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DFRPG / Re: Technomancer
« on: July 31, 2011, 01:57:20 AM »huu fher V thrff ur pbhyq whfg "svar" at least for some values of "fine"
Ok now that's just damn funny.
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huu fher V thrff ur pbhyq whfg "svar" at least for some values of "fine"
If it's an inexperienced wizard, or one with gaps in their education: the spell is flawed and only tracks the same part of the subject that you have a sympathetic link to, and the subject was shaved completely when they got to the processing area. So if you look around, you'll find a big pile of hair from all the victims.
A few options:
- Did they have the right hair? Or could it have been hair from one of the victims?
- Did he realize he was being followed and cast a ward circle to break the link? If so, they might find the circle nearby...
- If he's not a caster but realized they were following him via hair, he could have simply done some drastic dilapidation. Perhaps they'll find a used waxing kit somewhere nearby.
- Perhaps he simply moved into the Nevernever from here and the trail simply ends.
More detail needed, I think.
What were used as a symbolic links? Was research necessary? Did he get info from (possibly faulty) contacts? How did the spell lead the character around?
With what you have, I would say that maybe the target was further out in the same direction, but was killed or put inside a Ward at the moment the wizard got to the rail yard.
Don't we have enough games with stats and a feats list? Without Aspects there's really no reason to play Fate.
Edit: Houses of the Blooded pulls it off, but Wick has a whole narrative wagering mechanic in there to bring a different brand of awesome to the table.
Who cares if the guy with the aspect "best gunslinger in the west" is actually the best gunslinger in the west? Maybe he just thinks he is. Maybe he pretends to be. Maybe that's what everyone calls him. I can't for the life of me figure out why it would matter, but if it does the GM just asks the player to rework it until everyone's happy.
Glad I could help.
Do be sure you talk to your group about lawbreaking and how it will be handled. It can be a touchy subject, with lots of interpretation going on.
That said, aspects like...
What Must Be Done
Laws Were Made to Be Broken
The Ends Justify The Means
or I'll Damn Myself to Save You
can bring in some really great conflict to the story.
Workshops are sort of a blind spot for me, but I think you automatically get one type of your choice, at the level of your Resources:
- Workshop for Craftsmanship
- Occult Library for Lore
- Magical Workshop for Thaumaturgy
If you want more types, or a better Workshop, you use a Resources Stunt which I think is in the book, or you make another Stunt, or you have to make rolls to temporarily boost your effective Workshop with Aspects.
Someone who is more experienced with them is free to correct me.
Thank you all for your comments, except for the person with the very scary mouth icon picture.
Let me try this a different way. Imagine a player selects "best gunfighter in the west," and selects a poor gunfighting skill. So, they can spend a fate point to shoot (slightly) better, and I can compell them by having them take all challengers. However, coming from outside FATE, this sounds silly - he/she isn't the "best gunfighter in the west." I'm a fan of the idea that constraints encourage creativity, but since aspects like this can be completely fake or overly broad, you can get people doing silly things with them just to get their 2+ bonus.
This is exactly why the book suggests that for every aspect your character has, you come up with three situations in which that aspect would apply. Generally, at least one of those should be a positive invoke situation and at least one should be a compel situation. By sharing these with your GM and the other players, you establish an understanding of what the aspect means and what kinds of situations it applies to.
Figuring out ways to apply your aspects to a situation is part of the fun of the game, too. A good GM will help you find justifications for invoking or compelling your aspects, but will also reject explanations that are too much of a stretch. This back-and-forth between players and GM helps keep the story rolling and entertaining.
This is my actual personality...
Wait, am I missing another reference here?
same is true for shadowrun. i play a street mage because the casting rules are much simpler than the firearms stuff...