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The Dresden Files => DFRPG => Topic started by: kjpowers on April 30, 2010, 11:31:36 PM
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Hey everyone,
I'm fairly new to the RPG world, and right now I'm in the process of building some characters. I'm having tons of fun with this, and would love some feedback. My first character is my PC, a vanilla mortal. I've had fun making him someone who could be helpful in a wide variety of situations, and hopefully he's someone a veteran player wouldn't mind having on their team. I'm still working on the specific aspects, but here's the rundown otherwise.
Name: Joseph Martello
Aspects:
High Concept: Monster Hunting Legislative Aide
Trouble: The Family Name
Other:
I Hail from River City
Come on, Doc, War is Semper Fun!
You Wouldn’t Believe My Night Job…
Skills
Great: Athletics, Lore, Scholarship,
Good: Fists, Guns, Endurance,
Fair: Alertness, Conviction, Discipline, Resources,
Average: Contacts, Investigation, Might, Presence, Rapport, Weapons,
Stunts
On my Toes (Alertness)[-1]: +2 when determining combat initiative
Legislative Aide (Contacts): +2 when dealing with government contacts
Martial Artist (Fists) [-1]: Allows declarations regarding martial arts
Kajukenbo (Fists) [-1]: Attack +1 when facing multiple opponents
Target-Rich Environment (Guns) [-1]: Attack +1 when outnumbered in a firefight
Finely Tuned Third Eye (Lore) [-1]: +2 to Lore for Alertness when detecting supernatural
Occultist: (Lore) [-1]: +2 to Lore with declarations regarding magical countermeasures
Corpsman (Scholarship) [-1]: +2 when using scholarship to administer medical aid
Total: -6 Refresh
Stress:
Mental: OOO
Physical: OOOO
Social: OOO
Armor: Usually, None
Notes: Great initiative, depending on the situation, with Good-Great attacks and Great defense. Normally carries a concealed sidearm (weapon:2) that he uses with Good-Great skill. While Joe is very capable in the field, some of his specific non-combat are truly impressive. Joe’s ability to detect the supernatural is Fantastic, as is his knowledge of magical defenses and countermeasures. A combat veteran Navy Corpsman, Joe can administer medical aid with Fantastic skill. Joe also has Good contacts within government, and has more than a few people who owe him favors.
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Not bad, but I'd probably drop the corpsman stunt. I doubt it will be very useful to start treatment of minor consequences in combat.
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Your character's mechanically sound...but depending on your personal preferences and the other PCs you could easily be overshadowed. You've basically wound up as a "Jack of All Trades, Master of None". You're unlikely to be the best in anything in your group unless it lacks a specialist in that area. If you're cool with that, you're good to go.
Also, your lack of social skills above Average is odd in a legislative aid. I'd drop Conviction to Average and raise Rapport to fair were I you. It'll help your social conflict stuff quite a bit, too.
To ameliorate the Jack of All Traes issue, I'd drop Weapons entirely (at Average, you're almost never going to be in a situation where Fists isn't better), and up a Great skill to Superb. Any skill you like. You'll then likely be the very best with that skill.
Your refresh is also a little low, and with your Scholarship, Corpsman is likely unnecessary, I'd drop it and kill two birds with one stone.
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Id specialize in guns, drop fists, and all the related stunts. Take a few gun stunts instead.
Then Id drop Might and Weapons.
Up your Presence, since you will need that allot more for social situations.
Then do the stuff deadmanwalking said. That would make you a pretty tuff character.
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I have a personal dislike of the Martial Artist stunt. It is the only prerequisite stunt in the book and all it does is give you Declarations. All skills can already be used to make Assessments and Declarations.
I just don't get Martial Artist!
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I have a personal dislike of the Martial Artist stunt. It is the only prerequisite stunt in the book and all it does is give you Declarations. All skills can already be used to make Assessments and Declarations.
I just don't get Martial Artist!
I believe iago's actually said that Martial Artist is no longer the prerequisite for anything. Though it does still exist. But since it's not a prerequisite it's easy to ignore. :)
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Thanks for the advice, folks. I fiddled around with the stats a bit. Not sure what to have for the 5th "Average" skill. And while I appreciate what you said about guns, KOFFEYKID, I'd prefer fists if I had to choose (10 years of martial arts, personally. I can't help myself).
Name: Joseph Martello
Aspects:
High Concept: Monster Hunting Legislative Aide
Trouble: The Family Name
Other:
I Hail from River City
Come on, Doc, War is Semper Fun!
You Wouldn’t Believe My Night Job…
Skills
Superb: Scholarship,
Great: Fists, Lore,
Good: Athletics, Endurance, Guns,
Fair: Alertness, Presence, Rapport, Resources,
Average: Contacts, Conviction, Discipline, Investigation, ???
Stunts
On my Toes (Alertness)[-1]: +2 when determining combat initiative
Legislative Aide (Contacts): +2 when dealing with government contacts
Lethal Weapons (Fists) [-1]: Weapons:2 when striking an unarmored opponent
Kajukenbo (Fists) [-1]: Attack +1 when facing multiple opponents
Target-Rich Environment (Guns) [-1]: Attack +1 when outnumbered in a firefight
Finely Tuned Third Eye (Lore) [-1]: +2 to Lore for Alertness when detecting supernatural
Occultist: (Lore) [-1]: +2 to Lore with declarations regarding magical countermeasures
Total: -5 Refresh
Stress:
Mental: OOO
Physical: OOOO
Social: OOO
Armor: Usually, None
Notes: Great initiative, depending on the situation, with Good-Great attacks and Great defense. Normally carries a concealed sidearm (weapon:2) that he uses with Good-Great skill. While Joe is very capable in the field, some of his specific non-combat are truly impressive. Joe’s ability to detect the supernatural is Fantastic, as is his knowledge of magical defenses and countermeasures. Joe also has Good contacts within government, and has more than a few people who owe him favors.
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I'd grab Deceit as that final skill. Or Empathy. Something social anyhow.
Other than that, he looks good. Though personally, I'd swich out Presence and Discipline. Remember that Discipline is what you resist Mental attacks with...
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I disagree, his Presence should be higher than his discipline, he'll need it in the court room.
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I disagree, his Presence should be higher than his discipline, he'll need it in the court room.
Um, he's a legislative aid, not a lawyer. Rapport is more than enough social skill for him, IMO.
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KOFFEEKID,
As a legislative aide in RL (yes, I basically made an idealized version of myself), we're not actually lawyers, at least not most of us (I'm going to start working on a masters in public policy). We work with interested groups on legislation, and help to bring bills through the process to become law. Not sure if that actually makes any difference, in game terms.
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And, okay, I guess I'll keep rapport and discipline at fair. Here are the revised stats.
Name: Joseph Martello
Aspects:
High Concept: Monster Hunting Legislative Aide
Trouble: The Family Name
Other:
I Hail from River City
Doc, War is Semper Fun!
You Wouldn’t Believe My Night Job…
Skills
Superb: Scholarship,
Great: Fists, Lore,
Good: Athletics, Endurance, Guns,
Fair: Alertness, Discipline, Rapport, Resources,
Average: Contacts, Conviction, Deceit, Investigation, Presence,
Stunts
On my Toes (Alertness)[-1]: +2 when determining combat initiative
Legislative Aide (Contacts): +2 when dealing with government contacts
Lethal Weapons (Fists) [-1]: Weapons:2 versus unarmored opponents
Kajukenbo (Fists) [-1]: Attack +1 when facing multiple opponents
Target-Rich Environment (Guns) [-1]: Attack +1 when outnumbered in a firefight
Finely Tuned Third Eye (Lore) [-1]: +2 to Lore for Alertness when detecting supernatural
Occultist: (Lore) [-1]: +2 to Lore with declarations regarding magical countermeasures
Total: -5 Refresh
Stress:
Mental: OOO
Physical: OOOO
Social: OOO
Armor: Usually, None
Notes: Great initiative, depending on the situation, with Good-Great attacks and Great defense. Normally carries a concealed sidearm (weapon:2) that he uses with Good-Great skill. While Joe is very capable in the field, some of his specific non-combat are truly impressive. Joe’s ability to detect the supernatural is Fantastic, as is his knowledge of magical defenses and countermeasures. Joe also has Good contacts within government, and has more than a few people who owe him favors.
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The notes are no longer correct. His Defense is now Good to Great, and his attacks Good to Superb. Aside from that he looks good. :)
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Duly noted! :) Thanks to everyone for the help. Just wait until you see the wizard I made...ugh. I'll post that later and give my brain a rest.
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Okay, well, here's character number two. Most likely an NPC, Ted is a veteran of WWII and the Korean War and was a long-time Hedge Wizard for the Venatori Umbrorum. Spent time as Martha Liberty's apprentice in the 1930's before becoming disgusted with the Council and their exclusionary policies. As a Hedge Wizard, Ted enjoys none of the benefits of Council membership and all of the downsides of being a Wizard. Since he spent roughly 15 years holding back his power (1940-1955), I imagined his Thaumaturgy skills atrophying.
Ted is, first and foremost, a combat wizard, and the majority of his time and emphasis has been spent on evocations. For 35 years (1955-1990) he was actively operating in the Bay Area and the Pacific Northwest before ultimately being identified as one of several Venatori operators involved in the extermination (yep) of an entire Ghoul clan operating in Portland. Since that time, he's been a marked man, and has been lying low for his own safety and that of his associates. It was only after the recent clearing of the rest of this Ghoul Clan in San Francisco that Ted has been able to once again operate openly.
Here are the stats - I look forward to everyone's feedback.
Name: Ted Richardson
Aspects:
High Concept: Special Forces Hedge Wizard
Trouble: Hunter of Shadows, Hunted by Shadows
Other: Martha’s New Deal Apprentice; Devil’s Brigade, Korea, and Real Combat; Venatori Hedge Wizard, You Wouldn’t Believe my Night Job…
Skills
Great: Discipline, Conviction, Lore,
Good: Athletics, Endurance, Fists
Fair: Alertness, Guns, Investigation, Resources,
Average: Contacts, Deceit, Intimidation, Presence, Rapport, Stealth
Stunts
On my Toes (Alertness)[-1]: +2 when determining combat initiative
Person of Conviction (Conviction)[-1]: Uses conviction to determine Social stress
Armed Arts (Fists) [-1]: Shikomizue Scabbard (as Weapons:1 Club) and Shikomizue Sword
Powers
Evocation [–3]
Rituals: Biomancy [-2]
The Sight [–1]
Soulgaze [+0]
Wizard’s Constitution [+0]
Total: -9 Refresh
Rote Spells:
Folguris (Lightning Attack as Force, Four Shifts): Directs a tight beam of magical lightning (Weapon:4) at a target. Requires his Shikomizue Scabbard to cast.
Mirui ab Airae (Air Block, Four Shifts): creates a small wall of air to protect Ted, and functions as either armor or a block. Usually, Ted uses one shift for persistence, so he can do something else in the following exchange without renewing the shield. Requires the shield bracelet.
Strigare (Earth Attack as Force, Three Shifts): Amplifies the gravity around an attacker (like getting hit with a maul), dealing Weapons:3 damage. Requires his Class Ring to Cast
Specializations:
Evocation: Elements (Earth, Air, Spirit); Power (Air +1),
Focus Items:
Shikomizue Scabbard [+1 Offensive Control with Air]
Shield Wristwatch [+1 Defensive Control with Air]
Class Ring [+1 Offensive Power with Earth]
Enchanted Items:
Shikomizue Sword [Weapon:2] (2 enchanted item slots)
-While casting a counterspell, the Ted's Sword may add the Sword’s 2 shifts to its power, provided the effect being countered can be attacked by a sword (ethereal chains, good; a mental binding, not so much).
-An attack with Ted's Sword automatically ignores 2 shifts of blocks or armor created via some manner of spellcraft.
Stress:
Mental: OOOO (+1 Minor Mental Consequence)
Physical: OOOO
Social: OOOO (+1 Minor Social Consequence)
Notes: A Shikomizue Sword and Scabbard as imagined for this character look like this: http://thedarkblade.com/wp-content/uploads/Zatoichi-Blind-Fury.jpg
More notes forthcoming
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First, to have extra Consequences your Conviction would need to be Superb. Thos is also just a good idea, so I'd drop an Average skill for it, maybe Presence since you don't need it for social stress.
Second, your sword is made with obsolete rules. See the Enchanted Items Patch thread for how it should be constructed now.
Third, with more Conviction than Discipline, I'd move my Specialty to Control, and for effectiveness put all my Focus Items into the same element (say, +1 each Defensive Control and Power, +1 Offensive Control).
Depending on concept, I might also skip On My Toes for upping Ritual to Thaumaturgy. you'll get more use out of it (including a Biomancy specialty).
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Skills
As a veteran of two wars it seems likely that his guns should be higher then his fists. and since hes only a hedge wizard having such a good lore seems a little out of place.
Stunts
Armed Arts (Fists) [-1]: Shikomizue Scabbard (as Weapons:1 Club) and Shikomizue Sword
I understand that having a sword as your primary focus item is "cool" but have you explained why a primarily European person isn't using something more traditional like a staff or wand? you said that he learned most of his magical knowledge from the venatori, who from what little ive read about them seem to be "watchers with flamethrowers" the watchers aren't exactly known for innovation or breaking from tradition. so you may want to consider switching the sword out for a traditional staff[ or not since ultimately its your character and you can do whatever makes sense to you].
Rotes
Folguris (Lightning Attack as Force, Four Shifts): Directs a tight beam of magical lightning (Weapon:4) at a target. Requires his Shikomizue Scabbard to cast.
Did you intentionally choose to have this be one weapon rating lower then it can be? both your conviction and discipline are. +4 Great and you get a plus one to each of them from your specialization and required focus item, so you can have this do weapon rating 5.
Mirui ab Airae (Air Block, Four Shifts): creates a small wall of air to protect Ted, and functions as either armor or a block. Usually, Ted uses one shift for persistence, so he can do something else in the following exchange without renewing the shield. Requires the shield bracelet.
you'll need to clarify how many shifts are being used for each thing and set them in stone for a rote. id suggest 4 block / 2 armor with one shift for duration.
Strigare (Earth Attack as Force, Three Shifts): Amplifies the gravity around an attacker (like getting hit with a maul), dealing Weapons:3 damage. Requires his Class Ring to Cast
Again this is one shift weaker then it needs to be [two if you don't mind backlash] id suggest switching the earth power bonus from your class ring to control, and making this a weapon 4 attack, you'd get an attack roll of 6 with a base weapon rating of 4 that way.
Almost forgot you may want to be careful with biomancy, depending on your gm, there are no safe uses of it, your either transforming another[ illegal] yourself[ dangerous] or trying to heal people[ which is heavily constrained in this setting].
What exactly did you want to do with it?
posting a link to a similar thread created for one of my characters, since id love to get feed back from more then just the one person : /
http://www.jimbutcheronline.com/bb/index.php/topic,17652.0.html
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So, some thoughts...Deadmanwalking and Moriden, thank you both for your comments. You know, I've never understood why Hedge Wizard was meant to imply that the user was somehow sub-par, as opposed to a Hedge Knight that was simply a knight that operated independently. Maybe I'll just change the High Aspect to "Venatori Wizard" or something like that. He's a Warden-level evocation expert, and I believe that someone with the resources of the Venatori can gain have the same kind of Great Lore knowledge as someone of a similar age (early 90s) in the Council.
That said, I decided not to give him Thaumaturgy. Bad call, maybe, but I think it keeps within his aspects. I do agree that his time as a member of the military (Devil's Brigade, 8th Army Rangers, and 10th Special Forces) do merit a higher gun rating. Maybe in 1955 he would have been Great, but in 2010 we'll make do with Good. To compensate, I bumped down endurance to Fair and added the "No Pain, No Gain" stunt. Still -9, but without the biomancy specialization (I changed it to wards. I can do that, right?)
I sort of see Ted as a non-traditional guy, and I like that his foci aren't European standard. He's an open-minded wizard, as evidenced by his not becoming a member of the Council, and I thus imagine his influences coming from different plant. And, yes, swords are cool too :)
Modified my spells (I sort of didn't know what I was doing there - followed previous models) and I think I brought the sword up to the new enchantment standards. Please let me know if the power specializations are right. Again, a case of me not being 100% sure.
Thanks again for everyone's input. Here are the revised stats:
Name: Ted Richardson
Aspects:
High Concept: Special Forces Hedge Wizard
Trouble: Hunter of Shadows, Hunted by Shadows
Other: Martha’s New Deal Apprentice; Devil’s Brigade, Korea, and Real Combat; Venatori Hedge Wizard, You Wouldn’t Believe my Night Job…
Skills
Superb: Conviction
Great: Discipline, Lore,
Good: Athletics, Fists, Guns
Fair: Alertness, Intimidation, Investigation, Endurance,
Average: Contacts, Deceit, Stealth, Rapport, Resources,
Stunts
No Pain, No Gain (Endurance) [-1]: Add two minor physical consequences
Person of Conviction (Conviction) [-1]: Uses conviction to determine Social stress
Armed Arts (Fists) [-1]: (Shikomizue Scabbard and Shikomizue Sword)
Powers
Evocation [–3]
Rituals: Wards [-2]
The Sight [–1]
Soulgaze [+0]
Wizard’s Constitution [+0]
Total: -9 Refresh
Rote Spells:
Folguris (Lightning Attack as Force, Four Shifts): Directs a tight beam of magical lightning (Weapon:5) at a target. Requires his Shikomizue Scabbard to cast.
Mirui ab Airae (Air Block, Four Shifts): creates a small wall of air to protect Ted, and functions as either Armor:2 or a Block:4 . One shift for duration. Requires the shield watch.
Strigare (Earth Attack as Force, Three Shifts): Amplifies the gravity around an attacker (Like getting hit by a maul), dealing Weapons:4 damage.
Specializations:
Evocation: Elements (Earth, Air, Spirit); Power (Air +1), Control (Earth+1)
Focus Items:
Shikomizue Scabbard [+1 Offensive Control with Air]
Shield Bracelet [+1 Defensive Control with Air]
Class Ring [+1 Offensive Control with Earth]
Enchanted Items:
Shikomizue Sword [Weapon:2] (2 enchanted item slots)
- The magical effects of this sword may be used 3 times per session
- The Sword casts a counterspell of Great (+4) strength, provided the effect being countered can be physically attacked or touched by a sword (ethereal chains, good; a mental binding, not so much)
Stress:
Mental: OOOO (+1 Minor Mental Consequence)
Physical: OOO (+2 Minor Physical Consequences)
Social: OOOO (+1 Minor Social Consequence)
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Okay, new version problems:
1. No Pain, No Gain has been errata'ed: It now provides only 1 Consequence. Up to you whether you still want to take it.
2. You now have 2 Specializations in Evocation, that's not allowed without Refinement. My suggestion was that you move the current one from Power to Control, not add another. You can have either Air or Earth, your choice, but I reccomend it be in Control.
3. Focus Items. If you go with my advice on a Control specialty you'll have 5 in both in your element of choice. An item that adds to Defensive Control alone is thus useless (though Offensive control alone is still cool). I reccomend you keep the shield bracelet but upgrade it to +1 each to Defensive Control and Defensive Power, and keep the ring but change it's element to be the same as the bracelet and your specialty.
Now, I can see you wanting to have both elements as options, but to be at full Warden level in Evocation, you're probably going to need to specialize. Unless you take a level of Refinement, anyway.
4. Your Rotes. As is, the first two should be 5 shifts, the third 4 (which they aren't listed as). The second should also be Block 5 (though again it's not listed that way).
If you follow my advice, the first will instead require your ring, and still be 5 shifts, the second will rise to 6 (and provide Block 6 or Armor 3), and the third will remain as-is if it stays an earth evocation, but would rise to 5 shifts if you made it Air based.
Also bear in mind that you recieve a fourth Rote. Perhaps a Maneuver of some kind.
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The second should also be Block 5 (though again it's not listed that way).
He put one shift into duration on it.
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He put one shift into duration on it.
You're quite right. My bad. The other advice all still applies, though.
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You both are really, really helpful. I'm still trying to wrap my mind around the Wizard, and as I've said before, this is my first pen-and-paper RPG. Thanks for sticking with me through the multiple drafts! I'm going to fiddle with your recommendations, deadmanwalking, and repost when I've got it squared away.
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Your welcome, now go wander over to my link and critique mine :P
Honestly i would have said more but since deadmanwalking has been so thorough i kept myself to only mentioning things he didn't.
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You're very welcome. I like to be helpful, and I'm good with mechanics, so tha works out rather well. :)
If you're in the mood to return the favor, go have a look at my Sample Characters thread, and maybe put in some input on what I should do next. :)
It's found here: http://www.jimbutcheronline.com/bb/index.php/topic,17704.0.html
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Deadmanwalking,
I have actually been reading over your sample characters, and I intend to use them at some point. I'll read over them more closely tonight/tomorrow and try to leave some constructive comments about where to move forward. Same with your characters, Moriden. Comments from the new guy are forthcoming :D
So, here's my latest question. I've made all the changes deadmanwalking suggested (I think), but should I still have the two separate foci in the scabbard and the ring? Or should I junk one of them for a neat enchanted item? I also would love to do a rote spell for movement, but I"m not quite sure how to construct it (as you'll see shortly).
Here we go:
Name: Ted Richardson
Aspects:
High Concept: Special Forces Ronin Wizard
Trouble: Hunter of Shadows, Hunted by Shadows
Other: Martha’s New Deal Apprentice; Devil’s Brigade, Korea, and Real Combat; Venatori's Resident Wizard, You Wouldn’t Believe my Night Job…
Skills
Superb: Conviction
Great: Discipline, Lore,
Good: Athletics, Fists, Guns
Fair: Alertness, Intimidation, Investigation, Endurance,
Average: Contacts, Deceit, Stealth, Rapport, Resources,
Stunts
No Pain, No Gain (Endurance) [-1]: Add two minor physical consequences
Person of Conviction (Conviction) [-1]: Uses conviction to determine Social stress
Armed Arts (Fists) [-1]: (Shikomizue Scabbard and Shikomizue Sword)
Powers
Evocation [–3]
Rituals: Wards [-2]
The Sight [–1]
Soulgaze [+0]
Wizard’s Constitution [+0]
Total: -9 Refresh
Rote Spells:
Folguris (Lightning Attack as Force, Five Shifts): Directs a tight beam of magical lightning (Weapon:5) at a target. Requires his Shikomizue Scabbard to cast.
Mirui ab Airae (Air Block, Six Shifts): creates a small wall of air to protect Ted, and functions as either Armor:3 or a Block:6. Requires the shield watch.
Strigare (Earth Attack as Force, Four Shifts): Amplifies the gravity around an attacker (Like getting hit by a maul), dealing Weapons:4 damage.
Celeritais (Air Movement…): Allows Ted to move more quickly…help? Would like this to count for meele somehow. I imagine it improving his speed. Thoughts?
Specializations:
Evocation: Elements (Earth, Air, Spirit); Control (Air + 1)
Focus Items:
Shikomizue Scabbard [+1 Offensive Control with Air]
Shield Bracelet [+1 Defensive Control and Defensive Power with Air]
Class Ring [+1 Offensive Control with Air]
Enchanted Items:
Shikomizue Sword [Weapon:2] (2 enchanted item slots)
- The magical effects of this sword may be used 3 times per session
- The Sword casts a counterspell of Great (+4) strength, provided the effect being countered can be physically attacked or touched by a sword (ethereal chains, good; a mental binding, not so much)
Stress:
Mental: OOOO (+1 Minor Mental Consequence)
Physical: OOO (+1 Minor Physical Consequences)
Social: OOOO (+1 Minor Social Consequence)
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You actually can't afford both the scabbard and the ring, though you can pick which you want to keep.
I'd do the Movement effect as a Maneuver, of the sort you use to move around. Check the maneuvers selection for details. It won't jack up your speed for things like dodging, but it'll let you leap tall buildings in a single bound (metaphorically if not literally).
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The Ring foci isn't necessary no, but having more control dose increase your damage so its hardly wasted.
Fir the movement spell, you need to do two things, one remember that the way you design spells in this game is to decide "what it should do " then move backwards. so do you want to be able to fly. run super fast, teleport etc? The second thing is to remember that movement rules are arbitrary to begin with. you can as a default move one "zone" normally, each shift of power in such a spell allows you to move one additional zone. duration would extend how long it lasts, from there you should be able to make something.
I'm not positive but i believe your air control specialization has to be in offense or defense so youll want to pick one[ feel free to correct me if im wrong dead].
At the moment if my math is right you have
Offensive Air power 5 Control 6
Defensive Air power 6 Control 6 [presuming your base specialization goes here]
Offensive Earth power 5 control 4 [your third element will be this as well]
So you could change your gravity rote to an air one {thickening and increasing the mass of air around the person causing crushing damage] or switch your focus items slightly to bring it up to a weapon 5 attack if you'd like.
Another idea you may not have thought of is something like this
Lightning Dragon Kiss 6 shift air or earth affect
Wreathes your sword in crackling electricity.
Weapon 6 affect delivered by your sword[ use your weaponry, or in your case fists skill for the accuracy roll] with gm permission things that modify weapon strikes would add to this.
Final note, it looks like you could simply specialize in earth if you wanted and have all of your base rotes work that way.
the lightning is air or earth, The shield of air could be done with gravitational forces, and of course the third one could stay as is. Youd have to use your "secondary" element for the movement probably but i dont think youll want more then 4 shifts into that anyway.
Edit
You actually can't afford both the scabbard and the ring, though you can pick which you want to keep.
Well not and have the sword anyway.
I'd do the Movement effect as a Maneuver, of the sort you use to move around. Check the maneuvers selection for details. It won't jack up your speed for things like dodging, but it'll let you leap tall buildings in a single bound (metaphorically if not literally).
if you want it to give "bonuses" like making you harder to dodge, the suggested way is to treat it like a block, you have x shifts into power, and y into duration. you then use x for your apropriate skill instead of your actual skill for y exchanges.
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Moriden, I really dig that Lightning Dragon Kiss spell. I'm going to find a suitable Latin translation and make that happen!
So, If I'm doing my math correctly (we'll see), I have the scabbard and Wristwatch taking up three foci slots, and the enchanted sword taking up two enchanted item slots. If I made my ring the sole focus, could I then swap the third focus (the scabbard is two) and instead enchant the scabbard with a weapon:4 spirit force spell?
In my mind, it would look something like this:
Focus Items:
Class Ring [+1 Offensive Control with Air]
Shield Wristwatch [+1 Defensive Control and Defensive Power with Air]
Enchanted Items:
Shikomizue Sword [Weapon:2] (2 enchanted item slots)
*The magical effects of this sword may be used 3 times per session
* The Sword casts a counterspell of Great (+4) strength, provided the effect being countered can be physically attacked or touched by a sword (ethereal chains, good; a mental binding, not so much)
Shikomizue Scabbard (2 enchanted item slots)
* The scabbard delivers a kinetic Weapons:4 blow 3 (?) times per session.
By adding that Lightning Dragon Kiss spell, Ted is going to be capable of dealing some serious meele damage. Gosh, I really like that spell!
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If you have both Enchanted Iems listed, you'll only have two slots left for Focus Items. Aside from that, it should work fine.
Personally, I'd skip the second Enchanted Item, and just up the sword to Weapon: 3 (saying it's a well-made sword). No cost and perfectly appropriate. And you can keep the Ring.
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By adding that Lightning Dragon Kiss spell, Ted is going to be capable of dealing some serious meele damage. Gosh, I really like that spell!
Keep in mind that weather the weapon rating of the dragon kiss stacks or replaces that of the base weapon is mostly up to your gm. [its fairly legitimate to treat it either way]
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By keep the ring, you mean keep it as a foci and still have the sword:3?
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By keep the ring, you mean keep it as a foci and still have the sword:3?
Yep. A Weapon: 3 sword doesn't cost anything. It's an impressive and cool mundane item, that's all.
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Okay folks, finalized Ted Richardson stat block (at least, until someone notices something I should change!)
Name: Ted Richardson
Aspects:
High Concept: Special Forces Ronin Wizard
Trouble: Hunter of Shadows, Hunted by Shadows
Other: Martha’s New Deal Apprentice; Devil’s Brigade, Korea, and Real Combat; Venatori Staff Wizard, You Wouldn’t Believe my Night Job…
Skills
Superb: Conviction
Great: Discipline, Lore,
Good: Athletics, Fists, Guns
Fair: Alertness, Intimidation, Investigation, Endurance,
Average: Contacts, Deceit, Stealth, Rapport, Resources,
Stunts
No Pain, No Gain (Endurance) [-1]: Add one minor physical consequences
Person of Conviction (Conviction) [-1]: Uses conviction to determine Social stress
Armed Arts (Fists) [-1]: (Shikomizue Scabbard and Shikomizue Sword)
Powers
Evocation [–3]
Rituals: Wards [-2]
The Sight [–1]
Soulgaze [+0]
Wizard’s Constitution [+0]
Total: -9 Refresh
Rote Spells:
Folguris (Lightning Attack as Force, Five Shifts): Directs a tight beam of magical lightning (Weapon:5) at a target. Requires his Class Ring to cast.
Mirui ab Airae (Air Block, Six Shifts): creates a small wall of air to protect Ted, and functions as either Armor:3 or a Block:6. Requires the Shield Watch.
Strigare (Earth Attack as Force, Four Shifts): Amplifies the gravity around an attacker (Like getting hit by a maul), dealing Weapons:4 damage.
Gliscere Fulgor (Lightning Attack as Force, Six Shifts): Allows Ted to Cover his Shikomizue Sword with crackling Lightning, modifies blade to Weapon:6. Requires Class Ring to use (held in off-hand).
Specializations:
Evocation: Elements (Earth, Air, Spirit); Control (Air + 1)
Focus Items:
Class Ring [+1 Offensive Control with Air]
Shield Wristwatch [+1 Defensive Control and Defensive Power with Air]
Enchanted Items:
Shikomizue Sword [Weapon:3] (2 enchanted item slots)
* The magical effects of this sword may be used 3 times per session
* The Sword casts a counterspell of Great (+4) strength, provided the effect being countered can be physically attacked or touched by a sword (ethereal chains, good; a mental binding, not so much)
Stress:
Mental: OOOO (+1 Minor Mental Consequence)
Physical: OOO (+1 Minor Physical Consequences)
Social: OOOO (+1 Minor Social Consequence)
Armor: 3 with Magic
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You still can't have both the Ring and Scabbard as Focus Items, you need to pick one. Other than that looks perfect. Though, at it's current rating the Lightning Sword rote will cost a 2 Stress hit instead of 1 like the other spells. That's not actually a big deal, you should just be aware of it.
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Okay, I removed the Scabbard - I like the idea of his having the ring more - a bit more mobile. Now I've got a wizard with no staff or other large foci...not really an issue, I don't think.
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Nope. It's possible to be a very effective Wizard with only rings as Foci. And that looks perfect, mechanically speaking.
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Okay folks, here are my first two completed characters, with stats. Feel free to use at your pleasure:
*Theodore R. Richardson is a self-styled Ronin Wizard currently on retainer by the Venatori Umbrorum. A strong evocation expert with some additional skills in warding, Ted is first-and-foremost a combat Wizard of the old school. Once a feared Venatori Enforcer, Richardson has only recently come back "into the world" after spending almost two decades as enemy number one of the (now extinct) Ghoul Clan Khanacal. Don't let his time away fool you, however, as Ted Richardson is still one of the last people you would want to see on the other side of the battlefield.
Name: Ted Richardson
Aspects:
High Concept: Ex-Special Forces Ronin Wizard
Trouble: Hunter of Shadows, Hunted by Shadows
Other: Martha’s New Deal Apprentice; Devil’s Brigade, Korea, and Real Combat; Venatori Staff Wizard, You Wouldn’t Believe my Night Job…
Skills
Superb: Conviction
Great: Discipline, Lore,
Good: Athletics, Weapons, Guns,
Fair: Alertness, Intimidation, Investigation, Endurance,
Average: Contacts, Deceit, Fists, Rapport, Resources,
Stunts
No Pain, No Gain (Endurance) [-1]: Add one minor physical consequence
Person of Conviction (Conviction) [-1]: Uses conviction to determine Social stress
Powers
Evocation [–3]
Rituals: Wards [-2]
The Sight [–1]
Soulgaze [+0]
Wizard’s Constitution [+0]
Refinement [-1]
Total: -9 Refresh
Rote Spells:
Folguris (Lightning Attack as Force, Five Shifts): Directs a tight beam of magical lightning (Weapon:5) at a target. Requires his Class Ring.
Mirui ab Airae (Air Block, Six Shifts): creates a small wall of air to protect Ted, and functions as either Armor:3 or a Block:6. Requires the Shield Wristwatch.
Strigare (Earth Attack as Force, Four Shifts): Amplifies the gravity around an attacker (Like getting hit by a maul), dealing Weapons:4 damage.
Gliscere Fulgor (Lightning Attack as Force, Six Shifts): Allows Ted to cover his Shikomizue Sword (or another weapon) with crackling Lightning, modifying the blade/weapon to Weapon:X+3. Requires Class Ring to cast.
Specializations:
Evocation: Elements (Earth, Air, Spirit); Control (Air + 1)
Focus Items:
Class Ring [+1 Offensive Control with Air]
Shield Wristwatch [+1 Defensive Control and Defensive Power with Air]
Enchanted Items:
Shikomizue Sword [Weapon:3] (2 enchanted item slots)
* The magical effects of this sword may be used 3 times per session
* The Sword casts a counterspell of Great (+4) strength, provided the effect being countered can be physically attacked or touched by a sword (ethereal chains, good; a mental binding, not so much)
Shikomizue Scabbard [Weapon:2] (4 Enchanted item slots)
* The Magical effects of this scabbard may be used 5 times per session
* The Scabbard casts a blast of force at Weapon:5 strength. Uses discipline skill to aim.
Stress:
Mental: OOOO (+1 Minor Mental Consequence)
Physical: OOO (+1 Minor Physical Consequences)
Social: OOOO (+1 Minor Social Consequence)
Armor: 3, with Magic
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*Joseph Martello, Ed.D, is an Education Consultant for the California State Senate, focusing mostly on higher education issues...at least, that's what he is to most people. Joe is a member of the Martello family; yeah, THAT Martello family - the one's that have spent the last six decades making Sacramento a place where things don't go bump in the night. A keen mind for things mundane and supernatural alike, Joe brings the same dedication and discipline to his research that have made him a respected 3rd Degree Black Belt in Kajukenbo and a combat-decorated veteran of the War in Iraq.
Name: Joseph Martello, Ed.D
Aspects:
High Concept: Monster-Hunting Legislative Aide
Trouble: The Family Name
Other: I Hail from River City; Welcome to Iraq, Doc; You Wouldn’t Believe My Night Job…
Skills
Superb: Scholarship,
Great: Fists, Lore,
Good: Athletics, Endurance, Guns,
Fair: Alertness, Discipline, Rapport, Resources,
Average: Contacts, Conviction, Deceit, Investigation, Presence,
Stunts
On my Toes (Alertness)[-1]: +2 when determining combat initiative
Legislative Aide (Contacts): +2 when dealing with government contacts
Lethal Weapons (Fists) [-1]: Weapons:2 versus unarmored opponents
Kajukenbo (Fists) [-1]: Attack +1 when facing multiple opponents
Extensive Training (Fists) [-1]: May use Fists for Batons, Staves, Knives, and Katana.
Finely Tuned Third Eye (Lore) [-1]: +2 to Lore for Alertness when detecting supernatural
Occultist: (Lore) [-1]: +2 to Lore with declarations regarding magical countermeasures
Total: -5 Refresh
Stress:
Mental: OOO
Physical: OOOO
Social: OOO
Armor: Usually, None
Notes: Great initiative, depending on the situation, with Good-Superb attacks and Good-Great defense. Normally carries a concealed sidearm (weapon:2) that he uses with Good skill. A third degree black belt in Kajukenbo, Joe’s fists strike unarmored opponents at weapons:2 strength, and when outnumbered his skill rises to Superb. Because of Joe’s extensive training, he can wield clubs, knives, staves, and a katana with Great skill.
While Joe is very capable in the field, some of his specific non-combat are truly impressive. Joe’s ability to detect the supernatural is Fantastic, as is his knowledge of magical defenses and countermeasures. Joe also has Good contacts within government, and more than a few people owe him favors. With a Masters in History, a Doctorate in Education Policy, and his combat medical background, Joe’s scholarship rating is aptly considered Superb.