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Messages - Morgan

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1
DFRPG / Re: Would this work? Bulldog Resources in DFRPG
« on: October 04, 2011, 03:45:22 AM »
The Bulldogs! Resources rules work great for a game about interstellar trading, with all sorts of Sci-fi gadgets to purchase, and as setting with pangalactic banks and loan sharks. In the modern day setting of the DFRPG they might seem a bit out of place. But I think it really depend on what part your players are missing from the looting experience.

If they are looking for cool mechanically differentiated gear and guns they aren't really going to get it in most FATE games, though Bulldogs! does have a little bit more of that. But a big part of the differences in gear and guns in that game don't apply in a modern day setting like the Dresden Files where all we have is Armor and Ballistic weapons with a few unusual and also usually illegal/military exceptions (Grenade and Rocket Launchers, Tasers, Flamethrowers, etc.). So no blasters, laser pistols, vibroweapons, or personal energy shields. Now since a lot of the weapon damage and extras assume and are balanced to a world were all the other stuff exists, I think some of the numbers might be a bit off if you tried to port in only one or two classes of weapons.

If they are missing the looting for the magic items and power boosts that come from them, I think there are plenty of options and examples in the Dresden Files. It's just that those magic items and power boosts will always have a cost associated with them, and they will have to pay that cost if they want to use them. Either with Refresh points for Powers, or by using them as aspects that cost fate points and can be compelled.

If they are missing the looting for the gold, jewels, money, and all the power it can buy in other games. Well there might be a solution to this in the Bulldogs! rules, but a Dresden Files game isn't really about the accumulation of wealth for it's own sake. Really if you wanted that just put Resources as your character's apex skill and never leave your awesome mansion except to buy and use all the cool toys you can now afford. No character is going to get mega rich simply looting the bodies in a modern day setting.

Really any time that something that would be worth looting is available in a modern setting any loot I'd handle it with an aspect. You took out a bunch of Third-Eye dealers and they had a "Suitcaseful of Cash" just waiting to be looted, awesome. You snuck into a Red Court Vampire's paramilitary camp and picked up a "Crate of Stolen Stinger Missiles", terrific. That powerful Warlock who you fed to the Wardens had a hidden vault of supernatural trinkets like an "Ancient Grimoire", or a "Ruby Necklace the Size of Your Fist", that you decided to keep for yourself. Absolutely fantastic.

I would let any player keep such a looted aspect for quite a while. Because honestly it won't help them any more than any other aspect, and you can bet I'm going to get some nice juicy compels out of them. The government is certainly going to be interested in where those stingers came from if you get caught with them, or use them anywhere that might attract their attention. The spells in that grimoire might lead to some dark places as far as magic goes, just a step or two down the dark path isn't really Lawbreaking and you can handle it right? The Wardens might also be very curious where that ancient fire demon bound in a ruby necklace got to, and since you were so helpful in pointing them at the Warlock you are probably the first one they ask about it. And even if the criminals or the cops don't come looking for that suitcase, the Wardens and all the forces of Hell have nothing on the IRS for being scary should you try to deposit or spend that money without paying your taxes on it.

Of course giving fragile resource aspects similar to Bulldogs! for rewards for successful jobs and as actual payments seems perfectly fine to me. Even Harry Dresden has gotten paid a couple of times in his career. He even picked up some of his best loot by killing Justin and taking his stuff.

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DFRPG / Re: Help with Themes, Threats and Conflicts for New York?
« on: October 04, 2011, 01:29:55 AM »
Nah, Wall Street's got to have Witches, just like Hetty Green. Of course I totally agree about the Dragon.

Honestly there are probably so many supernatural types trying to get rich off of the stock market that they probably end up all cancelling each other out. Except when they don't in which case very bad things start to happen in the market.

Also The Bronx, not The Broncs.

3
DFRPG / Re: Help with Themes, Threats and Conflicts for New York?
« on: October 03, 2011, 06:18:18 PM »
I run most of my Dresden Files convention games set in New York City, for Themes I use aspects "The Crossroads of The World" which to me is all about how anyone and everyone comes to New York, and that you can find person or a piece of just about any culture there, which has especially interesting implications in an Urban Fantasy setting. If you need to talk to a Nigerian Witch Doctor, which one do you want to talk to? You need some Yeti gall stone for that ritual? Well Chang's down in Chinatown has the best stuff, but Murry up on 34th street can get it for you wholesale. My other theme is "The City That Never Sleeps" which to me is about the hustle and bustle of New York, people are busy and constantly on the move, "I'm walkin' Here!", "Hey Lady! You want to order already?", the streets are always lit up, and last call isn't till 4am. There is a wonderful energy and vitality to the city, but maybe staying out all night in a setting were the shadows and alleys hide thing far worse than potential muggers isn't the best idea. I then usually tailor my Threat aspect to whatever that particular convention game is about.

Since I run these as fairly tight focused convention games I really don't have much in the way of loose NYC conflicts floating around. But one I do have is the Pixie Gangs of New York. There are tons of parks, gardens, and trees all around New York, and in my games most of them are the turf of various pixie gangs and other wyldfae. They rumble for turf and are constantly trying to expand their territory, or keep it safe from the other gangs. This conflict can run the gamut in tone from West Side Story to The Warriors to Gangs of New York.

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DFRPG / Re: DFRPG and FATE
« on: September 18, 2011, 09:34:04 PM »
I'm starting to realize that this just isn't a very good aspect. It's full of great story meaning and can be compelled for all sorts of plot hooks... but that's about it. I can't think of any other thing to do with it at all, positive or negative. I suppose maybe it could be invoked for you to remember some hidden motivation and push past some obstacle. At the very least you should think about how you want to use this in play. If you can't think of anything then you should work on it or ditch it.

I can think of a lot of ways to use it especially since it is one of the character's focus items. It is a symbol of his love, and that is some powerful mojo right there. Any time he casts defensive magic or really just about any magic he can concentrate on the ring and invoke it for a bonus. Whoever the ring represents might be hidden from memory, but the feelings of love and commitment, and emotional attachment is still there even without the memories. And maybe sometimes he gets a flash of a face, a warm laugh, or a whispered name that he just can't make out but which gives him the strength to keep going, if only to find out what happened to his wife. And it might have enough true love in it to make a left cross wickedly effective against a White Court Vampire. As for other sorts of compels it might be a little harder, but certainly he wouldn't feel right making any new emotional attachments, and don't knock the value of all those plot hooks, and mysteries about his past that could be tied up and kicked off by the unknown identity of his wife.

I view it acting a lot like Harry's "My Mother's Silver Pentacle", is it always immediately useful mechanically? No, but it is a great symbol and it screams back story.

5
DFRPG / Re: DFRPG and FATE
« on: September 18, 2011, 05:56:00 PM »
Other Aspects:
"Misery Loves Company" (was actually meaning for this to be compelled as in I get into trouble and anyone that is with me at the time could use it for a +2 or reroll or I can use it when others are with me and trouble comes knocking. I believe thats the way its should work?

Other folks don't get really get to tag your aspect just because they are with you when things go bad, they still have to spend a fate point to tag your aspect and usually that works mechanically when they are attacking or going against you. The way that compel would work is basically you would get a fate point for dragging your friends into your trouble, or joining them in their trouble. They aren't going to be reaping any fate points off your compel unless they also have a similar aspect that can be compelled at the same time to earn them fate points of their own.

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Skills
Great (2 slots) : Conviction,Endurance
Good (2 slots) : Lore, Discipline
Fair (3 slots) : Prescence, Alertness, Athletics
Average (5 slots) : Empathy, Fists, Might, Rapport, Stealth

I also had a question about skills and their trapping. Are you supposed to specialize in skills or? It seems there are alot of emphasis on the Trappings for the skills but not sure what the trappings actually do (I know what the skills do just not sure what use the trappings have) besides just detail what you can or cant use that skill for.
Trappings determine what a skill can be used for, that's pretty much it. There isn't a specialization, your skills in FATE are pretty broadly defined and can do a lot. Trappings are basically a way to define various rules for how skills are used in different circumstances.

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Also I just wanted to make sure I understood this right. All characters can only do 1 action per I guess you would call it round. So I could cast a spell than later down the round someone attacks me I get a free Block or Dodge or some other defensive action but I cant cast another spell like a magical defense?
Yes you get to take one active action in an exchange. If you set up a Block then attacks against you are made against the Block rather than an Athletics or other appropriate skill roll to dodge. However you do not get a free Block roll if someone attacks you before you have set it up. Magic Blocks are kind of tricky, but what you basically want to do is use shifts of power to make persistent Blocks that last a number of rounds, so that you can leave it up and still get to take an action the next round. If you are just using skill rolls to dodge then you can make as many as you need to and still get your action during the exchange.

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With the whole Thor's Emissary example I would basically build a pure mortal character but I would buy the powers and stuff for the item and not the character? or would I build a pure mortal character then build a second character for the item of power?
Nope you would be building a Supernaturally powered character and start with the basic refresh level of the game. By picking up and becoming empowered by the Item of Power you are no longer a Pure Mortal. The powers might be all tied up in an item but you are still using them and therefore you buy them out of your own refresh. In the books this is why
(click to show/hide)

6
DFRPG / Re: DFRPG and FATE
« on: September 18, 2011, 10:36:09 AM »
@ Morgan
High Concept : "Wandering Amnesiac Sorcerer"
Trouble: "I dont try looking for trouble it seems to find me just fine"
Other Aspects: "
"Misery Loves Company" Trouble has a way of finding me
"My memory is like a still pond, empty and devoid of all life, until you disturb its surface"
"My Gold Wedding Band"
"Where did I come from?, Who am I? Why can't I remember? What have I done to have so many people wanting to hurt me? How did I come to be without my Memory"
"If I could only remember who I am"
Some of your aspects are a little too long, when I come up with aspects I like to try and keep them pithy and punchy. For your Trouble I'd shorten it to "I'm Not Looking For Any Trouble." All the rest of it is nicely implied in that phrase, especially with some of your other aspects.

"Where did I come from?, Who am I? Why can't I remember? What have I done to have so many people wanting to hurt me? How did I come to be without my Memory" Is way too long, it will be insanely hard to fit on a character sheet if nothing else, try something like "I Just Want Some Answers.", or maybe "I'm Looking For Answers!" which embodies most of those questions and also might be invoked for a bonus when the character sticks his nose where it doesn't belong, and ties in nicely with the character's trouble.

You've also loaded up on quite a lot of memory loss Aspects and now a lot of those compels and issues can be handled with your High Concept, and one or two aspects. The aspect "My memory is like a still pond, empty and devoid of all life, until you disturb its surface" is very cool and evocative it could almost be split into two or three aspects, but what do you want this aspect to do in the game? It seems like your going for something along the lines of having great power inside that can be unleashed when it is least expected. Some more aspects about your magical powers are probably in order so perhaps something like "Don't Make Me Angry!", or for something less Incredible Hulk; "Unexpected Talents", "Hidden Depths of Power", "Deep Reservoir of Power", "Power Beneath the Surface", "Still Waters, Run Deep". Really though it depends on what you think it means and how you want it to effect play, I'd just suggest an aspect dealing with the character's magic power might be more useful than yet another memory based aspect.

"Misery Loves Company" and "Golden Wedding Band" are both good, and they are short and to the point, I'd be curious how you're thinking you might invoke the first one, do you make friends who get into trouble with you, or that you end up sharing in their troubles? Or are you really going to mainly compel it help to pile on the pain, and invoke it to be inured to suffering. Also you could tweak the second one to point it a direction that really interests you with not much more than the addition of a word and a question mark "A Golden Wedding Band?" is quite different from "My Golden Wedding Band?" or "Who's Gold Wedding Band?", punctuation can really make a big difference in Aspects and exclamation points and question marks can be great additions to some Aspects.

"If I could only remember who I am" Since you've already got a lot of general memory loss aspects I'd be inclined to make this one much more pointed and focused. "Am I Wanted By The Wardens?", "Why Can I Remember The Laws?","Why Can I Remember The Name ____?","Should My Past Remain Hidden?". The character's wanting to remembering who he is is already taken care of. Throw him a bone and give him a clue that can be pursued during play, or maybe just go with a useful utility aspect like "Magic Isn't The Only Thing I Remember How To Do", "I Remember More Than Magic", or "I Might Know How To Do That".
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Powers (Sorcerer Template)
Evocation (Air, Earth, Spirit)
Ritual (Spirit)
So choosing a Ritual specialization works a little differently than Evocation, you don't pick an element rather you pick one Type or Theme of Thaumaturgy. You should take a look at Types of Thaumaturgy beginning on YS page 274, Thematic Thaumaturgy on beginning on YS page 284 to get a sense of potential options. Themes are broader based in terms of powers essentially letting you use all the Types of Thaumaturgy, but they are based only on specific applications of those powers. Ritual (Ectomancy) can do all the types of Thaumaturgy, but only if they deal with ghosts. Whereas Types of Thaumaturgy are very specific powers which can be applied in a broader way. Ritual (Summoning and Binding) for instance can be used to Summon and Bind just about anything, not just Ghosts, but it couldn't be used to Veil or Craft.

Since you've put down Ritual (Spirit) it seems like you'd like to have more of a Themed Thaumaturgy, I'd suggest either Ectomancy or Psychomancy. Psychomancy could be really neat for this character especially if you want to walk that razor's edge of Lawbreaker, and also delve into the recesses of his own mind. Otherwise if you want more of a Type of Thaumaturgy for your Ritual: Divination, Veils, or Summoning and Binding, are pretty solid choices that fit the Spirit element choice pretty well.

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Wizards Constitution
The Sight
Soulgaze
Since you already picked up Soulgaze for free when you got The Sight you are now just one Major Milestone away from being a full Wizard.

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As for the Norse god I am not sure where to begin, I was guessing kinda like an example someone found an old stone hammer and BAM! became an emmisary of power for Thor. But the directions aint exactly step by step on how to do it.
Start with a High Concept that deals with being "Thor's Emissary", and start buying powers like Marked by Power, and Item of Power if you want to go the "Whosoever holds this hammer, if he be worthy, shall possess the power of Thor." route. Then it is just a matter of picking out the powers that the Item of Power grants and applying the Item's discount. For Thor's powers and depending on Refresh levels, at low levels it would probably grant Inhuman Strength, Inhuman Speed, Inhuman Toughness and/or Inhuman Recovery, it might also have Breath Weapon to handle throwing Lightning Bolts. At higher levels increase it to the Supernatural or maybe even Mythic levels of those powers, and possibly add Sponsored Magic (Storm God). It will also be indestructible by normal means and be a (Weapon:2-3), it may give some +1 or +2 Stunt-like bonuses in certain instances, and might also have the ability to return to the wielder when thrown.

Here is a quick write up of a Minor Mjolnir, it's probably not actually Thor's hammer but rather another mystic hammer crafted by the dwarfs and bestowed to Thor's Emissary by the God of Thunder. Or maybe it holds only a portion of the real Mjolnir's power in it due to the character's connection to Thor. Perhaps it is the real Mjolnir, and the character is only beginning to unlock it's true potential and claim their godhood as the New Thor.

-6 Item of Power (Minor Mjolnir)
(Weapon:3), Unbreakable, Returns to Wielder when Thrown
+2 Refresh (Big, Obvious, Can't be Easily Concealed)
-2 Inhuman Strength
-2 Inhuman Speed
+2 The Catch (Snake Venom)
-2 Inhuman Toughness
-2 Inhuman Recovery
-2 Breath Weapon (Lightning Bolt)

A mini Mjolnir could be made with only +1 Refresh at a cost of -7 Item of Power, and a Special Ability to shrink in size to a pendant when not in use.
With all the bonuses from Inhuman Strength it does (Weapon:5), and can shoot Lightning Bolts that do (Weapon:2) damage.

7
DFRPG / Re: DFRPG and FATE
« on: September 15, 2011, 12:01:39 AM »
Gold Wedding Band would be a dirt simple aspect ripe for plot hooks and compels.

This should definitely be one of your aspects.

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DFRPG / Re: DFRPG and FATE
« on: September 14, 2011, 11:48:39 PM »
Okay firstly what do you want this character to be and do? From your choice of powers it looks like you want to be a Wizard or as close as you can be at the the up to your waist level which means the Sorcerer Template. If that's the case your High Concept should have something about being a Sorcerer, it should also probably have something about being an amnesiac or just having no memory, and probably something about what this character does. Something like "Wandering Amnesiac Sorcerer" is a better High Concept for this character. Remember most of your compels and invokes for being whatever your character is in the DFRPG are based on your High Concept. Whenever Harry reaps some fate points by frying technology at inopportune times or when he gets his Wizard on and makes with the seriously powerful magic, he is using his High Concept. "This is not the Droid you seek" doesn't really fit your character's High Concept and cool SW reference aside it won't help you when you try to invoke or compel it to be who and what you want your character to be.

Now it might work as your Trouble, but you really want your Trouble to be a complication based on your High Concept that you want to come up in the game. Do you want people actively looking for you? Do you want to know who you are and what happened to your memory? Do you want to be a wandering man of magic and mystery who wanders the earth and gets into adventures, like David Banner, Kwai Chang Caine, or Jules Winnfield? Pick whatever problem excites you and make your Trouble aspect about that.

As for your other Aspects you shouldn't just leave them up to the GM, you and the other players should have a say in it as well. The DFRPG method of City and Character Creation should really be done as a group activity, connections will be made and setting and story will be established. Doing lonely fun character creation isn't really where the game shines. So even though the character has no memory, you must have some ideas of his past. And even if you don't think about what badass things you would like your character to do in the game and what sort of interesting things could happen to the character and make some Aspects that fit. Let yourself, the GM, and the other players know what you want your character to do in the game.

Unfortunately no there aren't any hindrances that will give you more refresh. There are a few powers that will give you discounts in the form of +refresh, but they are all tied to things that you will have to pay points for. The only way to gain Refresh points is to be a Pure Mortal which will give you +2 starting Refresh, but you lose them when you buy any supernatural powers and therefore stop being a Pure Mortal. DFRPG is really good at reinforcing the whole Power vs Free Will, Monster vs Mortal thing and Refresh levels is the way it does that.

Now as to your Power choices for this character, you really should pick up The Sight, however that will put you over the Refresh and your character has become his power. So is there a way that you could take one of the lesser forms of Magic like Channeling or Ritual and still fit your character concept? Right now without The Sight, you've got the magical equivalent of a USMC Scout Sniper who is completely blind. Do you want this character to do lots of quick, flashy, kablooey type magic, or do you want slow and steady magical effects that take a long time and much preparation? From the looks of your focus items it looks like spirit magic of the quick and dirty variety is your thing, so keep Evocation, bump Thaumaturgy down to Ritual and pick a focus for your ritual magic that you want your character to be doing. Then you can afford The Sight no problem.

Now as for creating a Champion of Norse gods, the wielder of an Item of Power, or an Emissary of Power. What is the specific problems you are having? What is the Item and what do you want it to do?

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DFRPG / Re: DFRPG and FATE
« on: September 13, 2011, 02:07:37 AM »
Since it is one question I haven't seen answered yet I'd say that 3-4 players and a GM is probably the ideal number for a DFRPG or FATE based game. I've played in 2 players and a GM game and that worked but it felt like a stretch. 5-6 players in a game can be done, for me 7 players is my absolute limit and even that would have to be something like a convention game or one shot. But if you are all just learning FATE I would keep the numbers down to 3-4.

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DFRPG / Re: Smith and Wesson 500
« on: August 19, 2011, 09:38:46 PM »
Weapon 3 it is still only a really big pistol not a battlefield artillery piece.

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DFRPG / Re: A problem with the rules, and a simple fix
« on: August 19, 2011, 08:46:14 PM »
That's not how the rules work. You're actually repeating one of my fixes.

That's my problem. Your mistaken impression of how the rules work is actually one of my proposed fixes, and it does indeed seem to solve the problem. But it's not how the rules in the book actually work.

Okay perhaps I am mistaken. Can you tell me where the -2 to rolls comes from in the rules? It seems like from the pages you quote in your original post example, say that difficulty modifiers add to the difficulty to do tasks rather than subtract from the roll to do them. My reading of a Contested roll is that the difficulty to succeed is set by the opponent's roll and so there is no base difficulty other than what is rolled by the opponent. Whatever difficulty modifiers there are therefore added to the opponent's roll rather than being subtracted from the roll of the person who is having the difficulty.

If Environmental modifiers add to the difficulty of making a roll, and the difficulty of a Contested roll is determined by an opponents roll, then it seems to me that in that case Environmental modifiers do add to rolls.

In a Contested roll it is not difficulty 0 to do a thing. Skill A rolls and sets the difficulty against the opponent who rolls Skill B and tries to meet or beat the difficulty set by Skill A's roll.

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DFRPG / Re: A problem with the rules, and a simple fix
« on: August 19, 2011, 10:53:36 AM »
I am not sure I see your problem.

Hiding sets up an opposed contest between the person who is hiding's Stealth and the person who is looking's Alertness or Investigation. If it is easy to hide say because there is a lot of cover and shadows and what not the person who is hiding gets a bonus to his Stealth roll, and the person who is looking has to roll his Alertness or Investigation and beat that the number rolled plus the environmental difficulty modifier in order to find them.

If the situation is reversed and the environment is very hard to hide in due to it being brightly lit with no cover then the person who is looking gets the environmental difficulty modifier bonus to his roll on Alertness or Investigation and the person who is hiding still sets the difficulty to be found using his Stealth skill.

Since a Stealth roll is always an opposed roll against an opponent's Alertness or Investigation roll you give the environmental difficulty to whomever would get the benefit of the environmental difficulty modifier on their roll and therefore make it more difficult for his opponent.

So hiding in a dark environment with lots of cover has an environmental bonus of +3 to hide. Hider rolls his Stealth skill +4DF +3 points environmental bonus vs the Looker who rolls his Alertness or Investigation skill +4DF and see who is the winner.

Spotting someone in a brightly lit environment without any cover has an environmental bonus of +3 to spot. Hider rolls his Stealth skill +4DF vs the Looker who rolls his Alertness or Investigation skill +4DF +3 points environmental bonus and see who is the winner.

In both situations the environmental difficulty modifier makes it more difficult for whoever would have difficulty on their roll due to the environmental difficulty modifier.


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DFRPG / Re: Odd Effects (or, "That Flavor Tastes weird")
« on: July 22, 2011, 08:16:38 PM »
See, that is something that doesn't really fit into my view of the Dresden Files. (but i'm reading Ghost Story right now (not right now, but i will continue in the next few minutes) and there are a lot of completely new magic things seen in there). We haven't really seen such a thing in the Books.
It's cool as hell i give you that but it isn't really "throwing around the fundamental energies of the universe". I could see it stored in a magic item though...

To be fair the Dragon made of fire example happened in a fairly high powered, high action, convention game where I was really encouraging them to go wild and be descriptive with their magic. It was also a very powerful spell, something like a Weapon 9 attack, so I let it go cause it was way more interesting and descriptive than the standard I shoot a really big fireball at him. Though I agree that it might be a bit much in a home game.

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DFRPG / Re: Odd Effects (or, "That Flavor Tastes weird")
« on: July 22, 2011, 08:03:32 PM »
I'd say that if all you're doing is adding color to your spells then that's just fine, it's when you want them to have a different effect because of that color that you might have some issues.

Take your basic blast of magical fire that does Weapon 5, I've had players describe that looking like all sorts of different things, hell I insist that they tell me what their blast of fire spell looks like. I've had basic fireballs, gouts of flame, waves of heat rippling though the air, even Chinese style dragons made of fire leaping at there enemies. Now the damage and every other thing about such a spell remains exactly the same mechanically no matter what it looks like.

So for instance if you want imps of fire to leap at and attack your opponent, that's fine just realize that you are not actually summoning imps you are making an Evocation Attack and using the image of imps constructed of fire as the spell's color/flavor. If you want to summon some actual imps, bind them to do your bidding and attack someone that is a totally different type of magic, and mechanics.

Shadowmancers flinging bolts of shadow at folks sounds like it would look awesome go for it, especially since you're Practitioner is basing his magic on the idea of magically controlling shadows to get tangible results. If you really limited shadow magic to what shadows can actually do it would be a pretty lame power.

Using Earth magic to manipulate a flock of pigeons sounds like a very cool idea again it is really just color/flavor the end result will be a block on a zone border, and I certainly wouldn't have any problem letting a player do it. After all it really isn't any different mechanically then if you'd thrown up a wall of earth or turned the ground into quicksand, a block is a block. However it is straying into lawbreaking territory, and if you're willing to sacrifice an entire flock of pigeons to stop someone or make your escape one day, then who knows what you might be willing to sacrifice the next?

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DFRPG / Re: loup garou vs Warden Sword
« on: July 20, 2011, 03:21:37 AM »
Warden swords are a bit special in this particular case as...
(click to show/hide)

Huh, interesting I don't remember Warden Swords being specifically called out as being made of
(click to show/hide)
. Can you point me to where that is?

Though even if they are the Inherited bit is really the important part for getting past a Loup-Garou's Physical Immunity. The sword's ability to break enchantments isn't anywhere near strong enough to get past a curse as powerful as the one that creates a Loup.

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