Author Topic: Character Creation Help  (Read 7185 times)

Offline Ophidimancer

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Re: Character Creation Help
« Reply #30 on: July 22, 2010, 02:21:32 AM »
So what do I change to CMEast's thing?

Umm ... I guess that depends.  Does the build match what you want?

How does your GM interpret Thaumaturgy?  Because even if someone's Complexity matches the desired effect, I can still see some people requiring at least a few minutes set up time before you can start rolling to cast the spell.  If so, then the real benefit of your Sponsored Magic is going to be the ability to cast a ritual without a physical construct.

CMEast made a very good build for a ritualist.  I'd still probably substitute Diabolism for all instances of Summoning, but besides that I probably wouldn't change anything if a good ritualist is what you want.

On the other hand, if you want to lean on your Faustian Bargain a bit more, I would swap a few of those Complexity and Control bonuses, to make it easier to call on ritual spells at evocation pace.

Offline GruffAndTumble

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Re: Character Creation Help
« Reply #31 on: July 22, 2010, 02:59:36 AM »
Incidentally, an Extreme Consequence is stated to be insufficient to properly bind a summoned entity. YS 273 states that there are two methods to bind an entity to your will--a ritual with complexity sufficient to achieve a fully taken out result, and a cruder alternative to bludgeon it into submission with its True Name and a contest of wills. The former is stated to be more reliable, and it's not much harder than forcing an extreme consequence, but it does require 3-5 more shifts at least.

Tbora

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Re: Character Creation Help
« Reply #32 on: July 22, 2010, 03:02:39 AM »
A good ritualist is precisely what I want.

I don't really understand what you mean by switch summoning for diabolism, could you copy and paste East's build and change it for me, as I honestly dont understand what you mean.

Offline Ophidimancer

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Re: Character Creation Help
« Reply #33 on: July 22, 2010, 03:18:26 AM »
Incidentally, an Extreme Consequence is stated to be insufficient to properly bind a summoned entity. YS 273 states that there are two methods to bind an entity to your will--a ritual with complexity sufficient to achieve a fully taken out result, and a cruder alternative to bludgeon it into submission with its True Name and a contest of wills. The former is stated to be more reliable, and it's not much harder than forcing an extreme consequence, but it does require 3-5 more shifts at least.

This is true, but the lasting effect is represented by the Extreme Consequence, right?  That's a permanent Aspect that lasts even after the Extreme Consequence resets (which is a long while anyway).  So I basically use "Extreme Consequence" as handy code for the binding pact.

Offline Ophidimancer

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Re: Character Creation Help
« Reply #34 on: July 22, 2010, 03:25:57 AM »
A good ritualist is precisely what I want.

I don't really understand what you mean by switch summoning for diabolism, could you copy and paste East's build and change it for me, as I honestly dont understand what you mean.

Basically just everywhere he mentions the Thaumaturgy Specialty Summoning (YS 272) just replace it with the Specialty Diabolism (YS 284) like so:

Quote
--18 Refresh--
[-3] Thaumaturgy
[-3] Sponsored Magic – Faustian Bargain & Hell-fire channelling
[-2] Lawbreaker (First Law) (+2 to casting roll for casting spells that will result in breaking the First Law)
[-5] Refinements (specialisation bonuses)
+1 Ward Control (Bonus for Thaumaturgy)
+2 Ward Complexity
+3 Diabolism Control
+4 Diabolism Complexity
[-4] Item of Power - Demonic Chain.

Demonic Chain
This item, granted due to a demonic bargain with a Lord of Hell, allows the wielder to summon demonic forces to his aid. It's a long, heavy chain that can be wielded like a whip or flail, covered in vicious barbs and engraved with demonic runes that hunger to taste blood. The weapons true strength, is in it's ability to create binds and wards. At a command, it can bind an opponent, causing him to writhe in pain as if he were wrapped in barbed wire. A second command can cause it to form a perfect, solid circle around the wielder; spinning and floating in mid-air as a barrier forms, or wrapping around the wielder as armour.
Weapon: 3, counts as Unholy, unbreakable
[+2] One-time discount
[-1] Blood Thirsty: When swung in keeping with it's purpose, it grants a +1 to wielders weapon skill.
[-1] The PC can summon the Demonic Chain to his hand with a thought
[-4] Refinements (additional focus item slots, on top of ) which are spent as:
[6 Focus Slots] Focus Item: +6 to Complexity (Diabolism), +2 to Control (Diabolism)

I suggest this because having the specialty in Diabolism allows the character the bonus for spells that have anything to do with demons (summoning, binding, attacking, divining, etc), which seems a bit more in character than a specialty in Summoning, which would give the bonus to all kinds of Summoning and not just demons.