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Messages - Periwinkles

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1
DFRPG / Re: Knights of the cross
« on: November 28, 2014, 06:29:51 PM »
Well, this is annoying. Messaged my GM.

"You know, Erin should get the lawbreaker ability as she's broken a fair few rules of magic."

"If she used magic."

"Well, she kind of did."

"Who knows what she is. She's mentally too powerful for it to be magic though. For all we know she could be something new."

"Semantics."

"Hehe :P"

This is what I have to deal with ugh ugh urrrghh.

She's a human and so far hasn't been shown in any way getting her powers from any supernatural, demonic, fae creature.

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DFRPG / Re: Knights of the cross
« on: November 28, 2014, 06:17:54 PM »
Alrighty-o. Thanks for that, I wasn't entirely sure of it and let myself get sort of beaten down in terms of this. I'll be sure to bring it up and act it out next session, especially what with how my character is developing. You know, Knight of the Cross, there to preserve free will, routinely getting her own free will trampled on and travelling with someone who is doing the same under a convenient excuse...yeah.

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DFRPG / Re: Knights of the cross
« on: November 28, 2014, 05:58:54 PM »
Yeah, the character in question is somewhat of a mentor/mother figure of my character. So while she would be reluctant to do so, I do believe that my character should be condemning her. I briefly brought it up and everyone across the table claimed it was a grey area, and that it wasn't violating thoughts, but emotions. Like it was some big distinction that changed the fact someone literally went from trying to snipe at us from a distance, to jumping off a building in sheer despair not because a voice in their head but because they got hit by magically induced super-depression is pretty fucked up. Right now all the characters are engaged in operation hide the truth from the goodie, which involved consistently wiping her memories of such unsavoury events. The first was when they interrogated, tortured and killed someone they took captive, and the second was when an entire bloodbath was created in a cultists hideout.

For reference, my character actually sort of admires all of these characters, in a hero-worship sort of way. But this is actually the first time she's actually with them when shit hits the fan, and thus, it's sort of eye-opening for her. I'm not sure how to portray her reaction to all of this, but it definitely won't be pretty.

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DFRPG / Re: Knights of the cross
« on: November 28, 2014, 05:19:35 PM »
Actually, while I'm at it, I must ask about something else.

One of the characters is a magic user that specializes in reading and manipulating emotions. She can sense what others feel and plant or strip emotions from others. In the last session though, she stripped a man of all the joy he's ever felt in his life, which made him kill himself. And then she planted feelings of confusion and doubt into someone, who then opened fire upon his allies as a result of it. The player is defending it as in, his character never actually directly killed or made them do anything, just nudged them in that direction.

But I must ask, isn't this actually some pretty hardcore laws of magic violations?

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DFRPG / Re: Knights of the cross
« on: November 28, 2014, 04:34:53 PM »
Also becareful of any promises you make in the game as a a broken promise can make the sword vulnerable.  KoC are a ton of fun game mechanic, we have played with them a few times and they always bring interesting story with them :D


Reading your post I think you will have a lot of fun with the concept.

Oooh, that's fun! I can think of a lot of applications for that. Though for now I'm fairly concerned as she's a very naive and idealistic sorceress who somehow ended up in the company of a white court vampire, rogue psychomancer, demon-summoner and a emissary of power to the monkey king. At the very least I believe she is going to promise to kill the demon-summoner in order to free him from his demonic obligations and the debts he owes to hell. That'll be fun because they're sort of getting romantically involved.

EDIT:

I don't know of Denarians, though from the sounds of things they might be the big bad of our campaign. We've just stumbled into a dungeon filled with people that were being mass-brainwashed by demons and ended the session on a tense note; everyone but my character wants the psychomancer to delve into their minds and re-brainwash them. My Lucy just wants them to get taken to a hospital asap.

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DFRPG / Re: Knights of the cross
« on: November 28, 2014, 04:21:35 PM »
(click to show/hide)

Generally, they believe in free will.  They can't kill anyone who is trying to redeem themselves and they actively seek out and try to get in the way of Denarians' plans.

Using the sword against its purpose might be things like striking out in anger or vengeance, killing innocent people, attacking someone who has surrendered.

Nothing in particular.  They die.  Since the sword can act as a catch for almost any creature, those creatures killed by a sword usually stay dead.

Thanks.

I was just thinking, because my character is very pro-life. Whenever she's forced into a combat situation she always, ALWAYS uses non-lethal means. She's so very much against the killing of humans that after our group took on a group of fanatical cultists, our psychomancer had to seal her memories to stop her from turning against the others for killing some of them. And in the campaign there are quite a few people who have sold their souls to demons in a sense, and I was wondering if well, the souls of those killed by a holy sword received any special sort of treatment. Perhaps it purifies them? Sends them to be directly judged by god, instead of letting a demon lay hands on it? Because that way she would develop quite interestingly, and essentially be euthanizing those doomed to an eternity in hell.

I like the concept of my character becoming a knight of the cross. Especially because of her rocky relationship with the swords previous owner. The player in question was a bit of a douche, and it reflected upon his character. In fact, my character on several occasions actually stopped him from abusing his sword, until our GM booted the guy. His character was made off to have been corrupted and killed by our enemies (who we still don't know) and she picked up the broken shards of the sword and mourned his loss...then BAM! Uriel shows up and suggests she take up the sword. There were a lot of compels this played into, and it just works so well I'm giddy.

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DFRPG / Knights of the cross
« on: November 28, 2014, 03:52:37 PM »
Last night during a dresden files session, my character was chosen to wield a holy sword and became a knight of the cross. The GM sort of sprung the deal onto my character and she was compelled to take on that duty. I've not read too many of the books, and Your Story doesn't really have that great an explanation on the holy knights, so I wanted to get some clarification from you guys.

What sort of abilities do knights of the cross possess?

How are they expected to conduct themselves? We know about the rules of magic, but what about the rules a knight of the cross should abide by?

Also, what powers do the swords themselves have? What happens to those killed by the sword-wielders?



8
DFRPG / Re: Help starting out...
« on: October 05, 2014, 12:43:45 AM »
That Refinement tweak might manage it, though. I could build a seriously scary Crafter under those rules.

Personally I'd allow foci but not enchanted items. Opinions vary somewhat, but I think it's pretty broadly agreed that evokers should get to do something with their focus slots.

Crafter?

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DFRPG / Re: Help starting out...
« on: October 05, 2014, 12:12:55 AM »
I see this type of thing coming from people who have a background in old school games, where you really have to be careful with ovrepowered characters. Fate doesn't break that easily.

Maybe suggest to try it out, that's what I like to do. If something seems unhinged, I will allow for the player to do it, but if it turns out to be wonky, we'll change it. That way, it might be that it "breaks" a scene, but you can just chalk that up as the character being incredibly lucky, and after that you tone things down. If it doesn't break, you can keep using it. Win-win. :)

Thaumaturgy isn't needed for focus items or enchanted items. Well, at least to me. An enchanted item for evocation could also be something like a family heirloom, something that has great emotional value to the character, and it allows her to focus her energy better. And if that's possible, creating an item itself is just another way to tell the story, it doesn't change anything mechanically.

I've just gotten hold of a pdf of the rulebook, and I'm going to print out the few pages on evocation to bring with me. Hopefully these and some convincing will allow me to cast me some veils. Otherwise I might have to switch one of my skills up with stealth. Probably dump contacts, bring alertness down and get +stealth. Or actually do that and get something for physical attacks, like clunking someone over the head with said climbing pick. Hm...or bring athletics down one. With parkour adding athletics I could afford to bring it down. Argh!

Though you've given me a great idea! The climbing pick could have originally been a shortstaff passed on through generations of the von Seckendorf family, but because Alberich is a stubborn and secretive fellow he doesn't tell Lucy, who assuming it's just some old staff sticks a climbing pick-head to it. She'd comment on how Alberich looked like he was going to cry when he saw what she did to it.  :P

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DFRPG / Re: Help starting out...
« on: October 04, 2014, 11:50:27 PM »
But the earth element is too powerful? Your GM is weird. ???

Well, you should be able to adjust the math accordingly, I think.
Well, first and foremost, it's a regular item that your character has enchanted. Does it make sense for your character to have a climbing axe? I mean there are not that many mountains in Venice, but maybe she goes hiking every other week or so, so it would make sense.
http://www.jimbutcheronline.com/bb/index.php/topic,42974.msg2084383.html#msg2084383 ;)
Looks good. There should be a lot you can do with that. And if you notice that an aspect doesn't work, just change it around, you are not locked into them forever.
Yeah, that's really weird. Veils are very much doable with spirit evocations, there's a whole section about them in the book, page 276. It literally starts with "Veils are spirit evocations...".

EDIT: One tweak I made to veils is that a veil is dropped if you attack from under it. So you can't attack AND stay invisible. That way, a veil is more like an ambush, which works pretty well.
Depends on what you mean by magical items. It's not like in dnd, where you find a magical sword in a dungeon. That's kind of what the holy sword is, in the game that's called an "Item of Power". (There can be IoPs you create yourself, as well, just to be accurate.)

It's more like specialized tools you create yourself. Some wizards create them from scratch, others take something that's already made and imbue it with their magic. That's what focus item slots and enchanted item slots are for. You don't get them for free, you have to pay for them with your refresh.

Everyone has their little thing I guess, I suppose I can appreciate him not wanting one character to hog all the spotlight.  ;D

Well, I'm worried he might say that because I don't have thaumaturgy, I couldn't have enchanted an item. When I asked about having a blasting rod he did say 'if I let you', the same thing he'd said about Earth element before imposing restrictions upon it.

My logic for the climbing pick would be the fact that she's spent a good deal of time clambering around Venice; the climbing pick would have helped her scale the smoother and harder to climb walls and improve her grip on ledges and such.

I did tell him that I wanted it to be a chameleon or unnoticeability spell, where she could hear footsteps coming towards her and then curl up in a corner and cast the spell before the pursuer approached her, so they'd run right past her as she looks like the background/escapes notice. Or if she's in a tight spot she could put her high athletics to use, run away, go around a corner, curl up, veil. He didn't really seem keen  :-X

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DFRPG / Re: Help starting out...
« on: October 04, 2014, 11:21:38 PM »
Veils and mental stuff. The extent of the mental stuff is pretty unclear, but the book specifically says that veils are the special province of spirit magic.

So he lets you have every bonus instead of choosing one?

That's crazy. No wonder he's worried about magic being overpowered, if he's letting you do that.

Of course. Every wizard gets a few magical items to use with their spells.

Yes. For attacks, at least.

They look fine to me.

I'd say that's narrow enough for a +2, personally.

Yeah he doesn't want me doing veils :( For one he thinks it'd be overpowered, secondly he feels it should fall under thaumaturgy. I asked him a couple times if he was sure that was what refinement did and he insisted so I'm not one to look a gift horse in the mouth so to speak. Especially after the Earth and Spirit nerfs.

So is getting magical items a given? Like, a huge part of being a wizard? Something you just don't deny? I was thinking of a pair of earstuds that granted spirit control and helped put up spirit shields (like Harry's Bracelet) and, well, the climbing pick. Would I need higher resources to purchase them? I sort of thought it would be a case of, well, Alberich procuring them for her.

12
DFRPG / Re: Help starting out...
« on: October 04, 2014, 10:27:22 PM »
Not at all. This game has a pretty steep learning curve, especially if you have a dnd or similar background. It took me a year to get to the point where I thought I got it, and it still throws me curveballs to this day. But I had fun all the while through, so it's not too bad. :)
Plus, actually playing the game like you are is going to get you there a whole lot faster. You're doing well.

For compels on "The apple didn't fall far from the tree", you can simply look at the father's flaws and apply them to your character. If the father is hotheaded, she is hotheaded. Very easy to compel on that.
Absolutely. First, we need to take inventory.
Evocation gives you 1 specialization and 2 focus item slots.
Refinement gives you 2 specializations or 2 focus item slots.

Which means we can either work with 1 point of specialization and 4 focus item slots, 2/3 or 3/2. Since you want to split things for spirit and fire anyway, and you can't lose specializations, not can they be taken away, I would suggest the 3/2 build.

Since you'll have 5 points total, you can see where you might want to go higher. The specializations/focus items you need are going to be:

(offensive) fire control
(offensive) fire power
(defensive) spirit control
(defensive) spirit power

Of course, if you take a specialization in spirit control, it will count for both offensive and defensive, so the brackets are only for considering focus items. Since you want to have these types of spells to be what you are good at, I would recommend putting one point into each. That leaves us with one point that you can use to increase one of those even further. Like this:

Specializations:
+1 fire control, fire power, spirit power

Focus items:
Steel Climbing Axe (+1 offensive fire control, +1 defensive spirit control)

Which would give you +2 fire control total, the rest would be at +1. Or you could use the 5th point for something else:

Specializations:
+1 fire control, fire power, spirit power

Focus items:
Steel Climbing Axe (+1 offensive spirit control, +1 defensive spirit control)

Which would give you +1 for every spirit spell, when using the axe, no matter if it's offensive or defensive. You could also switch around control and power of course.

And any other kind of permutation of the above would be totally valid. You could also use your 3 points of specialization to build something like this:

Specialization:
+2 fire control
+1 fire power

I personally prefer to keep things even, with uneven numbers favoring control. Especially on offensive stuff, since it also increases your attack roll. With your skills at +5, this gives you at least a +6 for your main spells, which is pretty solid.

My GM has a very generous view of refinement, he believes it grants you 1 element, 2 refinement and 2 specialization. I don't mind at all :D

Do you think its valid and okay for my character to get the magic climbing axe? My GM hasn't responded to my onslaught of messages yet. We do have a faith-based character with a holy sword, so there's that.

I'm thinking for my rote spells basically a whirling fire tornado blast for offence, force shield and then either another offensive spell, sort of like a kinetic punch/blast or the spirit equivalent of Ventas Servitas, something that can move others and objects and so forth. Also control is like, actually casting the spell, right? Sort of like the attack modifier, against their defence? And then power is like weapon damage?

I managed to put together some aspects, whatcha think?

No Such Thing As "In Over My Head"
'Never give up, never give in, never let anything drop, keep going no matter what, stubborn'

Invoke to achieve or endure physical or spiritual feats through sheer determination and grit, resist any attempt to change your course of action once your mind is set. keep going no matter what. convince others to go along with you with your intensity
Compel to offend someone with your stubbornness, show contempt for 'quitters', take things too far and get into trouble, make enemies by escalating things too much, get forced into a situation beyond your capabilities

Don't Judge Me by My Size
You're small, but surprisingly resourceful.
Invoke: To seem unimportant or unthreatening to an enemy, catching them by surprise, ability to slip into small and narrow spaces, harder to hit
Compel: Get targeted as weak or helpless, get bullied and pushed around, have difficulty reaching things on high shelves, easily lifted up and overpowered

Jumps The Gun:
'You have lightning fast reactions and excellent instincts...or so you'd like to believe. Others would say you act first and think later (if at all)'
Invoke to Succeed in impulsive and reckless actions, act first and fastest, handle a risky situation with much more finesse than anyone has a right to have
Compel to act quickly and realise too late what you've just done, be too busy acting first that you miss something important.

Curiosity Killed The Cat
Invoke to discover hard to find things, covertly pick up rumours, eavesdropping, noticing things out of the ordinary
Compel to make you spend time and effort exploring and examining things, lure you somewhere with the promise of interesting discoveries, be drawn into checking out something dangerous, irritate someone important with your nosiness, make dangerous discoveries, appear to know too much and become a target

I Laughed When His Guts Flew Out In That Movie
invoke to know or think of gory facts, keep your cool when dealing with morbid subjects, make particularly tasteless and unnerving threats
compel to distract you when you should be focusing on other things; make you say inappropriate jokes or comments

The Apple Didn't Fall Far From The Tree
Invoke: Whenever she decides to be a goody-two shoes, even when it's a bad idea to do so, enforcing wizarding laws, using spirit based evocation, rescue friends and allies, get everyone out safely
Compel: stop you from doing something Alberich wouldn't approve of, have alberich ask you to do something inconvenient, act in a predictable manner, preferring to work alone, keeping information from your allies to protect them, make you go back for everyone you can, make you save an enemy from death

I'm Too Cute To Be Mad At...And I Know It
Invoke: Try to charm and joke your way back into someone's good graces, puppy eyes and displays of vulnerability to alleviate the amount of trouble you're in
Compel: annoy someone by overdoing it, embarrassing yourself by failing miserably, pouting too much, getting cocky and pushing people too far

Too much? Too little? Anything else go in there to further balance things out?

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DFRPG / Re: Help starting out...
« on: October 04, 2014, 08:15:42 PM »
Your specialisations are limited to increasing either your Control (Discipline rolls) or Power (Allowing +X power per evocation above your Conviction in a certain element). You also get a free specialisation from taking Evocation in the first place.

You also have 2 focus items you can use for offensive/defensive power/control in an element.

So if you were going for a purely offensive fire mage you'd have something like this:

Evocation [-3]
Specialisations: +1 Fire Control
Focus items: +1 Offensive Fire Control, +1 Offensive Fire Power
Refinement [-1]
Specialisations: +1 Fire Control, +1 Fire Power

So you'd have an effective:

Offensive Fire Control: +8
Offensive Fire Power: +7
Defensive Fire Control: +7
Defensive Fire Power: +6

Each of your offensive fire spells can therefore be 7 shifts of power before costing you extra mental stress to cast and you're rolling to control/aim it at +8 Discipline. Your defensive spells are more limited, however, so you can only pump 6 shifts worth of power into them and are rolling at a +7 Discipline to aim/control.

Also, your Parkour stunt doesn't actually do anything at this point. It gives no bonuses to any of your rolls nor allows you to do anything that a typical Athletics roll would be unable to do. I'd suggest something along the lines of:

Parkour [-1] - Flavour here. Gain +1 to Athletics rolls when using it to climb or jump over borders, as long as you have a run up.

The general rule for making up new stunts is a +1 if it's a particularly broad/powerful trapping bonus (like here), +2 if it's supposed to denote a speciality in a given trapping (like if you're particularly good at lying to people), or +3 if it's a very specialised use of a skill (like if you're a gifted locksmith and are designing/building a lock).

EDIT: Also, you need to have fire amongst your Evocation familiarities (currently Water, Earth & Spirit) if you want to use fire magic.

I do want a fire blast, however I'm also really keen on spirit shields. Is there a way to balance things out?

Also um, can you guys help me out with aspects and troubles? I've picked out the high concept of Meddling Vigilante Sorceress, which I feel sums her character up rather well. I found these on this site, but I'm not sure how exactly they'd apply.

Carry On My Wayward Daughter
Danger is my middle name
No such thing as "in over my head"
The Bad Guys Hate My Family
Unaware of My heritage
White Knight Syndrome
I'm too cute for you to be mad at...and I know it.
Brave When I Need to Be... Usually
Can't Touch This
Do You Like the Smell of Adventure?
Jumps the Gun

So far what I've got is:

Don't Judge Me by My Size
Invoke: To seem unimportant or unthreatening to an enemy, catching them by surprise, ability to slip into small and narrow spaces
Compel: Get targeted as weak or helpless, get bullied and pushed around

The apple didn't fall far from the tree
Invoke: Whenever she decides to do the right thing, even when it's a bad idea to do so, enforcing
wizarding laws, using spirit based evocation
Compel: ??? For this one I thought it would just be an aspect highlighting her similarities to her biological father

Yeah I suck @_@ I'm too used to just picking stuff out from a dnd book

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DFRPG / Re: Help starting out...
« on: October 04, 2014, 02:32:39 PM »
I think your GM is a bit off-base.

When it comes to evocation, spell effects are mostly the same no matter what element you're using. A weapon 5 attack is a weapon 5 attack, whether it's crushing gravity or a bullet of compressed air. An 8-shift block is an 8-shift block, whether it's a water wall or a spacial manipulation field.

Elements can satisfy different Catches and create different Aspects, but Aspects and Catches are mostly under the GM's control anyway.

So I don't see why he's worrying about earth or water being overpowered.

Now, if he was worried about spirit being overpowered I could see where he's coming from. It actually has special effects that other elements simply don't have.

PS: There isn't really such a thing as a movement spell with evocation. You can maneuver to create an appropriate Aspect, but if you want to replace your Athletics for movement you should use a ritual or an enchanted item.

http://toonstore.net/Periwinkles/Lucy/

What I've managed so far, had to switch to an italian name and picture for the setting.

I'm really smitten with the idea of using a wood-handled, steel climbing axe as a blasting rod, climbing implement and skull-hole-puncher all rolled into one. What sort of extra effects does spirit have? Though he doesn't want me using any of spirits illusiory or mind-messing abilities if that's what you mean. It's just pure force in his book, probably because we have an illusionist in the party.

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DFRPG / Re: Help starting out...
« on: October 03, 2014, 06:34:08 PM »
Sounds like you had a lot of fun. :)
Quick on your feet would be athletics.

You don't really "need" any rote spell, though it does help, of course, if you are well rounded. I personally prefer blocks and maneuvers for rotes, as you usually try to invoke a few aspects on an attack spell, anyway, so the control part is covered by default.

Not sure what your GMs problem with earth is. Maybe you can get him to give you the way he would accept earth and you just take that. Air has a lot to do with speed and movement. Since you want to go high with athletics anyway, maybe you can use that to your advantage. Maybe even use it to justify taking a speed power when you get more power.

Basically he doesn't like the idea of using magnetism to manipulate locks or knock weapons into people, doesn't like the idea of sticky flooring or ground turned to mud, doesn't like earth spikes raising up, doesn't like earthern lightning and especially despises gravity and stuff. I believe its because he feels it would be too 'broken' and overly powerful. He's also imposing limits as to what water magic can do, as it would be quite broken for my character to do too much, in Venice of all places.


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