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* {{Whoring}}: Someone on Jim Butcher's forum realized that the Refinement and Ritual powers could be easily abused. In a 10 refresh game, someone could take Ritual (Crafting), with 7 Refinements, which would give them a total of 16 Focus Item slots--or ''32'' Enchanted Item slots. With a high Lore rating (which determines the power of Enchanted Items), a character could easily be carrying around extremely high-powered magical weaponry combined with nearly impenetrable shields and armor, or enough magical gadgetry to give {{Batman}}'s UtilityBelt a run for its money.

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* {{Whoring}}: Someone on Jim Butcher's forum realized that the Refinement and Ritual powers could be easily abused. In a 10 refresh game, someone could take Ritual (Crafting), with 7 Refinements, which would give them a total of 16 Focus Item slots--or ''32'' Enchanted Item slots. With a high Lore rating (which determines the power of Enchanted Items), a character could easily be carrying around extremely high-powered magical weaponry combined with nearly impenetrable shields and armor, or enough magical gadgetry to give {{Batman}}'s UtilityBelt a run for its money. However, given the rules as written, this is impossible, because Wizards are the only player Template that can take Refinement more than twice, and they need roughly 7 Refresh worth of other powers before they can take it.
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* {{Whoring}}: Someone on Jim Butcher's forum realized that the Refinement and Ritual powers could be easily abused. In a 10 refresh game, someone could take Ritual (Crafting), with 7 Refinements, which would give them a total of 16 Focus Item slots--or ''32'' Enchanted Item slots. With a high Lore rating (which determines the power of Enchanted Items), a character could easily be carrying around extremely high-powered magical weaponry combined with nearly impenetrable shields and armor, or enough magical gadgetry to give {{Batman}}'s UtilityBelt a run for its money.
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* LinearWarriorsQuadraticWizards: Because of how damage is worked out, those who use Evocation or Channeling can seriously outpace others as far as raw damage goes. Both the weapon value and attack rolls go into determining damage, and while the average mortal will keep a static weapon value (anything past Weapon:2 is hard to conceal, and anything past Weapon:3 is military-grade weaponry) and boost their skill roll only, spellcasters can increase both simultaneously through extra powers or Focus Items. So while an expert marksman of a cop might be rolling from a 5 to fire his Weapon:3 rifle, a wizard at the same level could easily be rolling from 6 to fire off a Weapon:6 fireball, and can get even stronger with subsequent milestones.

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* LinearWarriorsQuadraticWizards: Because of how damage is worked out, those who use Evocation or Channeling can seriously outpace others as far as raw damage goes. Both the weapon value and attack rolls go into determining damage, and while the average mortal will keep a static weapon value (anything past Weapon:2 is hard to conceal, and anything past Weapon:3 is military-grade weaponry) and boost their skill roll only, spellcasters can increase both simultaneously through extra powers or Focus Items. So while an expert marksman of a cop might be rolling from a 5 to fire his Weapon:3 rifle, a wizard at the same level could easily be rolling from 6 to fire off a Weapon:6 fireball, and can get even stronger with subsequent milestones. Additionally, wizards can potentially make their spells an AlwaysAccurateAttack by throwing a huge amount of power into it, and taking backlash to make sure the spell works--if the dice don't play along this can wreak havoc on the wizard himself, but it almost always ensures a devastating hit.
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* LinearWarriorsQuadraticWizards: Because of how damage is worked out, those who use Evocation or Channeling can seriously outpace others as far as raw damage goes. Both the weapon value and attack rolls go into determining damage, and while the average mortal will keep a static weapon value (anything past Weapon:2 is hard to conceal, and anything past Weapon:3 is military-grade weaponry) and boost their skill roll only, spellcasters can increase both simultaneously through extra powers or Focus Items. So while an expert marksman of a cop might be rolling from a 5 to fire his Weapon:3 rifle, a wizard at the same level could easily be rolling from 6 to fire off a Weapon:6 fireball, and can get even stronger with subsequent milestones.
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* RulesLawyer: By the write-up of the Unseelie Accords, the treaty by which the various supernatural nations and high rollers can negotiate without going straight to killing each other, Harry and Billy point out that there's no "spirit" to the accords, only the letter of the law, and specifically note that Queen Mab, who wrote them, is very much a RulesLawyer.
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* RunningGag: A handful; whenever something from the ''Blood Rites'' case (where Harry was working at a porn shoot) is mentioned, Bob pipes up, asking whether someone can give him some "research material." Likewise, in the index, "Shut Up, Bob" is one of the longer entries, as is "Jerks." The last is lampshaded in the margin comments, when Billy calls Harry out for calling a lot of people jerks, to which Harry responds, well, he meets a lot of jerks.

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* RunningGag: A handful; whenever something from the ''Blood Rites'' case (where Harry was working at a porn shoot) is mentioned, Bob pipes up, asking whether someone can give him some "research material." Likewise, in the index, "Shut Up, Bob" is one of the longer entries, as is "Jerks." The last is lampshaded in the margin comments, when Billy calls Harry out for calling a lot of people jerks, to which Harry responds, well, he meets a lot of jerks. Also, one carrying over from the books is Harry's infamous, "The building was on fire, and it wasn't my fault," which is counted as one of his Aspects.
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* EnemyCivilWar: Sort of alluded to. When discussing the purpose of the game in the margin comments, Dresden points out that there's rumor that ''Literature/{{Dracula}}'' was written at the behest of the White Court of vampires as an attack against the Black Court, and concludes that while no monster is going to publish a list of its ''own'' weaknesses, it just might publish a list of someone ''else's''.
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* EvilIsEasy:
**The Lawbreaker powers push toward this. By breaking one of the Laws of Magic it becomes easier to break the law again--so if you've broken the first law once, you get a +1 to later rolls if you're trying to kill, up to a max of +3. This is to represent the [[TheDarkSide seductive, corrupting nature]] of breaking the laws of magic.
** Similarly, Sponsored Magic works sort of like a credit card--if you can't make the roll, you can get a free bonus up front, at the cost of "debt" to your sponsor in the form of compels later on that you don't get Fate Points for. The rulebook mentions that Demons and the like are ''always'' willing to "help". Of course, {{God}} is also listed as a possible sponsor, and the text notes that He's probably got a more "gentle" agenda than, say, demons and Fallen Angels.
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* HealingHands[=/=]IntimateHealing: One example thaumaturgic spell amounts to a massage that lessens injuries. The description notes that depending on circumstances the massage could be pleasurable or even sensual.
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* CombatClairvoyance: The custom power "A Few Seconds Ahead" that canon character Abby has allows for this; she can see a few seconds into the future, allowing her to use her Lore skill to dodge attacks rather than her lower Athletics score.
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* CassandraTruth: The power "Cassandra's Tears" allows a character to receive visions of the future, but with the stipulation that nobody will believe them. Hilariously, in the "Who's Who" section, the margin comments by Harry and Billy on one character with this power consists mostly of them disbelieving that she in fact had it.
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* {{Facepalm}}: One picture has Murphy doing one, with Harry commenting beneath the picture, "I make her do this way too much."

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* {{Facepalm}}: One picture has Murphy doing one, one[[hottip:*:Specifically, it comes from a panel in ''Welcome to the Jungle'' where Harry has told her the current theory on the murder case he's investigating is, "The gorilla did it."]], with Harry commenting beneath the picture, "I make her do this way too much."
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* MaleGaze: Of a sort, probably explained by the idea that Billy is working from Harry's case files. Nearly every description of the canon female characters (such as Mab, Lea, Bianca, and Molly) will include a...''generous'' physical description. This might be more Billy than Dresden in some cases, as the latter calls the former out in the margins for referring to Molly as "stacked."


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* NominalImportance: Discussed in the section on creating NPC's. When the narration mentions that most minor NPC's won't need names, Harry protests that they're still people and have names. Billy then asks why Harry doesn't put everybody's names down in [[Literature/TheDresdenFiles the casefiles]]. Dresden responds that he often doesn't have time to ask, partly because so many "NPC's" are trying to kill him at the time. Later on, in the character listing, Harry notes that he seems to be really bad at getting peoples' full and real names, preferring to give them cutesy nicknames (like "Spike" for a thug with spikey hair), and concludes that this might be considered a flaw in a detective.
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-->'''Billy''': ''[On [[MegaManning Mimic Abilities]]]'' It’s a bit of an "evil people eater" power, so it should be treated very strictly when in PC hands.
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Whoops, misread. My mistake.


* DramaticIrony: Many of the margin comments contain this, given the rulebooks take place mid-way through the series, so the readers know things Dresden does not. At one point, for example, he says he should try and make contact with the local representatives of the Venatori Umbrorum, unaware that the most local representative is [[spoiler:Thomas Raith, his brother]].

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* DramaticIrony: Many of the margin comments contain this, given the rulebooks take place mid-way through the series, so the readers know things Dresden does not. At one point, for example, he says he should try and make contact with the local representatives of the Venatori Umbrorum, unaware that the most local representative is [[spoiler:Thomas Raith, his brother]].
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Per wikipedia: \"The group acts as unwitting cover for an even more secretive group referred to simply as the \"Venators\" (Hunters) who specifically exist to stamp out knowledge of demonic gods, a task they call the Oblivion War. Thomas Raith, Harry Dresden\'s vampiric half-brother, belongs to this group.\"


* DramaticIrony: Many of the margin comments contain this, given the rulebooks take place mid-way through the series, so the readers know things Dresden does not.

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* DramaticIrony: Many of the margin comments contain this, given the rulebooks take place mid-way through the series, so the readers know things Dresden does not. At one point, for example, he says he should try and make contact with the local representatives of the Venatori Umbrorum, unaware that the most local representative is [[spoiler:Thomas Raith, his brother]].
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false. Thomas is a member of the Venatori, not the Venatori Umbrorum. They are different organizations


* DramaticIrony: Many of the margin comments contain this, given the rulebooks take place mid-way through the series, so the readers know things Dresden does not. At one point, for example, he says he should try and make contact with the local representatives of the Venatori Umbrorum, unaware that the most local representative is [[spoiler:Thomas Raith, his brother]].

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* DramaticIrony: Many of the margin comments contain this, given the rulebooks take place mid-way through the series, so the readers know things Dresden does not. At one point, for example, he says he should try and make contact with the local representatives of the Venatori Umbrorum, unaware that the most local representative is [[spoiler:Thomas Raith, his brother]].
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* BadPowersBadPeople: The list of supernatural powers says that while the list is all in one spot for convenience's sake, some powers are really only going to be found on monsters and villains unless the GM gives the okay because they're inherently destructive, such as drinking blood, eating emotions, or otherwise involve harming things and people.

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* RunningGag: A handful; whenever something from the ''Blood Rites'' case (where Harry was working at a porn shoot) is mentioned, Bob pipes up, asking whether someone can give him some "research material." Likewise, in the index, "Shut Up, Bob" is one of the longer entries, as is "Jerks." The last is lampshaded in the margin comments, when Billy calls Harry out for calling a lot of people jerks, to which Harry responds, well, he meets a lot of jerks.


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* RuleZero: Referenced here and there, where Billy and Harry have discussions on how a given rule or power ought to work. Some of them end with Billy saying that while ''he'' wouldn't it run the game that way, it's ultimately up to the GM how it works.
* RunningGag: A handful; whenever something from the ''Blood Rites'' case (where Harry was working at a porn shoot) is mentioned, Bob pipes up, asking whether someone can give him some "research material." Likewise, in the index, "Shut Up, Bob" is one of the longer entries, as is "Jerks." The last is lampshaded in the margin comments, when Billy calls Harry out for calling a lot of people jerks, to which Harry responds, well, he meets a lot of jerks.
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* NoSavingThrow: Averted for the most part, but still possible to pull off. The books are explicit that you ''always'' get to roll defense; backstabbing, blocks and maneuvers might reduce the defense roll to nothing or lower, but you always get to roll. However, some spells and attacks, such as a high-powered Entropy Curse, have attack rolls so high that even with the best defense roll, the target has no chance of avoiding its fate.
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* BackStab: Using Stealth to set up a successful ambush makes it so the victims are flat-footed, and roll their defenses from 0 instead of whatever the stat actually is. This is a lethal prospect, especially for those characters whose blocking or dodging stat is normally 4 or 5, or higher via powers, since it means the best possible roll is, at best, an 'average' result for them.
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* PointBuildSystem: The Refresh system of buying powers is one of these. Depending on the level of the game, there is a limited amount of Refresh that a character can spend to buy powers and stunts, and a PC must have at least 1 refresh left over to remain a PC, as that represents a mortal's free will--at 0 refresh and below, a character is totally at the whims of his or her aspects, and unable to act outside of their nature.
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While it\'s on my mind, anyone know just where the Baltimore game stuff comes from? Was it a playtest group? Any canonicity to the actual Dresdenverse? Just for my own curiosity\'s sake.

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* HeroOfAnotherStory: While many of the examples come from Harry and his pals, quite a few involve a Baltimore-based group of characters unrelated to Dresden's adventures, and the "Our World" source book contains details on those characters and their setting for players who might want to use them.
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* EpicFail: Being a dice-based game, the text includes examples of what happens when you totally blow a roll, and one example is of Harry Dresden blowing a spell roll and setting something on fire. Naturally, Harry voices a complaint about this in the margins, wondering why Billy can't use the Baltimore example-game's character for those examples.
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** Kryptonite factor also works in inverse, for people who are only able to NoSell certain types of attacks. In that case, the 'weakness' is simply everything ''except'' the one thing they're immune to: For instance, a fire demon's immunity to fire has the KryptoniteFactor of 'anything not fire'. Needless to say, this gives a significant discount to how expensive the ability becomes, moreso if the immunity is fairly obvious (i.e. the demon is [[IncindaryExponent permanently on fire]]).

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** Kryptonite factor also works in inverse, for people who are only able to NoSell certain types of attacks. In that case, the 'weakness' is simply everything ''except'' the one thing they're immune to: For instance, a fire demon's immunity to fire has the KryptoniteFactor of 'anything not fire'. Needless to say, this gives a significant discount to how expensive the ability becomes, moreso if the immunity is fairly obvious (i.e. the demon is [[IncindaryExponent [[IncendiaryExponent permanently on fire]]).
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** Kryptonite factor also works in inverse, for people who are only able to NoSell certain types of attacks. In that case, the 'weakness' is simply everything ''except'' the one thing they're immune to: For instance, a fire demon's immunity to fire has the KryptoniteFactor of 'anything not fire'. Needless to say, this gives a significant discount to how expensive the ability becomes, moreso if the immunity is fairly obvious (i.e. the demon is [[IncindaryExponent permanently on fire]]).
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* ConditionalPowers: Items of Power (such as the Swords of the Cross) and Sponsored Magic typically either have to be used in accordance with the sponsor's agenda, or stop working if you try to use them for ends or reasons directly opposed to that agenda--and in both cases, is usually worth a fate point.
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* RunningGag: A handful; whenever something from the ''Blood Rites'' case (where Harry was working at a porn shoot) is mentioned, Bob pipes up, asking whether someone can give him some "research material." Likewise, in the index, "Shut Up, Bob" is one of the longer entries, as is "Jerks." The last is lampshaded in the margin comments, when Billy calls Harry out for calling a lot of people jerks, to which Harry responds, well, he meets a lot of jerks.


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* RuleOfDrama: The book explicitly says that accepting Compels for fate points should be encouraged, because they generate drama, and drama is good and without it, the game would be boring. Harry disagrees, saying that he loves boring, and could use a lot more of it in his life.
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* RocketTagGameplay: The combat system lends itself to this, as it really doesn't take much damage to wound or take out an opponent, and wounds just make it much easier to finish someone off. As a result, it's rare for combat to take more than 2 or 3 turns to resolve.

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* RocketTagGameplay: The combat system lends itself to this, as it really doesn't take much damage to wound or take out an opponent, opponent (barring the [[MadeOfIron various]] [[MadeOfDiamond Toughness]] [[NighInvulnerability powers]]), and wounds just make it much easier to finish someone off. As a result, it's rare for combat to take more than 2 or 3 turns to resolve.
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* RocketTagGameplay: The combat system lends itself to this, as it really doesn't take much damage to wound or take out an opponent, and wounds just make it much easier to finish someone off. As a result, it's rare for combat to take more than 2 or 3 turns to resolve.

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