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Messages - Rephath

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DFRPG / Re: Some Magic Powers, for Discussion
« on: October 15, 2011, 07:06:19 PM »
I'm no expert, but I think Magic Mimicry should cost -2. it's pretty powerful to be able to cast with potentially two elements you don't have.

Yeah, it allows you to casts spells from all elements, but not any spell you want. Just any spell you've seen. This actually makes it a bit more limited, since you can't make up spells on the spot to solve problems.

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DFRPG / Re: Some Magic Powers, for Discussion
« on: October 15, 2011, 08:49:49 AM »
Why'd I say Blood Magic can't benefit from supernatural recovery or magical healing? It makes it too overpowered. But allowing Blood Drinker to clear a minor consequence makes too much sense to disallow.

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DFRPG / Re: Some Magic Powers, for Discussion
« on: October 15, 2011, 08:47:39 AM »
One more I thought deserved its own post.

Magical Healing [-1]

Description: You are trained in the ways of healing, and can work healing more effectively than most mages.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Variations: This spell clears physical stress but varieties could exist for mental or social stress.
Effects:
Treatment: You may clear a stress box on you or an ally by casting a spell with at least as much power as the number of the box in question. A 4 power evocation could clear any of a character's first 4 stress boxes. You may justify beginning recovery on a consequence with a power of spell at least equal to the consequence's value.
Cure: You may clear multiple stress boxes at once, and even reduce the severity of consequences by 1 step by summoning enough power. The chart below lists effects.
1 Power: Clears 1st stress box.
3 Power: Clears first 2 stress boxes.
6 Power: Clears first 3 stress boxes.
10 Power: Clears first 4 stress boxes.
12 Power: Clears all stress boxes and all minor consequences.
16 Power: Same as 12 power, plus lowers a moderate consequence to mild.
22 Power: Same as 16 power, plus lowers a severe consequence to moderate.
30 Power: Same as 22 power, plus lowers an extreme consequence to severe.
40 Power: (With GM approval) Revives a character from death assuming character's body is still in relatively good condition. The character comes back with all consequence slots filled but a clear stress track. Additionally, he must take a [-1] Stunt Back from the Dead Which grants no bonuses. If the revived character lacks the refresh, he may trade in one of his stunts or powers to make up for it. Note: excessive injuries raise the difficulty. Having the head cut off raises it to at least 50. Someone's who's burnt to ashes just isn't coming back even with 1000 power.

Note the Second: Death is a continuum in Dresden Files, not a set point. Even after "death" a few of your cells are still alive for awhile. A revivification spell provides enough juice for them to replicate and reconstruct the body. This shouldn't be a violation of the 5th law, though wardens may not see it that way.

Final Note: Just because the chart lists power levels for certain amounts of healing doesn't mean you're not abusing the rules to get those shifts of power.

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DFRPG / Some Magic Powers, for Discussion
« on: October 15, 2011, 08:46:40 AM »
I came up with some magic powers, and wanted to solicit comments on them.

Blood Magic [-1]
Description: You give your lifeblood as a sacrifice to fuel your magic.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability.
Skills Affected: Conviction
Effects:
Power in the Blood: You may spend physical stress to cast a spell or to add power to a spell just as you would mental stress.
Deep Hurting: You may also take physical consequences to fuel magic, as you would mental consequences. These consequences add power at 1 and 1/2 times their normal value, but may not benefit from any regeneration powers or magical healing on consequences you get that power bonus from. The Blood Drinker vampirism power clears minor consequences as usual.

Magic Mimicry [-1]

Description: You can copy any magic spells you see in action.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Effects:
Magus See, Magus Do: This acts similarly to refinement that gives you access to a new element, only instead of that element you can cast any spell you've seen done before, even if you only saw it once.

Aquatic Caster [-1]
Description: Your magic is in tune with water and is not disrupted by its flow.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic often grants unique bonuses, and this may be one of them.
Skills Affected: Conviction, Discipline, Lore
Effects:
You can cast magic on water, from underwater, or through flowing water without difficulty. If you have any senses that work underwater, you may cast magic on any target you can sense in that way, even when murky or deep water obscure normal sight.

Signature Spell [-1]

Description: You have a single spell that you can perform better than any others.
Musts: You do not need to have other magical abilities, but if you do the bonuses from this power stack with any bonuses you get from them.
Skills Affected: Conviction, Discipline, Lore
Effects:
Favorite Spell: You gain +2 control and +1 power or +2 power and +1 control (choose which when you take the power) to a single spell. If you have no other magical abilities, then this is the only spell you can cast.

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DFRPG / Re: Character Request Game
« on: October 13, 2011, 07:39:05 AM »
I had an idea for a team of 5 PC's who each have a ring that grants them channeling corresponding to the elements fire, water, earth, air, and spirit. They are otherwise mortal. And when they combined their powers they can kind of summon some sort of representation of earth's power.

(click to show/hide)

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DFRPG / Re: Character Request Game
« on: October 13, 2011, 07:33:52 AM »
You've created an NPC who does nothing, and does it with incredible finesse, which was my vision for it in the first place. I'd give it a metric crapload of armor that only gives its full value when it's curled up. But you've managed to get similar results with what you've got, so it's not like you did it wrong. Thanks.

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DFRPG Resource Collection / Re: Custom Power List
« on: October 09, 2011, 10:56:46 PM »
Skepticism Beyond Reason has problems. To start:

1. It should cost more. The increased cost on other powers is not a good way to balance an undercosted power.
2. Some of its effects are hard to understand.
3. The anti-faerie thing makes little sense to me. How is it connected to the rest of the power?
4. If this is a power, then it's a power. Saying otherwise makes little sense.

1. Yeah, the power allows you to do a lot. However, it also carries with it mandatory penalties. The biggest one is taking social stress every time you see something supernatural happen. Also, some of its benefits really aren't benefits. The +2 to resisting believing in the supernatural is beyond useless. It actually allows your character to remain ignorant of important facts rather than accepting useful information. It also grants a +2 to resisting social stress that without this power you wouldn't be taking in the first place.

Generally, I tried to balance the advantages this power gave you with the disadvantages and figured out the cost from there, not just totaling the advantages and ringing up the cost.

2. I should work on clarifying.

3. I added the anti-fairy thing because it sounded funny. It seemed like a plausible catch. I should probably cut that.

4. Powers allow you to do supernatural things and to break the limitations of being human. A thief who can turn into a mouse can get around a lot of mortal security. A soldier who can use magic suddenly has a lot more options. Someone who takes this power is still limited to doing things a mortal can. Hence, why I would argue you still count as a vanilla mortal even after taking it.

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DFRPG Resource Collection / Re: Custom Power List
« on: October 06, 2011, 08:31:08 AM »
Skepticism beyond Reason [-1]
Description: People believe in many things. You believe they're idiots. Religion is hogwash. Monsters are just silly legends. Magic doesn't exist. You have faith in science and reason and nothing will sway you from it.
Musts: This power does not count as a supernatural ability, but every other supernatural power you take increases the cost of this power by 1. After all, it's hard to cast a fireball one round and then say you don't believe in magic the next. Your must have a high concept referencing your complete disbelief in the supernatural.
Effects:
There Must Be a Rational Explanation: Your disbelief in the Supernatural is solid. You always have a +2 bonus to resist belief in the supernatural, and those trying to convince you get no benefit from declarations that are based on the truth of their claims or the strength of their conviction. You may defend against all such attacks with either conviction or scholarship. Treat any attempt to convince you of the supernatural, or any use of a supernatural power in your presence as a social attack.
True Nonbeliever: Your belief in science is absolute. Petty things like "witness accounts," "evidence," or "personal experience" won't shake your faith. You believe science holds the potential to solve all mankind's problems, if only it weren't held up by those superstitious flat-earthers. Symbols of science count as symbols of your faith, and satisfy appropriate catches on monsters. Your house and any place of science are treated as holy ground when you are present, and you raise their thresholds by 2.
I Don't Believe in Fairies: Your presence satisfies the catch on all faekind. Additionally, you deal damage against tulpas and any other constructs whose existence is based solely on belief in them.
This Can't Be Happening: [-1] Your utter disbelief in the supernatural gives you +2 to avoid the effects of any supernatural influence on you. However, you automatically oppose any helpful supernatural effects at +2 as well. By default you resist with the higher of conviction or scholarship.

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DFRPG / Re: Things you may stumble opon in the Nevernever
« on: September 30, 2011, 06:55:51 AM »
Okay. Finalized rules for ogreball. Click here.

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DFRPG / Re: Things you may stumble opon in the Nevernever
« on: September 30, 2011, 03:47:39 AM »
When I had the Lord Huntsman in my game, I did him like a cross between Captain Hammer from Dr. Horrible and Gaston from Beauty and the Beast. He decided he wanted to win the heart of one of my female NPC's. Great fun was had.

Admiral, what would the Nevernever be without a little WTF from time to time? I'm working on an entry in the DF wiki for ogreball, with some updates from trollball. It's looking like equal parts football (American and European), capture the flag, gang warfare, Calvinball, and beer pong.

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DFRPG / Re: Things you may stumble opon in the Nevernever
« on: September 29, 2011, 11:02:25 AM »
One of the fun things about the Nevernever to me is that it's not always direct confrontation. I like to have the bad guys come up and chat, try to smooth talk the good guys into doing something stupid. Or be honestly trying to help our heroes. With that in mind...

LORD HUNTSMAN

The party comes upon the Lord Huntsman, wildfae. He rides a white stallion with supernatural speed and a few other perks. Stat the Lord Huntsman out as a powerful fae, at least 50% stronger than any given party member. Give him survival, weapons, investigation, athletics, stealth, at +3 or higher. He also has a pack of wolves that are comparatively weak in regards to the party, and he has as many of them as there are party members, give or take. Echoes of the beast, inhuman speed, and normal wolf abilities. The Lord Huntsman is pursuing something, say the white stag. He also pursues other things, say women. Turning the sight on him reveals his hunter's nature, turning it on his wolves reveals they are all mortal women he has seduced and turned into beasts to hunt alongside him. These women chose to follow him, but how much they were manipulated into doing so is up to you.

FAIRY OF DREAMS

The fairy of dreams specializes in sleep, dreams, fortune-telling, and hallucination. Sponsor magic. She can either be Summer or Winter but is likely too organized for Wild. Upon seeing the party, she'll invite them in to her house, show great hospitality, and not try to trick them into eating fairy food. She will offer them rest. She'll claim that her powers allow her to put someone into a brief rest and that they awaken shortly refreshed and stronger than before. If pressed for an amount of time, she'll talk about how time is more of a suggestion in the Nevernever and that as an immortal she really doesn't understand it the way humans do. She will under no circumstances admit that those under her power will awaken centuries later. Nor will she point out that she has access to some of the power of anyone she puts to sleep. The dream fairy is at least twice as powerful as any PC and can enter and leave the dreams of anyone she has under her control. Her magics can cause illusions, hallucinations, and she prefers to inflict mental rather than physical damage. Lots of magical and social skills. Her home may or may not already have people she has under her spell in it. She can also use dreams to give people visions of the past, present, or future. If she's Summer, these visions are true. If Winter, they may be true or false but always serve her purposes.

THE GUN FAIRY

Haven't worked out who this is or what she does, but I've wanted to include her in a game for a while.

LADY OF THE LAKE

You'll probably want to call her something else in your game, but this fairy owns a lake. She wears a dress made entirely of water. Her specialty is control over water, and she can make its surface become solid enough to walk on, or a swirling vortex that drowns swimmers. That walkable surface can be turned fluid again so someone falls into it. If they dive under, she can turn it solid and make it nearly impossible to break through. The water of her lake has magical properties that make it ideal for use in potions or ritual magic. Likely, there's an island in the middle of the lake with something important on it. The Lady of the Lake, like most of these encounters, is friendly at first, but with a hidden agenda. Usually that agenda is drowning humans or protecting her island. She cannot go far beyond the water, and neither can her power.

THE LOST FOREST

This is a classic fairy bit. The party is wandering through a path in a forest. Little do they know that whoever owns the forest can reshape the path at will, as well as the rest of the forest. Should they leave the path, they are hopelessly lost. But the path will always lead where the owner of the forest wants them to go. I sometimes say dryads are in control of the forest, and that they can possess trees to turn them into something like stationary ents or that tree from Harry Potter. Dryads have a lot of nature-related magic. They will allow anyone into their forest, and will be bargained with to allow players out again. They respond violently to anything destroying the forest.

THE INTERNET

Fairies don't understand technology. A fairy may want our heroes to look some information up for her on the internet, for best effectiveness make it some seemingly random and trivial facts. But she can't remember the word internet. She describes it as humans' attempts to recreate the Nevernever with ferromancy. The place is connected by similarity, not geography. Women use their beauty to entice men. Cats have bad grammar. Trolls make stupid arguments. Continue until the party realizes what she's talking about.

TROLLBALL

A band of wandering trolls much stronger than our heroes "encourage" them to join in a game of trollball. If the party refuses the trolls say they're fine with that decision, they could use a good meal. Make sure you point out that these are some of Mab's elite warriors. The rules of trollball are not listed here, but assume it involves lots of violence and no referees. Possibly, it's really just Calvinball. Or, alternatively, trollball isn't so much a sport as it is a way to have fun at some mortals' expense. I recommend having one of the trolls explain the rules in a way that leaves the players completely confused. The troll gives up and has another troll explain it, who then gives an entirely different explanation.

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