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Messages - taralon

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DFRPG / Re: Comments thread for "The Laws of Magic: Part 2 of 8"
« on: July 06, 2007, 02:29:21 AM »
Ok,

I'm gonna stir this, because I had a potential player ask me about this.

Harry killed himself in blood rites in order to have the power to take on the ghost that was going around and causing all the bad juju with the barbed wire stuff.  So... what would happen if a PC offed himself/herself on say halloween with the intention of creating a ghost (having themselves revived by another PC) which would cross over from the never never (maybe with help from the PC) in order to kill say the badguy with magic.

Would this be a violation of the first rule?  After all, you mean to kill them, but then again you never use magic to directly or, really indirectly kill them. 

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DFRPG / Re: Comments thread for "The Laws of Magic: Part 2 of 8"
« on: June 21, 2007, 12:09:34 PM »
Not springing it on a seasoned player is a good idea. 

Thinking about it, I probably wouldn't jump right on throwing the "Doom" on someone.  We know that the wardens (especially post the start of the War) are stretched very thin.  Harry's in Chicago, the next nearest is in LA.  Having one of them come in to investigate and find guilty would probably be just a little too Deus Ex.  Now having it happen as a reason to have the council begin poking around in the affairs of a group, now that would be plausible.  Instead of facing a trail, instead they have an interfering type like Morgan popping up every time something is going down, and complicating things as now everything has to be white washed. 

3
DFRPG / Re: I need some help with my Dresden game
« on: June 21, 2007, 01:39:38 AM »
Listen to some Dragon Force, they are kinda hard rock/fantasy.  My most recent group has gotten to the point that they dread the opening chords to "Storming the Burning Fields" as it means they've just managed to step into something they probably shouldn't have.  You might want to check out their "Once in a Lifetime" or "Valley of the Damned"  for a generic theme type song.  Their music makes a good background to a game I've noticed, as it is relatively fast paced, and people seem to pick up their pace when playing with it in the background. 

Also try and find some Heather Alexander, as she has some nice fantasy themed music.  Stormbringer, King of Elfland's Daughter, and Wanderlust might make good opening tracks. 

Blackmore Night also might be worth checking out.  They've got the whole fantasy/middle ages thing going on. 

For something with a more Urban and edgy sound Tapping the Vein makes IMHO good scene music for something that is taking place in a club etc.

More mainstream, well there is always Evanesence and Loreena Mckennitt. 

It might help if you mentioned what style of music you are looking for.  I've got a rather large collection (missing just Rap/Hip Hop) that I can flip through.


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DFRPG / Re: Comments thread for "The Laws of Magic: Part 2 of 8"
« on: June 21, 2007, 01:11:52 AM »
This is a heat of battle scenario. I think that if they have friends on the council, they'd get off with a warning.

In game terms, I think the guy who "got the kill" would probably still get the Lawbreaker stunt. The other guy would probably get a pass from me. You can want to kill someone as much as you want. You just can't kill them. The player can still play up the emotional angle at coming that close to taking a life. The stunt isn't really needed for that.

Personally, I think that without intent, it doesn't count. It's still a good motivation to be cautious with your mighty powers.


Personally I wouldn't give the second guy a pass.  Intent matters here, or at least it seems to in the fact that the laws are written to enforce the spirit of not harming another.  Seriously wanting to kill someone with magic might not harm you *as much* as all out killing them, but deciding to go through with it, and then pulling the magic trigger, only to be outdrawn by the other mage, in my opinion that would result in both mages taking the stunt.  Intent in this case would count as much as the actual deed itself.  I might as a GM give the one who didn't kill the guy a pass with the white council, but as far as in his own mind, he should suffer the same consequences. 

As far as a truly accidental effect.  Well I wouldn't make them take the impact themselves.  If witnessed to brought to the WC attention they might suffer its ruling but they wouldn't take the 'damage' to their souls that they would if they had killed with intent. 




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DFRPG / Re: Comments thread for "The Laws of Magic: Part 3 of 8"
« on: June 21, 2007, 01:04:20 AM »
The only real grey area I see in this law, is what if a Wizard, say like Harry, had been teaching the Alphas to transform instead of Tera West?  Though he would not *directly* be changing their form, he would be accessory to it.  Would he then, ala Toot Toot be persecuted by Morgan for "transforming another"? 

White Night Spoiler
(click to show/hide)



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DFRPG / Re: Harry Dresden Diceless
« on: April 23, 2007, 02:33:01 PM »
Not based on Amber diceless, but I thought about making something along the lines of a card based system ala Magic the gathering. 

Give each character a pool of 'Stamina points'.

Have them have instant attack and defense cards and a base cost for 'tapping' the card as well as a attack/defense multiplier.

Ie:  Fuego - Costs 1 stamina to attack.  Tapping X additional stamina increases attack power by X. 

Increasing your ability would be modeled by adding stamina pumps, or by adding a multiplier to X. 

I was thinking of allowing people to keep things out of play.  IE you start off with 4 abilities, but they are only revealed to the other players as you use them. 

If you could balance it right it should make for a fairly fast paced game without having to build more than a very basic character sheet.  IE skills, drawbacks, hitpoints.  No need to get into strength and all that. 



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DFRPG / Re: What will be your Dresden Files house rules?
« on: April 19, 2007, 06:29:03 PM »
House rules are looking to be the following:

1) No Knights of the Cross
2) No Wardens
3) No full fledged vampires of any court.
4) No senior council wizards

Council level wizards fine, but no power pools over 30 points, and no more than 40 points in powers.  (See the Dresden in Hero's post for Harry's beginning NPC sheet).

I'm thinking about having them run 'powered' versions of themselves since we still have 'self' character sheets from a game we were running until the GM moved out of town.  Which would mean that they won't get non-combat dice rolls if they miss things, and that they have to prove that they can do what they claim to be able to do.  IE I claimed to be able to drop 15 round magazine of 9mm from a Glock into COM of a man sized target in 14 seconds, so I had to video tape doing it at the range before next game session.  We had one guy break into his own car and hotwire it in a certain time frame.  One some outre stuff it goes to GM fiat, as some things just aren't doable in the real world without breaking a law.


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DFRPG / Re: Dresden Files - HERO style
« on: April 18, 2007, 12:43:23 AM »
It depends.  If you want to get detail oriented you can end up having a roll ever couple minutes even outside of combat.  Personally I like going as 'diceless' as possible as a GM outside of combat.  Combat though can become a drag, especially if you don't balance defense right in NPCs.  I streamline Hero combat by ignoring OCV/DCV bonuses for distance, and having damage be normal/stun only (trying to keep track of killing (lots of body little stun), normal (lots of stun little body), stun (no body) is a drag).  I also tend to make my enemy NPCs eggshells armed with sledgehammers.  They hit hard, and if you let them can take out most PCs but on the whole they don't have enough defense to stand up to more than two or three hits from the standard PC.  Combat only usually runs 15 minutes or so, and if it starts taking longer I restat my bad guys. 

The main thing I like about Hero is that as a GM I can have a character have a ton of stats.  If the player is missing the clue I'm dropping in a game for instance "As you open the door you hear the faint ruffling of the blinds, you enter the room and your contact is dead on the floor the blood still spreading in a pool and a cigarette smoking in an ashtray" which indicates the attack was just recent, but the player seems to think the killer is long gone I can have them roll perception and clue them in on the fact that it just happened right before they opened the door.  If the player misses the note stuck to the fridge with a meeting just hours in advance I can have them make a roll and possibly find it. 

The hardest part IMHO is figuring out how the power system works, and working up house rules for where it doesn't work.  Hero really tends to break things up into "non combat" and "combat" You've almost got to make two completely seperate characters with the same name.  Powers you make for combat don't really work outside of it.  Knowledge skills work outside combat but don't normally work inside of it without a lot of effort. 

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DFRPG / Re: Dresden Files - HERO style
« on: April 17, 2007, 08:29:06 PM »
Ok, here is what I think Harry would look like in the Hero System Up through at least Grave Peril (using I'm pretty sure its 3rd ed rules):

Str 12 (Cost 2)
Dex 12 (Cost 6)
Con 15 (Cost 10)
Body 12 (Cost 4)
Int 17 (Cost 7)  (Harry is smarter than your average bear, and is quick on his mental feet)
Ego 18 (Cost 16)  (Ego is primarily used in willpower rolls ie wizard stuff)
14 Pre (cost 4)  (Mainly because of his imposing height)
10 Com (Cost 0)  (How attractive he is, human baseline)

PD 3 (cost 1) (Harry isn't much tougher against physical attacks than you expect)
ED 10 (Cost 7)  (Being a Wizard gives Harry better than normal resistance to energy)
SPD 2 (Cost -2)
Rec 5 (cost 0) (Harry doesn't recover his reserves any faster than you might expect)
End 40 (cost 5) (Harry's got deep reserves)
Stun 38 (Cost 12)  (He can take a licking and keep on ticking)
Total Characteristic cost (72)

Skills Perks & Talents (roll 3d6 and subtract/add any modifiers):
Acting (everyman) Cost 0 Roll 8 or less
Climbing  (everyman) Cost 0 Roll 8 or less
Concealment  (everyman) Cost 0 Roll 8 or less
Conversation  (everyman) Cost 0 Roll 8 or less
Deduction  (everyman+skill mod) Cost 4 Roll 12 or less
Native Language (English 4 pts)
Paramedics  (everyman) Cost 0 Roll 8 or less
Persuasion  (everyman) Cost 0 Roll 8 or less
Shadowing  (everyman) Cost 0 Roll 8 or less
Stealth  (everyman) Cost 0 Roll 8 or less
Trans Familiarty (can drive Car) Cost 0
Area Knowledge (Knows Chicago) Cost 0
Prof Skill: Wizard  Cost 8 Roll 17 or less
  KS: Evocation (Used In Combat Spell activation, and not combat spells)  Cost 5 Roll 14 or less
  KS Thaumaturgy (Used In Combat Spell activation with -2 modifier, and not combat spells +2 modifier) Cost 5 Roll 14 or less
Criminology Cost 3 Roll 12 or less
Language Latin (1 pt)  Cost 1 Roll successful translation on a 7 or less
Streetwise Cost 3 Roll 8 or less
Weapon Fam Staff Cost 1
Weapon Fam Gun Cost 1
Private Investigator License Cost 2 (Perk:  Allows access to otherwise sealed knowledge)
Connected (Police)  Cost 3 Roll of 12 or less (Perk: police officer will recognize or will know police officer)
Connected (Criminal)  Cost 2 Roll of 11 or less (Perk: Criminal will know or will know criminal)
Connected (Supernatural) Cost 4 Roll of 13 or less (Perk: Supernatural entity will know or will know supernatural)
Find Weakness (Supernatural)  Cost 10 Roll 11 or less (Perk:  Successful roll halves DCV of supernatural opponent as long as combat lasts)
Follower:  Bob (75 point base character base cost 15, drawback whoever posses Bob's skull controls Bob)  Cost 10
Total Cost:  50pts

Disadvantages:
Distinctive Feature Height (unconcealable easily noticed) +15 Roll 14 or less to notice from distance
Watched:Doom of Damocles (Wardens, Powerful, Fanatic, Willing to Kill, extreme NonCombat Influence) +20
Code of Conduct:Honorable (will not break sworn word) +10 Has to roll 6 or less to break
Code of Conduct:Gentleman (will not hit woman, will come to aid of female) +10 Has to roll 6 or better to break
Code of Conduct: Rules of Wizardy (Will not use Black Magic) +10 Has to roll 6 or less to break
Reputation:Wizard (not taken seriously by society or Police; supernatural wary) +10 roll 11 or less to be recognized
Cannot Use High Tech (Random tech malfuctions in presence, very high chance on roll of 12 or less, can be used by character postively) +10 roll 11 or less for failure within 6 feet
Total Disadvantage Bonus: 105

Powers and Equipment:
Magic Multi Pool  Cost: 45 (1d6 costs 5 pool points, 10 defense costs 10 character points)
   Fuego 8d6 max 2d6 min in combat (Fire based EB)  Line, Penetrating, Obvious Accessable Fragile Focus (OAFF), Gesture, Incantation, Activation 11 or less.  End Cost 1 per 2d6  Character point cost 2
   Servitas 8d6 max 2d6 min in combat (Wind based EB)  Line, Knockback, OAFF, Gesture, Incantation, Activation 11 or less.  End Cost 1 per 2d6 Character point cost 2
   Shield (Force Wall) 1/2 ED 1/2 PD Minium 10 points, Max 40 pts Does not stop knockback, Obvious Accessible Focus, Vulnerable (transfers heat/cold/light), Hardened, End cost 2 per 10 points of combined defense Character point cost 1
  Combat Thaumaturgy  8d6 max of effect 2d6 minimum, Requires full combat phase, concentration, activation 11 or less, incantation, gestures, focus item.  (Can be used to bind)  End Cost 1 per 2d6 of effect
(end of multipool)

Force ring 3d6 Max Knockback, OIFF, Stun Only, Gesture, 1 Charge (recoverable) Character point Cost 10 End cost 0
Pentagram Causes Light, Holy Item of Inherited Silver Character Point Cost 5 End Cost 2 End for every 6' of light per combat phase (when used as a holy attack draws power from multipower pool, 2d6 damage per use)
Wizard Sight (Perception Enhancement sees Aura/soul) Character point Cost 5 End Cost 0 (Roll mental attack vs Ego and if save fails 3d6 of stun only no body)
Note:  Fuego Servitas hit ED, Force ring hits PD
Total power cost: 72

Base Character points: 90
Total Disadvantages:  105
Total Available: 195
Total Character Cost: 194
Available Character Points: 1


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DFRPG / Re: Dresden Files - HERO style
« on: April 17, 2007, 06:09:58 AM »
I'm not too familiar with the HERO system, but I'd be interested to see how he handles magic, or any other rules that he might share with us.

Well the way you'd probably do it in the Hero system (3rd edition) for say Harry is:

Buy your multipower

In your multipower you'd set up the following slots with say 60 character points in the pool, and then you'd buy the slots in the pool with character points.  So, getting your magic might cost say 100 character points.  Since this is a multipower you can choose to throw all 60 points into a single slot, or distribute them.  Say hold the shield in place (40 points as a 10pd/30ed shield) and throw a fire blast (3d6 damage penetrating energy blast).  Or just throw a nice 9d6 fire blast at someone. 
a) shield
b) fire blast
c) wind blast
d) thaumaturgy
e) earth power
The biggest advantage you get is the fact that it costs a lot less to have really really strong powers and a lot of them.  The above would probably cost on the order of 90-140 character points for Harry just for his powers.  Add in knowledge skills and characteristics and you'll need more.  If you were to try to do it just buying the powers at a max of 60 apiece It would cost 300 character points.  The drawback is you can only use one power at a time at the max, and every additional power you activate, the weaker the others become.  Which works well in Dreseden. 

You'd stipulate advantages disadvantages for each power, say for shield you'd want it "Instant activation (advantage), costs stamina (disadvantage), can be used as shield wall (advantage), requires focus (disadvantage)".  Fire you would take "penetrating (advantage), costs stamina (disadvantage), requires focus (disadvantage), requires concentration (disadvantage), 1/2 turn activation (disadvantage),

Multipower is really the best for Dresden IMHO because it mimics the characteristics of the magic better.  Harry can use his fire ability to light candles (activating at say 1 power pool point) to firebombing Bianca's party.  Since the power pool allows you to decide turn by turn just how much power you are pushing into offense/defence and even possibly leave a reserve to strengthen your defense when things get rough. 
 
You could possibly do it under the framework for elemental control (most werewolves go with an elemental control framework), but it would be cludgy.

I'm not sure about 5th edition, I haven't broken down and bought the books for it yet. 

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DFRPG / Re: What would u be?
« on: April 03, 2007, 08:22:15 PM »
Well just to add to speculation in the newest book there is some magical healing going on.  We're even given some limits on what it might be possible to do.

Then you'll have to go outside of the canon to provide such a character.  That's all.  Nothing stopping you, when it comes down to it.

But even *Hank McCoy*, a wizard of the Senior Council, was only able to give Harry something to ease the pain, and *maybe* lightly nudge the healing process, when Harry got his hand fried.  It's not within the scope of human magic, at a minimum -- possibly because resculpting human flesh requires an atomic-level understanding of biology, or just that it's hard not to accidentally strip the muscle off of the bone.  Whatever the case, there's just no foundation for it.

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DFRPG / Re: Alternate campaign idea
« on: January 31, 2007, 01:53:25 AM »
Just as general backgound and such, I thought I'd point you in on another series, which might come in very hand when contemplating the time period.  That being P.N. Elrod's Vampire Files series.  Takes place in Chicago in the 1930s, and has I belive the feel you're looking for for the game overall.  Organized Crime and the fact that the stockyards were a major industry at that point in time...


I'm running a Dresden Files game for my group and I thought I would share my idea.

I live near Chicago and am most familiar with that setting, so I wanted to keep my game somewhat local. Although we're near Chicago, I don't want to put myself in a situation where Harry and his immediate crew would be around to interfere.

My solution? Play the game in another time. I chose 1920's Chicago.

1. Jim hasn't said much about the past in his setting. This gives me a lot of freedom to establish a setting of my own while still remaining "true" to the series, assuming nothing significant happens that would change the future (our present).

2. This gives me a gangster element as a backdrop. Sort of like having several Marcones running around. It gives my players the opportunity to play roles in an era that I have never run as a campaign. (I can dust off TSR's Gangbusters RPG for inspiration, plus I have a copy of the 1920's Investigator’s Companion for Chaosium's Call of Cthulhu to assist me.)

3. I assume that major groups such as the White Council, Black Court, White Court, Red Court, Nevernever, etc. would have existed back then as well. Since supernaturals seem to live longer than mortals, it would be possible to use some of those same characters as NPCs, only younger. I also assume that they were plotting and scheming against each other the same as today.

4. It gives me my familiar setting without the hassle of the characters from the books getting in the way. It also means that I don't need to try to stay "current" as Jim writes new books.

Anyway, I thought that others might be interested in my reasoning if they are thinking of setting up their own campaigns. Any thoughts or suggestions would be appreciated.

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Author Craft / Re: Character Names
« on: January 23, 2007, 02:23:41 PM »
So there's a famous poet of the same name.  *shrug*  That can be worked into the story as well.  Being rabidly set against using a name because it happens to also belong to someone famous is throwing out a lot of good names, and some good banter thrown in. 

For example my own first name is Jeb (short for Jebediah), and I always get this:

"Good to meet you, Jeff..."

"Its Je*b* with a B." 

at which point it devolves to one of the three:
"Short for Jebediah? Did you know that's a biblical name?"
"Like Jeb Bush down in Florida, the president's brother?"
"Oh, you mean like Jeb Stuart.  Now there was a general..." 

Depending on circumstances, how I feel, the phase of the moon etc, the conversation will either go well from there, or I'll purposely make a farce out of the whole thing because I simply don't like them, or because I've decided they purposely got the name wrong in the first place.

Names are important.  Its one of the reason's that the Dresden files is so good in my opinion, Harry was right in there that first book talking about his name, Jim handled Butters in much the same way.  Names define who we are in a large part, how we react to society.  A good name will help you out in places, a poor one can be a hindrance your whole life.  Having the same name as a famous person can be both.  Maybe Robert Frost the pyromancer prefers to be called Bob, or Rob, or Bert because of the onus of living under the name, maybe he's up front in your face "That poet guy is giving us a bad name" about it.  Character names are quite often neglected by authors.  They come up with a name for someone, but rarely do you ever see how that name affects the characters life. 


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Author Craft / Re: Character Names
« on: January 21, 2007, 03:42:45 PM »
There's backstory to a pyromancer named Robert Frost.  Maybe he's the black sheep of a family that's been ice mages for generations, where there's always been a Robert Frost around to lead the family.  Unfortunately his mother's genes kicked in.... 


" For one thing, I wouldn't have named that character Robert Frost anyway if I'd thought about it for another five seconds or so because his main magic is based on fire. "

Actually, having a fire-magician named Frost sounds good. ;)

Names normally just come to me (or I stumble across something that would work beautifully, like Grady Niblo Rd outside of Dallas). Sometimes, they're homages and injokes (like changing the protagonist's name to Ellison in my first published story).

Maybe on the Cogni boards, we'll play a name game where I toss out a few names, and people write a random story where the names influsence the characters they create.

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Personally I'm homebrewing under the Hero system. 

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