

FATEs version of free will on the other hand is the ability to act outside of your nature, which is similar, but not the same thing. The idea is that your power slowly pushes you to make certain decisions and, if you don't have enough will to overcome your power, you become a slave to that power. It's both a balancing factor and narrative. Theoretically, a character with negative refresh could occasionally override their nature, but it gets more and more rare as they go along.

So, to answer your original ops question: JBs version of Will-less? Playable. Fates version is unplayable both for balance reasons and because in the long run not being able to control your own character would be boring.

78
DFRPG / Re: Playing "Free Will-less" Characters
« on: April 29, 2013, 04:37:22 PM »
I think that's why Fate forbids Will-less charactors (e.g. characters with negative refresh) - these are characters that can rarely buy off compels and therefore might as well be run by the GM. They're more of a storytelling tool than a PC.

That said, I would allow my players to play a BCV or RCV in a high enough refresh game - provided they could provide a narrative excuse as to why they have some shred of Will left. Otherwise you're talking about playing what's essentially a smart wolf - yeah, it might be clever and might even talk, but it's controlled by its base instincts and not much good as a PC.

79
DFRPG / Re: The Journey (My players keep out)
« on: April 29, 2013, 03:07:03 PM »
Well when you think about it, if there's a powerful force leading you to battle horrible monsters, how can you be sure it's doing it because it wants to help you, or wants to kill you?  ;)

But yes, the White Council would certainly be aware of the danger of a millenium eve undoing long-term wards and bindings the world over. As would most of the major factions. There would absolutely be wizards whose job is to ensure that the wards remain in place, and a set of tools that cover that for the entire world is a lot more practical that relying on separate groups to do it.

Perhaps it requires the emotional energy of new year's celebrations to maintain the seals?

I'm picturing a big showdown with the Big Bad in New York city in the middle of the celebrations...

I was thinking more along the lines of 'the wards themselves are friggin dangerous - and malicious.' Perhaps the white council doesn't know there's anything wrong with the systems in place and doesn't consider the party to be a threat to them or capable of fixing them even if it knows they are broken because frankly? The wards are bad ass. The party doesn't realize they're working in what would normally be a very dangerous environment (but isn't, because it's broken) but as it gets fixed, it suddenly becomes very hostile for them. hehe

80
DFRPG / Re: The Journey (My players keep out)
« on: April 29, 2013, 02:39:26 PM »
That actually gives me a good idea. Perhaps the whole thing has been sabotaged and the campaign can revolve around picking up a series of broken relics that are supposed to do this job naturally - the map, the traveller - perhaps a compass? a dowsing rod? sextant?

Any ways, the interesting part: although most are sabotaged - memory wiped in the case of the traveller and the map, perhaps the sextant has been broken into pieces, the compass has been drained of magical energy and must be repaired, etc... Not all of them are necessarily helpful to the players from what they can see. Perhaps the compass draws a dangerous but necessary guardian spirit, the traveller has a particularly nasty method of guiding them, etc. - In other words, perhaps the good guys don't look like the good guys to the players.

81
DFRPG / Re: Hard to pick up?
« on: April 29, 2013, 02:14:49 PM »
Yes, it's one of the simplier systems. Start at a low refresh though!

Also, highly recommend the one shots to get you started! They're pretty rules lite and will help you figure out the basics.

Also, as a note: world creating seems to be a hit or miss activity - my group loved it, but I've heard a lot of complaints from others. Don't be too discouraged by it though. I personally have spent a few months fleshing out all the details of the world - including a large chunk my players do not know about yet - and I think as a GM it's been a great introduction for me.

82
DFRPG / Re: Price this IoP
« on: April 29, 2013, 02:09:26 PM »
Sounds like a pretty decent catch to replace the normal one set on a sword of the cross. I wouldn't use a sword though - perhaps some other holy relic?

83
DFRPG / Re: The Journey (My players keep out)
« on: April 29, 2013, 02:07:43 PM »
Suggestion: The traveller - as a construct - is broken. Perhaps its memory is missing parts? Make it so that if it were fully functioning, the heroes wouldn't be needed at all? Maybe one of its central responsibilities would be to refresh the lay lines, but somehow the BBEG has wiped out certain important parts of its memmory...

84
DFRPG / Re: My DFRPG Fate Tokens
« on: April 29, 2013, 02:00:41 PM »
I got a big bag of aquarium beads too - they're perfect because they can easily be flicked across the table to players and aren't going to be bent, water damaged or lost easily. They also fit nicely into a dice bag. Cards might make a good intro, but beads seem the way to go in the long run.

85
DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 26, 2013, 08:50:33 PM »
How is he gimped? As I said, there are numerous ways to meet or exceed the benefits of AFSA for the same or lesser refresh costs (the simplest and most cost effective being to just have a decent dodging stat, which characters are inclined to have anyway).

Nearly everyone I've ever played with, if they're told that their character concept doesn't support a power they want, will just shrug, go, "Okay, what can I get?" and move on.

The problem is that you completely neglect character concept as a balancing factor. You seem to be arguing under the premise that the only thing worth using as criteria to decide a character type is, "What is the most effective and efficient thing to do?" A lot of people don't.
What you seem to totally discount is all the players who aren't basing every single one of their character design decisions on, "Will this be the most optimal course of action?"

Most everyone I've played with will just play a character concept. That's it. Not, "the idea is weak in stats," but "this is an interesting character type, so I'll give it a shot."

Do you want to play a character concept that doesn't have awesome defense and attack stats, but high Lore? Go ahead! Use that high Lore and your other skills to adapt to situations and avoid straight slugging it out with monsters. A character isn't "gimped" or somehow broken just because he can't defend on par with Shiro or deflect witty repartee so deftly that Lara can't even get him to glance at her cleavage. It just means the character has a different focus, and DFRPG is a game where a character who hits the books isn't worse than a character who hits the monsters.

The game isn't a competition or a tournament. You're not "cheated" somehow if you didn't build someone who's got the best possible efficiency. It's a roleplaying game. The important thing, the way I see it, is building a character that good stories could be built around. Whether or not the character is maximally efficient and spending all his skill points and refresh in the Top Tier Way should be, at best, a secondary concern.

QFT. As a note: optimized regardless of concept is something brought over from rules heavy systems like D&D - because it's fun in those systems. If someone tries to play like that here, they will end up bored really fast compared to the interesting personalities that come out of concept driven characters, where a weakness is the fuel that drives your strengths.

86
DFRPG / Re: How do you adjudicate scenes/sessions in PbP
« on: April 26, 2013, 08:12:31 PM »
My group has already discussed that we'll declare new sessions as they seem appropriate, aka at GMs discretion. This is because some powers are meant to be restricted until you need them, and sessions aren't really all that definite in length - sometimes we only get through one or two scenes, sometimes we blast through stuff.

87
DFRPG / Re: Setting ideas for the "Fractured cities"
« on: April 26, 2013, 08:08:24 PM »
Hehe, it stems from the stories one of my players got from his friends, so I figured a Hag might be an interesting take on her. Wouldn't want anyone searching for her name and getting this though. :)

Any ways, next up is...

William Schmitt Jr.
HC: Hot-headed top hunter of the Jagers
TA: My father is a little Jaded and a lot in charge.
A: To hell with non-humans. I don't need magical powers to kick your ass.
A: That aint a crossbow. THIS! This is a real weapon.
A: I could track you through the cement jungle from a helicopter
A

William Sr. is the official top brass of the Hunters, but for all the real work William Jr. is the man. Borderline racist against non-humans, Jr. (as he's teasingly referred to by the other hunters) is the head hunter and spends his time trying to balance out living up to his father's expectations - which mostly involves indiscriminate killing of any non-mortal who crosses his path - and not starting a war with the never-never. As a result, he, and by extension the hunters - are a brutal but coherent police like force - albeit one that everyone is afraid of accidentally crossing.

Physical description: William stands about 5'11" with an athletes build. Short cut, dark brown hair and a fairly attractive smile - all straight white teeth and award winning smile. William doesn't seem imposing so much as capable.

Personality: William is hot headed and not really good in social situations, but is an excellent leader and strategist - as well as a dangerous combatant. He tends to be easily bored in conversation and extremely dismissive of non-mortals. He's also extremely competitive, and likes to prove he can outdo the supernatural despite his lack of powers.

Powers/Stunts/Skills: Pure mortal, low social skills but high survival and weapons skills.

88
DFRPG / Re: Setting ideas for the "Fractured cities"
« on: April 26, 2013, 05:50:24 PM »
Sonya (Last name not given, as this is based on a real person whom I doubt would appreciate being assosciated with our fictional version.)

HC: Spiteful Hag of the Huether*
TA: Wannabe power monger
A: I AM the Wylde-Fae in this town!
A: No one talks to me like that!
A:

Sonya sees herself as the de-facto leader of the Wylde-Fae in town, and indeed even Skullcap backs her claim to power from his seclusion, but the fact of the matter is that the Wylde-Fae are just a collection of bloodlines that doesn't follow any central authority. Some look up to her as a sort of Idol: as a particularly powerful scion of a bloodline of Hags, she's done quite well for herself, but no one truly follows her or does what she says. Despite this, Sonya feels the need to be in charge. This is why she long ago became a business owner of the Huether Hotel and, when it was formed, jumped at the chance to represent all the local Fae on the Paranet's council. Still, her lust for power is not yet satiated and knowing this, every politician she comes in contact with is wary of her.

Physical Description: Sonya is part Hag and actually changes her appearance to suit her needs. Her normal distinguishing features are overly thick, stringy hair and piercing blue eyes that seem to percist regardless of the skin-suit she uses. Those that have seen her true form claim she looks like a particularly lanky and awkwardly tall teenager with bad skin and teeth, but it's rare to see her outside of her skin suits. She tends to favour two main appearences: that of the old lady who officially owns the Huether, and a beautiful young woman in her early twenties who often claims to be her daughter. Although Sonya isn't true Fae (only a scion) she is very long lived and is expected to fake her death at some point and have a younger version step up to inherit everything.

Personality: Sonya is a very nice person... provided you have something she wants. Deals with Sonya always benefit her in some way. She's spent her life learning to turn every situation, no matter how mundane, to her advantage. Unlike other major players in the political scene, Sonya is not out to represent any greater groups or political ideals, and she's not very good at hiding it. She'll do anything, use anything and if possible extort anything to climb another wrung on the ladder of power.

Powers/Stunts/Skills: Social skills, Flesh mask, Wizard template.

*Huether is a local hotel

89
DFRPG / Re: Setting ideas for the "Fractured cities"
« on: April 26, 2013, 04:43:48 PM »
Note: Up next are Skullcap and Sonya - both faces of a Wylde-Fae for the setting. That's right, there are two in this case. If it makes people more comfortable, consider Skullcap as THE face, while Sonya is just a major NPC that is technically affiliated with the group.

Skullcap
HC: Retired but not forgotten leader of the Wylde-Fae families
TA: Ailing Elder
A: I don't have time for this, think for yourself
A: Reluctant, but not without power
A: RESPECT YOUR ELDERS, BOY!
A: I am the respected storyteller
A: I aint no pretender

Despite his withdrawal from society, Skullcap is considered one of the oldest and most respected elders of Wylde-Fae society. Theoretically, he could retreat into the Never-never like so many other old fae who are tired of the mortal world, but chooses to stay with a group of other old, retired fae here in the supposedly abandoned Preston Springs hotel, where he can keep an eye on the descendants of his bloodlines. No ones particularly sure anymore which of the bloodlines are considered his descendants, but Skullcap doesn't seem to care. It is said that he's as old or older than the Winter and Summer Mothers, and although no one is sure of this, they have been known to send each other gifts of sweets every few years. The notes that are sent are informal and kind - fond even. Beyond that, Skullcap is a recluse and rarely entertains visitors - and even then it's usually Wylde-Fae children, invited to hear fables and fairy tails. Such visits are considered a right of passage for the kids. Adults actually speaking directly with Skullcap is rare and considered very dangerous, but does happen on occasion - such events seem almost random and often results in a messy death. Skullcap lives with a small cavalcade of other reclusive and old Wylde-Fae who usually are far safer to speak with and will often relay his messages for him. They make up a sort of Fae old-folks home.

Physical description: Skullcap usually sits in an ancient wicker wheel chair. He's physically small and looks like some sort of pale goblin with his wrinkled white skin, large, slightly pointed ears and proportionally huge nose. He's bald, but does have occassional warts and blemishis with patches of body hair sticking out. Basicly, he looks like a tiny, angry, old goblin.

Personality: As expected, Skullcap has an incredible temper. In addition, it's damn near random: sometimes you could shout insults at him and he'd laugh it off, the next he's about to kill you because you used the wrong turn of phrase. He seems fond of the young and very protective of his kin: particularly changelings and scions that visit him. Despite all this, he seems surprisingly lucid - especially by Fae standards.

Stunts/Powers/Skills: OH GOD WHAT?!? (Probably just about every topped out physical boost - dudes respected by Mother Winter for a reason! Think refresh of 30 or 40 and then some)

90
DFRPG / Re: Setting ideas for the "Fractured cities"
« on: April 26, 2013, 03:15:31 PM »
Next up?

Mara Dufraine:
HC: Feminist Bitch Professor
TA: Whadda ya know, there IS a conspiracy!
A:New kid on the block
A: I don't care if you like me, just do what I say
A: My voice is oddly compelling, I think I like it
A: The students are the future, and therefore priority number 1
A: In a monagomous relationship... with my work.

Mara is the face of the Universities in the region. While not strictly in charge, she's got her finger in every political pie to do with the universities, the city or the local businesses - including the Paranet council. Quick to temper and slow to drop a grudge, she's butted heads with more than a few local politicians and has politically ruined more than one due to her legendary grudges. Only recently has she been clued in, and has quite quickly grabbed political power by the balls, mostly because she's rallied support from so many people. These people are the same ones that the Mennonites have secretly and systematically alienated over the years: the young, the technologically advanced and the minor talents of the supernatural community. Herself a weak fortune teller, the forming of the Paranet was a wake up call for her and she quickly used it to cement personal power in order to work.

Physical description: Mara is in her mid forties but looks a decade younger. She is fair skinned and keeps her hair tied back in a tight bun, dressing in business attire constantly. Most of her students, when they actually see her, remark that she dresses more like a lawyer than a professor, with her heels and modest but tight skirt and blouse. She has a beak like nose and sharp, intelligent eyes.

Personality: Mara is a viciously over protective mother like figure, who sees violations of personal freedoms in the same light a literal mother bear might see intruders approaching her cubs. On a more personal level, she's a man hater, and easily takes personal offence to males in positions of authority over her. She likes the sound of her own voice and will occasionally get carried away on a rant, and will often go too far to avoid admitting she was wrong.

Powers/Stunts/Skills: Minor talent with ritual(divination) - Mostly social and acedemics skill and stunt wise.

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