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Messages - Fenix Wulfheart

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DFRPG Resource Collection / Re: Custom Power List
« on: December 02, 2016, 05:41:57 AM »
If you're gonna represent spell destruction as an attack, then I think attacks should do nothing until and unless they take out the target spell. That's how attacks work. Even consequences don't come into play unless the attack is capable of scoring a take-out. (Barring weird edge cases.)

Actually...thinking more about the attack model, I'm pretty sure I don't like it. It inherently adds complexity to spells, giving them stress tracks to pay attention to when previously they were dead simple. Rolling against a difficulty seems better.

I think the duration is probably more important than the power, when it comes to destroying a spell. Ending a spell that'll last for three more exchanges is a lot less impressive/useful than ending one that'll last for three more years. Even if the power is similar.

Oh holy heck, that's a great idea. Have the power work by moving the spell down the duration table in some fashion. :D

Compels can work however the GM wants. Just pick a  number, that's the accuracy.

I don't think it's a good idea to make a high roll a bad thing, and I don't like the extra complexity of having attacks pass through like that. I suggest dropping the whole idea.

OK, I'll mull it over and decide how I will work that aspect - or drop it - later. :)

I think fallout is generally going to make more sense. Smashing a wall of fire ought to work more or less the same whether the creator is nearby or not, and intuitively it seems more reasonable for spells to burst chaotically rather than in a directed manner.

So if I were you I'd just not have backlash happen when spells are damaged/destroyed.

Hmm, I think I see where you are coming from. I think this is more a difference of goals of what we want the power to be able to do in the game world, really.

If the caster is present I would imagine them trying to bind up those energies and suck them away, use their will to prevent the energy from bursting loose in the same way as taking backlash is suffering extra stress to prevent energy from bursting loose. Or put another way, perhaps I should have it be the caster can take an action to perform a block to prevent the spell energy from being fallout, which entails a containing-spell which is the stress. Either way, the fallout should be preventable in some way if the caster is present, provided the caster has time to understand what just happened and react accordingly. This goes double if the caster already knows the enemy can tear spells apart, such as seeing their buddy's spell torn apart a moment before and having a second to brace.

I think the second approach is probably a good one. Keeps the power useful, but puts limits on its effectiveness.

Mmhm, I agree. :)

You've made healing pretty easy. If you can beat a stress box's value more reliably than the attacker can hit, you can heal forever and still make the occasional attack. And that's very feasible.

Reinforcements are just as likely to be on the healer's side.

And yes, stress is weariness and minor injuries. But it's also a plot shield - it's the right to say "that bullet didn't really hit me, at least not directly". Treating it entirely as a measure of exhaustion doesn't really work - your stress can be stripped away from you in a volley of gunfire without you moving a muscle, rendering you vulnerable to further shots. That's not how tiredness or injury works.

Why should stress healing be possible? It doesn't seem to add anything either narratively or mechanically.

I feel it does add something narratively. It washes away fatigue, reinforces the mind, etc. It represents preventing consequences by infusing the target with energy, or even luck in some cases. An infusion of luck from a minor luck-goddess could be represented as more "plot armour" as you describe stress here. The idea is that the mechanic, itself, can represent fluff and to me is thus valuable. I don't know how to actually make it workable and fair at this time, though.

I think the difference between healing light bursts and healing light vines is best represented through Aspects, rather than Powers. Bear in mind, a fire whip and a fire blast can be mechanically identical.

I can see some (narrow) uses for it with Area Healing, but I'm not sure Area Healing should even exist. Like I said, I think it'll generally be either useless or overpowered.

And the ability for Ranged Healing to hit the wrong person seems like unnecessary complexity.

I don't agree that an Aspect should be used to represent the difference between those two precisely because of the situation in which multiple potential targets are in one zone. That does happen rather frequently in my games, and could cause a lot of problems. That said, a person who wants whips of light to heal who doesn't buy selective would still get whips in my games; the difference is that the whips are hard to control, or too numerous, or otherwise fail to be selective. The selectivity itself is a Stunt in my games, which most powers with area effects can select if desired.

I could see Area Healing being overpowered, yeah. TBH I would most likely require a High Concept related to the Healing that properly represents it before allowing it in one of my own games. I trust each GM to decide how they want that sort of thing to work. *nods sagely*

Oh I represent hitting the wrong person with a scatter mechanic in pretty much all games, even games that don't have it. It's a group preference thing, really, so YMMV. XD

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DFRPG Resource Collection / Re: Custom Power List
« on: November 26, 2016, 02:59:51 AM »
@Sanctaphrax

On anti-magic as an attack: I thought that was the best way, but saw that it would make it far too strong unless I limited somehow. So I went with one released shift per 2 damage. And nah, I don't think normal weapon rating should apply for this. XD

Hmm...what about the spell power being 1 Armor per 2 shifts of spell energy, but ALL damage after this armor releases power? Would that balance better?

On the spell defending: Hm. But if I have it treat the unattended spell as having a defense of better than mediocre, I can only really see its actual power then determining the defense, which makes really strong spells - hell, most spells I could see wanting to punch out - pretty much indestructible. I can't think of a better way to work it. Besides, I do think an unattended spell should be easy to tear apart unless it was constructed in such a way as to be hard to take down. For example, a Ward would use its defensive rating to defend instead. So it isn't going to always be mediocre, which means I need to buckle down and actually work this bit out!

On the attack continuing on after the spell is torn apart: I was just going to treat the spin as an effective attack against the target. It reminds me of the of the Warden sword strikes; the attack tears through the spell and then just keep going. I couldn't think of a way to do it that works super well. How would that be done as a Compel? If it were a Compel I wouldn't have accuracy to affect damage rating, so just base weapon rating for the stress? That means a fist attack with Weapon: 0 does nothing, so that isn't desirable -_-

On backlash: it is released into the caster or current controller of the spell if present. If not, the GM can either use fallout or send it into someone else as a Compel, probably into the person physically punching it :P

For healing consequences: I was toying with the idea of having a consequence heal cost a Fate point from either the healer or the one healed, or cause a "Fate Debt" if it cannot be paid, sorta like sponsored magic. Or perhaps have it so each consequence slot a character possesses can only be cleared once per story by a healing effect as their bodies reserves are getting "used up".

Stressless healing: It would take a dang good healer to consistently heal all damage as it is received...and how would they then ever attack? O_o...reinforcements would show up sooner rather than later...Anyway. I do think that the buildup of stress represents the weariness and slipping that comes from a high concentration and high stress scenario, such as combat, and not from plot armour. So I shall respectfully disagree, while simultaneously saying that yea it could be overpowered if applied correctly. I'm not attached to the rules I wrote, but I do think stress healing should be possible.

Hm. Could just remove the ability to heal more than one box at once. One heal action=heal one stress, one attack action=cause one stress. Never get ahead that way.

On Unhindered and Ranged Healing: Oh, quite often do I need to heal through a wall. But then I have a group that came from D and D and grid-based tactics fighting. But seriously. I am tired of having to break the wall down to get to the downed ally and heal them. Never underestimate the power of being the healer two zones away healing from the sewer system a half block away, no one aware of your position. :P

On Selective Healing: Having someone heal the wrong person would be a hilarious Compel, but the Selective Healing isn't to prevent that. The GM can still Compel it through a bit more of a wiley approach, such as distractions, illusions, etc. Selective Healing is meant to be paired with Area Healing, because Area Healing automatically targets the whole zone and all inside it, even enemies. It is meant to show the difference between a burst of holy healing light washing over everything and pinpoint holy light-vines wrapping around the devout and gentling their wounds as they bask in the holy glow.

It reminds me of Luccio's pinpoint fire whip. It's the difference between blasts of power and pinpoint precision. Depending on the concept for your healer, that precision might be a necessary part of the character. :)

Thank you so much for all your feedback. It's given me a lot of things to think about.

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DF Reference Collection / Re: Reference: Character Foreshadowing
« on: November 01, 2016, 01:42:10 PM »
I've seen some hints that imply that, potentially, Harry himself actually is Merlin. The original, first Merlin.

It's a long story that would require me to reread the series. Which isn't exactly a hardship XD

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DFRPG / Re: Biomancy Medical Spells
« on: November 01, 2016, 01:17:13 PM »
The Reiki Healing spell is 8-10 shifts, with four shifts representing the consequence being healed, and four as a "base complexity" to represent "that healing magic is partially transformative, though not to the degree of more hostile magic."

That is the basis of my own ideas of instant heals effects; I use them in the Healing power post I just made in the custom powers thread. Essentially, I use four shifts to represent "move the recovery time one step down in duration". So healing a mild instantly is 4 + 2 + 4 + 4, as it needs to go from "end of next scene" to "end of this exchange" (two time increment shifts, roughly), for 14 shifts. Healing a Moderate is 4 + 4 + 4 + 4 + 4 (reduce time increment from session to full scene to half scene to turn, 3x 4 cost plus moderate cost of 4 + base cost 4)=20. Severe is 4 + 6 + 4 + 4 + 4 + 4=26. Extreme would be a whopping 4+8+4+4+4+4+4=32 shifts, which is the same power rating of Victor Sells' Heart Exploding Spell. I'd say those are actually pretty comparable. I might say healing an extreme would need 4 or even 8 more, tbh. Either way, the Aspect change doesn't go away.

For simply justifying healing's start, I'd call that a Moderate transformation that doesn't need to change time increments at all, so base 4 + Consequence stress value. Maybe Base 2 instead. A talented mage could maybe cast that as an evocation with a proper focus and Specialization with lower level consequence (and some justification for it working as evocation for them, like a sponsor)! The pain-reducer spells I'd say are a 3 cost maneuver per instance it can be tagged, so also easily usable as evocation with justification. I'd ok it as evocation with a proper aspect on the character if they have a strong medicine-background, and maybe bought a stunt for it.

I'd think every one of these has a linked Scholarship roll to study the wounds, which creates a taggable aspect to make these spells castable.

Also, this stuff that is being said about diagnostic spells. That sounds to me like a ritual is being used to replace a scholarship roll to create a taggable aspect for the man ritual. So instead of rolling Scholarship, you'd cast this extra spell. That does indeed have some interesting game effect, and the spell itself would thus carry its own risks. Its kind of like a purification ritual. My main concern? Someone going all "I cast fifteen preparatory spells to create all the aspects that let me cast ma uberspell!" XD

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DFRPG / Re: An end to the debate
« on: November 01, 2016, 12:43:55 PM »
I've had GMs OK my spending a Fate Point to dictate what happens with the Fallout in an interesting way, which concidentally set up a shiny new tag for later. Basically the GM let me "salvage" three of the shifts of Fallout for something else and then he ran with the rest (it was a Weapon 14 Ice attack and I controlled only 6. High level play, and the Fallout's aspect was more useful than the high damage output, esp. since the attack missed anyway). We had an interesting blizzard show up, and the ice formed up in rings around the enemy where the attack sprayed loose as it missed. Visibility became crap, but that didn't matter much that time XD

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DFRPG / Re: Rejuvenation items and crashing afterward
« on: November 01, 2016, 12:28:43 PM »
Hmm. Why not just have the belt grant +1 Mental Stress track length per Effect Strength and grant the Aspect Invigorated By Seemingly Endless Power? Effectively, have it grant 1 effective Refresh worth of powerup for the scene per 2 points of power, aka one half point of refresh per shift. That work out to 1 Stress Box per Effect Strength. Then at the end of the scene, those boxes go away but any incurred stress that was in those boxes remain. The stress hits in the boxes that no longer exist would then occur as stress hits that happen all at once; if the character gets taken out and then gets hit more times, inflict one Moderate or better Consequence and let the rest of the hits dissipate.

This has the side effect of making the character resistant to mental attacks, which they should be at this point - their mind becomes more awake and alive after using the invigoration, and while "high" on the power resisting such attacks seems like child's play. Too bad the GM can compel that new Aspect to make you not realize how limited your newfound power is....

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DFRPG Resource Collection / Re: Custom Power List
« on: November 01, 2016, 11:41:39 AM »
I also rewrote Anti-Magic Bullets into a broader context that treats the attack as a special attack type, separate from normal attack types, but with provision for the attack still potentially striking the foe; it uses supplemental action rules.

Anti-Magic Attack [-2]
Skills: Choose one of Fists, Weapons, Guns, or some other reasonable skill you can use for attacking. The attack only can be used with this chosen skill.
Effect: Your attack destroys magical spells that it touches, causing them to be partially or wholly released as either Backlash or Fallout (caster’s choice if the caster is present; default is Fallout). You must declare that your attack is an Anti-Magic Attack before rolling. When your attack strikes the spell, treat the spell as the defender with a Defense roll of Mediocre (+0). If the spell is on a character and the character attempts to dodge, the spell uses that defender’s defense instead. If it hits, determine damage inflicted to the spell, treating the spell’s active Shifts of Power as a stress track (no consequences are available)(The spell has Armor: 2 if it has reasonable cover in the GM’s estimation). When damage is fully calculated, release a number of Shifts of spell Power equal to half the damage done, which are immediately treated as Fallout or Backlash as discussed before. The caster determines which Shifts are released if present. Otherwise, the shifts are determined by the GM, using reason as a guideline. If the damage achieves a Taken Out result on the spell, ALL of the spell’s energies are released in one burst.
   Anti-Magic attacks which strike the spell and take the spell out entirely with leftover damage may travel on to strike other objects or characters. Treat this as a supplemental action attack with shifts equal to half the remaining damage, using standard attack rules for the attack type.
   Users of the Anti-Magic Attack should beware the Fallout of the spell if they are unprotected against magic and are in close range. Sometimes unleashing the hell of a powerful spell on the world is worse for the destroyer than the destroyee.
   Versatile Spell Destroyer [-1]: Choose another Skill that you can unleash Anti-Magic Attacks with. This can be taken multiple times as long as applicable Skills remain to apply it to.
   Immobile Spell Destruction [-1]: Your Anti-Magic Attacks have Weapon 2. This ability can be taken up to 4 times, each time gaining an additional Weapon: 2. This bonus does not apply if a spell is on a target which is dodging your attack (but it does work on a Sneak Attack or Sniping or some other situation with an Unaware Defender).

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DFRPG Resource Collection / Re: Custom Power List
« on: November 01, 2016, 10:46:35 AM »
I rewrote the Healing power and added some things, trying to make it a workable and balanced ability that does not have to be supernatural. I also made it so a character could be entirely based around it.

I suspect it may not balance. It is my first attempt at writing a power this complex, so only hit me with the beat-stick at half force, I beg you! *cowers*

Healing [-1 or more]
Description: You possess the ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith. When taken with no Upgrades (or few, in some cases) this can also be treated as a Mortal Stunt that requires some Tools of the Trade - such as a first aid kit and supplies to treat a battlefield injury (touch range, Swift Healing 1, so activation time one scene that takes place after - or during! - the combat scene and completes at the end. Or a Ranged Zone wide musical healing of Mental Consequences could be a Mortal Stunt series).
Note: This power uses one skill and applies to one stress track. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it.
Requirements: Appropriate Aspects or justifications for Upgrades that make the power supernatural in some way. All versions of Healing are subject to GM approval.
Skills Affected: Pick one.
Effects: You may use your chosen skill to heal consequences of your chosen stress track. Healing requires the target character to be in the same zone as the source character for the duration of the attempt. Healing takes one full scene to complete by default. This means that if it is activated mid scene, it won’t complete until the middle of the next scene, or it will need a full scene of its own to take place (such as going home and resting on a couch for an hour or two). In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is four better than it needs to be, or by three steps if your roll is eight better than it needs to be. A given Consequence can only be affected by Healing once, although multiple attempts from different characters or sources of Healing are permissible. Only the best use of Healing applies. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis. This cannot erase the Aspect-changing effect of an Extreme Consequence. My personal view is that Extreme Consequences always take at least one full Story to heal AFTER the recovery period begins, minimum, and getting it that good is a roll of Legendary+8 (16).
   Swift Healing [-1]. Your Healing does not take a full Scene to complete. With one application of this Upgrade, the time required becomes "until the end of this scene” (or about half a scene). With another, it becomes “immediately at the end of this exchange”.
   Stressless Healing (Requires Swift Healing 2) [-2]: Normally, healing is a painful, teeth gritting, stomach churning experience full of physical and mental challenges. Except for when Stressless Healing is applied. Stressless Healing bypasses all that. Your Healing can cure marked off stress boxes as well as consequences. To heal a stress box requires a roll of the value of that stress box. So the third box of stress on a character's stress track is a Good (+3) skill roll to cure. Multiple stress boxes can be healed at once. Doing so requires a roll equal to the value of all the stress boxes being cured added together. Consequences can also be cured in combination with stress. For example, Johnny Appleseed is in a bad way, having marked off three boxes so far and taken a Mild Consequence of Bruised Ribs: XXOX. To heal all of his injuries at once, a roll of 1 + 2 + 3 for the stress + 2 for the consequence, or a result of Legendary (+8), would cure all his ills at once. A roll of Legendary+4 (+12) would even shorten the time for the consequence to recover to the end of the scene, and a roll of Legendary+8 (+16) would cause Johnny to be fully healed at the end of the turn! Alternately, the consequence could be healed all the way at the end of the turn and the stress left untouched with a roll of Legendary+2 (+10). Any combination of effects is allowed with the shifts to cover it.
   Versatile Healing [-1]. You may use your chosen skill to heal consequences from another stress track of your choice. This Upgrade may be chosen multiple times.
   Ranged Healing [-1]. You may heal any target within 1 Zone away from yourself. The target must remain within that distance for the duration of the power activation. This Upgrade can be taken again to increase the range of Healing to 3 Zones distance, and again to make it line of sight. Whatever the case, unwilling targets or targets which are obscured/on the move may require a roll to “hit” them with the power, depending on the circumstances.
   Unhindered Healing [-2]. Your Healing works even through objects. If the power is ranged, all penalties from intervening objects, anti-Healing barriers, Blocks, and other obstacles, are all reduced by up to 2. The power grants +2 to Diagnostic rolls to determine what ails a patient, and penalties for difficult surgery, trauma, or other obstacles appropriate to the situation (such as a mental Block when Healing mental trauma in a psychiatric patient) are likewise reduced by 2. To Heal through objects that completely hinder line of sight, some other means of accurately reaching or detecting the target is necessary.
   Area Healing [-1]. Your Healing works on all targets in a Zone. This ability can be taken multiple times; each time the Healing affects an additional two Zones at once.
   Selective Healing [-1]. Your Healing can be modified to not work against given targets; when your power would affect a target you do not wish to affect, you can declare it fails against that target. This Upgrade is most useful with Area Healing or misses of Ranged Healing.
   Effective Healing [-1]. Your Healing rolls count as 2 points higher for determining if a successful heal shortens the time to recover as discussed above. The roll must succeed in the first place before this bonus can be applied. This variable can be taken twice; the second time, the bonus becomes 4 points of effective increase.

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