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Messages - Leeder

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1
DFRPG / Re: Magic Systems
« on: July 21, 2014, 09:09:17 AM »
I like Ars Magicka's magic system. It lacks good implementation, but the Idea is great.

2
DFRPG / Re: What's happening in your game then?
« on: July 21, 2014, 09:05:11 AM »
We play in Vancouver, in the same time as Harry hunted werewolves and started the Vampire War.

The group:
 - Maory "Mana-eater", major talent with Mimic Abilities at 4. Former headhunter from States, now jobless biker.
 - RCMP sergeant, ex-MI6 assasin. Pure mortal with decent spy skills and martial arts.
 - Homeruled lycanthropesse-student with Superb Might. Living empodyment for Unstoppable Force, as we call her.
 - Homeless wizard, who hate the White Council for killing his loved one as a warlock.

In our first arc the characters confronted several threats at one time. Mad scientist had threatened a Science Convention and bombed it out with hundreds of victims. White Court sold out the lycanthropesse to its guest from Bolivia - obviously Red Court's Duke. A maniac escaped Seattle and started to kill, maim and fry his victims in the south districts of Vancouver. A building company (secretly owned by a local Summer Court Lady) tries to demolish a great scrapyard, where the PC-wizard guards the weak Barrier between our world and the Nevernever. Lycanthrope criminal band acquired a new leader, who agressively began to eliminate the murderers of his predecessor (the PC's, of cource). The local White Council Warden was found dead. And at the top of that mysterious and horrifying Jade Court of Vampires began to devour and embrace the wizards and minor talents of the city.

The party successfully got back its lycanthropesse, and the Red Court Duke sailed home with an oath of vengeance. The maniac turned out as a mortal vampire hunter and died, assisting in that rescue mission. The lycanthropesse negotiated a contract with the new leader of the lycanthropes and earned their help in battle with JVCs, but they failed in planning and preparations, and the vampires killed many minor talents before. Finally, in an epic carnage JCVs (at least, the weakest of them) were torn apart to final death, but the eldest JCVs retreated somewhere. One of them chased the PC-wizard, and the wizard was saved by the local Summer Court Lady, who traded his security for his scrapyard. The mad scientist escaped too. The first arc had ended.

Year have passed, and we have started the second arc. It haven't ended yet, so I would not describe it's plots, but I can assure you that the last year's adventures are a picnic in comparison with the present problems. The main forces now are the Triads (led by a group of supernatural criminals), the Fairy and the Ultra Mega Heavy Rain with the Super Epic Thunderstorm.

3
DFRPG / Re: How to do this ritual
« on: May 21, 2014, 07:33:16 AM »
Do your clients always have your visit card with them? If they don't, I'd say it's impossible to guard them from the Whampires. Although, using your clients' blood solves the problem, but... I wouldn't lend my blood to an online dating service's empoyee.

In general, I agree with the point that protecting mortals from something such intimate as lust and love must be something more personal, than remote psychic shield, channeled through an ordinary piece of paper. A magical network, alarming you if there is Incite emotions attempt somewhere in the city seems more appropriate for me.

And I do know one thing for sure: I would not allow my players to push someone to True Love with magic. It's a miracle stuff, and should not be at everyone's reach, especially when manually arranged.

4
DFRPG / Re: Solo character creation
« on: May 19, 2014, 07:19:46 AM »
We have played a solo game, and the generation process was very simple. I had created 2 major NPCs, and one PC was a guest star in their stories. That's all. Like a normal generation.

5
DFRPG / Re: Focus Items' bonus
« on: April 30, 2014, 08:41:42 AM »
Oh, I've got it. Thank you all!

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DFRPG / Re: Focus Items' bonus
« on: April 25, 2014, 08:31:00 AM »
Could you please point me to the rules block, which gives guidelines for such arrangements? The fog example seems to me a weak point. When a wizard is casting the fog, he does not know how others will use it - to distract ot to obscure.

7
DFRPG / Re: Focus Items' bonus
« on: April 25, 2014, 07:15:39 AM »
But there are a lot of maneuvers, which could be offensive or defensive in equal measure. "Sleep" or "Fog", for example. How about them?

8
DFRPG / Focus Items' bonus
« on: April 25, 2014, 06:54:55 AM »
Quote
A single focus item slot, as granted by various Spellcraft powers (page 179), grants a +1 bonus.
For  evocation  focuses,  this  bonus  may  be applied  to  either  the  wizard’s  offensive  power (Conviction)  or  offensive  control  (Discipline) or  defensive  power  (Conviction)  or  defensive control (Discipline).

What do mean offensive and defensive here? I was thinking that offensive bonus applies when you attack with magic, and defensive - when you defend with magic, but one of my players pointed that the maneuvers are not covered by these bonuses at all. Am I right? If I aint, enlighten me, please.

9
DFRPG / Re: Ideas for a pyromancer's Death Curse
« on: April 25, 2014, 06:47:34 AM »
Good suggestions, thanks everyone. Jabberwocky's advice sounds great, but there is a few facts against it. g33k's one is similar to my own thoughts, but I don't know how to play it up. Only through compels? Maybe, a bonus for a fire damage?

Anyway, thank you all. I'll talk to my player and we'll consider the best Curse.

10
DFRPG / Ideas for a pyromancer's Death Curse
« on: April 21, 2014, 08:28:14 AM »
One PC, minor talent with Mimic Abilities, wanted to hunt down and kill a potent NPC pyromancer. PC spent a whole story to take his guy down, so I rewarded him with a cinematic fight scene and allowed him to kill the practitioner. But the PC didn't know about practitioner's Death Curses, so the pyromancer had a chance to revenge himself. And bestowed a Curse on the PC.

It was the end of the story arc, so I negotiated time to think about the Curse. I want to give the PC a temporary, but long-lasting aspect like with an entropy maneuver, which could generate compels. I like to feed my players with Fate Points :) But I have no interesting ideas how it may looks like. I will appreciate any suggestions about frustrating effects, which might be created by the pyromancer's powers.

11
DFRPG / Re: Beyond the books
« on: April 04, 2014, 12:37:59 PM »
We have a version of the Jade Court of vampires. It is a coalition of mages (wizards, sorcerers, focused practitioners... anybody who have a bit of magic, but not general Minor talents), who were infested with something evil. During a day, JCVs function like an ordinary humans - like they were before the infestation. The best pretenders managed to remain uncovered and work to lure other Gifted into traps. But after the dusk JCVs gain Inhuman (or even stronger) stats, magic resistance and vulnerability to Jade.

Their best weapon is a conspiracy. They are almost undetectable during a day, and very dangerous during a night. Ancient JCVs are extremely dangerous: they feed on magic. Actually, JCVs have two ways of dealing with their victims: eating and embracing.

Eating means killing helpless or immobilized mage by winning a mental battle during a night. The mage does not gain an opportunity to cast a Death curse, because the vampire devours his victim's magic ability and assimilate it. If the vampire had full wizard's abilities, and the victim had the same, the vampire gains Refinement. If the vampire had full wizard abilities, but the victim was only a focused practitioner, the vampire gains only boost in the victim's field. But if the vampire was a focused practitioner, and the victim was a wizard... the vampire became a wizard instead. So, through time, JCVs can be very powerful.

Instead of eating mages, JCVs can make them JCVs. To do so, after winning the mental combat, JCV must give the victim's powers back to their original host. But the powers are already corrupted, infested with a spirit of the Hungry Dead. The High Concept of the victim immidiately changes in order to represent his vampirehood, and he became a monster.

Jade Court Vampires became the greatest threat for my campaign, because it's events take place in Vancouver, British Columbia, and there are a lot of practitioners and Chineese and very few wizards. PCs gathered a lot of allies and have made a lot of bad contracts to bring an army to the vampire's doorstep. The outcome of the final battle is not defined... until our next session. :)

12
DFRPG / Re: Breaking weapons
« on: March 26, 2014, 06:04:14 AM »
Personally I think a Fists/Might maneuver to disarm the target is the best way to go about it. If you have sufficient strength (and that guy definitely does) you can include breaking the weapon in such a maneuver.

You mean a (Fist OR Might) or (Fist modified by Might) maneuver?

It is not a combat solving action, of course. But I like an option that gives me an opportunity to change the course of a fight.

13
DFRPG / Re: Breaking weapons
« on: March 25, 2014, 08:20:26 AM »
I have seen this block of rules. But it is placed under the Craftmanship trapping "Breaking", so I thought it doesn't relate to my question.

If it does, it's great. But I still don't know how to integrate the SuperStrength's bonus to breaking into this action. If I treat this like an attack, I add +4 to damage, not +6 to breaking things... Or you propose to add the breaking&lifting bonus only to attempts to smash inanimate objects? Why not use the same damage-based solution with them too?

It is pretty confusing to me, why we should use very different ways to describe very similar actions. :(

14
DFRPG / Breaking weapons
« on: March 25, 2014, 07:37:25 AM »
Hello everyone!

One of my players had a duel in our last session. Both PC (chest-deep character) and very powerful NPC (total spent refresh around 15) used melee weapons, and PC managed to disarm his opponent. The NPC then tried to break the opponent's wooden weapon with his Supernatural Strength. I have judged the situation like a normal Fist maneuver without any bonuses, and I don't satisfied with the decision. What would you do in such a situation?

I see a bunch of options, but non of them seems to me as good one. And what if the weapon is not an ordinary club, but one of the weapons listed in stunts or aspects of the character? I need advice, fellas.

15
DFRPG / Re: Defending with Discipline.
« on: February 12, 2014, 11:44:02 AM »
Thank you for the answers, gentlemen. I've got the point.

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