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DFRPG / Re: Non-were animals, and the human form +1
« on: August 14, 2010, 01:49:14 AM »
Instead of 'Pure Mortal', give him a 'Pure Animal' template. +2 bonus refresh.
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Up, Up, and Away!
In the Dresdenverse, spellcasters usually don’t try flying spells, and there’s a paragraph at the bottom of p282 of Your Story that explains why*. It’s a matter of control – just because you have the ability to fly doesn’t mean you have the expertise to safely move through the air. And given the penalty for falling from any sort of height, there’s a real danger inherent to slipping the surly bonds of earth.
That said, building a flying spell is pretty simple, if the GM is going to allow it. Personally, I would let someone get away with it if he or she built the character to show that he or she had spent time mastering the intricacies of aerial movement. Here, I’m thinking a minimum of a stunt to reflect the ability to use Athletics for flying, and preferably both the stunt and an Aspect to show the time and effort expended in gaining this off-beat skill trapping.
The guideline for gaining new powers by using magic are laid out in the sidebar of p283 of Your Story: what you need to do is transform yourself into a form with the new powers. You need shifts of complexity equal the amount necessary to kill a target, plus you need to spend Fate Points to gain the temporary powers.
So, let’s say Harry wants to be able to fly, binding the winds to hold him aloft and move him around, and his benevolent GM has okayed the attempt. In my mind, though it’s not listed anywhere in the rules that I can find, transforming a willing target should be easier than an unwilling one, so for purposes of this spell, Harry has to meet a complexity equal to all his possible consequences plus 1, but doesn’t need to overcome his Stress Track (because he just decides to take all consequences rather than Stress), and his defense rating is locked at Mediocre (+0) (because he’s not trying to resist the spell or defend against it in any way). This sets the base complexity for the spell at 21: 2 for his minor consequence, 4 for his moderate consequence, 6 for his severe consequence, 8 for his extreme consequence, and 1 to take him out. The taken out effect becomes gaining the ability to fly.
Duration becomes very important for a spell like this. I’d start the default duration at a single scene* (15 minutes or so), so if Harry wants to be able to fly for longer than that, he needs to boost the complexity as well. Let’s say he needs to be able to fly for a day. That increases the complexity by 5, stepping him up the duration ladder from 15 minutes to a day. Total complexity comes out at 26.
In addition to this complexity, Harry has to pay Fate Points for the power, in essence temporarily lowering his Refresh to buy the power for the duration of the spell. While there is no Flight power, there is Wings, which is a -1 power. That’s close enough for our purposes, so Harry needs to pay a Fate Point for the power. If he needed to fly super-fast, he’d have to pay the Fate Point for Wings, plus another 2, 4, or 6 for the desired level of speed power. But let’s keep it just to flying.
Now, Harry’s got a Lore of Good (+3). That means he needs to make up a whopping 23-shift deficit to be able to cast this spell, and he needs to have at least a single Fate Point left at the end to pay for the Wings*. For convenience, let’s say he goes through the same routine he did for the Magic Parachute spell above, giving him +10. After that, he buys some special incense for the ritual (Resources: Ritual Incense), gets Listens-To-Wind to bless his falcon feathers (Contacts: Shaman’s Blessing), does a little research into the wind patterns over the city to find the optimal place to get the attention of wind spirits (Scholarship: Air-Flow Map), fasts for a day to purify himself (Endurance: Ritual Purification), spends an hour conducting a centering meditation (Discipline: Focused Mind), and then drives out to where he’s going to cast the spell and scares off the muggers in the park so he can work uninterrupted (Intimidation: Quiet Workspace). That bumps him up to a total of +24, so he’s set to cast the spell.
Dealing with so much magic, there’s a real potential that, if things go badly, Harry’s going to be in a world of hurt, so he’s going to go slowly with the actual casting, drawing one shift of power at a time. With his Good (+3) Discipline, that means that he needs to roll -2 or better on each of his 26(!) rolls to get the power he needs and take to the air. He’s only got a 6.2% chance of blowing any single roll, but with the large number of rolls, he’s got about a 16.8% chance of succeeding on all 26 rolls without needing to spend a Fate Point or take some backlash*. Not an easy spell.
Final version of the spell:QuoteRite of Icarus
Type: Thaumaturgy, transformation
Complexity: 26; can vary depending on duration
Duration: One day
Effect: When the caster completes this ritual, he or she must pay one Fate Point. The caster then gains the ability to fly, as per the Wings supernatural power, for one day. Unless the caster has some training in moving aerially (reflected by an Aspect and/or stunt), the caster’s Athletics is considered Terrible (-2) for purposes of moving by way of flight.
Variations: This model can be used to gain any reasonable power, subject to GM approval. Fate Point cost is equal to the refresh cost of the power acquired.
[-1] Marked By Power (Erlking)
[-1] Echoes of the Beast (The Hunter)
[-2] Inhuman Recovery
[-2] Breath Weapon (allows you to fire hunters arrows, porcupine spikes etc, plus nature manoeuvres like nearby branches knock them to the floor, brambles and roots wrap around their feet etc)
[+1] Human Form (You grow stag like horns, cat eyes and cloven hooves
- [-2] Inhuman Strength
- [-2] Inhuman Speed
- [-2] Inhuman Toughness
- [+3] Catch - Cold Iron
Total is -8
Item of Power:
- [+2] Hunters Spear
- It is a Weapon:3 spear, unbreakable etc
- [-1] True Strike
- [-2] Glamours
Total is -1
Total refresh cost of -9
Submerged - 10 Refresh, 35 Skill points
Name: Cassandra 'Cassie' Weaver
High-Concept: Arachanthrope cat-burglar
Trouble: The Spider inside her
Invoke - Can be a useful bonus when doing anything spider like i.e. Hunting people. Killing people. Eating people. Knitting and crochet.
Compel - Can be bad when she's doing anything that doesn't involve hunting, killing and eating people. Or weaving. Especially when she is given an appropriate opportunity to do so.
Background: A Tangled Web
Brought up in an atmosphere of manipulation and distrust, she quickly learnt that to get what you want, you've got to take it. It wasn't long before she was lying, cheating and stealing; taking advantage of everyone she met and every opportunity she saw, coming up with elaborate schemes to leave her blame-free and in a position of power. With her talents, and the thrill she took from stealing, she eventually turned her hand to serious theft and she proved to be as adept at avoiding security systems as she was at avoid the various lies and manipulations attempts her parents used against her. Her skills also helped her navigate the complicated and vicious world of criminals
Invoke - She's an expert at manipulation and deception. She can create and enact complicated plans with ease. She's used to dealing with criminals.
Compel - She's an almost pathological liar and struggles to tell the truth about anything. She cannot trust others as she thinks everyone is as bad as she is.
Rising Conflict: To a spider's eyes, all are flies.
Hearing that there were some particularly rare and valuable curious at the house of a local politician, she decides to break in and see what she can find. After discovering the secret room that the blueprints had promised, she soon discovered his secret; he was a Were-Rat! Excited at the idea of gaining the same power, convinced that she could become an even greater thief with this power, she quickly repeated the ritual as detailed in his journal; knowing that he wouldn't be back from his event for another hour.
Two hours late, she's eaten him. It turns out that turning in to a tiny Were-Rat in front of a 6' long Were-Spider isn't a good idea. That ritual put her in touch with her totem animal, the creature that most matched her inner-nature, and she was rather pleased with the results. Not bad for a nights work, not only had she unlocked the kind of power she'd always wanted, she'd also managed to grab a spot of dinner too!
Invoke - Hunger for power, hunger for control, hunger for the flesh of weaker creatures; spiders are skilled at exploiting every weakness to satisfy their hunger.
Compel - To a spider, everything that moves is edible! If she sees weakness in someone then she doesn't help them, she takes advantage.
-------------------------Powers - 10 Refresh -------------------------------
[-1] Beast Change
[+1] Human Form
[-2] Inhuman Speed
[-2] Inhuman Strength
[-2] Inhuman Toughness
[-2] Inhuman Recovery
[+3] Catch - Silver
[-3] Claws - Venomous
[-1] Spider Walk
[-9]-Total
-------------------------Skills (35), Stress and abilities -------------------------------
----Human skills----
Superb: Burglary, Stealth
Great: Alertness, Athletics
Good: Deceit, Rapport
Fair: Contacts, Guns, Resources
Average: Conviction, Driving, Endurance, Presence Scholarship
--Stress--
Physical: OOO
Mental: OOO
Social: OOO
----Spider skills----
Superb: Endurance, Fists
Great: Might, Athletics
Good: Alertness, Stealth
Fair: Burglary, Intimidation, Survival
Average: Conviction, Intimidation, Investigation, Presence, Scholarship
--Stress--
Physical: OOOO(OO)
Mental: OOO
Social: OOO
One additional Physical Mild Consequence.
Armour: 1 (Inhuman toughness)
When breaking or lifting objects, Might is considered to be Epic (inhuman strength)
When grappling, Might is considered to be Superb (inhuman strength)
When rolling for initiative, Alertness is considered to be Epic (inhuman speed)
When dodging, Athletics is considered to be Superb (and it's Fantastic when sprinting) (inhuman speed)
If I am following your querry correctly, then model it after Way of the Bow under Guns, which enables you to use Guns for bows and Craftsmanship for bows, and provides a +1 damage with bows. My point is, outline it for a specific weapon category (Swords, Clubs, Axes, Chains, Vacuum cleaners, Hats...although we already had a thread on that one), keep the bonus to +1, and I think you'll be alright. I don't have my books in front of me to verify this, however. Gimme a sec to check...yeah, that's pretty much how it's meant to work. It does say under limited circumstances (their example is their Guns stunt where you're also outnumbered, but if you limited it to a very specific weapon...long sword, instead of just swords, for example...that might cut the mustard...heh...more pun damage). Alternatively, if you want a bigger boost (+2 with a broad category, for example), you could validate it via the expenditure of a fate point, ala Killing Blow.
potions can be used to boost strength, speed, perception, and other functions of biology— provided that the body being boosted can withstand the stresses of such an effort. Just because muscles have been supercharged to lift a small car doesn’t mean they’re built to withstand the damage that would do; inflicting consequences on the beneficiary to boost spell effectiveness is not uncommon (Torn Muscle Tissue, etc.)