From previous experience, I'd say Tbora's pretty good on the Aspect front, it's more the mechanical part that's troublesome.
Oops, sorry Tbora! I don't mean to be condescending.
From previous experience, I'd say Tbora's pretty good on the Aspect front, it's more the mechanical part that's troublesome.
In terms of mechanics, well, it really depends on how focused you want this guy to be on Summoning, and whether you want him to be able to summon stuff to kill human beings (necessitating Lawbreaker and meaning the Wardens are on his ass or will be shortly).
--18 Refresh--
[-3] Thaumaturgy
[-3] Sponsored Magic Faustian Bargain & Hell-fire channelling
[-2] Lawbreaker (First Law) (+2 to casting roll for casting spells that will result in breaking the First Law)
[-5] Refinements (specialisation bonuses)
+1 Ward Control (Bonus for Thaumaturgy)
+2 Ward Complexity
+3 Summoning Control
+4 Summoning Complexity
[-4] Item of Power - Demonic Chain.
Demonic Chain
This item, granted due to a demonic bargain with a Lord of Hell, allows the wielder to summon demonic forces to his aid. It's a long, heavy chain that can be wielded like a whip or flail, covered in vicious barbs and engraved with demonic runes that hunger to taste blood. The weapons true strength, is in it's ability to create binds and wards. At a command, it can bind an opponent, causing him to writhe in pain as if he were wrapped in barbed wire. A second command can cause it to form a perfect, solid circle around the wielder; spinning and floating in mid-air as a barrier forms, or wrapping around the wielder as armour.
Weapon: 3, counts as Unholy, unbreakable
[+2] One-time discount
[-1] Blood Thirsty: When swung in keeping with it's purpose, it grants a +1 to wielders weapon skill.
[-1] The PC can summon the Demonic Chain to his hand with a thought
[-4] Refinements (additional focus item slots, on top of ) which are spent as:
[6 Focus Slots] Focus Item: +6 to Complexity (Summoning), +2 to Control (Summoning)
[2 Enchanted Item Slots] Enchanted Item: Fantastic (+6) Defensive Block 3 times a session.
[2 Enchanted Item Slots] Enchanted Item: Superb (+5) Offensive Block, lasting for 3 exchanges, once a session. Uses Discipline to target, opposed by Endurance.
Total refresh is -17
--60 Skill Points--
Fantastic (+6): Conviction, Lore
Superb (+5): Discipline, Athletics, Endurance
Great (+4): Alertness, Deceit, Weapons
Good (+3): Presence, Rapport, Resources
Fair (+2): Contacts, Driving, Scholarship, Stealth
Average (+1): Burglary, Guns, investigation, Survival
High Concept: Fear Demon
Other Aspects: Nightmare Incarnate,
Skills
Alertness: Good (+3)
Athletics: Good (+3)
Conviction: Superb (+4)
Deceit: Great (+4)
Endurance: Good (+3)
Fists: Great (+4)
Intimidation: Superb (+5)
Might: Good (+3)
Most other skills default to Average or Fair.
Stunts
Smell Fear (Investigation): +2 to Investigation rolls to home in on or locate a source of fear.
Worst Nightmare: +2 to intimidation
Powers:
[2] Glamours
[-1] Emotional Vampire(Fear)
[-2] Ranged Incite Emotion
[-4] Psychic Shapeshifting - always looks like the viewers worst nightmare, skills don't change.
[-8] Physical Immunity - Can't be hurt by anyone scared of him.
[+5] The Catch (Stacked) is anyone not scared of him.
[1] Claws (in any form it takes)
[1] Spider Walk
[-1] Wings (not always visible, depending on the viewers nightmare)
[4] Supernatural Strength
[4] Supernatural Toughness
[4] Supernatural Recovery
[+3] Catch is holy items and expressions of genuine faith.
Total refresh is -25
High Concept: Demonic Squid Pig
Other aspects: Bestial Rage, Blind, Heartbeat Hunter
Alertness: Average (+1)
Athletics: Average (+1)
Conviction: Great (+4)
Endurance: Superb (+5)
Fists: Superb (+4)
Might: Superb (+5)
Other other physical skills default to Good, the rest to Fair.
Stunts
Sensitive hearing (Alertness): +4 to Alertness when listening for heartbeats if there's no other loud, distracting noises around.
Tentacled Monstrosity (Might): +2 when using Might to grapple.
Powers
[-1] Aquatic
[-1] Supernatural Sense
[-6] Mythic Strength
[-6] Mythic Toughness
[-6] Mythic Recovery
[+4] Catch is holy items, expressions of genuine faith, if subjected to extremely loud noises.
Total Refresh Cost: 16
High Concept: Demonic Scout
Other aspects: One head two bodies, not a fighter
Alertness: Superb (+5)
Athletics: Great (+4)
Burglary: Fair (+2)
Conviction: Good (+3)
Stealth: Good (+3)
Survival: Fair (+2)
Other other skills default to Average.
Stunts:
[-1] Fear-fueled strength: When either body is in danger, it gets +4 to conviction as long as it doesn't attack.
Powers
[-1] Claws
[-1] Diminutive Size
[-1] Spider Walk
[-1] Cloak of Shadows
[-1] Psychometry
[-3] Broad Supernatural Senses
[-2] Greater Glamours (depicting holograms)
[-2] Inhuman Speed
Total Refresh Cost: -12
Note: While the 'head' (a vile rat-like thing with huge, bulbous eyes and vicious fangs) goes off to scout, the 'body' (imagine a TV made of flesh, covered in tiny mouths with one large mouth for a screen, inside of which is a pool of swirling ectoplasm) shows you everything the head sees, using glamours to provide a picture and the mouths for sound.
Hah, beaten to it by Ophidimancer :) Well if we all try I'm sure we'll find a reasonable version.
Now, when it comes to the summoning at the speed of Evocation, I can see that being done with something as simple as the True Name of the beast. Things like the ritual circle and whatnot can be done in your head, as Harry noted on a few cases,(Changes Spoiler), or as being part of your character's Bargain. Those kind of flavor things help to make sense of it. Just my thoughts on the matter.(click to show/hide)
Only beat you by 8 seconds! :)
We also offered different kinds of advice, so I'm sure it's all good.
I am not sure what you mean, could C+P with the changes you recommend?
Huh? Now I'm the one who's not sure what you mean. You don't add Complexity and Power together. When you do fast Thaumaturgy using Sponsored Magic, you use Complexity to determine how much Power you need to summon up.
I would suggest switching some of those Complexity and Control Refinements to make the numbers more even. You could easily tweak those numbers to get the equivalent of Conviction 13 and Discipline 13 instead of 16 and 10.
Perhaps I misunderstood the rules for thaumaturgic rituals. I thought that the complexity only decided how powerful a ritual could be without additional preparation? From what I read, you're limited to your standard conviction for funnelling power into a ritual but, because it can be done over a number of exchanges, that doesn't usually matter. Which is why the discipline is at 10, so that even with a bad roll he could easily control the power and so that he can take advantage of sacrificing and sponsored magic to raise more power quickly.
So what do I change to CMEast's thing?
Incidentally, an Extreme Consequence is stated to be insufficient to properly bind a summoned entity. YS 273 states that there are two methods to bind an entity to your will--a ritual with complexity sufficient to achieve a fully taken out result, and a cruder alternative to bludgeon it into submission with its True Name and a contest of wills. The former is stated to be more reliable, and it's not much harder than forcing an extreme consequence, but it does require 3-5 more shifts at least.
A good ritualist is precisely what I want.
I don't really understand what you mean by switch summoning for diabolism, could you copy and paste East's build and change it for me, as I honestly dont understand what you mean.
--18 Refresh--
[-3] Thaumaturgy
[-3] Sponsored Magic Faustian Bargain & Hell-fire channelling
[-2] Lawbreaker (First Law) (+2 to casting roll for casting spells that will result in breaking the First Law)
[-5] Refinements (specialisation bonuses)
+1 Ward Control (Bonus for Thaumaturgy)
+2 Ward Complexity
+3 Diabolism Control
+4 Diabolism Complexity
[-4] Item of Power - Demonic Chain.
Demonic Chain
This item, granted due to a demonic bargain with a Lord of Hell, allows the wielder to summon demonic forces to his aid. It's a long, heavy chain that can be wielded like a whip or flail, covered in vicious barbs and engraved with demonic runes that hunger to taste blood. The weapons true strength, is in it's ability to create binds and wards. At a command, it can bind an opponent, causing him to writhe in pain as if he were wrapped in barbed wire. A second command can cause it to form a perfect, solid circle around the wielder; spinning and floating in mid-air as a barrier forms, or wrapping around the wielder as armour.
Weapon: 3, counts as Unholy, unbreakable
[+2] One-time discount
[-1] Blood Thirsty: When swung in keeping with it's purpose, it grants a +1 to wielders weapon skill.
[-1] The PC can summon the Demonic Chain to his hand with a thought
[-4] Refinements (additional focus item slots, on top of ) which are spent as:
[6 Focus Slots] Focus Item: +6 to Complexity (Diabolism), +2 to Control (Diabolism)