Ok- so my new gaming group (me as player) has a number of magic users, all focused practitioners, pretty much... I'm an evocator (no ritual/thaum), and we have a couple ritualists (a crafter who self-limited himself to potions and a conjuror)... which means.... no wards.
But after Ghost Story,
in particular, Mort's ghost-proof room: completely painted in a non-radioactive variety of ghost dust
, I wondered if there might be some way my character could hodge-podge some stuff together along those lines.
He has a +4 lore, +2 resources (could be better, but it's hella better than harry's sheet usually has), and works for Monoc Securities... I think that gives me the access and excuse enough to pull off some stuff along those lines... but my question is... what, and how would our GM handle it?
So far, all I've got is that I, as a player, would have to come up with each individual proofing (and some supernatural stuffs won't have any), and make a Lore roll -hindered by resources- to see if I can pull it off (lore to see if I know about that particular thing, resources to see if I can afford to make it happen)... and treat it as a declaration on the space.
I could also use some suggestions for things that might work to make a home that's... not necessarily proof against the supernatural, but remarkably hostile to them.
So far, I've got:
GS:
Ghost dust in the paint like Mort, for ghosts and possibly fae, if the dust contains iron, and I keep the door closed...
Iron furniture/door/doorknobs etc for fae.
Possibly renting from a rectory to ward off vamps.