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Messages - Colette

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DFRPG / Changelings and Seelie/Unseelie magic?
« on: June 25, 2013, 06:52:10 AM »
I was making a changeling (half-fae) character and I noticed that Seelie/Unseelie magic was on the default list of powers a changeling could inherit from their fae parent. Presumably, it would come from having a sidhe mother or father with Seelie/Unseelie magic themselves.

However, Seelie/Unseelie magic say:
"Cost: 4 refresh for the package, not to mention approval from one of the greater powers of the Summer Court, such as Queen Titania or Mother Summer."
"Cost: 4 refresh for the package, not to mention approval from one of the greater powers of the Winter Court, such as Queen Mab or Mother Winter."

How does a changeling inherit Seelie/Unseelie magic if it has to go through an approval process? Does the fae parent have to petition for imbuing their child with Seelie/Unseelie magic? Can they petition themselves? Can they inherit the magic without going through approval, at the cost of being on a leash held by Summer/Winter, without ever having asked for it?

What does "wildness" mean from a context of Seelie/Unseelie magic anyway? It is listed down as one of the domains of both. Is it "wildness" as in you can wield general magic of the primal force of nature and plant life? Is it "wildness" as in you can force stormy, uninhibited emotions on people?

Does having Seelie/Unseelie magic cause a changeling to hex technology? Fix the Summer Knight seems just fine around technology even when heavily imbued by Seelie magic, and Fix is a mortal, not a half-mortal like a changeling.

Regardless of how disgruntled the White Council might be, can Seelie/Unseelie magic ever cause a changeling to break the Laws of Magic and take Lawbreaker stunts? Page 236 of Your Story says, "Technically, the Laws of Magic only apply to mortal spellcasters. I haven’t seen either of the Sidhe Knights at the meetings or ice cream socials."

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Come to think of it, does a wizard still cause hexing? If so, that's probably a good reason not to do it.

Our GM subscribes to the theory that hexing is caused by discomfort with technology. Supposedly, wizards who take the effort to keep up with technology, understanding it and accepting it, do not cause hexing at all. This is much easier for wizards born in the Information Age, given the current culture surrounding technology. Wizards who hex can be rehabilitated into a non-hexing state by giving them education on technology and why it is not scary.

3
...Huh.

Well, how mature do you want to portray her as? Though to be honest, I don't see how age would impact the decision.

Her Discipline is abnormally high, so I use that as a justification for acting more mature than most preteens, but I have been having her be more emotionally pained by this matter more so than anything else that has ever come before.

As for age, some of my acquaintances have suggested waiting until her twenties to acquire Wizard's Constitution [-0], so as to give her time to think.

4
Now that I have received some outsiders' perspectives and opinions (which, by the way, I am quite grateful for), I believe now would be a fair time to point out that by "graduates high school at age 12," I mean that my character is currently 12 years and 3 months old.

(click to show/hide)

Does that change anything with regards to her decision? Should she wait until she is older to make the choice? From what my GM has ruled and implied, the younger the choice is made, the more effective the stretching-out of lifespan will be. I am uncertain if it works like that in the actual Dresdenverse.

5
From an OoC perspective, though, I think she probably should not become a wizard. Wizard powers are nice and all, but not necessarily worth 9 Refresh. (Especially not with houserules buffing mortals and nerfing wizards.) Learning those Powers will cost you much of what you're good at, and they might not be all that impressive if your character isn't built right.

The GM will allow a complete rebuild by the time she becomes a wizard (if she chooses to), which should occur by our next refresh rate +2.

Being a wizard really takes only Evocation [-3], Thamaturgy [-3], the Sight [-1], Soulgaze [-0], and Wizard's Constitution [-0], making it a [-7] package all in all. We also removed specialties from the game entirely (we felt it was necessary, and though it makes different spellcasters more "same-y," we only have one in the party anyway, and it strongly encourages mixing it up with elements and thaumaturgy types), so, that would be just about the best you can be as a wizard anyway. The heavyweights of wizardkind just have higher skill caps for more Conviction, Discipline, and Lore.

That said, I do not wish to make the house rules a focus of this thread. I am really only concerned with the character development ramifications for my character here.

PS: I'd be interested in seeing your houserules. Could I get a PM, if it's not too much trouble?

Our house rules are in an embarrassingly unpresentable and seemingly incomplete state to visitors at the moment, so, no, you could not. My apologies.

PPS: Sounds like a pretty fun game.

Thank you. It is something we have worked very hard on.

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At the moment is just looks like a political move by the White Council, cashing in on your celebrity status so they can claim you as one of their own.

To clarify point #6, the White Council is willing to train my character, my character's mother, and my character's lover all without requiring actually joining them. And indeed, the latter two are indeed not joining (because they have their own duties).

That is the degree to which the White Council trusts the three of them so far.

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Hello, everyone. My character in my current Dresden Files RPG campaign has encountered a tremendous life crisis that offers one of two possible choices for her. (No, she is not a changeling.) I would like an outsider's perspective on what she should do in this situation, namely because right now, she actually is asking for outsiders' opinions on what she should do. She is at that much of a loss.

Before I describe the situation, there are a few things you should know about our game.

1.) Our game is currently at 42 skill points, a skill cap of Fantastic (+6), and a base refresh rate of 12. We have house ruled pure mortals into becoming just as useful as other characters at this level; a pure mortal who knocks their refresh rate down to 1 with stunts becomes a puissant polymath and factotum of numerous skills, and absolutely terrifying at making assessments, declarations, and maneuvers. Conversely, we have also toned down the ever-scaling power level of spellcasters in this game, with comprehensive fixes for evocation and thaumaturgy. This is not a thread to discuss this; I would just like to use that for context.

2.) My character is the daughter of arguably the richest person in the entire world, has built up a leviathan of an information and diplomacy network around her family, is "graduating high school at age 12" intelligent, and is a supremely, nigh-diplomancer-level speaker. So, in case anyone would like a reference point for how "normal" she is, there is that.

3.) In our game, Wizard's Constitution [-0] can make you live for several centuries. For someone with the potential to be a wizard, it is essentially tied to the Sight [-1]. Once someone who could be a wizard gains the Sight [-1], they gain Wizard's Constitution [-0], end of story.

4.) Our characters have done so much over the course of forty-six sessions, plus countless side sessions (easily about thirty or so by now). We have made the world supernaturally aware, and my character has started up what is now a titanic network of diplomacy and understanding between regular person and not-so-regular person.

5.) My character's boyfriend is a changeling. In our game, the Choice was a fae law-mandated thing rather than something biological, and it was a point that it was causing turmoil. We broke the necessity of it when we brought it up to the fae courts. For that matter, my character's changeling boyfriend also has the gift for wizardhood, and is so loyal to her that he might as well be her fiancee by now.

6.) We have done so much for the White Council that they are willing to train my character, my character's boyfriend, and my character's mother in wizardly abilities, and they do not have to be part of the White Council. No strings attached whatsoever. Also in our game, receiving full training from the White Council requires passing a test called the... "Wiseman's Words"? I do not think my GM ever explained why it was called that, and it definitely does not seem to be in the Dresden Files books.

7.) My character has an insane degree of magical potential. In game terms, what would be her key spellcasting skills are maximized (amongst other things), and in-universe, she has a near-flawless understanding of magical theory and an extremely finely-tuned third eye.

8.) In our game, wards take either magic or an extreme amount of mental concentration and finesse (i.e. Discipline) to break.

9.) In our game, mortal stunts can touch upon the supernatural... as long as they strictly affect supernatural effects that are already there. This can take the form of magic resistance, the ability to deflect or attract psychic assaults with sheer willpower, using existing alchemical potions to "fast-forward" one's attainment of mundane physical advancement, and honing one's third eye to a fine degree (but not to the level of the Sight).

10.) In our game, the "Night Wave" is a coalition of demons (and other assorted bad guys) that has served as the main antagonist group throughout the entire game. A "Nocnamora" is a psychic demonic construct wrought of dreams and doubts. Just as we have gathered allies all throughout the game, so has the Night Wave; they have Kemmlerites, Denarians, true dragons, and more on their side.

So, without further ado, here is my character's current situation.

~~~~~

(click to show/hide)

~~~~~

Poetic that she breaks the necessity of the Choice for her love, but she now has to make a Choice of her own, is it not?

On one hand, if she chooses to gain magic, when people look back at her story, they still see that that Agata's finish was becoming more than just a regular mortal. No matter what her family and her boyfriend says, it betrays the ideal. "Even with all that, you should be magical and live longer."

If she chooses to gain magic, despite all of the actions she has taken, people will look back at it and go, "In the end, she figured that it was better to be magical after all."

Six hundred years in the future, people could look at living Agata and go, "This is the person who helped change the world." Or, six hundred years in the future, people could read about dead Agata in the history books and go, "This is the person who helped change the world, and stood by their word and beliefs to the very end."

Who knows what could happen to her when she dies? She must have quite the afterlife waiting for her, and who would want to deny her that?

-----

... And now, it is time to defend gaining magic. (I have more written for this, but personally, I do not support it any more or less than refusing magic.)

"This is the person who helped change the world, and stood by their word and beliefs to the very end. And what a fool she was."

Sticking to one's beliefs diehard is not always a good idea. In fact, it leads to the downfall of many, because there is no guarantee whatsoever that those beliefs are sound. People develop, change, and realize, well, realities.

There is also the part where her beliefs are essentially, "You can live a good, happy life as a regular person." Note the "can." It does not take into account any of the special circumstances that one can encounter in their lives.

It is true that regular people can live good, happy lives, even without any supernatural powers. However, let us face it: supernatural powers are, in-universe, more or less a strict upgrade. They are not guaranteed to make you happier. But they can.

Do you know what that sounds like? Money.

It is like this. You can live as a good, happy life as a member of the lower class. Heck, you can even feel proud for setting that example. Suppose you win the lottery though, because you found a winning ticket off the street. Are you seriously, seriously going to go, "No, I will not take this money! I need to set an example for the lower class!"?

Another example, from ye olden times. Suppose a farmer leads a ragtag bunch of peasants against an attacking force, and manages to be a leader inspiring and awesome enough to actually win, proving that random peasants can be as charismatic as any noble. Then, he is offered nobility and the land he defended.

The above ye olden times scenario is like... why not, when it makes doing the same thing so much easier? It is not like he would turn his back on the common folk, as long as he remembered not to be a typical malicious noble. Not that hard. Same thing here; it is not as though she will have difficulty relating to normal people, given the current state of the supernaturally-aware world.

-----

For me, this is something that clearly has no right or wrong answer. Some group of people will be disappointed one way or another. But what would you, as an outsider, think of Agata's current situation here? What would you advise her to do, as someone who just read her tale?

I have spoken to five of my online acquaintances regarding this so far. Two went for "refuse magic" at first, another two decided on "accept magic," and the fifth could not decide. Four out of five eventually reached a point of "no right or wrong decision" after some discussion on the other side of the choice though.

What do you think, personally?

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DFRPG / A few questions on thresholds and Incite Emotion for blocks
« on: November 08, 2011, 09:44:24 AM »
Good day to everyone. This is my first post on these forums, and I hope to make more as I have more questions to ask.

Today, I had participated in my first ever session of the Dresden Files RPG, and also my first ever session under a FATE-based system too. I had never read any of the Dresden Files books, so I was playing from the disadvantageous position of relying solely on Your Story and Our World for setting information. My GM was totally new to both FATE-based systems and the Dresden Files too, so we were both operating from that position.

I had encountered some rules confusion during my first session that the other players were kind enough to help me understand, but afterwards, I realize that a few things were still left unclarified. So, I would like to pose the following sets of questions.

1. Page 230 of Your Story mentions that "some beings—especially those of pure spirit—cannot cross a threshold, since they're usually using their magical power to hold their material world body together." What beings would these be, specifically? What is the general guideline for whether or not a particular type of creature can physically cross a threshold or not?

2. Page 230 of Your Story mentions that "a significant source of running water ... 'shorts out' magical energies that try to cross over or through it." How exactly does this work as a threshold? What happens if a supernatural creature crosses a bridge over a wide river, for example?

3. Page 231 of Your Story explains that places of worshipare considered thresholds. Some time before my first session started, I had asked my GM if weekly Mass was an invitation into the church's threshold; the GM said that yes, it was. During my first session, my character was brought to a synagogue by the party and an allied rabbi. Inside, another player initiated social conflict with me, and I had to accept. I used one of my powers in defense, but then the player interrupted and said that I was in a threshold. I had asked the GM if I was invited into the threshold of the synagogue; the GM said I was.

Then, the player brought up that there was no such thing as an invitation to holy ground, and that it would take a personal invitation from the White God to lift the threshold. Therefore, I should take a significant penalty to the usage of my supernatural powers. The GM agreed.

I can understand the logic behind this, but is this the case within the rules? Page 187 of Your Story says, in reference to the Bless This House power, which bolsters the rating of a threshold, that "Multiple individuals who have this power can stack the effects, making a den of the faithful potentially very safe from supernatural incursion—unless someone’s so foolish as to invite a powerful supernatural creature in." From this, I understood that an supernatural creature being invited to a place of worship is free of any penalties from the threshold. Is this indeed not the case?

4. Pages 230-231 of Your Story explain that a threshold inhibits supernatural powers. How does a threshold affect the defensive aspects of supernatural powers? For example, Supernatural Speed would grant a creature a +2 bonus to an Athletics roll made to dodge. How would that be affected within a threshold? What about the extra physical stress boxes from a power like Supernatural Toughness?

5. During my first session, I had wanted to use my Incite Emotion (Sorrow) power to block all of the actions of a Summer Court fae that we were engaged in physical conflict with, by overwhelming it with hopelessness. Two of the other players contested it and said that I was wrong and could not do so. I pointed to page 173 of Your Story, which says, in reference to Incite Emotion, "You may be able to prevent the victim from taking other actions as well if you do this as a block (page 210) instead of as a maneuver." I also pointed to page 210 of Our World, which states, "Generally speaking, if the block can affect more than one person, it can only prevent one type of action. If the block only affects one person, it can prevent several types of action—up to all of them—as context permits. You can’t use a block to prevent someone from making a defense roll."

The other two players still said I was wrong and could not use Incite Emotion to block that way. So, I just used my Incite Emotion power for a maneuver instead. What was I about to do wrong by using Incite Emotion to block all actions but defense rolls?

Thank you in advance for any rules clarifications.

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