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Messages - Synthesse

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DFRPG / Re: Chronomancy Question
« on: July 15, 2012, 09:39:19 PM »
Also, does anyone know what "element" of magic Time would be?

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DFRPG / Chronomancy Question
« on: July 15, 2012, 08:13:44 PM »
Hey guys,

One of the characters in my campaign wants to be a chronomancer who doesn't violate the laws of magic (only move forward through time, not backwards).

Any idea how to make/cost a spell that would allow an ally to take an extra action during combat? There's no real framework in the rules about how to make this happen.

Thanks!

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DFRPG / DFRPG Supplement
« on: January 09, 2011, 06:56:23 AM »
So, I didn't see a thread on this, so I'm not sure if you guys had heard - apparently a third DFRPG book is in the works, at least according to Evil Hat: http://www.deadlyfredly.com/2010/12/confessional/

What do you all think they'll include in it? My guess would be updates for the most recent books, and perhaps some rules clarifications from the previous two books.

If you had your choice, what would you want to see in it? (Hey, maybe they'll read this thread)

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Guys I was hoping to stat up Gandhi as warmongering count of the Red Court. Help plz?

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DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 22, 2010, 07:01:32 AM »
If Merlin wrote them, then I see it as Einstein writing about nuclear physics. It was already there, he just documented it.

The Blackstaff isn't really an exception. It is an item that takes the taint instead of the user. The orignal owner of it still wants it back too, according to Jim.

How is Necromancy and the summoning of beings anti-thetical to life not evil? Those are some of the worst. Time travel manitains the status quo, sure, but that is because a paradox may destroy reality. They don't want to risk it happening, that is for sure. How has Rashid broken the 6th Law? As for the Seventh, he doesn't have to summon them in order to keep them locked up. He just needs to check the locks, throw a couple bars over the door, and banish the few that get in.

That's what breaking a Law does. It corrupts you. It is a stain anyone (with power) can see, and it changes you.

I doubt a wizard of any caliber could do that last bit. And who is immune to them, beside the Blackstaff (who has his filtering tool)?

In the book, it isn't phrased like he discovered them, its phrased like he created them. But then again its only a sentence that mentions it. Without more information we can't really know.

The Blackstaff is an exception because it has the ability to take 'taint' into it. The fact that this ability even exists means that its within the bounds of reality to resist the 'taint' of the Law of Magic, through magical means (assuming the Blackstaff was enchanted to resist the 'taint').

Well, calling back/using souls is evil, but I wouldn't say that the use of dead corpses which don't have a mind/soul within them is evil, but this is more of a philosophical issue. (I would see the other laws of Magic used to protect a being with choice, ie a mortal - I wouldn't consider a body with a vacated spirit a mortal anymore, hence its not evil to use it). As for the risk of breaking reality, any magic has inherient risks with it. The difference between the first four laws and the sixth and seventh laws are that the first four prohibit actions which will always lead to a mortal's choice being stolen (ie evil), whereas the sixth and seventh prohibit actions which might if used inappropriately lead to a mortal's choice being stolen, just with much larger consequences. In this sense, I see the sixth and seventh laws as 'evil' as using any other type of magic - they have the capacity for evil, but don't directly lead to it.

Its not directly stated in the books, but in both Turn Coat, for instance, and the RPG books, it says that Harry suspects the Gatekeeper has broken the 6th law, although we don't really see it. And the 7th law isn't just collaborating with Outsiders, its trying to learn any knowledge at all about them. And this is the Gatekeeper's job. So he is in a constant state of violating the 7th law, and Harry suspects that he violates the 6th law, and Harry has pretty good instincts.


Overall though, there are too many questions to say definitively that "The laws of magic are absolute" or "The laws of magic are fabricated", so there's no use arguing over it. I guess we'll find out in future books, but in the meantime, there is plenty of leeway to go one way or the other inside a campaign.

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DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 22, 2010, 06:06:37 AM »
Evidence points to the Laws being real. Harry, nearly succumbing to the temptation of killing Sells with magic. The Korean kid, who had forced his family to murder people, and was a raving madman. The main necromancers, with their obvious insanity and feelings of invincibility. Breaking a Law is bad, for sure.

The Blackstaff has a, you guessed it: Blackstaff. It protects him from the taint.
As far as the Gatekeeper, who says he broke a Law?
The Law that maintains the status quo is the traveling against the current of time one. All of the others harm, a lot. You kill them, destroy their minds in various ways, desecrate their bodies and spirits, or summon beings that are the anti-thesis of life. Those are bad.
Merlin created the White Council, not the Laws of Magic. The White Council may enforce them, but they didn't just arbitrarily make them.

Actually, chapter 6 in Changes said that the Merlin did write the Laws of Magic, and I thought it was heavily implied that the Gatekeeper breaks the Time Travel law all the time? Or the seventh law for that matter? Its kinda his job

 I think the existence of "exceptions" or "status quo" rules like the Blackstaff or the 6th law (or heck even the laws against Necromancy and contacting the Outer Gates are less 'evil' and more 'we don't want people to be tempted') kinda suggest that the laws aren't some kind of divine sacrament or universal truth. Molly comments recently in the books about how the more she sees of the world, the more she sees grays rather than blacks and whites, and I think that's a theme of character development that seems to be progressing through the series.

As for the temptations of power or people becoming evil/mad overtime, I think that's less of a compulsion from the universe as consequence of breaking a law of magic, and more that these people's personalities change overtime, because power corrupts, be it magical or non-magical.

Regardless, its possible that the original Merlin created some kind of enchantment on the world so powerful that people who do break the laws of Magic suffer consequences or something, which would not only explain the Lawbreaker things being automatically required, but also the fact that Wizards who are powerful enough or have powerful artifacts like the Blackstaff are immune.

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DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 22, 2010, 04:58:23 AM »
I don't know. Personally, if I were running the game as GM, I would make it so that Lawbreaker stunts are only taken in cases in which a character intentionally breaks a law of magic, as opposed to unintentionally: eg if you were throwing a lightning bolt and it accidentally struck a civilian you had no way of knowing was there, that wouldn't be lawbreaker, but if you burned down a building knowing that there were civilians in the building and some of them died, that would. In the same vein, if I didn't know that a player remembered that breaking a law of magic could kill their character, I would gently remind them of this fact before they acted, and if they still chose to do so, so be it.

As for whether its a 'metaphysical law' of the Dresdenverse, I don't think that's exactly true. We have to keep in mind that both the books and the RPG are both written from Harry Dresden's very very biased viewpoint. He's gotten better about it throughout the series, but he still has a strong tendancy to try to paint the world in black and white. If the Laws of Magic were so clear and fundamental, it would leave questions such as:
(click to show/hide)
In the RPG, they discuss how some of the laws are in place not because they are evil, as opposed to maintaining the status quo. I dunno, it seems like there's a decent degree of flexibility without breaking cannon, simply because Dresden isn't omniscient.

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DFRPG / Re: Gateway 2010 Dresden Files
« on: August 21, 2010, 08:07:55 PM »
Jeez Dresden Files are popular (I was slow on the pre-reg). I guess I'll see if I can sign up onsite XD.
EDIT: Actually, maybe not, I'm in some kind of queue.

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DFRPG / Re: Gateway 2010 Dresden Files
« on: August 21, 2010, 02:13:14 PM »
I'm coming! I'll see if your games are at the right time - if so, I'll be there. This is my first time playing FATE and I've really wanted to GM Dresden Files RPG, so hopefully I can learn about it that weekend XD

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DFRPG / Future Dresden Files RPG Updates?
« on: August 20, 2010, 06:08:38 AM »
Hey, I know its a bit early to be thinking about this, but as more books come out, has Evil Hat/anyone said anything about releasing updates either with each book or every X books for the Dresden Files RPG? It would probably only be like 'Our World' type updates. But it would still be pretty cool imo.

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DFRPG / Re: White Court family
« on: August 12, 2010, 01:27:56 AM »
Well, I think you could see vanity two ways:
- One being the more surface beauty side of it, in which case the opposite would be something like confidence or inner strength although, you're right, that is kinda vague.
- You could also see vanity as narcissism, in which case the opposite could be true selflessness, which would be easier to fit in.

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DFRPG / Re: Los Angeles City Ideas
« on: August 11, 2010, 11:10:33 PM »
Those ideas are great! How much interaction do you have with stuff outside LA? There are plenty of interesting places that aren't inside city limits (eg Disneyland, Joshua Tree) that are still ripe for ideas, but the Dresden Files RPG is mainly city based.

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DFRPG / Re: Good 'Neutral Ground' for Los Angeles?
« on: August 11, 2010, 11:08:10 PM »
The Pantry! An awesome old 24/7 restaurant. http://www.pantrycafe.com/
Either that or maybe a major hub, like Union Station.

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DFRPG / Re: The Power of SCIENCE
« on: August 11, 2010, 11:06:03 PM »
Just a thought about Science vs. Magic.  How about having technology work the opposite way for a specific character.  Being within so far of a computer will drain someone's ability to perform magical skills.  What really makes computers run anyway?  It sure seems to be some form of magic to most people, and programing the damn things is a form of evocation...

That's a really interesting idea! Have compels which hex your magic from the use of technology, and not the other way around. I like it.
Also yeah, its difficult to make the strong force and the weak force mechanically different in the game, since they both essentially work to compose atoms. Dividing it by discipline might work though, and would be thematically sound (if the scientist is a quantum physicist, specializing in quantum physics related magic would be neat).

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DFRPG / The Power of SCIENCE
« on: August 06, 2010, 09:19:27 AM »
So an idea I have for a character type is a supernaturally powered scientist. A bizarre combination, I know. However, do you guys have any suggestions for how science would interact with magic in the following circumstances?

Evocation: The Elements
Obviously a scientist is going to have a more grounded view about how the elements work in the universe, and thus would draw his evocation ability from that. In the book, it gives examples of characters coming from different backgrounds using different element systems. How would you guys make this work? I suppose if you wanted to take element literally, you could divide the periodic table into parts (eg Radioactive metals, other metals, Anion-makers, Cation-makers, and noble gases?). Or perhaps, since you are looking at the smallest building blocks, go down to a theoretical physics level (eg Quarks, Leptons, Gravitons, Photons, and gluon/W and Z bosons?).

True Believer
I assume this is able to be flavor-changed to accomodate a belief in science? Even though the example is religious, I assume this is a 'belief in whatever', not a 'belief in god' (eg when Harry is able to channel power through his pentacle necklace through his belief in the order of magic).

Hexing
Obviously this scientist, in order to do his research, works with very fine equipment. How would you guys handle a supernatural ability that made it so a person is immune to accidental hexing? It seems a little tough to cost that at -1 refresh... Are there other options? Would exchanging the ability to hex on purpose with the accidental hexing be a fair trade, balance wise? Although now that I think about it, the book talks about how hexing relies on belief maybesorta? It wasn't really clear to me.

Thoughts?

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