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DFRPG / Re: Is a Pure Mortal viable?
« on: July 09, 2010, 02:41:59 AM »
Stunts tend to be a situational +2. Fate Points, when spent, are also +2 if you have an aspect. So unless you plan on using your Stunt more than once per session, probably don't have any aspect that applies (in which case you might want to rethink your stunt purchase), or will need the Stunt AND an invoked aspect to be effective, then buying Stunts is not a good idea. Just use the Fate Point instead; a flexible +2 is better than a fixed +2. Don't go crazy on stunts to just spend that refresh - just because you want a master gunslinger doesn't mean you need all the guns stunts.
Strategic use of Fate points is the most important part of having a huge net refresh. Scene Aspects can be much more useful for you than other people - anyone can get a tag on something, but most other characters can't really afford to repeatedly invoke things. Same thing for maneuvers. Especially when Compel or Invoke for Effect instead for a bonus/reroll, which generally can't be done via tag. As part of a group, you can compel your friends' aspects to transfer Fate Points to them, or invoke their aspects when they need a bonus. Compelling over invoking stuff for them is useful for giving them the ammo to resist other compels. Remember that Aspects, whether via maneuver, inherent, or consequences, basically just sit there unless someone spends a Fate Point to make them real. If you have a lot of Fate Points, you get to decide what's actually important. Emphasizing this part of the game in your character puts your guy in a more support role, but it does focus on the unique advantages to being a pure mortal that most other characters aren't going to have.
Note that huge guns, "sticky" aspects as part of equipment (rather dubious mechanically, IMO), etc don't especially help pure mortal characters - they don't have a monopoly on the use of stuff. Sure, you can make a Pure mortal Gunslinger with 10 points of stunts. OTOH, you could also be a Changeling and do the same things - but probably a lot more efficiently, since stunts aren't as good as powers. There's a part Sylph assassin in our game (as an NPC) with Superb Guns as well, but she has enough Speed to go Matrix where mortals go John Woo. Plus Wings (Flight + ranged attacks vs so many melee primary monsters = ) and stuff.
Many powers don't provide advantages to more mental or social challenges - and non combat powers are often dependent on mundane skills to work. Powered characters can have those skills, yes. However, in terms of comparative advantage, mortal characters are often better off specializing in those areas.
And hitting monsters with a car is a pretty nice equalizer.
Strategic use of Fate points is the most important part of having a huge net refresh. Scene Aspects can be much more useful for you than other people - anyone can get a tag on something, but most other characters can't really afford to repeatedly invoke things. Same thing for maneuvers. Especially when Compel or Invoke for Effect instead for a bonus/reroll, which generally can't be done via tag. As part of a group, you can compel your friends' aspects to transfer Fate Points to them, or invoke their aspects when they need a bonus. Compelling over invoking stuff for them is useful for giving them the ammo to resist other compels. Remember that Aspects, whether via maneuver, inherent, or consequences, basically just sit there unless someone spends a Fate Point to make them real. If you have a lot of Fate Points, you get to decide what's actually important. Emphasizing this part of the game in your character puts your guy in a more support role, but it does focus on the unique advantages to being a pure mortal that most other characters aren't going to have.
Note that huge guns, "sticky" aspects as part of equipment (rather dubious mechanically, IMO), etc don't especially help pure mortal characters - they don't have a monopoly on the use of stuff. Sure, you can make a Pure mortal Gunslinger with 10 points of stunts. OTOH, you could also be a Changeling and do the same things - but probably a lot more efficiently, since stunts aren't as good as powers. There's a part Sylph assassin in our game (as an NPC) with Superb Guns as well, but she has enough Speed to go Matrix where mortals go John Woo. Plus Wings (Flight + ranged attacks vs so many melee primary monsters = ) and stuff.
Many powers don't provide advantages to more mental or social challenges - and non combat powers are often dependent on mundane skills to work. Powered characters can have those skills, yes. However, in terms of comparative advantage, mortal characters are often better off specializing in those areas.
And hitting monsters with a car is a pretty nice equalizer.