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The Dresden Files => DFRPG => Topic started by: Tbora on June 01, 2010, 03:55:07 PM

Title: Character Creation Help
Post by: Tbora on June 01, 2010, 03:55:07 PM
Okay guys I want your help developing my character as far as abilities and stats goes.I am working on a waist deep level so a total of eight refresh to work with.

What I want is either a sorcerer or a full fledged wizard.But I don't want him flinging bolts of force or anything, in fact I want him to be a very poor evocator.But very good at the enchantment and creation of magical items and using them.Sort of like a magical MacGyver or James Bond, in example he might not be able to create a gout of fire himself but he does have a ring which does the same thing effectively.Among the tools I intend to give him I want him to have a Golem servant (so basically it would fit normal Golem stereotypes, vert tough, slow, and strong.) he created out of rock.

Any ideas how I could go about this?
Title: Re: Character Creation Help
Post by: John Galt on June 01, 2010, 04:07:30 PM
Has to be focused practitioner.  Golem is going to have to cost refresh probably as an item of power, so unless you move him up to fully submerged he can't be a wizard.
Title: Re: Character Creation Help
Post by: Tbora on June 01, 2010, 04:11:33 PM
Sorcerers are a lot less costly then wizards so I could do it at one of them. Still I need a set up for stats and such any ideas?
Title: Re: Character Creation Help
Post by: Crion on June 01, 2010, 04:18:01 PM
When you speak of "stats," do you just mean the overall skills? If that is your thought process, then you will want to look at what else this character can do besides magic. Obviously, you'll want very high Lore and Discipline skills (Lore for the Thaumaturgy side of things, Discipline for evocation control and the extra Mental stress). Perhaps you'll want to put some points in either Craftsmanship or Performance in order to emphasize the creation of the items (if you are making them yourself, of course, and whether or not they are practical or more artistic). Resources may be something to consider as well.

But again, we're looking at it in a very abstract, "stat it out" way. What sort of Aspects are you working with? What sort of personality does this character have, and what sort of other, non-magical things do they do?
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 01, 2010, 04:27:40 PM
Well, get Thaumaturgy and either Channeling or nothing at all (nothing if you go with my suggestion), then Refinement several times for Enchanted Items. You'll want very high Lore and a bit of Discipline, but that's all you'll really need.

For a Golem, my reccomendation is Item of Power (the +2 version) granting Channeling (Physical Force) plus a level of Refinement...then everything it does beyond walking around with you is mechanically a Spell effect, and it only costs -1 Refresh. This version does require a bit more in the way of Discipline and Conviction, though.
Title: Re: Character Creation Help
Post by: Tbora on June 01, 2010, 04:33:43 PM
Heres the deal I still want him able to dish out a'lot of hurt.But he relies on tools to do so, I am going to need resources to justify the various trinkets (like a marble enchanted to explode with a flash of light and bang when thrown) he might use.But beyond that I am not sure really.

What else (I'll take specifics, like the stuff he might have, and the various things he might use them for) do I need.
Title: Re: Character Creation Help
Post by: Tsunami on June 01, 2010, 04:34:18 PM
Buy channeling instead of evocation, modeling his limited ability in evocation by restricting him to one element.
You will need full Thaumaturgy, since he should be able to summon(Golem) and enchant things in a variety of ways.
Buy lots of Enchanted item Slots for him to play with.

If the Golem is something he has always with him. Then you should make it an aspect, and maybe even pay some refresh for it, though i couldn't tell you how exactly. Haven't thought about minions much until now *g*.
But it's basically a summoned creature.
Title: Re: Character Creation Help
Post by: Tbora on June 01, 2010, 04:39:43 PM
Great ideas but in the words of the lolcat, I need MOAR!
Title: Re: Character Creation Help
Post by: John Galt on June 01, 2010, 04:40:03 PM
Sorcerers are a lot less costly then wizards so I could do it at one of them. Still I need a set up for stats and such any ideas?

No they aren't.  Wizard's are a minimum -7 refresh.  Sorcerers are a minimum of -6.

You have three choices.

1. Stat a focused practitioner with a -2 item of power called Golem
2. Drop the idea of Golem altogether and stat a Wizard or a Sorcerer
3. Create a custom class

I would recommend 3.  Just remember that you aren't a Wizard of the White Council anymore.  If you can't meet the requirements they won't have you.  If you go with number three, your powers would be:

[-3] Thaumaturgy
[-2]/[-3] Golem
optional: [-2] Channeling

Your skills could look something like this:

Great: Lore, Discipline
Good: Craftsmanship, Endurance
Fair: Conviction, Guns, Alertness
Average: Scholarship, Athletics, Presence, Resources, Empathy

Title: Re: Character Creation Help
Post by: Tbora on June 01, 2010, 04:43:26 PM
I'll go with option 3, so can you help me with that please, I dont really trust myself enough to try developing a custom class by myself.
Title: Re: Character Creation Help
Post by: Crion on June 01, 2010, 04:46:39 PM
Heres the deal I still want him able to dish out a'lot of hurt.But he relies on tools to do so, I am going to need resources to justify the various trinkets (like a marble enchanted to explode with a flash of light and bang when thrown) he might use.But beyond that I am not sure really.

What else (I'll take specifics, like the stuff he might have, and the various things he might use them for) do I need.

I think Deadmanwalking put it out there rather well for you. Take full blown Thaumaturgy, add some "refinement" into the mix. I'd say that if you are relying on tools for your own things, then yes, you will want to rely upon focus items, potions, and enchanted items, which will take the slots granted by Thaumaturgy and Refinement.

Well, get Thaumaturgy and either Channeling or nothing at all (nothing if you go with my suggestion), then Refinement several times for Enchanted Items. You'll want very high Lore and a bit of Discipline, but that's all you'll really need.

For a Golem, my reccomendation is Item of Power (the +2 version) granting Channeling (Physical Force) plus a level of Refinement...then everything it does beyond walking around with you is mechanically a Spell effect, and it only costs -1 Refresh. This version does require a bit more in the way of Discipline and Conviction, though.

Okay, now I have to ask: with what you have here, does this "item" basically act as a surrogate body for the owner, requiring the use of Channeling (granted by the item) instead of the caster's own talents?
Would it also be possible to create a golem with a similar approach using Enchanted item slots?

Additionally, don't you need knowledge in the correct field in order to use Evocation effects in Enchanted items? For example, could someone create something similar to Harry's Force Rings without Spirit Evocation?
Not sure if I misread something or my brain just threw something in there that wasn't meant to be.

Buy channeling instead of evocation, modeling his limited ability in evocation by restricting him to one element.
You will need full Thaumaturgy, since he should be able to summon(Golem) and enchant things in a variety of ways.
Buy lots of Enchanted item Slots for him to play with.

If the Golem is something he has always with him. Then you should make it an aspect, and maybe even pay some refresh for it, though i couldn't tell you how exactly. Haven't thought about minions much until now *g*.
But it's basically a summoned creature.

I'm not entirely certain if a Golem in this sense is a summoned entity. The Golem-type he is referencing seems to be from Jewish Folklore, which is a guardian made from stone, granted great power but is often lacking in intelligence and direction. Unless the body is just a construct for a more intelligent entity (i.e. creating this body as a vessel for a demon/ghost/etc), I can't see this as a summoned creature.

Anyone is more than welcome to correct me if I am mistaken in any of this.
I'll go with option 3, so can you help me with that please, I dont really trust myself enough to try developing a custom class by myself.

The really neat part of this game is the flexibility of the Templates. As long as your High Concept is fitting, you can technically get away with turning the powers list into a shopping spree. Of course, there are limits, but still entirely doable.

With what you are going for, I'm thinking John Galt has hit the mark pretty spot on, and still left you with enough flexibility to change a few skills around as needed to fit your concept.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 01, 2010, 05:05:14 PM
Okay, now I have to ask: with what you have here, does this "item" basically act as a surrogate body for the owner, requiring the use of Channeling (granted by the item) instead of the caster's own talents?

Yep.  :)

Would it also be possible to create a golem with a similar approach using Enchanted item slots?

Not easily. It would be extremely unwieldy to say the least, since it would need separate effects for Maneuver Attack and Block at a minimum. Besides, his way is both simple and only -1 Refresh.

Additionally, don't you need knowledge in the correct field in order to use Evocation effects in Enchanted items? For example, could someone create something similar to Harry's Force Rings without Spirit Evocation?
Not sure if I misread something or my brain just threw something in there that wasn't meant to be.

No, you do not. Otherwise someone with Ritual (Crafting) would be ueless, which they most certainly are not intended to be.
Title: Re: Character Creation Help
Post by: John Galt on June 01, 2010, 05:25:35 PM
I'll go with option 3, so can you help me with that please, I dont really trust myself enough to try developing a custom class by myself.

Well first figure out if you want to be entirely reliant on your preparation or if you'd like a little balance on the off chance your GM exploits your obvious weakness (which any good GM will do).  Also what you want your Golem to be able to do.  If he's simply a lab assistant and body guard that is animated by your magic alone, I'd put him at a -2 refresh.  If he is a force to be reckoned with, and can hold his own in a fight without your constant supervision, I'd put him at -3 or higher, depending on what powers you give him. 

Your decisions can also depend on your group.  If your character is constantly surrounded by at least a couple of teammates that can get him out of a tight spot then he can be as specialized as you want him to be.  So I'd do something like:

[-2] Golem Item of Power
[-3] Thaumaturgy
[-2] Refinement

If your character may need to get himself out of a tight spot, you may want to make him a little more well rounded, in which case I'd suggest either

[-3] Golem Item of Power (as more of a spirit protector)
[-3] Thaumaturgy
[-1] Refinement

or

[-2] Golem Item of Power
[-3] Thaumaturgy
[-2] Channeling- Earth
Title: Re: Character Creation Help
Post by: luminos on June 01, 2010, 06:46:02 PM
Alternatively, you could make the Golem a pure NPC and perhaps have an aspect on  your character referencing the Golem.  That costs a lot less refresh (which you need for other things) and avoids the trouble of how to stat the Golem up as a custom power.  Take Thaumaturgy, like Deadman said, and dump every spare point of refresh you have into refinements for enchanted items.  Take high Lore for enchanted item strength, maybe high discipline if discipline is going to be the targeting mechanism for a lot of the items, and you have the important stuff.  High resources and craftsmanship make sense from a story standpoint, but won't have much mechanical impact on what you do with the enchanted items.  If you still plan on doing a lot of Thaumaturgy beyond enchanting, those two skills become much more useful for making declarations.
Title: Re: Character Creation Help
Post by: Tbora on June 01, 2010, 07:13:39 PM
If I were to go the Golem NPC route how would that work as far as control goes, what would I do woth all those extra refresh (assuming as an item of power it would cost for it.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 01, 2010, 07:17:37 PM
Well, if you've got it as a Summoned Creature (a perfectly valid route), then you can use the Refresh for whatever you desire. The Sight, Refinement (for more Enchanted Items), Channeling (for emergencies), Mortal Stunts, Other Powers, whatever you like, really.
Title: Re: Character Creation Help
Post by: feliscon on June 02, 2010, 09:11:55 AM
If you want to go for an almost purely crafting character, you can always take Thaumaturgy and one Refinement to add specialisation points. This will give you +1/+2 to strength/frequency (either way around) and then you can spend spare refresh on Refinement for additional item slots. You can make numerous highly effective items this way, especially if you put Lore as an apex skill.
Title: Re: Character Creation Help
Post by: Tbora on June 02, 2010, 08:13:12 PM
Now all i need is some enchanted items for it all.

Any ideas peoples?
Title: Re: Character Creation Help
Post by: Archmage_Cowl on June 02, 2010, 08:50:17 PM
spell grenades (an offensive type of potion in my opinion) are always cool ;)
also what about a pocket watch that turns into a giant snake to place the aspect "All Wrapped Up" on opponents as a maneuver? For a "Friendly" solution to combat.
Maybe a Neck tie of presence that gives you a good presence roll once or twice per session for those fun fun fun social gatherings.
You could also do a Hair Pin of Lock Picking that gives you a burglary roll for lockpicking once per session for when those annoying bad guys just had to tie you up.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 02, 2010, 08:52:16 PM
Now all i need is some enchanted items for it all.

Well, we don't really know what your stats are, or how many items you have. Why don't you post your current version so the suggestions can be tailored to the actual character.
Title: Re: Character Creation Help
Post by: Tbora on June 02, 2010, 09:22:10 PM
Here are my stats

Superb - Lore, Disipline
Great - Resources, Craftsmanship
Good - Endurence , Empathy, Conviction
Average- Everthing Else

My stats are probably wrong (As far as numbers) and I need some idea for getting my item slots in order.
Title: Re: Character Creation Help
Post by: Tbora on June 02, 2010, 10:54:20 PM
Bump , i need help peeps
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 02, 2010, 11:05:42 PM
Okay, well assuming at least 8 Enchanted Item Slots, and a Thaumaturgy specialty in Crafting Strength, I'd do the following for my basic combat needs:

Shield Bracelet [6 shift Block or Armor: 3, 5 times per session](3 Enchanted Item Slots)
Lightning Ring [Weapon 6 Attack targetted with Discipline, 3 times per session] (2 Enchanted Item Slots)

Beyond that, it's really up to you and depends on what effects you want, though I reccomend saving at least 3 or 4 slots for Potions.

What effects do you wish to be able to produce?
Title: Re: Character Creation Help
Post by: Tbora on June 02, 2010, 11:27:35 PM
I'd like something similar to a fire evocation laser think Luccios needle of fire, a telekinetic item that I can use to lift and throw things with, a set of magical grenades, something that has a veil effect, and whatever else seems cool/usefull for a campaign 

Oh and some kind of defensive armor think harry's duster.
Title: Re: Character Creation Help
Post by: feliscon on June 02, 2010, 11:46:22 PM
For defensive items, DMW's Shield Bracelet works fine, you could have a Laser Pointer of Doom ( ;)) built the same as the Lightening Ring.

For the telekinetic item, just say it's an evocation effect simulating the desired level of Might (ie. Superb Might 3/session).

Magical Grenades are Potions with (same assumptions for strength that DMW used) a Weapon: 4 effect on a Zone.

Veil Ring: Great Veil with no penalty to see out or Fantastic Veil with a Good block for perception looking out.

Random useful things: Just reserve potion slots and make them up as you need them (may need to spend fate points to declare particularly useful potions)

You'll need LOTS of slots to make all that work though, I think...
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 02, 2010, 11:55:00 PM
Okay, here's how I'd do all that:

Armored Coat [6 shift Block or Armor: 3, 7 times per session](4 Enchanted Item Slots)
Laser Wand [Weapon 6 Attack targetted with Discipline, 3 times per session] (2 Enchanted Item Slots)
Telekinesis Bracelet [6 shift Maneuver used as Might, 3 times per session] (2 Enchanted Item Slots)
Magical Grenades [Weapon 4 Attack against an entire Zone targetted with Discipline, 3 times per session] (2 Enchanted Item Slots)
Veil Ring [4 shift Veil (no penalty to see out), 3 times per session] (2 Enchanted Item Slots)
4 potion Slots.

That's 16 Item Slots, which will require Thaumaturgy [-3], and Refinement [-3] invested in Item Slots.

Thinking about it, with that setup, you should drop to two Item Slot Refinements and buy Refinement for Specialties once, for a total of +1 Strength, +2 Frequency for Crafting Specialties. That'll drop the cost of all 5 items by one slot, and leave 5 slots for Potions.
Title: Re: Character Creation Help
Post by: feliscon on June 03, 2010, 12:01:50 AM

Magical Grenades [Weapon 4 Attack against an entire Zone targetted with Discipline, 3 times per session] (2 Enchanted Item Slots)


I think if you're after literal magical grenades, then 'potions' thrown with Athletics/Weapons as normal with the Weapon: 4 Zone effect makes more sense (it is in fact then identical to an actual grenade from a rules POV) but if it's just the 'powerful attack on an area' you're after and you don't want to hand out uses to other people, DMW's method is more efficient and can be used more often by taking mental stress.
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 12:12:59 AM
The last thing I want is a weapon of some sort that can basically nuke an enemy in an emergency (so single use a session ) and something that can apply a sleep status for conflicts where killing the target in question is not an issue.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 12:43:55 AM
I think it would be best to combine those two, actually.

Okay, here's full listings:

Powers:

Thaumaturgy [-3]
Refinement [-3]

Total: -6 Refresh

Specializations:

Thaumaturgy: Crafting (Strength +2, Frequency +1)

Items:

Armored Coat [6 shift Block or Armor: 3, 7 times per session](3 Enchanted Item Slots)
Laser Wand [Weapon 5 Attack targetted with Discipline, 4 times per session] (1 Enchanted Item Slot)
Telekinesis Bracelet [6 shift Maneuver used as Might, 3 times per session] (1 Enchanted Item Slot)
Magical Grenades [Weapon 5 Attack against an entire Zone targetted with Discipline, 2 times per session] (1 Enchanted Item Slot)
Veil Ring [4 shift Veil (no penalty to see out), 3 times per session] (1 Enchanted Item Slot)
Sleep Dust [Weapon 8 Attack targetted with Discipline, 2 times per session] (2 Enchanted Item Slots)] (2 Enchanted Item Slots)

3 potion Slots.
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 12:56:28 AM
Thanks Deadman, do you think you could help me with my skill stats to max out the effectiveness? And also if possible I'd like to give him a Wardens Sword.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 01:04:05 AM
The Sword actually doesn't quite follow the rules, but good as he is, he could have something similar, which I'll build if you like. Is he actually a Warden? If not, I'd skip the sword, he has enough offensive effects already, and having some slots left for Potions is good. Actually, what Refresh level is this character? It effects my advice quite a bit in some ways.

As for skill optimization, well, it depends on what you want to do. Who is this guy? What do you want him to be good at? Is he a soldier or a scholar, a master of seduction? Who is he?
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 01:16:19 AM
He is not a warden or even a real wizard, but he is closely affiliated with the council as his mentor is a Warden Commander in Europe.So I would like something similar.He is at refresh of 8, and he is an inventor/craftsman like character.Sort of like the magical equivalent of James Bond only more soldier then secret agent.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 01:23:00 AM
Ah. Do you want him to have The Sight? That'll effect things somewhat.
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 01:25:05 AM
If if having it out ways not sure I dont care 1 way or another.

I trust your judgement.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 01:37:12 AM
Okay, here's what I'd do all told:

Skills:

Superb: Lore,
Great: Craftsmanship, Discipline, 
Good: Conviction, Weapons,
Fair: Athletics, Empathy, Resources,
Average: Alertness, Endurance, Guns, Presence, Scholarship,

Powers:

Thaumaturgy [-3]
Refinement [-4]

Total: -7 Refresh

Specializations:

Thaumaturgy: Crafting (Strength +2, Frequency +1)

Items:

Armored Coat [8 shift Block or Armor: 4, 4 times per session](3 Enchanted Item Slots)
Laser Wand [Weapon 5 Attack targetted with Discipline, 4 times per session] (1 Enchanted Item Slot)
Telekinesis Bracelet [6 shift Maneuver used as Might, 3 times per session] (1 Enchanted Item Slot)
Magical Grenades [Weapon 5 Attack against an entire Zone targetted with Discipline, 2 times per session] (1 Enchanted Item Slot)
Veil Ring [5 shift Veil (no penalty to see out), 4 times per session] (2 Enchanted Item Slots)
Sleep Dust [Weapon 8 Attack targetted with Discipline, 2 times per session] (2 Enchanted Item Slots)] (2 Enchanted Item Slots)
Warden's Sword [Weapon 6 Attack with Weapons, 3 times per session. 6 shift Counterspell, 3 times per session.] (2 Enchanted Item Slots)

4 potion Slots.
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 01:43:00 AM
Cool btw I thought I would be completely out of item slots for potions...
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 01:50:31 AM
I tacked on another level of Refinement just for more of those.
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 01:54:32 AM
KK, and one last quick thing, would I be better off with a shield bracelet instead of a wardens sword and are there any really obvious exploitable gaps in my character you can spot that need to be filled?
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 02:01:47 AM
As for the first, you already have a Defensive Item, and they can't stack, so no, you're good as is. The only change I might make is dropping two levels of refinement and your Potion Slots (though none of your Items) for Channeling, if you wanted a lower-key but more all-encompassing backup option.

As for the second, you'll need to use the aforementioned Defensive Item quite a lot, and he's no great shakes in Social Conflict. Aside from that, you're good.
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 02:10:25 AM
Thanks for help much appreciated, and would you consider channeling a better option?
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 02:12:40 AM
Depends. Do you want actual magical power available to you in emergencies, or a few holdout items? The second you'll have less uses of, but they'll also be something like twice as powerful.
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 02:23:39 AM
Well the whole character concept is about a character who while not strong on his own in terms of battle magic (evocation) is supremely capable of laying out the smack down equal to any Wizard strength character with his tools.That said if channeling is simply more practical then I would willingly submit myself to it.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 02:26:59 AM
They're about equally practical, so considering that concept, I'd go with the potions.
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 02:29:03 AM
Potions it is then, again thanks.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 02:33:09 AM
No problem, I'm happy to help.  :)
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 11:09:57 AM
So here it is....

Character: Leonard “Leo” Carter Mason
High Concept:  Magical Engineer
Trouble: The Stuff I Make Are Hot Commodities
Other Aspects: Always Prepared, Just Because Your Paranoid Doesn’t Mean There Isn’t An Invisible Demon About to Eat Your Face, My Mentor the Warden, Violence Really Can Solve Most Problems

Backstory:

Leonard or Leo as he prefers to be called was born into a fairly well off upper middle class family, his father worked as an aeronautical engineer who built planes for the US Air Force, his mom also a full time career person who served as a software programmer for a leading technology company.

 His mom and dad rarely being home left Leo to his own thoughts and devices. In the later years of his childhood he basically raised and took care of himself. So long as he kept his grades up, and stayed out of trouble (which he did) they more often then not just left him alone.

Wanting their approval Leo tried his hardest to make them notice him. He joined the Engineering Club in his high school, and learned all about designing and creating things. Soon what was formerly just a bid for attention became his hobby and obsession. Leo had for the first time in his life found something he was truly passionate about.

 His gambit to make his parents actually notice him failed, he became secluded into his hobby, always working to improve his designs and inventions. After Graduating High School with top marks, he went to college to get a degree in architecture and engineering. It was here in his freshmen year of college that his magical ability manifested.

At first it started out small, sometimes when he picked up an object like say a stapler he instinctively knew how it worked and how to make it more efficient in general. Soon though, it evolved moving from simple improvements to full on creation. Whenever he needed something to accomplish one task or another, his mind would fill itself with ideas of how to put together an impromptu invention which would solve his problems easily.

It was when this was starting that, fortunately, he met his mentor, Justin Daily. Leo was rushing from his dorm room to the school as he was running late for an exam he bumped into Justin…Literally. He knocked the older gentlemen off his feet in his hurry. Stopping in his tracks from the encounter he helped his elder up. Completely forgetting about his exam in his worry, he walked Daily back to his dorm room, and got him some ice for the bulging red lump on his head. After doing so the pair started talking, from one topic to the next.

Just as Daily was about to leave, he accidentally dropped a small coin with a strange symbol on it. As Justin reached down to pick it up, Leo beat him to the punch line, just as he touched it, he felt the power and intended effects within. It was a simple single use enchantment which created a flash and a bang to distract a foe. As Mason handed it to Daily he told him off hand the coin would work better if he used a stronger ink like blood to strengthen the potency of the charm. Clapping a hand over his hand Leo wondered just what he said, fore before this point he always took his ability at designing things to be mundane, just an over active mind.

 Realizing what he had found, Justin revealed himself to be a Warden of the White Council and clued Leo in to the facts of how the supernatural still and always had existed. Somehow managing to take this revelation in stride the young Architect became the Wardens unofficial apprentice.

 Finding himself with virtually zero ability towards evocation, Leonard focused his studies on Thaumaturgy and other more detail oriented magic’s. In that arena he was (and is) king, no doubt about it. He can do things with wards, rituals and enchantments that you couldn’t believe one so young (for a spell caster) could do. He makes up for his lack of talent in “thug magic” with a variety of magical devices he has constructed. He might not be able to summon up a blast of fire by himself, but he does a six inch wooden rod that can with a flick of the wrist and a thought send out a white hot laser capable of cutting through just about anything you could care to name. Being so dependent on his devices, he makes sure he is prepared for anything. After all their is no such thing as being over prepared right?

Now out of college, holding a job as a building engineer for a local contractor, he splits his time between work, putting together new and better enchantments, and “testing” them on various baddies in his city. Who says you can’t mix work and pleasure, after all there is nothing better for relieving stress then burning a vampire to cinders.

Primary Aspects:

High Concept:

Magical Engineer – Leo builds things, he’s good at it, in fact he doubts anyone is better. He always has something to get the job done in his bag of tricks, and if he doesn’t then give him a couple of hours and he will.
Invoke: When he or his ally’s have a problem when no solution is immediately obvious.
Compel: When trouble is coming at him and he needs something to save his ass.

Trouble:

The Stuff I Make Are Hot Commodities- The problem with making things that are better then everyone else’s is that they want to take your things. Sometimes its just a friend in need, but every so often a baddie gets it into their head that they should try and take your things for themselves.
Invoke: When someone comes looking for Leo to get something from him, whether friend or foe.
Compel: When someone comes knocking on Leo’s door for help or one of his many, many genius works of art!


Other Aspects

Always Prepared – Leo is constantly looking out for ways to better ready himself to trouble, you never know when you might need something. This lets him keep his cool in the face of trouble, if you can deal with it, after all, why worry?
Invoke: When coming up on threat or problem Leo may face.
Compel: When a ‘curveball’ is thrown at him, can make him over confident at a critical moment.

Just Because Your Paranoid Doesn’t Mean There Isn’t An Invisible Demon About to Eat Your Face – A down side of being in the know, is that you also become paranoid, jumping at shadows, and generally tending to overreact to innocent situations.
Invoke- When something suspicious is going on, or he thinks he is about to be ambushed.
Compel- As needed when appropriate, paranoia doesn’t need a reason.

My Mentor the Warden - His teacher is a Warden Commander in Europe, and sometimes he occasionally needs help, other times you want his advice. In any case he’s there to help so long as you don’t break any of the Laws.
Invoke:  When you want the White Councils help and/or attention.
Compel: When Daily needs your help.

Violence Really Can Solve Most Problems- Who said violence is never the answer; there wrong or stupid or both. There are problems out there that’s only solution is to kick down the door and squish the problem in question like a bug.
Invoke: When committing a violent act.
Compel: When someone really needs to be squished, or burned, to cut in two…

Skills:
Superb: Lore,
Great: Craftsmanship, Discipline,  
Good: Conviction, Weapons,
Fair: Athletics, Empathy, Resources,
Average: Alertness, Endurance, Guns, Presence, Scholarship,

Powers:

Thaumaturgy [-3]
Refinement [-4]

Total: -7 Refresh

Specializations:

Thaumaturgy: Crafting (Strength +2, Frequency +1)

Items:

Armored Coat [8 shift Block or Armor: 4, 4 times per session](3 Enchanted Item Slots)
Laser Wand [Weapon 5 Attack targetted with Discipline, 4 times per session] (1 Enchanted Item Slot)
Telekinesis Bracelet [6 shift Maneuver used as Might, 3 times per session] (1 Enchanted Item Slot)
Magical Grenades [Weapon 5 Attack against an entire Zone targetted with Discipline, 2 times per session] (1 Enchanted Item Slot)
Veil Ring [5 shift Veil (no penalty to see out), 4 times per session] (2 Enchanted Item Slots)
Sleep Dust [Weapon 8 Attack targetted with Discipline, 2 times per session] (2 Enchanted Item Slots)] (2 Enchanted Item Slots)
Leo's Sword [Weapon 6 Attack with Weapons, 3 times per session. 6 shift Counterspell, 3 times per session.] (2 Enchanted Item Slots)

Four Open Potion Slots

Stress:

Mental: 0000
Physical: 000
Social: 000
Title: Re: Character Creation Help
Post by: John Galt on June 03, 2010, 12:12:30 PM
Mental: 0000
Physical: 000
Social: 000
Title: Re: Character Creation Help
Post by: John Galt on June 03, 2010, 01:13:28 PM
Looking at this character I have to say it's ridiculously unbalanced.  There's a reason Sorcerers aren't allowed to take refinement more than twice.  The only characters that should be able to be this good at any aspect of magic are full wizards, and their requirements are there for a reason.  It's the same reason evocation and skills have the stacking rule.  You're not allowed to be that specialized; it unbalances the game.

Of course, it's ultimately up to you and your GM, but I'd put the same limit on your custom build as a sorcerer.
Title: Re: Character Creation Help
Post by: feliscon on June 03, 2010, 01:29:53 PM
Looking at this character I have to say it's ridiculously unbalanced.  There's a reason Sorcerers aren't allowed to take refinement more than twice.  The only characters that should be able to be this good at any aspect of magic are full wizards, and their requirements are there for a reason.  It's the same reason evocation and skills have the stacking rule.  You're not allowed to be that specialized; it unbalances the game.

Of course, it's ultimately up to you and your GM, but I'd put the same limit on your custom build as a sorcerer.

Actually, the limit on refinement is only for specialisations... Any caster from focussed practioner upwards can take as many Item Slot refinements as they want, and Leo has one specialisation Refinement, the rest are item slots. He seems reasonable to me.
Title: Re: Character Creation Help
Post by: John Galt on June 03, 2010, 01:36:02 PM
yes.  But everyone else has to spend 3 refresh on evocation.  That's my point.  If you're a focused practitioner you're limited in that you can only take ritual, and thus only use one aspect of thaumaturgy. 

As it stands he's basically a wizard that doesn't have to take any mental stress hits for casting his spells. 
Title: Re: Character Creation Help
Post by: Tsunami on June 03, 2010, 01:51:20 PM
Why wouldn'T specialists be allowed? He's a specialized practitioner using Enchanted items a lot... no unbalance there.

The one thing that's not possible is the warden sword.
To be a Warden he'd need to be a Wizard. He's no wizard, he doesn't meet the requirements for the white council.
Also, i'd require a high concept reflecting the Warden, and the Wizard status.

So, No Warden sword here.

Other than that i don't see a problem with the Character.
Title: Re: Character Creation Help
Post by: John Galt on June 03, 2010, 01:55:46 PM
Why wouldn'T specialists be allowed?

Because thaumaturgy is for wizards and sorcerers.  And both of them need to spend 3 or more refresh elsewhere.  Focused practitioners aren't "magical" enough to take thaumaturgy, they have to take ritual.  At least, that's how I've been reading it.  And the reason being anyone who just had to spend 3 refresh on evocation or thaumaturgy and could spend 4 refresh on refinement would be unbalanced. 
Title: Re: Character Creation Help
Post by: feliscon on June 03, 2010, 02:03:00 PM
Because thaumaturgy is for wizards and sorcerers.  And both of them need to spend 3 or more refresh elsewhere.  Focused practitioners aren't "magical" enough to take thaumaturgy, they have to take ritual.  At least, that's how I've been reading it.  And the reason being anyone who just had to spend 3 refresh on evocation or thaumaturgy and could spend 4 refresh on refinement would be unbalanced. 

The templates are suggestions, not restrictions. I see no logical problem with the character from a setting point of view (other than the Warden Sword, which I agree shouldn't be allowed for a non-warden. If you want something similar, make a normal sword (Weapon: 2) with the Fantasic counterspell effect. That should be fine as you can make that effect anyway).
Title: Re: Character Creation Help
Post by: Crion on June 03, 2010, 02:08:33 PM
Because thaumaturgy is for wizards and sorcerers.  And both of them need to spend 3 or more refresh elsewhere.  Focused practitioners aren't "magical" enough to take thaumaturgy, they have to take ritual.  At least, that's how I've been reading it.  And the reason being anyone who just had to spend 3 refresh on evocation or thaumaturgy and could spend 4 refresh on refinement would be unbalanced. 

Actually, from my own readings, it does seem a possibility to have Thaumaturgy without being a "full" Wizard. It's much the idea of focusing on the same aspect over and over again and building up on it.

If you look at it mechanically, it is possible for someone to have Thaumaturgy and Channeling (or Ritual and Evocation), as they are slowly moving up that line. What if you hadn't had the proper training in Channeling/Evocation until recently, but had a slew of self-teaching in Rituals/Thaumaturgy? I think it is rather fitting.
Also note that some characters, such as Molly, start off with just these minor talents and "build up" from there.

I do feel as though the character is a bit unbalanced due to the power involved (even with limited uses on these items, and that the power is in the items and not in the character), and I do agree that the Warden Sword is out. Personally, it seems the character is more of a list of items than an actual character, but again, that is just my opinion.

I don't think there is much else that needs to be said beyond that.
Title: Re: Character Creation Help
Post by: CMEast on June 03, 2010, 02:13:16 PM
As long as you're not in the game with him, it doesn't matter really. Perhaps his gaming group like ridiculously 'epic' battles and the other players will have equally unbalanced characters, in which case it'll be fine.

If I were his GM I'd look at the other characters, then at the city and the kind of conflicts they'll be facing. If he's too powerful and it'll make it unfun to play for everyone else then I'd ask him to tone it down a bit. If he didn't... well, I'd let him play and then in the first encounter someone would somehow steal half of his items.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 03:38:18 PM
Looking at this character I have to say it's ridiculously unbalanced.  There's a reason Sorcerers aren't allowed to take refinement more than twice.  The only characters that should be able to be this good at any aspect of magic are full wizards, and their requirements are there for a reason.  It's the same reason evocation and skills have the stacking rule.  You're not allowed to be that specialized; it unbalances the game.

Of course, it's ultimately up to you and your GM, but I'd put the same limit on your custom build as a sorcerer.

Um, dude. There are rules for what happens with Sponsored Magic if you only have one of Evocation and Thaumaturgy, and the Templates are suggestions, not straight-jackets.

Also, while powerful, he's really no more dangerous than a 6 shift Evocation specialist (a very buildable character as a full Wizard at this level). What makes you think he's unbalanced? Especially since you can take his toys away and leave him well-nigh helpless.
Title: Re: Character Creation Help
Post by: ballplayer72 on June 03, 2010, 03:52:35 PM
Looking at this character I have to say it's ridiculously unbalanced.  There's a reason Sorcerers aren't allowed to take refinement more than twice.  The only characters that should be able to be this good at any aspect of magic are full wizards, and their requirements are there for a reason.  It's the same reason evocation and skills have the stacking rule.  You're not allowed to be that specialized; it unbalances the game.

Of course, it's ultimately up to you and your GM, but I'd put the same limit on your custom build as a sorcerer.

He's only unbalanced if your GM is uncreative.    Throw harder monsters, and steal or break some of his toys.
And drop the warden sword (since he's not a wizard ;) )

Bingo functional character
Title: Re: Character Creation Help
Post by: John Galt on June 03, 2010, 03:58:47 PM
Um, dude. There are rules for what happens with Sponsored Magic if you only have one of Evocation and Thaumaturgy, and the Templates are suggestions, not straight-jackets.

Also, while powerful, he's really no more dangerous than a 6 shift Evocation specialist (a very buildable character as a full Wizard at this level). What makes you think he's unbalanced? Especially since you can take his toys away and leave him well-nigh helpless.

Yeah, and sponsored magic users have to deal with the fact that they're... sponsored magic users.  They can specialize a lot more but get ready for a disgusting number of compels and debts to be paid.

To the rest- sure, he's not overpowered as long as he has a creative GM, but that's the case with any build.  I wasn't saying he can't do it, I said he should talk to his GM because the GM is going to have to be willing to bend the rules for every other player too, IMO.  Or at least be unreasonably insistent that his character is constantly getting kidnapped and stripped of all his toys. 
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 04:04:02 PM
Yeah, and sponsored magic users have to deal with the fact that they're... sponsored magic users.  They can specialize a lot more but get ready for a disgusting number of compels and debts to be paid.

Um, I was actually just referring to the fact that the existence of such rules clearly demonstrates that you are allowed to have only one of Evocation or Thaumaturgy.
Title: Re: Character Creation Help
Post by: Tbora on June 03, 2010, 04:59:31 PM
I changed the name of the wardens sword to Leo's Sword, and just for the record, me giving him that is not just to hand him another weapon but actually as a part of his backstory when I get around to it.The sword was a gift from Daily his mentor, which belonged to Daily's last apprentice who was a Warden who died in battle at Archangel.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 05:02:36 PM
Looking at the character: You left off the 4 Potion Slots your character should possess.
Title: Re: Character Creation Help
Post by: Tsunami on June 03, 2010, 05:17:38 PM
I changed the name of the wardens sword to Leo's Sword, and just for the record, me giving him that is not just to hand him another weapon but actually as a part of his backstory when I get around to it.The sword was a gift from Daily his mentor, which belonged to Daily's last apprentice who was a Warden who died in battle at Archangel.
The main point is, that the warden swords are kind of a handwave, rules-wise. I wouldn't hand them out lightly or without a Warden background.
Also, he wouldn't be able to adopt a sword from another warden, the swords are specifically tailored to the person they are meant for. No sharing Warden Swords.
Also, A white court wizard handing a Wardens sword to a non-Wizard... kind off lacking credibility for me.

But thats just me... Stat Wise the Char is totally legit.
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 05:21:23 PM
The main point is, that the warden swords are kind of a handwave, rules-wise. I wouldn't hand them out lightly or without a Warden background.
Also, he wouldn't be able to adopt a sword from another warden, the swords are specifically tailored to the person they are meant for. No sharing Warden Swords.

Actually, the sword I built is entirely within his own capabilities to create. You can assume he re-wrote the enchantments to fit himself when he was given the sword, if you like.
Title: Re: Character Creation Help
Post by: feliscon on June 03, 2010, 06:12:30 PM
Actually, the sword I built is entirely within his own capabilities to create. You can assume he re-wrote the enchantments to fit himself when he was given the sword, if you like.

No it's not, unless it's a 6/session item in total. Normal enchanted items can only have one effect, not choose between two. That's a specific bending of the rules for Warden Swords. (and as others have said, Warden swords cannot be weilded properly by anyone except who they were made for)
Title: Re: Character Creation Help
Post by: Deadmanwalking on June 03, 2010, 06:15:44 PM
No it's not, unless it's a 6/session item in total. Normal enchanted items can only have one effect, not choose between two. That's a specific bending of the rules for Warden Swords. (and as others have said, Warden swords cannot be weilded properly by anyone except who they were made for)

The version I built is actually two 'items' in one, a Weapon 6 effect 3 times per session, and a 6 shift Counterspell 3 times per session. Each is a single Item Slot for this character.

So, yeah it is a 6 times per session item, total. And clearly rebuilt from the ground up, Enchantment-wise.
Title: Re: Character Creation Help
Post by: feliscon on June 03, 2010, 06:27:13 PM
The version I built is actually two 'items' in one, a Weapon 6 effect 3 times per session, and a 6 shift Counterspell 3 times per session. Each is a single Item Slot for this character.

So, yeah it is a 6 times per session item, total. And clearly rebuilt from the ground up, Enchantment-wise.

Then yes, that's fine  ;D Sorry, I think there was just some confusion with the way it was written.