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Messages - Warpmind

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DFRPG / Re: New Minor Talent Concepts
« on: March 10, 2011, 12:51:14 AM »
A man who can command spiders. Of course, spiders, being spiders, aren't precisely intelligent, so he needs to keep his orders very simple and short...

A man who, regardless of financial situation, always has enough spare change for small purchases in his pocket...

A mime who can force others to mirror his motions...

Someone who can see how people's acquaintances link up to others, Six Degrees Of Kevin Bacon-style...

A receiving-only telepath with schizophrenia. It's difficult telling apart the voices in one's head from the voices in everyone else's heads...

A Pretender, with the ability to become anyone they want with a brief period of preparation...

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DFRPG / Re: Mechanics Question: How do you shut down a magic user?
« on: March 07, 2011, 10:09:48 PM »
Pepper to the face can be an effective deterrent.
Also, break open the fire hydrants. :D

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DFRPG / Re: Forming non broken stunts
« on: March 03, 2011, 03:16:02 PM »
I can't remember if specific situations was +2 or +3 in the book, but this sounds about right actually especially since the specific situation is dependant on a series of actions to kill someone. You might change kill to "take out" though.

Also my player relented a bit and came up with this instead as a stunt:

Finesse: Whenever appropriately described and legitimately possible your character may modify skills with athletics performing actions with grace and style.

I think it was +2 for specific situations, +3 if you have to pay a Fate point for it... But then the +3 stacks with any OTHER stunts that enhance the same bonus.

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DFRPG / Re: Forming non broken stunts
« on: March 02, 2011, 11:53:43 PM »
Doesn't it break the 6th by sending things forward in time as well? But pah one of my players is abrigands and highwayman, no literally time travel dude. Is everyone here uptight about law breaking or something? It is a game.

Actually, sending things forward should be perfectly fine, seeing as that is not swimming against the currents of time...

Which brings to mind a character I'd like to write up; a German army scout working on a time travel project... who jumped ahead some sixty years from Dresden, February 13th 1945... Looking up history books when he arrived, he found a lot of good reasons not to go back... and integrated himself with some degree of success into modern society, with no particular interest in pursuing his original mission.

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DFRPG / Re: little power but high control tasks
« on: February 24, 2011, 11:23:55 PM »
A couple of hints with this. Maneuvers place aspects. They don't actually do anything real. Also if you haveto increase the power to do somelike like this it makes the concept of a wizard who is not very strong in the power but with a lot of control not doable. It seems that discipline is limited by conviction except in one specific case. Attacks. Then you can use the extra shifts you get on a roll. I just don't think it should be like that. There should be something good about having a high discipline low conviction. You may not be a powerhouse but you should be able to have some type of advantage.

Oh, yeah... D'oh.

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DFRPG / Re: little power but high control tasks
« on: February 23, 2011, 10:47:20 PM »
So going by this, that means that lifting a chair and moving it aroudn through an obstacle course would require the same roll.  Lets say that 2 shift were strong enough to lifth the chair, then a discipline roll of 2 would allow you to have complete control over it and move it anywhere you want, no matter how complex?

It is just a personal issue harry has, that he can't manage to do it?


Actually, I'd say the rules do have something to say in this matter. I'd call that a Maneuver, for purpose of Evocation categories. Assuming it would take 2 shifts of power to lift a chair, yes, that's easy enough to control. However, the additional cost of 1 shift per extra exchange (or, for fluff's sake, let's call it direction change) WILL make this more awkward. If you move this chair through an obstacle course in just a single exchange, I'd argue that either the chair or the obstacl course are largely inappropriate for their intended use afterward... Maybe both, even.
Also, look at "Prolonging Spells" for how to make sure you have the spell going long enough to get it through said course. It IS stressful, and takes time, but it's quite feasible. The more complex the task, the more power you need to put into the spell, even if most of that power is only a constant trickle to keep the effect going...

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DFRPG / Re: Counterspelling
« on: February 23, 2011, 02:37:25 PM »
I was looking at counterspelling and decided that its not quite up to snuff, I mean Im sure its useful but it doesn't seem worth specializing in, sort of how transportation and worldwalking feels like a bad investment every time I read through it.

Figuring that maybe some stunt love is what is needed to get it on track, I worked these up. What do you guys think? Any other ideas on how to make counterspelling useful?

Wizarding Duelist. Whenever you Counterspell a spell you may sacrifice your next turn in order to immediately return fire with an Evocation of your own.

Efficient Counterspeller. You are extremely adept at counterspelling magical effects. Whenever you attempt to counter a spell you may treat your attack on the spell as having +2 shifts of power.

Important thing to consider: Will these stunts be based on Conviction or Willpower?The former of those two examples might be either (though I'm inclined to say Discipline for that one), while the latter is certainly Conviction-based.

That said, I can think of another appliccable stunt - under Conviction, methinks:

Not On MY Watch You have a remarkable affinity for interfering with other spellcasters. Whenever someone is casting a spell in your presence - Evocation, Thaumaturgy, whatever - you can sacrifice your next action to immediately impede the spellcaster with a dampening effect - rolling as normal to Counterspell, but instead of cancelling out any effect, block a number of shifts of Power equal to what you yourself thrust into the Counterspell. For example a Firebolt cast with 7 Shifts of Power and a Discipline of 7, faced with a Counterspell at 6 Shifts of Power is reduced to a single Shift of Power... Still enough to sting an unfortunate target, but less likely to incinerate on the spot...

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DFRPG / Re: Where does the system break down in terms of power level
« on: February 23, 2011, 08:44:21 AM »
Titania is far more dangerous than Marcone in terms of personal power, persona and even in terms of social stuff because she is the leader of an entire nations of Fairies and a court of superhuman monsters, she has more magic than marcone could ever dream off, more minons than marcone could raise in a hundred years and more social hacks (presence at legendary at least, Full Incite Emotion Awe, Fear etc etc). Marcone is not that potent but he is potent locally and has powerful allies which is the only reason he has survived as a free holding lord.  

And on the other hand, Marcone doesn't lose any power at all by going where uninvited...

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DFRPG / Re: Where does the system break down in terms of power level
« on: February 23, 2011, 08:17:42 AM »
Also, I should like to point out that one of the most dangerous individuals in the book, even if not the most powerful in a personal scuffle, is John Marcone... The only mortal signatory to the Unseelie Accords, with the skill and strength necessary to hold his own as a Freeholding Lord...
He's capable of handling himself in personal combat, and for the love of all that is Holy, do NOT engage him in social combat...

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DFRPG / Re: Where does the system break down in terms of power level
« on: February 22, 2011, 10:02:28 PM »
Well, a +4 on your roll is just a 1/81 chance, so that's hardly repeatable.  A more reasonable lucky roll would be +2 though even this isn't something that can be easily pulled off on any sort of consistent basis.  Going with an average roll of 0 (unless you want to wait exchange after exchange until you get a good roll), would make that an attack of 8 and require a maneuver to setup (so 2 exchanges to do).  The weapon rating would still be 8, of course.  That might result in 11 or so shifts of damage (depending on what the enemy does).  Getting to 20 on any sort of consistent basis would be tricky and cost either a ton of maneuvers/declarations/etc for free tags or a bunch of fate points.  Not impossible, but not easy by any stretch.

In any case, it's a lot easier for a supernatural creature to do this kind of damage.

Oh, absolutely, the +4 roll is statistically unlikely - I just tried to see if reaching a total of 20 shifts from Attack and Weapon Rating was plausible without the expenditure of half a ton (depending on Fate point token weight) or so of Fate Points... Which, it seems, it is.

When you then start adding Aspect tags that do cost Fate points into the equation, Mortals are likely to have more Fate points to consistently pour into their rolls than supernaturals...

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DFRPG / Re: Where does the system break down in terms of power level
« on: February 22, 2011, 06:42:12 PM »
I don't know what kind of pure mortals you guys play, but I've done 20+ stress in a single hit with my pure mortal and I didn't even spend a third of my fate to do it. As the power level goes up pure mortals are just going to get more and more fate points which means you can do those 20+ attacks with greater frequency. If done properly a pure mortal is a force to be reckoned with.

Let's see, starting with a Guns skill of +5, throwing in couple of stunts for +1 to hit and +2 to damage on hit, give it a Weapon rating of 3 for a rifle, +2 for free tag of "In My Sights", lucky roll of +4 brings us to an Attack at 12, with effective Weapon:5... before any Fate Points are spent. If you have another Guns stunt that add 3 to damage for a Fate Point, we're up to Attack 12 and Weapon:8 for a single fate point, minus whatever the unfortunate target managed to defend with... Am I close? :)

Yeah, 20+ stress attacks from a mortal are quite plausible, far as I can tell. Or in the words of the Team Fortress 2 Sniper - "Boom. Headshot." ;)

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DFRPG / Re: Old Technology that was recently manufactured?
« on: February 22, 2011, 05:39:43 PM »
No, working with modern technology is against what a wizard can do in Dresden. Nowhere has it been stated that this is a sliding scale. If you were a wizard before WWII, you could well have used the bleeding edge tech of the day without a problem, it's only after things got more complicated than that (for instance: computers) that being a wizard got to be an issue with technology.

Actually, the rulebook does say that more delicate technology has greater problems in the presence of a wizard, implying SOME degree of a sliding scale, just not a calendar-based one... So I would assume that electronics that have been hardened against interference could have a less rough time of it than, say, the latest iPhone.
Also, something to consider, what does this say for nanomechanics? For example, a clock made with the smallest cogwheels modern metallurgy can allow? It'd be completely mechanical, using designs dating back to at least the Victorian era... but it would most definitely qualify as "delicate", whereas for example one of Babbage's logical machines, built to the scale of an airport hangar to allow for a more rugged construction might not have any problems at all...

Just thinkin' out loud here...

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DFRPG / Re: The Feel of the DF: Witticisms
« on: February 22, 2011, 11:10:25 AM »
Mmm, the Changeling Prosecutor I play sports a disturbingly deadpan absurd kind of humor... A lobbyist asked for support, and received a bookend... Another politician wanted to add my prosecutor's voice to his cause, and was granted it... leading to awkward situations when my prosecutor's "Inhuman Voice" aspect started to affect him... Also, he knows nothing about his mother, save she is an Unseelie Noble. He knows that Grimalkin is, for all purposes, an Unseelie Noble. He prefers not to think too much about that...

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DFRPG / Re: Old Technology that was recently manufactured?
« on: February 22, 2011, 01:55:02 AM »
Err, isn't working with the latest technology rather against what a wizard can do in Dresden?  It makes sense in Mage: The Ascension, but not Dresden where they'd be hexing their own devices all the time.

A theoretical physicist could get away with it though, as long as they didn't go near where the experimentalists worked.

So, Werner Heisenberg, then?

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DFRPG / Re: Sponcered Magic ideas.
« on: February 21, 2011, 06:31:29 PM »
Let me clarify something; related to Bobjob's question. The 26-shift Spell was in my game and was an Evocation not Thaumaturgy, though sponsored magic was involved. I'd like to break this down further in light of our last session where a 39-shift attack was pulled off by the same character. I'm going to break it down here because something doesn't seem right about it and as it has currently caused a huge rift in our game right now and is currently costing 2 players out of eight I'd like to get it clarified so we can see if this can be prevented in the future as a 39-shift hit absolutely destroys my ability to produce challenging opponents that won't kill the mostly-mortal characters by sneezing!

So here's the breakdown, as far as I recall;
Shift 6 spell declared, well within the range of his conviction (+4) + focus item(s) to control and cast.
The roll nets him +2 for a total of +8
So Far One point of mental stress.
He takes 3 more mental stress voluntarily then takes a Mild Consequence to pay off 2 of those, thus another +3
total is now +11
With 2 mental Stress.
Tagged at least 4 separate aspects; two or so on himself and two or so others from other are tags available. So that's +8 more
Total is now +19
Used 4 points of Sponsor Magic for another +8
Total is now 27
Dropped 4 fate Points for another +8
Total is now 35!
2 Wool-gathering Maneuvers for the additional +4
So the total ended up at 39.

Mind you this is all before Dodge, Armor (which was ignored due to the attack hitting its natural weakness).
Even with an optimal dodge roll it could only subtract 8 from the hit, with taking one of every consequence in the book would only get it reduced by an additional 20 hits...so that's 11 Physical Stress after all is said and done, on average probably 15 stress. Double that particular target could take...

Is this right? It sounds horribly wrong but I don't know where the failure occurs. Should he have been taking a lot more stress? Should there have been fallout or a much more difficult roll? I'd want to get this clarified for future reference and so I can figure out how it can be fixed. Yes it was a one-shot deal for that scenario but it could be replicated and I don't want to have to deal with that every session.
I understand there will be later consequences form his sponsor, but that is a matter for another time, not to mention other RP consequences.

...Wait, if it was declared at 6 Shifts of Power, that should be the end of it, shouldn't it?
The rules state it quite clearly, after all (Art of the Spell: How To Do It):
1: Determine Effect - Element, etc.
2: Describe spell type - Attack, Block, Maneuver or Counterspell.
3: Decide on number of shifts of power.
4: Make Discipline Roll. Invoke aspects/foci/whatever necessary to try to reach the Power level you decided on. After rolling, he may NOT add any additional shifts of power, RAW...

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