The Dresden Files > DFRPG Resource Collection
Item Of Power Master List
Hick Jr:
I really need to stop using limitation like it's a thing i'm good at. I was not at all aware it's meant to replace that. Stealing a stone requires a really simple ritual involving a circle, some candles, and possibly some blood. It just cuts the Stone's user off from it, Mechanically represented as a "duel of wills" similar to Harry and Duke Ortega- a couple of opposed Discipline or Conviction rolls. Because the stone basically becomes an extension of your will, you can will it to someone in order to lend it to them. Conviction is the skill used to bypass wards and circles. The Stone is meant to be used as a control focus. Hrm. Perhaps it could act as a +4 Control Bonus to the element of one's choice, with all the similar caveats? It drops the Refinements to 2 and makes it more playable as an apprentice wizard.
What is the issue with IoPs granting focus slots, sensei?
*lotus position*
Here's the edited version.
BLINKER STONE [-5]
Description: Blinker Stones are essentially "blank slate" focus items, meant for use by apprentices or wizards who have problems with Evocation.
Must: You must have an aspect relating to your posession of a Stone, or an aspect related to your difficulty with combat magic.
Skills Affected:Discipline, Conviction
Powers:
It Is What It Is: A gemstone of any type, color, or cut, that can easily fit in a palm.
Crystalline Focus [-2] Power resonates through the stone. It turns a flamethrower into a laser, a lightning bolt into an arc welder. Gain a +4 bonus to the control roll of one element, chosen upon receiving the stone. This does not stack with Specializations-those are meant to replace a blinker stone.
Astral Sight [-2] You may peer into the Nevernever and see spiritual beings while projecting your consciousness through the Stone. Treat as The Sight and Ghost Speaker.
Always At Hand [-2] You can return the blinker stone to your hand from any distance, no matter where it is. A sufficiently powerful Circle or Ward turns this into an attempt to generate shifts equal to the Ward strength, using Conviction as the key skill.
Item Limitation [+2] Spells of the element affected by the blinker stone can only be cast while the stone is in your posession. the Stone can be lent with a simple effort of will. It can be stolen in a Conviction vs. Conviction duel of wills with the attempted thief (Represented as an extended contest.).
Locnil:
The problem is that focus items come with a drawback - they can be lost or stolen. Ditto for IoPs. So by combining the two, you're essentially mitigating some of the downsides.
Btw, it should be noted that I personally do not have a problem with it. It's just that I have observed quite a few who do.
Also, Crystalline Focus - Maybe if it only boosted the control roll, but does not add to accuracy of an attack. Right now, it's very... weird. And probably overpowered, given how it grants a flat linear bonus (Which the system discourages and is rather boring, to boot), and ignores the pyramid for specializations, and stack with foci and specializations. Also, all the fluff issues I mentioned earlier still apply, thought I'm not sure how much you care about that.
Hick Jr:
Eh. The fluff is flexible. And i can see some of the problems, now. Changing it to a flat control roll bonus.
Oh, and on a secondary note, thinking about Gunnerkrigg Court in the context of the DFRPG is interesting. Reynardine is easily stattable, Ysengrin is weird, and Coyote is a heavyweight.
(Jones is not a robot.)
Sanctaphrax:
Statting Gunnerkrigg Court characters actually seems kinda hard to me, since Tom tends to leave a lot of stuff vague.
Given the free-form nature of Limitation, I think you could fold Always At Hand and Item Limitation into a single Item Limitation.
Something like "The attached Powers are lost if the character is unable to call the stone to their hand, which generally only occurs if they willingly give the stone up or if it is stolen by a character who defeats them in a contest of will. (The stone must first be stolen in a mundane sense for such a contest to occur). Taking the Powers of the stone on is as easy as picking the stone up after the original owner has lost control of it."
That's a pretty small limitation, but it could definitely be worth +1 in some games.
Does Crystalline Focus stack with normal foci?
PS: I'm not totally sure if Ghost Speaker and The Sight involve peering into the Nevernever or not. I think they might, but I figured I ought to mention my uncertainty.
Sanctaphrax:
Also, before I forget:
--- Quote from: Theonlyspiral on January 09, 2013, 05:50:29 PM ---I completely forgot about the price discount on Soul Fire. I just associate it with the reduced cost, being that it seems like that's how it's used in play most often. I've made those changes that you suggest, as well as updated the Skills that are affected by the staff.
I'd also like the Seid Stones to do something different but I'm not sure what they could do at -1 that's both fluffy and any better than a level of Refinement for a Wizard who no longer has a Warden Sword.
THE VOID STAFF [-3]
Description: An irregularly shaped staff, set with runed stones, banded with Orichalcum and capped with a ruby lens. Created by Ex-Warden Allister Leclair, the staff is an amalgamation of artifacts and magical fragments he has gathered over the past several years.
Musts: You must have an aspect related to your use of this item. You must also have Evocation and Thaumaturgy.
Skills Affected: Conviction, Discipline, Endurance, Lore
Effects:
[-0]It Is What It Is:A wooden staff. It serves as a Weapon: 1 in combat.
[-0]Purpose: The Void Staff was created to destroy power magical beings (Outsiders, Denarians, powerful Fae ect.) made manifest in the mortal world.
[-0]Unbreakable: The Void Staff is unbreakable except by the use of a ritual designed to bind it in the service of powerful supernatural beings.
[+2]One Time Discount: It's a 6 and a half foot long staff. Good luck hiding that.
[-4]Supernatural Toughness: Carved from the wood of the Tree of Life, the staff provide the wielder vitality far beyond that of normal mortals.
[+3]The Catch: Running Water. With so multiple magical fields at work, the Staff is very susceptible to grounding out.
[-1]The Seid Stones: Nine stones each containing the essence of one of the spells Odin learned during his Vigil on Yggdrasil. This grants the wielder an additional level of refinement, usable in any way he sees fit.
[-3]Banefire: This acts as the Sponsored magic Soulfire as found in YS.
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