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Messages - theevillime

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DFRPG / Re: Magically Burned-Out Character
« on: May 13, 2014, 01:18:56 PM »
That... could be quite close to what I'm looking for.

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DFRPG / Re: Magically Burned-Out Character
« on: May 13, 2014, 01:08:15 PM »
The others aren't playing Wizards, they're playing focused practitioners: An Earth evoker and an item making ritualist respectively. We've just had a few milestones since then and the wizard template is affordable now. I would also have enough Lore (since one doesn't forget that) to threaten the ritualist for his thing with Thaumaturgy.

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DFRPG / Magically Burned-Out Character
« on: May 13, 2014, 11:18:57 AM »
Hey,

I've got a concept for my groups DF game and I was hoping you could help me figure out the best (and fairest) way of statting it: A burned-out wizard, one who's broken a number of oaths on his power and thereby had it reduced. Further, his self-belief is reduced to the point of his having a very low conviction.

Now, while I intend to carry a low conviction and a variety of compelable aspects (akin to "I don't do magic anymore"), the setting material does suggest that it's not so much that the power is gone, just that your capacity to use it is greatly reduced. So, I'm trying to figure out how to represent this. I want to occasionally be able to toss out a spell, to surprise the group, but I don't want to dominate our focused practitioner PCs (I'm adding this character to an established group, following the death of my previous one) so I'm thinking of taking ritual and channeling, in areas that don't cross over theirs.

However, the character would still be a White Council Wizard: The sight, soul gaze, constitution and social status (if he ever lets the council know he's alive) are all there. I'm wondering if these bonuses are essentially wrapped up in the Musts for the Wizard high-concept and if I'm sort-of having my cake and eating it by opting out of taking Evocation & Thaumaturgy. In theory, those could be kept in check by RP and compels, but if we're cornered then I would be sorely tempted to use that to save our asses... and that kind of power differential would start to push me towards protagonist in what's intended to be an ensemble piece.

Thoughts, advice, etc?   

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DFRPG / Re: Thaumaturgy Limitations and Difficulty
« on: May 31, 2010, 09:06:06 AM »
That seems fine. I'm just used to Awakening, so I figured that there'd be a link from a photo to the person. Under that system, you can even use a description of them.

I can imagine a thaumaturgy ritual based on  a photo, or even a description - it's automating the mundane action of walking the streets looking for the person. The thing is, you could get fooled by someone who looks similar enough.

edit: For everyone else's benefit: I play the only wizard in this campaign

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DFRPG / Re: Las Vegas
« on: May 17, 2010, 04:27:12 PM »
Of course, there's always the fact that the laws of magic don't in any way prohibit using it to cheat at games of chance. You'd have to be a low powered practitioner to do it without blowing out all the shiny electronics in the casino though. I'd also imagine the casino bosses in the know would be employing such practitioners to root out anyone trying to do so. There might be some sort of local consultancy group similar to Monoc Securities but operating on a smaller scale and specialising in casinos. Given that this is something the white court couldn't easily do for themselves, it could be an interesting deal with the devil scenario for the minor practitioners left in the city.

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