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Messages - My Dark Sunshine

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1
DFRPG / Help with "Compulsion" Power, Please?
« on: May 17, 2011, 04:27:36 PM »
Okay. So I'm working on a Vampire NPC. However this Vampire is not from one of the thus-far revealed Courts. It'll likely be from one of the unknown Courts (stealing the suggested colour of grey), although it could potentially work as a 'different' Black Court - in that this one isn't a corpse.   

They feed on blood, etc. Pretty much the common modern day interpretation of a standard Vampire; don't worry, they won't glow. Although, the inspiration is somewhat from the TV show Vampire Diaries - at least, for the power I wish to try and replicate. Anyone familiar with the show should recognise the name from the title.

Basically, the power allows the Vampire to force a (mortal) target to do something. Sort of like a Jedi Mind Trick, requiring eye contact. Powerful Vampires from the show can also use it to manipulate dreams and memories etc, but mostly I'm looking for the standard "you will not tell anyone I'm feeding on you", "shut up and don't move", "spike her drink with this", type things.

My first thought was to rework existing powers. Addictive Saliva, or Dominate. However the former places aspects, and the type of 'compels' (the pun is unavoidable) this power enables would exceed in-game compels power, IMO. Domination would fit better, as taking someone out allows for a variety of potent options - but this power would NOT turn someone into a mindless thrall. They would be themselves, but can be forced to take certain actions.

Any thoughts people? They would be greatly appreciated.

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DFRPG / Re: The Black Staff (the Item not the Person)
« on: May 11, 2011, 03:51:19 PM »
I'd given some thought into The Blackstaff a while back, trying to work out a reasonably priced, but still balanced (at least, as much as possible) item of power. In all honesty, I didn't get very far. The sponsored magic idea is neat. It makes sense from hints throughout the RPG books about the item in question. However I'm of the opinion that using sponsored magic to kill, whilst not doing so in the service of your sponsor, still counts as lawbreaking. Although I can see how any lawbreaking could be considered 'in the service of the staff', if that is its nature/wish. Other variants of the item usually seem more expensive than I'd been looking for.

The closest and IMO fairest solution I came up with, is this:

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The Blackstaff [-3]
Description: You own The Blackstaff; that dark length of gnarled, spellcrafted, wood that seems to prevent it’s user's soul from being tainted by violating the laws of magic.
Musts: You must have an aspect related to owning The Blackstaff.
Skills Affected: Discipline, others.
Effects:
Absorbs the 'Sins' of a Broken Law. Something about the Blackstaff allows it’s wielder to break the laws of magic without being tainted. At the cost of a fate point the user may, for the rest of the scene, violate the laws of magic without being required to take, or advance, the Lawbreaker powers. The user still retains the benefits of the power if they posses it, however The Blackstaff prevents the user from sliding further into darkness.
The Laws are Meant to be Broken. Not only does the Blackstaff allow users to break the laws of magic, it seems to revel in doing so. When utilising The Blackstaff, the wielder gains a +1 bonus to both power and control when casting a spell that violates one of the seven laws of magic.
It’s Own Agenda. The Blackstaff possesses at least semi-sentience – although rumours claim it is anything from a familiar, to a bound up outsider – and has it’s own agenda, and its own purposes. Whilst this effect is not a power, the GM should remember to compel the owner of the item accordingly - and to be inventive in what miseries they inflict.
It’s a Staff. The Blackstaff is exactly that, a dark length of gnarled, spellcrafted wood that is in the form of a staff.
Unbreakable. As an item of power it cannot be broken. If a way to do so does exist, it is unknown to anyone; and finding out could possibly be a violation of the seventh law.
Discount Already Applied. As an obvious item of power the staff already includes the one-time discount of +2. This means that if the character possesses more than one item of power, the one-time discount will not apply on that second item. If The Blackstaff is the second or subsequent artefact the character gains, the base refresh cost is -5.


Yes, the item is based heavily off the Swords of the Cross. However they're the closest thing, in my opinion, both within the rulebook and within the book series we have seen to The Blackstaff in terms of power. To a new PC Wizard the cost (-3) is still fairly heavy, (a lenient reading might suggest the item as -2, which would be lighter) however to a Wizard like its current owner? Probably not so much. The ability to ignore the Lawbreaker powers could at some tables be as useful as ignoring Toughness powers, depending on the groups 'feel' for Lawbreaking and its occurrence/consequences, hence basing the power off 'All Creatures are Equal Before God'. Fate point usage makes sense, as so far in the series (IRC) it has only been used in dire circumstances. The more you use it, the more fate points you hand over - the less able you are to resist it should be try and wield you.

Although, I'm not even sure on the semi-sentience possibility. I don't believe I got that from the books, but from external research and speculation on the subject. At my table I might feel inclined to remove such concepts from the staff, or keep them, depending on how I felt at the time. The cost would probably have to be adjusted slightly.

Just thought I'd add my own ideas to the mix, I really hope someone can come up with an awesome write-up of The Staff.


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DFRPG / Re: anyone wanna help me create a character?
« on: May 05, 2011, 03:02:18 PM »
"Our World" is Volume 2 of the Dresden Files RPG.

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DFRPG / Re: Conflict action: forced movement?
« on: May 02, 2011, 10:50:50 AM »
Quote
Another issue that has come up is how to deal with pushing someone to "certain doom" from a rooftop, cliff edge or ship - how big chance should the victim have to resist such maneuver?


That would strike me as an attack, dealing stress. Consequences, or a taken out result, would reflect the nature of said attack.

As for pushing/pulling someone with magic, why, that is simply the fluff of an attack. A kinetic blast can throw someone into a wall. Providing the wall is in your zone, and it makes sense narratively to describe it so. One could I guess make a declaration that the blast moves them zone-wise, if it is that necessary.

As for mechanically moving someone from zone to zone. The best I can suggest is you read Harry's side text on page 253YS about 'move actions'. Personally I would suggest: a contest of some sorts. Possibly a consequential contest. The spells shifts being the Evocators value, resisted by the target's endurance or athletics. I know they're officially non-conflict actions, but it would strike my as the most fluent way of dealing with it. 




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DFRPG / Re: Opinions on Feint Stunt?
« on: May 02, 2011, 09:50:31 AM »
Nice idea. I've always maintained I'm probably a tad harsh on 'homemade' Stunts/Powers, for the sake of certain balance. Personally, I'd simply allow deceit to be used to place manoeuvres in place of the weapons skill. However I would also say that the target should defend with Alertness, Investigation (if actively looking for feints) or Empathy.

As such, a weapons expert would still be at a disadvantage against your manoeuvres, as the named skills are likely lower then their weapons skill.

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DFRPG / Re: Requesting opinions/advice on a Focused Practitioner
« on: April 20, 2011, 12:48:05 PM »
Nice work Belial!

I do however have questions about one bit. Knowing you, it is probably correct; I'd just like to see how you got there, as I can't quite work it out.

[-3] Thaumaturgy: Crafting Power +1, 4 enchanted item slots
[-2] Refinenent 2x: Crafting Frequency Specialization +2, Crafting Power Focus +2

I can't seem to see how this works. It doesn't seem tofollow the pyramid.
Thaumaturgy: Crafting Power +1.

Refinement adds Crafting Frequency +1, Crafting Power +1.
For: Crafting Power +2, Crafting Frequency +1.

The next refinement is unable to get Frequency to +2, because even adding another random specialisation (necessary for pyramid), would still only give you a single +1, allowing for a single +2 (not two).

Unless these are Foci bonuses, not Specialisations?

Or, am I viewing this wrong some how? Clarification would be appreciated!

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DFRPG / Re: "Shield" Concept - Retaliation
« on: April 19, 2011, 04:40:16 PM »
I'd go with Sponsored Magic (Warding) myself. A generous GM may allow such a power to bypass the restrictions to thresholds, that wards are commonly regarded as having, in a similar way to how Seelie Magic means you do not need advanced knowledge of human biology for Biomancy. At the least, it'd seem reasonable to lessen the restrictions.

I suggest this because Wards reflect energies back, as opposed to simply stopping them. This seems to be appropriate with what you're asking. Also, you'd not have to trade 'lessening the damage' for 'redirecting it'. Wards do both.

How you'd flavour it, is your choice. Perhaps an Old God sponsors the character, or perhaps it is simply a specialised form of magic; like Kem. Necromancy.

Although, there are other ways to go about it. Some nice options are explored in Devon's linked thread.

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DFRPG / Re: Wizard Stamina, Wizard Differences
« on: April 19, 2011, 04:01:53 PM »
1  What's your experience?  Is there some part of the rules I've overlooked?


That it is a balancing factor. Wizard's are capable of dishing out a lot of punishment. Sure, a well built character can equal a Wizard in terms of stress dealt at many power-levels, few have the flexibility a Wizard has.

A Wizard is usually capable of dishing out four spells, before taking consequences. This is usually enough for most fights, as they rarely last long in the DFRPG. That, and enchanted items can help a Wizard keep casting for longer.

Quote
2  What do you do for recovery?  Tricks, hints, etc.


A mid-fight 'recovery' can be implemented at GM discretion during those big, climatic fights. However it may fit the story better for the fight to go on without pause, it all depends on the tempo.

To better manage stress, some people have a method to get the most out of the stress available. Of the four spells you can cast in a fight (without taking consequences), have the first at base Conviction + Specialisations/Foci bonus, costing one stress. Add 1 to that power for the next, for 2 stress. Have the third add 2, for 3 stress. Fourth, add 3 to the base power, for 4 stress. You can also have the first spell cost 4, second cost 3, etc. It is an 'optimised' method that makes the most out of it. Although personally I think its acting on 'OOC mechanics' too much.

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3  How about a Refinement that lets you reduce the stress of a spell of a certain element by 1 or 2?  Maybe have Rote spells cost less stress?


I personally don't like this idea. You can simply 'up' your power specialisation, which consequently reduces the stress a spell at a given power level will give; to a minimum of one.

Quote
4  A spell with Shifts below your adjusted Discipline costs 0 mental stress?

In my opinion, that would be a very, very bad idea. Rote's are already better then standard spells, in that no control roll is necessary. Implementing this sort of house rule, would completely break the balancing factors.


Just my thoughts on the matter.

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DFRPG / Re: Spirit Magic Brain Storming
« on: March 20, 2011, 10:54:52 AM »
Nice ideas from everyone. Vars, whilst your list is extensive I feel it important to point out there is a difference between 'Force Magic', and 'Spirit Magic'. The former is merely a subsection of the latter. I bring this up only as it leads onto my main point:

Yes, whilst spirit magic is arguably the most diverse of the elements, there is one thing most people overlook. As spirit magic most closely relates to the users will; its options are actually more limited then people realise. Take Harry & Molly for example; they represent what I mean perfectly. The former is potent when it comes to 'pure force' effects, but his veils and subtle magics leave much to be desired. Molly being the flip side of the coin.

This is not to say that each and every Wizard will have one of the two temperaments; but the Wizard's personality should certainly be considered when deciding what type of magic he would conjure more efficiently with any magic, especially Spirit magic. Yes; an aspect relating to this can actually be a blessing. Fate rewards you for such disadvantages- even if the rewards of a more interesting character weren't enough.

Just something to consider.

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DFRPG / Re: Offensive Defense
« on: February 28, 2011, 06:35:41 PM »
If it were modelled as sponsored magic, with a sponsor; they could easily take care of such things. Sort've like the Summer Court takes care of knowing the human body, for the purposes of biomancy.

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DFRPG / Re: Offensive Defense
« on: February 28, 2011, 04:59:16 PM »
At the cost of extra refresh, you could probably rework a Sponsored Magic (Kem Lore probably the best bet) to work for Wards, so you can cast them with Evocation Speeds and Methods. Biggest difference between a Ward and a Block? The whiplash the attacker feels, if they fail to meet the Wards rating.

That, and if you got powerful enough, you could implement Landmines into the Wards at Evocation speed.

Of course, whether or not you could cast a Ward upon the area around you is debatable, even with such a power. But we know
(click to show/hide)

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DFRPG / Re: Seeking Assistance with enchanted items
« on: February 26, 2011, 04:59:51 PM »
'Billy' suggests not doing 1 shift = 1 duration for Veils, (YS;255), side text. Its a GM judgement call, but if the GM will apply it to Evocations, I think they would also apply to Enchanted items.  All depends on the GM.

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DFRPG / Re: Weapons and Aspects
« on: February 26, 2011, 12:40:41 PM »
Stunt names are supposed to be a little more evocative.  Personally, I'd go with "I Call It Vera."

Love the reference! Kudos Biblio.  :D

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DFRPG / Re: Seeking Assistance with enchanted items
« on: February 26, 2011, 12:13:59 PM »
There is a side-note, or something similar in the Spellcasting section near Veils suggesting to simply (even as Evocation) run them as lasting the duration of a scene, or until pierced.

Enchanted Items, I think, can be imbued with Thaumaturgy spells as well; which can last the duration of a scene. That may only apply to potions though, I don't have the books to hand.

Either way, I'd probably just run it as a Good (+3) Veil, that lasts the duration of scene. Beating its rating with an awareness, or lore (arcane perception type thingy) check pierces the Veil allowing them to notice you. Likewise, if you make any obvious actions that'd draw their attention, you become noticeable (e.g, attacking them).

Those are my thoughts on the matter, at least.

To get a stronger Veil then Good, or to increase its uses per session, you'd have to increase the number of Enchanted Items slot used. That is, working under the assumption you've no specialisations in crafting, as you didn't list them.

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DFRPG / Re: Ritualists and enchanted objects
« on: February 16, 2011, 02:34:15 PM »
Everyone has their own way of doing things, if it works for you, then it works for you. If it seemed like I was saying you couldn't, then my bad. I was simply giving in my opinion and preference. Harry summarises my way of doing things, in a way. Mechanically his stat-block is weaker (subjectively) then the majority of PC Wizard's I see made. Yet he is undeniably freaking awesome.

So long as the Fluff is still great, I guess it doesn't matter so much. I just find those that place mechanics first, seem to have less personality to the character. I'm sure yourself, and others, are quite capable of avoiding that trap; so it is not an issue.

Nice analogy by the way.

I guess I should stop going off-topic now. I was originally just offering up a reason for why you'd choose another thaumaturgy specialisation.




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