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Messages - wyvern

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1
DFRPG / Re: Adjudicating the Discovery of a Catch
« on: April 14, 2016, 08:48:01 PM »
I'd definitely base this on the cost of the catch.

+2 researchability?
It's generally safe to assume people just know unless there's some specific reason they wouldn't (such as not being clued-in at all).
For a PC attempting to research this level of catch, I'd call for a mediocre (or maybe average?) lore roll; even someone with no skill and a -4 on the dice shouldn't need more than a day to dig up the answer.  (Edit: Unless, of course, you can find a relevant aspect to compel; someone with Out-Of-Date-Knowledge might not have read Bram Stoker's Dracula, for example.)

+1 researchability?
It's generally safe to assume people don't know without a specific reason they would.  For example, of course the local Warden knows your catch; that's kinda part of their job and they've got access to the White Council's libraries.  If there's any question about whether someone would know or not, I'd tend to resolve it with a compel (for initial encounters), and just a quick check on "what sort of research resources does this person have?" for subsequent encounters.  For example, when Dresden first encounters the Gruffs, he has no idea that they're fae (and in fact is led away from that conclusion by their use of modern weaponry); I'd give him a fate point for that.  But then he just goes and asks Bob and presto, answer.
For a PC attempting to research such a catch, the first thing they'll need is an appropriate aspect invoke just to make the research possible.  Bob the Skull.  Access to the White Council records in Edinburgh.  Monoc Securities Contract.  The Merlin's Diaries.  No such aspect?  You don't even get to roll.  Once you do have such an aspect, you might still need a Good to Great lore roll - or perhaps substituting Contacts or some other skill appropriate to how you're getting the information.

+0 researchability?
These are the sorts of catches that tend to come up by accident more often than by design.  A plain wedding ring at an estate sale that burns without warning.  A fae with a perfect glamour to look like some other monster is attacked by someone with a steel knife - not because they know the knife will work, but because that's the only weapon the poor guy has.  An oriental demon, vulnerable only to the cleansing force of magical fire, finds itself up against one Harry Dresden.  I'd use aspects to cover this sort of catch almost exclusively, unless it was already well established that the catch was in play - for example, twin daemons only vulnerable to each other, wouldn't expect to get extra fate points when they fight - they know that going in.
For a PC attempting to research such a catch, the path is frustrating and fraught with false leads.  You find a relevant aspect, you make your research roll (as with a +1 catch), only you're up against Great or Superb or higher difficulty - and success tends to just tell you "The answer isn't here," unless you picked the exact right resource to ask.  (There's an excellent example of that in Cold Days, but I won't spoil it here; if you've read the book, you know what I'm talking about.)  It's probably easier to trick your opponent into revealing their catch (as a social take-out result) than to research it... if they even know what they're vulnerable to!

2
DFRPG / Re: Fate More Kickstarter
« on: April 12, 2016, 11:09:06 PM »
The Venture City PDF is neat, but I also found it a bit disappointing; it focuses very heavily on "Here's a mechanical framework for dealing with superpowers in FATE", and very little on "Here's the necessary tropes and stylistic stuff you need to run a superhero game and make it actually feel superheroic."

If the mechanics are what you need, great!  But I was hoping for something with a bit more advice on the running the game side of things.

3
DFRPG / Re: Workshops
« on: March 30, 2016, 08:45:20 PM »
I'm pretty sure that's a houserule.  That said, I think it's a good (+3!) houserule, and one I'd be happy to use in games I ran.

4
DFRPG / Re: Stacking Stunts with Powers
« on: March 22, 2016, 10:22:18 PM »
As a GM, I wouldn't allow an inherent stunt to discount the cost of a modular abilities gained power in exchange for losing the stunt for two reasons. 

1) The On Your Toes stunt means you are very aware.  Inhuman Speed means you react inhumanly quick.  One is a mortal stunt, the other is a power.  The two don't overlap to allow the stunt to be considered a lesser form of the power the way that Inhuman Speed is a lesser form of Supernatural Speed.  One involves magic and the other does not.

2) I would rule that unless a point of refresh is a part of your modular abilities pool, then it can't interact with how you spend your modular abilities pool except in cases where the building block powers specify that a lesser form of the power is replaced . . . inhuman to supernatural, etc.
1: This is just flavor.  Consider a "Faster Than I Look" stunt that has exactly the same effect; that could totally be a lesser version of the Inhuman Speed power.  Similarly, just because something is a stunt in game-mechanics terms, doesn't mean it has to be nonmagical.  (For a very obvious example, consider a "Hedge Wizard" lore stunt that lets you use lore as investigation for arcane matters.)

2: Not much to say here except "I disagree".  If a stunt is explicitly declared as a subset of a power, I don't see any reason to prevent it from being upgraded the same way one might go from Inhuman Whatever to Supernatural Whatever.  On the other hand... if it is a subset of some power, well, there's no reason not to put that point of refresh into the modular abilities pool in the first place, is there?

That all said, I'd still look carefully at any character trying this sort of thing.  I wouldn't rule it out instantly, especially for a character that was using a Human Form type limitation instead of Modular Abilities, but it's the sort of thing I'd allow on a case by case basis rather than a "yeah, this is okay for all possible characters" basis.

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DFRPG / Re: Plot Advice for a Scenario
« on: March 15, 2016, 10:29:09 PM »
The first two attacks are real.  The third is a sham, faking the death of an undercover agent who desperately needs to be extracted due to his acquisition of a valuable macguffin* the Baroness' enemies don't yet realize is missing.

* Possibly a non-physical macguffin; the true name of a particular entity or some other form of knowledge could fit well here.

6
DFRPG / Re: Sponsors and debt
« on: December 08, 2015, 09:25:24 PM »
More to the point, if you have a sponsored magic and you do not have a related aspect that could be compelled even without sponsor debt - well, I don't really see that as a legal character build.  (With the possible exception of Soulfire as of the Paranet Papers revision - with its stress track and lack of sponsor debt, and the 'it makes you more of what you are' thing going, I don't see it as necessarily needing a separate aspect.)

7
DFRPG / Re: Sponsors and debt
« on: December 08, 2015, 08:42:26 PM »
^ What Taran said.  (I had a whole post typed out, but got sniped.  Oh well.)

8
DFRPG / Re: High Fantasy Conversion
« on: December 04, 2015, 10:42:29 PM »
Some random bits of feedback:

The race creation rules seem overly complicated.  I'd probably drop this entirely and just say:
A race is a template.  Some races will have more stuff in that template than others.  Exactly what the musts and options are depends on what the table decides is appropriate
For example, a human (presumably) has no powers that they must buy, but also no options for racial powers that they could buy.  (Or perhaps you're running a setting where humans occasionally manifest psychic powers!  Which could alter the race template quite a bit...)
An elf might also have no musts, but be allowed to buy Echoes of the Beast (with the language provided being a specific fae tongue), Inhuman Speed, and/or some specific sponsored magic.  Or for a setting where elves are ancient immortals, they might have musts of Inhuman Recovery (w/ a Cold Iron catch) & Speed, with the potential to buy nearly any power.

There should be some table-wide discussion of whether the "pure mortal" refresh bonus is setting-appropriate.  Consider, as an alternative, making mortal stunts cost one refresh per two stunts - that, combined with the ability to make your own stunts that are exactly what your character needs, should put them on par with powers.

There should be some discussion of whether "Lawbreaker" powers are setting-appropriate - and if so, what the Laws of Magic should be for this setting, and whether or not there's anyone around who tries to kill off people who break them, and whether or not such powers should be limited to magic.

And, lastly, there are two specific powers I'd suggest banning: Demonic Co-Pilot and Feeding Dependency.  Having seen these in actual play, they both suffer from the flaws of requiring a significant amount of extra dice rolls and bookkeeping, as well as being abusable (especially on spellcasters with high discipline skills, who really don't need any more help).  I suggest using aspect invokes / compels in place of either of these powers.

9
DFRPG / Re: How to work up an Emissary/Scion of a Dragon PC
« on: November 18, 2015, 06:27:37 PM »
Hah, no worries.  I just like dragons.  But werebears are pretty neat, too.

(I did, for the record, get to play an actual were-dragon character for a while.  Based it off a couple of quotes from various places - I don't remember if it's in the RPG books or the actual novels, but there's somewhere where Bob tells Harry "Hey, you know, you could do a really good wereform if you wanted to", and Harry's reaction is "But why would I want to?" - so I built up a character that was an ex-wizard who still had this one really good shapeshifting spell he'd worked out...)

10
DFRPG / Re: Hard time with new player's concept -- need some advice
« on: November 18, 2015, 06:21:15 PM »
I'd tend to say that's an aspect, not a power.  And it's a nasty one - a compel on that could make the character fail at just about anything they're doing!

But it's also a justification for the player to spend their own fate points to help out others - in game-mechanics terms, she'd be spending a fate point to declare an aspect, and then handing the tag on that aspect off to whoever else.

This also fits well with the description of the 'power' being a 'passive' one - it's one the player chooses when to use, not the character.

Edit: if you want an actual power, though, how about this one:
-1 refresh: "And It Comes Up Roses": When an ally invokes one (or more) aspects you created for either a reroll or a +2 bonus, they gain an additional +1 bonus on that roll.

Note that that's just a single extra +1, regardless of how many aspects are invoked - and note that it applies to any invocation, not just the initial free tag.

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DFRPG / Re: How to work up an Emissary/Scion of a Dragon PC
« on: November 17, 2015, 09:41:01 PM »
Just for the record, I'd be curious to hear what you and your player end up working out about this.

12
DFRPG / Re: "Rent" a discussion on Goodman Grey
« on: November 13, 2015, 06:58:11 PM »
Hm... I could see modeling that as a +1 rebate that comes in as a "and every game session you gain one point of sponsor debt" kind of thing.

Alternatively, give Goodman Grey a trouble aspect of "Gotta pay the Rent", and then a +1 rebate power that just says "Any compel on your trouble aspect doesn't give you a fate point for accepting."

Something like this wouldn't really work for Vadderung, though, unless he's also somehow set aside a large portion of his power when he acts in the mortal plane.  A +1 rebate - even a +2 if you can somehow justify that - isn't going to grant free will to a major power.  It would, however, be enough to help someone who was right on the edge keep their free will.  Might be interesting to use something like this to let a player keep a spellcaster who just acquired a lawbreaker power...

13
DFRPG / Re: High Concept problem
« on: November 10, 2015, 06:49:15 PM »
Hm... I'd tend to say that's a good justification for a complete re-write of the high concept.  Perhaps something like "Demigod in training" or "Einherjar Runemage" (with a trouble of "But I'm not dead yet!")

Basically, though, it's looking to me like the rune mage isn't the focus of the character's powers anymore - they've (presumably) spent significantly more refresh on the physical upgrades from the mead.

Perhaps even something like "Freyja's Herald" (or Squire, or Emissary, or etc.), with the rune magic just implied as a "Well, Freyja's a norse deity, rune magic is quite thematic for an emissary".  In this case you could go with a trouble aspect of "...And Substitute Einherjar" if you wanted.

14
DFRPG / Re: Quick and Dirty Domination
« on: November 05, 2015, 12:10:16 AM »
That's not quite how I meant that.

My idea was that, if the vampire wants to make person A attack person B, it needs to first maneuver to put an appropriate aspect on person A (something like "Foolish Mortal!" or "Feel your will seep away" or "Eyebite" or whatever - intimidation or deceit would be the skill(s) to use).  Once it's done that, it can then roll its discipline against person B's athletics (or fists or weapons or whatever else) as a direct physical attack, with the special effect of the attack just being "Person A, your arm moves against your volition and you find yourself trying to stab B." - it doesn't take up person A's action, and they can stop the puppeting by a discipline or conviction roll to remove the aspect the vampire placed.

Edit: Note that the vampire could also use this to attack person A, trying to make them stab themselves or jump off a cliff* or whatever.  And in this case person A could defend with their choice of discipline or athletics (or whatever else seems appropriate).

*Edit2: If you use the 'jump off a cliff' example, don't use the book's rules for falling damage!  It's just a weapon: 2 attack from the vampire's "breath weapon" power - the 'jump off a cliff' part is a special effect, not a mechanical one.

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DFRPG / Re: Quick and Dirty Domination
« on: November 04, 2015, 09:25:07 PM »
I'd probably run this as a reskin of the breath weapon power, actually.  Except that instead of breathing fire to attack / maneuver at range, the vampire momentarily mind-controls someone to take the action it wanted taken.  Let it use its discipline for such actions, with weapon rating based on what the subject has in hand, but also limit it to controlling people it can get an "eye contact" aspect on.

That way all of the PCs - even the one being "mind controlled" - still get all their normal actions, nobody's forced to stop playing, and it should be much faster & easier to adjudicate.

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