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Hick Jr:
Okay. I'll clarify it.
Hmm. I am having trouble with clarity here. I'll make the change.
Do you have any suggestions for how to broaden it?
I was under the impression that was how enthrallment was represented. That or a High Concept change. So half of Conquest needs to go back to the drawing board. Ideas?
Edit- So after rereading the relevant literature, Conquest's stuff should probably involve diabolism somewhere along the line. A lot of the interpretations say that he's the Antichrist, which speaks of serious demonic mojo.
Sanctaphrax:
Conquest rituals could probably create minions without damaging the magic's thematic consistency. If you don't like that, maybe some kind of metaphysical dominion over the world effect would be neat.
Enthralment can be represented in a bunch of different ways. Take-out narration would be my preferred method.
Maybe Conquest could give a benefit to Contacts, leadership, or social interaction.
Hick Jr:
Following up on the Diabolism angle. Excellent. Possibly just granting the Reality Warper custom power.
Hm. Possibly being able to use Lore in place of Presence for the Charisma and Command trappings of that, or being able to Declare the presence of minions with Contacts?
Hick Jr:
The revised Conquest. I like the idea of giving it Reality Warper as an Extra Benefit, but that's insanely powerful. I'm enamoured with the idea of a "faith vampire" who gains power from the worship of his thralls. Possibly some kind of Incite Emotion/Effect (Worship), with the thralls being able to take mental stress to give you more power. Or a Feeding Dependency. But for now, it's a simple skill switch.
CONQUEST [-4]
Description: You are heir to the power of domination and command, mastery and baleful pride. You are Conquest, or one of it’s Emissaries. Because they are rulers of minds and men, Emissaries of Conquest tend to be psychomancers.
Sponsor: The part of your mind that still respects territory, and demands mastery over other, weaker men, and the destruction of the stronger. Conquest lives in the part of your brain that tells you to dominate.
Agenda: To dominate, in every sense of that word. The creation of thralls, rough or otherwise. To strike down established power and government and put yourself at the top.
Evocation:To the utter surprise of most, Conquest evocations most closely resemble wood or spirit (light) evocations. Wise men speculate that this is because the Horsemen are forces of nature, and what better representation of man’s desire to rule than wood? Or light? The creeping vine chokes the tree to grow closer to the sun. Arrogant light drives away the darkness.
Thaumaturgy: Conquest evocations resemble psychomancy in essentially every way. Which, considering it’s a type of proto-psychomancy, is reasonable. You also gain power over demons, and are able to command the hellspawn as easily as you are able to command men.
Evothaum: You may use psychomancy and diabolism with Evocation’s speed and methods.
Extra Benefit: You can use Lore in place of Presence for the Charisma and Command trappings of that skill.
Sanctaphrax:
Much better.
Might even be possible to cut the cost down to 4. I mean, two stunts is more than you normally get as an Extra Benefit, but...that particular pair of trapping switches is unlikely to break anything.
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