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« 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?