Author Topic: [DFA] Focused Practitioners!  (Read 13227 times)

Offline Troy

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[DFA] Focused Practitioners!
« on: April 04, 2020, 12:43:40 AM »
I really love Focused Practitioners and I'd like to help contribute to their vast variety and lore. This is something I've been doing Reddit so I thought I'd bring it her because this community has always been so helpful and informative.

Each week I'm going to post a Focused Practitioner in the style of the Dresden Files Accelerated Mantle. I can confine them all to a single, easy to reference thread (I hope). Is there a type of Focused Practitioner you'd like to see and you're not sure how to stat it out? Maybe I can help. Please let me know Without further ado, I present to you...

Ectomancy
Ghost Whisperer: You can see and hear ghosts and they can see and hear you. Use Focus to create advantages when you gather information in this way. At the GM’s discretion your ectomancy operates at supernatural scale.

Summon and Banish: Mark Exhausted. You can summon spirits and ward against them with but a moment’s thought. When you summon, you may make yourself a beacon to all ghosts in your area or you may call out to a specific kind of spirit (Joey Ramone or murder victims or deceased accountants). The ghosts that respond to your call will carry out a single task that you give them (search the city, defend my home, answer this question) to the best of their ability. When you banish ghosts, they are expelled from your zone and cannot re-enter until sunrise or sunset, whichever comes first. If there is opposition to your summoning or banishing, you get +2 to Intellect to overcome.

Possession: Mark Burned Out. In the tradition of those who allow the loa to ride their bodies for a short time, you invite ghostly possession. Sometimes you do this in repayment of a debt to a spirit that has performed a favor to you; nothing is quite as good to a shade than the simplest pleasures of the earthly flesh. Most times, however, you do this in order to possess the knowledge and skills of the spirit invited to possess you. When you do this, you gain the aspect Possessed by [the High Concept of the spirit]  and temporarily change one of your aspects to also reflect the ghost. Switch the rating of any two approaches to reflect the ghost who has possessed you. You also gain the benefit of scale when performing actions in keeping with skills or knowledge of the spirit inhabiting your body. The possession lasts until sunrise or sunset, whichever comes first.

Stunt Suggestions
The Sixth Sense: You can perceive disturbances in the veil between the living world and the spiritual world. Such disturbances include possessions, hauntings, “thin” places where the spirit world crosses over with the material, and stranger things.

Spirit Contacts: The information you gather from the spirit world can be taken to the bank! You get +2 to Focus when you create advantages based on the gossip, rumors, and “eyewitness” testimony of ghosts.

Helping Hand: Either out of fear or respect, invisible spirits watch out for your well-being. You get +2 to defend using Haste in physical conflicts because they cause impossible coincidences to occur which protect you from harm.
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Offline Troy

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Re: [DFA] Focused Practitioners!
« Reply #1 on: August 24, 2020, 03:03:32 AM »
Pyromancy

Pyromancer: You can generate flames just by thinking about it. You may use Flair to attack by causing flames to erupt (from your hands, mouth, eyes, or just out of nowhere) and strike a target within your line of sight. Your pyromancy operates at Supernatural Scale.

Stoke the Fire: Mark Exhausted. Use Focus to create advantages using heat or fire. You can shape flames to your will, command them to move in any direction, or dismiss them entirely. You can cause the temperature to drop or increase to uncomfortable levels by transferring energy from one place or thing to another within your line of sight. You can even draw all the heat from something, causing it to freeze solid. You can do this for the rest of the scene.

The Salamander’s Legacy: Mark Burned Out. The ultimate expression of your pyromancy, like the salamanders of old, you are a being of fire! You gain the aspect Living Flame for the rest of the scene. In this form you are immune to conventional forms of physical harm, except those which can extinguish fires; defend normally by whatever means you have at your disposal. You can take whatever form or shape you choose, spilling across rooms or through doors; gain +2 to Haste to overcome physical barriers. The downside, of course, everything with which you come into contact risks igniting and gaining the infamous aspect On Fire!

Stunt Suggestions

Blazing Within: Whenever someone successfully attacks you in melee combat, they mark 1 stress box due to the sheer heat pouring off you.

Flamekissed: Either by force of your own will or some other, stranger blessing, you are immune to damage from intense heat and flames. You or your clothing cannot burn and you suffer no ill effect no matter how hot or cold your environment.

Purify: Fire exists not only to destroy, but to purge and restore. You can harness a flame within to burn away contaminants. With this magic you can destroy infection or poison and remove impurities or toxins from food and water. This is an overcome action using Intellect with opposition as determined by the GM.

Notes
This is a pyromancer in the vein of Hannah Asher from the novels. I wanted to create a power that could easily do what it appears Hannah easily does while at the same time have something that would be seemingly impossible for a Wizard to do without a lot of training, knowledge, or specialization. So, Harry's a good pyromancer, but he's got nothing on this pyromancer.

Questions? Comments? Criticisms? And, as always, thanks for your time!
« Last Edit: August 24, 2020, 03:07:19 AM by Troy »
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Re: [DFA] Focused Practitioners!
« Reply #2 on: August 24, 2020, 03:16:19 AM »
Arcane Artisan

Ars Technica: You carry with you a couple of signature items of your own construction. Choose two different combinations of action and approach, then name the items associated with them. An overcome action with Guile might be a "skeleton key" which unlocks any lock, or a defend action using Force might be "ring of protection." The magic in these items will work only for you and by your will alone, and you cannot perform magic without them. Use of these items gain the benefit of Supernatural Scale at the GM's discretion.

Hands of the Svartálfar: Mark Exhausted. Inexplicably, your magic extends to even the mundane items you handle. When you repair, modify, or build a mundane device it always functions as intended and is flawless in its performance. Furthermore, you can do these things with even the most primitive tools, if you even need tools at all -- your own two hands and your belief in yourself are all you truly require. In game terms, you create an aspect relating to the work you've done and you gain two free invokes. At the GM's discretion, you gain the benefit of Scale when using such devices.

Uncanny Invention: Mark Burned Out. You may combine materials in impossible ways, giving one the attribute of another. You may make paper with the strength of steel, or steel with the weight of paper. You can distill sunlight into a liquid or weave shadows into fabric. You may create a set of clothing that's fireproof, waterproof, and bullet proof -- you just need materials with the proper attributes and time in your arcane workspace. Consult with the GM and design any stunts or conditions these new creations may confer upon their user, subject to the normal restrictions. Permanent additions to any character must be paid for normally during a major milestone, otherwise each use of the item beyond the scene in which it was introduced costs a fate point.

Stunt Suggestions

Alchemist’s Constitution: You are immune to the deleterious effects of working with hazardous materials in dangerous conditions. The heat of the forge doesn’t bother you, neither does smoke and other noxious fumes; handling things like cinnabar, phosphorus, or lead is without risk. Without an alchemist’s constitution, it would be impossible to achieve the pinnacle of your craft. Of course, it also comes in handy if you’ve been trapped in a burning building or been exposed to a gas leak.

Craftsman's Eye: You have an intuitive understanding of mystic artifacts. Just by seeing an item, you can tell what it does, at least in general, and are capable of activating and deactivating it. Furthermore, if you are separate from the signature items granted by your Ars Technica Talent, you are mystically aware of their location at all times and can find them no matter where they are hidden from you.

Glitch: Your rapport with inanimate objects means you can “hex” technology at will, causing it to break down, malfunction, or stop working completely. This is a create advantage action using Focus; you get +2 to these rolls. It is easy to hex complex machines and electronics and more difficult to affect very simple mechanical processes. The GM determines your opposition and you may get the benefit of Scale.

Notes
This one was inspired by an inquiry on these very forums. Someone had a character who was a crafter focused practitioner and their game was converting to accelerated and they wanted to know how they could do that. Without knowing anything about the character's preferences or expertise, I came up with this. This is the sort of person I would play, inspired by something like a Knocker from Changeling: the Dreaming or even Tony Stark or something.

The first tier ability is an modified version of the Rune Magic possessed by Valkyries in DFA. It allows for two types of magical spells to be used with the Talent but provides for the drawback that this magic is dependent upon items or objects made and used by the caster. So, while the Ectomancer can use her singular Talent reliably all the time, the Arcane Artisan can be robbed of his tools (Disarmed) which prevents him from doing his magic.

The 2nd tier ability might actually be a little weak. You mark your condition to automatically create an aspect representing the work you did and you get two free invokes on that aspect. The saving grace might be that uses of your device gain the benefit of scale, which can be very useful. You also are using something similar to the stunt Always Making Useful Things (FC:103). Also, nothing prevents the work you do, i.e. the aspect you create, from being a permanent alteration to your device. For example, I've heard that some dwarves made lightbulbs for Molly Carpenter which won't be destroyed by using magic. Doing something like that would be cool for marking a sticky condition.

The 3rd tier ability lets you do the stuff of legend and maybe create something that can permanently alter the world in your game. I got this from the Fate System Toolkit with the Six Viziers. One of the magical abilities let them do something like that and I expanded to include other impossible things someone could make using real and powerful magic. I think it's also a great impetus for storytelling. Maybe you need dragon's fire in order to forge a weapon to beat the Big Bad, the tears of a repentant man, or the laughter of a woman in love. You can do lots of cool stuff.

The Stunts are just things that I thought would be cool for an Arcane Artisan to have access to. I imagine that when you first discover your Talent, it manifests as one, or maybe all three, of these stunts before you get proper training as a full-fledged Focused Practitioner.

Questions? Comments? Critiques?

Thanks for your time!
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Offline Sanctaphrax

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Re: [DFA] Focused Practitioners!
« Reply #3 on: August 24, 2020, 09:45:16 PM »
I don't know enough about DFA to provide useful input, so I'll just say that these are pretty cool.

Offline Troy

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Re: [DFA] Focused Practitioners!
« Reply #4 on: August 24, 2020, 10:34:55 PM »
I don't know enough about DFA to provide useful input, so I'll just say that these are pretty cool.

If you have any questions about anything, just ask.

In DFA, wizards and full fledged magical practitioners have access to the follow Stunts/Powers by their very nature: Evocation and Thaumaturgy. Thaumatury handles your ritual magic and uses story focused, streamlined rules as compared to DFRPG. And Evocation is simplified to this: You can use any of the Fate actions, using any of the Accelerated style approaches (Flair, Focus, Haste, Force, Intellect, and Guile). You can attack with a bolt of flame using Flair! Or you can defend with a shield of ice using Haste! Stuff like that...

Focused Practitioners have a different method for determining their powers, which you've seen in the way I've detailed these mantles. They have 3 tiers of ability. A basic Talent that is, for all intents and purposes, free to use. And then, they can mark Conditions to access more powerful abilities, pushing themselves to the limit to do these freaky things. This is where Focused Practitioners shine because you can write "new" rules to do something more complicated or colorful than a "Defend using Force." Stuff like that. In this way you're able to make true the idea that Focused Practitioners can do things that Harry would have trouble pulling off as long as they are doing it in their area of expertise.

Does that make sense?
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Offline Sanctaphrax

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Re: [DFA] Focused Practitioners!
« Reply #5 on: August 25, 2020, 05:54:40 AM »
It makes sense.

I do have a basic understanding of DFA. I read the book. But not carefully, and not recently. And I never played it or brewed for it. So I can't really provide mechanical analysis.

Offline Troy

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Re: [DFA] Focused Practitioners!
« Reply #6 on: September 01, 2020, 05:32:54 PM »
Kleptomancy
Magical Sponge: You naturally absorb (inadvertently or not) magical energy. You get Armor:2 against magical attacks and +1 to overcome magic-based obstacles with Force.

Kleptomancer: Mark Exhausted. For the rest of the scene you can duplicate any magical power you witness or have used against you, mimicking their approach and action. You are capable of “borrowing” more than one spell or power in a scene, but can only retain one at a time for continual use. For example, if a necromancer strikes you with a flesh-rotting bolt of entropic energies, you can do the same to him until such a time you choose to abandon that magic for some other spell you see in action (Fuego!, for example).

Into the Abyss: Mark Burned Out to make any zone in which you are currently inhospitable to the use of magic. If anyone attempts to use magic in your zone they must add +2 to the opposition; if their magic doesn’t prompt opposition, they must first overcome Fair (+2) opposition to use it. It’s as if their magic is just sucked into nothingness. This lasts until the end of the scene or sunrise, whichever comes first.

Stunt Suggestions
“Borrowed” Power: If you are aiding in the casting of magical ritual, you can use magical energies you have siphoned during your experiences to pay one cost of the spell in lieu of accepting a complication. You may do this once per scenario.

Mana Static: When using Into the Abyss, spellcasters and other magical powers face Great (+4) opposition in order to use their powers.

Thaumavore: Absorbing magic empowers you. When you successfully defend against magical attacks or overcome magical obstacles using your power, in addition to other effects, you gain a Filled With Energy boost reflecting the sort of magic you absorbed. You may only have one such boost at a time.

Notes
This was inspired by the minor talent in the DFRPG called Mana Static. They talked about some people, perhaps even fledgling wizards, just being able to glitch technology the same way that practitioners do when they cast spells. When I saw the name of the power, I thought it meant someone who prohibited magic from working around them. Mana - magical power. Static - unmoving. So, with a little help from Venture City Stories, I worked up this ability.

The first tier ability is just a passive power for all intents and purposes. When magic comes at you, it has a lesser effect. When you actively use your ability to absorb magic, you get a slight increase to do so. I imagine this would be something that comes in handy if someone wanted to push their way past a ward or something.

The second tier ability is the cool one! You don't really have magical powers of your own, but you can "borrow" them when you're nearby. It gives you a bit more versatility depending on what's going on in your story.

The third tier ability is the ultimate expression of the power, where you just become a black hole singularity when it comes to magic. I wonder if kleptomancers are employed by the White Council or hunted by them...

The Stunts are just improvements to the natural abilities. "Borrowed" Power is one I think is cool. You can just use some stored up magical energy to help empower a spell one of your buddies is casting.
« Last Edit: September 06, 2020, 05:25:50 PM by Troy »
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Re: [DFA] Focused Practitioners!
« Reply #7 on: September 06, 2020, 05:32:02 PM »
Luxomancy
Luxomancer: Your magic enables you to create and manipulate light. Of course, creating or banishing light tends to draw a lot of attention. You can use Flair to create advantages in this way and your luxomancy operates on a Supernatural Scale.

Illuminated Reflections: Mark Exhausted. Gaze into any reflective surface in order to see the events that transpired in said reflective surface, effectively viewing the past. You can do this for the rest of the scene. These visions are as clear as the surface in which you’re viewing and, being only images, there is no sound, but you can “rewind” or “fast forward” or “pause” to your heart’s content. By making a successful overcome roll using Intellect you can even witness events transpiring presently as long as you have some connection to your target and your target is near a reflective surface. The GM will determine the opposition.

Divine Radiance: Mark Burned Out. Your luxomancy operates at the Otherworldly Scale for the duration of the scene.

Stunt Suggestions
Dazzler: You use awesome displays of dancing colors, flashing lights, and mesmerizing patterns to incite emotion among onlookers. You get +2 to create advantages using Flair when you do this.

Frickin’ Laser Beams: Use your luxomancy to attack using Haste. These attacks must be line of sight, but can be in any zone in which you can see.

Luminous Revelation: Your magic can reveal objects hidden to you with a shining beam of light. You get +2 to Overcome using Focus when looking for something hidden in your zone.

Notes
The luxomancer is a pretty basic template, taking my cue from Dazzler of the X-Men, I avoided making this magic combat oriented. I imagine that someone with this Talent will discover their power through peaceful means, so it will take a bit of effort to use it for attack. Another out of the box thing I did was allow for the manipulation of light to affect reflections and give the character scrying powers. The Luminous Revelations stunt is also a form of divination. So, I guess I was thinking that luxomancy is primarily used for knowledge and defense, as Yoda might say.
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Re: [DFA] Focused Practitioners!
« Reply #8 on: September 13, 2020, 08:35:27 PM »
Iteramancy
Iteramancer: You possess the potent magical ability of moving from place to place without regard to barriers. Paranetters have many theories about how such magic works with the most prominent being that the iteramancer somehow traverses inter-dimensional pathways or transmits their material form instantaneously through any medium. Regardless, you (and whatever you’re wearing or carrying) can move through walls, doors, or other physical barriers without difficulty as long as you are touching them. This source of opposition is just off the table for you. When you encounter magical barriers or those with a Threshold, you get +2 to Intellect to overcome them using your ability. At the GMs discretion, your iteramancy operates at the supernatural scale.

Traverse: Mark Exhausted. Move instantaneously from one place to another, or move any object you can fit in your hand from one place to another, as long as such is in your line of sight. You may do this for the rest of the scene and it is your action in an exchange. If something opposes you in this endeavor, roll Force to overcome. Even if your roll doesn’t go well, you can still traverse but at a cost to be determined by the GM.

Gateway: Mark Burned Out. You tear an opening in the fabric of reality between your location and any other place you have ever been. This gateway can be as large or as small as you need it to be and remains open until sunrise. People, objects, environmental factors or whatever, only move through the gate at your discretion. You may grant permission for some things to pass through the gate, but not others, and you dictate if and when the gate is one-way or two-way at your whim. For example, you may dictate that anyone can travel through the gate, but only your allies can come back through from the other direction; or you can dictate that only left-handed red-headed women born on the 4th of July can traverse the gateway. Enacting these restrictions (or lack thereof) are your action in an exchange.

Stunt Suggestions
Anchorpoint: You can mark a location with a mystic rune or arcane circle. From that point forward, you may Traverse to that location regardless of where you are. Only one location can be thus marked at a time. If you opt to make a new location your anchorpoint, your previous runes will mystically erase themselves.

Gatecrasher: You get an additional +2 to Intellect when attempting to overcome magical barriers using your iteramancy.

Passengers: Normally your magic only affects yourself or what you have on your person. With this level of proficiency you may take others with you when you use your iteramancy powers as long as they are in physical contact with you.

Pathways: The iteramancer always knows where they are and maintains a flawless sense of direction. Furthermore, with a moment’s concentration and a successful overcome roll (Approach and opposition at the GMs discretion), she can calculate a route between two points which meets the criteria she needs. The more criteria, the more complicated the route and higher the opposition. This Minor Talent is often possessed by a city’s best Uber drivers.

Notes
This is travel magic! I imagine that these sorts of Focused Practitioners are the ones who have created flying carpets and brooms and cars and bicycles and stuff like that. They probably also make magical maps or maps of places that don't exist in the real world. Maybe they are experts on traveling the Nevernever. They are probably prized as messengers and thieves because of their ability to go anywhere they please. The first tier ability is like being a master lock picker or burglar... locks, walls, doors are just not an obstacle to you. The second tier ability is a natural evolution -- you disappear and reappear wherever you like as long as you can see where you're going (inspired by Nightcrawler of the X-Men!). The third tier ability is a natural evolution of that power where you just make gateways to wherever you like. I imagine that in ages past, this was used to move armies surreptitiously into an enemy's territory or to evacuate entire populations in the event of a natural disaster.

The Stunts just seemed like things that make sense. You're a practitioner and you have a sanctum, so you can probably teleport there any time you want using Anchorpoint. You can be adept and getting through Thresholds and wards with Gatecrasher. Passengers allows you to help your allies make a clean getaway. Pathways is a Talent that I imagine manifests to the fledgling iteramancer; a form of divination, it's how they might discover they have this magic within them.

Questions? Comments? Critiques? I'd love to see them all.
Thank you so much for your time!
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Offline Sanctaphrax

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Re: [DFA] Focused Practitioners!
« Reply #9 on: September 14, 2020, 02:22:59 AM »
Maybe it's just because I'm a Dungeon Meshi fan, but I'd like the ability to use teleportation in combat. Moving your opponents around, teleporting them into stuff, maybe teleporting stuff into them.

Offline Troy

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Re: [DFA] Focused Practitioners!
« Reply #10 on: September 20, 2020, 12:07:24 AM »
Maybe it's just because I'm a Dungeon Meshi fan, but I'd like the ability to use teleportation in combat. Moving your opponents around, teleporting them into stuff, maybe teleporting stuff into them.

You think that'd be Create Advantage and Attack actions? Something like that could be done with just a couple of additional stunts I think. What's really gonna bake your noodle is would such an attack ignore/bypass armor? ;-)
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Re: [DFA] Focused Practitioners!
« Reply #11 on: September 20, 2020, 07:13:30 PM »
Black Magic Psychomancy
Psychomancer: You can perceive and draw out a person’s innermost desires and darkest fears, heightening them and lowering their inhibitions to act on them. Use Guile to create advantages in this way. At the GMs discretion, your psychomancy operates at Supernatural Scale.

Psychic Assault: Mark Exhausted. The deepest fears and most painful memories in the minds of your victims are your weapon. For the rest of the scene you may attack other thinking beings using Intellect; anyone you can see may be the victim of your assault. Any Conditions you inflict using Psychic Assault must reflect their mental or emotional nature.

Domination: Mark Burned Out. If you take someone out using Psychic Assault you inflict the following Condition on them, which is immediately marked:

    [ ]Enthralled (Lasting): You have become a Thrall, a slave, completely subject to another's will. Unless your master commands it, you take no actions other than stand, stare off into space, and drool. Your consciousness and memories remain intact, so you may be traumatized by the things you witness or do while in thrall to another. Your enthrallment lasts until the next sunrise.


Stunt Suggestions
Hitchhiker: You have the ability to “ride” the senses of your Thrall or anyone recovering from an Enthralled condition you inflicted on them. You experience everything through their five (or more) senses from their perspective. While you are doing this, your own body appears to be unconscious.

Incognito: As long as you do not directly interact with a person, they will not remember you or notice your presence. This aura is psychic in nature and does not affect electronic or mechanical methods of detection. If someone is capable of piercing your deception (other mentalists, faeries, those with The Sight), you actively oppose their attempt to discover you using Guile.

Influence: You maintain undue powers of persuasion over anyone recovering from an Enthralled condition you inflicted on them. You get +1 to all actions against them whenever they can see or hear you.


Notes
Inspired by one of my favorite X-Men villains that I love to hate: The Shadow King. I wanted this to be scary. This is the Law Breaking mindfuckery that gets folks beheaded by Donald Morgan. You twist people's perceptions, make them act on their darkest impulses, you break their minds, you turn them into your slaves... and you do all this because you like it.

Questions? Comments? Critiques?

As always: Thanks for your time!
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Offline Troy

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Re: [DFA] Focused Practitioners!
« Reply #12 on: September 29, 2020, 10:17:10 PM »
White Magic(?) Psychomancy
Psychomancer: You can perceive and experience thoughts, emotions, and recent or strong memories from people, places and objects. Use Focus to create advantages in this way.

Phantasms: Mark Exhausted. For the rest of the scene you can use your psychomancy to create illusions. As these phantasms exist in the minds of onlookers, once discovered, they can be resisted with a successful overcome action using Intellect. These illusions can affect all five senses and fill an entire zone but have no actual substance and cannot be caught on camera. You get an additional free invoke when you use Guile to create advantages in this way.

Soul Balm: Mark Burned Out. Given enough time to work with a subject, you can heal a subject’s psyche. Spend a scene in psychic communion with them and make an overcome roll using Intellect, opposition determined by the GM. Success clears one Condition of your choice that resulted from psychological or emotional damage.

Stunt Suggestions
Psychic Feint: Attackers believe you are somewhere you’re not. Use Guile to Defend against physical attacks. This tactic only works on thinking beings, naturally.

Gift of Babel: Your mind to mind communication can manifest in the spoken or written word. You are able to understand (or be understood in) any human language.

Imprint: Coming into brief contact with a person enables you to know what they know through psychic imprint. Once per session you may automatically succeed at any overcome action that involves knowing specific information.

Notes
This is the polar opposite of the previous psychomancer. This person is a healer and peacemaker who is so connected with the thoughts and emotions of other beings that she can't bear to cause harm. Her defensive abilities involve deception and illusion so that she can escape conflict without harming anyone. Her other abilities are about gathering information and fostering communication so that people can achieve harmonious relationships. She doesn't avoid conflict altogether, but she does handle conflict as gently as she can. When you know the emotions and motivations of everyone around you, their hops and insecurities, you find it hard to make someone else your enemy, no matter how hard they try. If that other psychomancer was the Shadow King, then this one is Professor X.

Questions? Comments? Critiques?

Thanks!
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Re: [DFA] Focused Practitioners!
« Reply #13 on: October 06, 2020, 09:33:14 PM »
Kinetomancy
Kinetomancer: Your magic enables you to impart motion to and control the movement of people or objects with your will alone. Use Force to create advantages in this way and your kinetomancy operates on a Supernatural Scale.

Principles of Motion: Mark Exhausted to subconsciously harness the ebb and flow of kinetic energy around your body in order to move faster and hit harder. You get +2 to physical actions involving strength and movement for the rest of the scene.

Juggernaut: Mark Burned Out to shield yourself in a skin of seemingly impenetrable force. For the rest of the scene you have Armor:4 against physical attacks.

Stunt Suggestions
Levitation: You can use your kinetomancy to “fly,” rendering certain movement based obstacles inconsequential. Gain +2 to Focus when overcoming obstacles in this way.

Speed of Thought: You can use your kinetomancy to move at preternatural speed. Gain +2 to Haste to overcome or create an advantage.

TK Storm: You’re dangerous. Once per scene, you can attack everyone in an entire zone, friend and foe alike, by hurling everything and everyone into the air, slamming them onto the ground, crashing them into walls and each other. Gain +2 to Force when you do this.

Notes
This is the first ever Focused Practitioner mantle I created. It was a for a character who was raised by the Venatori Umbrorum and trained to use her powers as muscle to protect and defend the brainy types and to slay monsters. It's largely based on the kind of telekinesis seen in the movie PUSH starring Chris Evans, Camilla Belle and Djimon Honsou. Great movie. I love it. Watch it every year for the holidays. With some input from users on Reddit, I included the ability to use kinetomancy to do superspeed type of stuff which I thought was really cool.
Ragnarok:NYC
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Offline Troy

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Re: [DFA] Focused Practitioners!
« Reply #14 on: October 12, 2020, 07:50:12 PM »
Chronomancy
Postcognition: You can experience any point in history at your current location as if it were the present and gather information or witness events first hand. This is a create advantage action using Focus. At the GM’s discretion your chronomancy gains the benefit of Supernatural Scale.

Chronomancer: Mark Exhausted. You can slow time to a crawl in your zone. This is a create advantage action using Intellect and you get +2 to your roll. Nameless NPCs move and act so slowly that they appear to be frozen in place. Named NPCs and PCs may actively oppose your magic using Force. Failure means they, too, appear to be frozen while success means they can move and act normally. A tie places the aspect Impossibly Slow on them. This effect ends if you touch them or as soon as you leave the zone; if you want to halt time again, you must spend a Fate point each time you do until you recover from Exhausted.

Against the Currents: Mark Burned Out. You reverse the timestream and go back one turn, allowing you to choose a different approach to the situation armed with knowledge of the future (though to everyone’s perspective but your own, this is the first and only time this moment has or will ever occur). You may declare that you cast this spell as your action at any point in the initiative, undoing any exchanges since your action last turn. Although you cannot reverse any harm you have suffered, Against the Currents can be instrumental in allowing you to save the lives of others. Those other than yourself may feel a sense of déjà vu about the situation, but for them your new action is the first and only time this turn has happened or will happen. Participants remember the turn only as it has just been played, not as it was previously played before Against the Currents altered it (unless one of them is also a Chronomancer, in which case she is aware that something out of the ordinary has happened).

Stunt Suggestions
Destiny’s Child: Once per session you may ask the GM a question about future events, the likely outcomes of your actions, or any other information you can only access through seeing the future. The GM must answer honestly but may be vague. You get +2 to any rolls acting on this information as long as your actions ensure that your vision becomes true.

Perfect Timing: Because you are always in perfect time, it doesn’t matter how fast people move. When someone opposes or defends against your actions using Haste, you get +2 to your action.

Warp: You disrupt the flow of time within a living creature’s body, causing parts of them to age rapidly while other parts regress in their healing or growth. Use Focus to attack a target in your zone. This may not work on timeless beings.

Notes
I fought the law and the law won.
Ragnarok:NYC
Come play a game in the Dresdenverse with us!
Find us on Skype! Contact LongLostTroy