Hey all!
My friends and I are getting in to the DFRPG and we're starting a new game soon. We're all veteran roleplayers, but we're all also new to the FATE system and aren't totally locked down on fairly sizable parts of the the DFRPG specifically.
The questions I have are:
Can you permanently ward a place/area that is not your own? It doesn't seem to happen often in the books IIRC. Gamewise is it still just a matter of complexity?
Are the temporary circles used by characters (mostly Harry) in the books just on the fly wards?
And what would a ward "passkey" be in game terms? (I'm specifically thinking of the amulet that Harry gave to Murphy so that she could safely bypass his wards) Are these focus items? Enchanted Items? neither?
The reason I'm asking all these ward questions is that I'm considering playing a focused practitioner that provides magical security for members of the magic community. He'd mainly work with those who don't have the juice or knowhow to make the wards themselves. The game takes place in a city (Louisville, KY) that was magically dead for at least a century, and then suddenly "awoke" ten years previous to the game. As such, the magical community is growing, the nevernever is growing richer in the area, and things are starting to go bump in the night. My Character is a former high tech sec consultant - he basically did the same thing he does now, only for the mundanes, and he lost his ability to reliably work with electronics when his power surfaced. He's now trying to rebuild his business using his abilities instead of tech. He also doesn't shy away from the shadier potential employees he might have.
The stats I've cooked up are:
power level: Up to your waist
name: Martin Bishop
High Concept: Freelance Magical Security Consultant
Trouble: Finding a balance between magic and mundane. (not sure on this. I feel it may be a bit weak.)
B ground: Reach Beyond what you know.
R conflict: Hold on to what you have, you may lose it.
1st adv: Protect those who need it, and protect those who can afford it.
Guest Star: Watch your back. Shoot straight. Conserve ammo. And never, ever, cut a deal with a dragon. (stolen from shadowrun!
)
GS Redux: You mean you wish to surrender to me? Very well, I accept.
Stunts & Powers: -2 channeling (kinetomancy), -2 ritual (warding), -0 Wizard's Constitution, -1 refinement (2 item slots), -1 armed arts (baton/knife)
Total refresh adj: -6, adjusted refresh: 1
Skills: GOOD- Lore, discipline, guns, conviction. FAIR-fists, endurance, athletics, scholarship. AVERAGE-investigation, resources, contacts, alertness, craftsmanship.
items:
focus item: Shield "wristwatch" +1 defensive power.
focus item: engraved steel baton +1 offensive power. (i may switch this to be a more thaumaturgy oriented item)
enchanted item (4 E.I. slots): Armored 3 piece business suit. +4 Armor, 5 uses.
he also carries with him a snubnosed .357 magnum in a shoulder holster (I may have him use a pair of these) and a small tactical knife.
looking at his stats, i can see that he could definitely be more specialized. While his being sort of a generalist may get him out of more scrapes, it does keep me from making him super great at warding. Does anyone have any suggestions?
Comments, flames, and blames welcome. Thanks in advance.