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DFRPG / Re: Neutral Grounds other than Bars?
« on: April 25, 2012, 05:12:12 PM »
I use a grove just off the cemetery for one game and an outdoors exhibit for a museum for another.
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There a channeling / rituals version worked out at one point...
You could give him Seelie Magic and just compel him to only use it for healing. Like the Blind Spots box (YS179) suggests for mortal spellslingers. That way you don't really have to think of every limit up front, and every time something comes up, the player is granted a fate point. Sounds like a win-win to me.I suppose. He is just a NPC and I know I (as the GM) wouldn't do anything with him other than heal, but I was rather hoping I could use him as a "sit-in character" so that visiting friends, significant others or younger siblings and the like could be included if necessary. And that would necessitate fairly strict guidelines of what he would or would not be able to do.
-4 Sponsored Magic
"Insert title here!"
"X" allows the caster to use biomancy at the speed of evocation. "X" being a master of healing grants +1 to complexity of all spells involving healing (maybe even biomancy). I'd go +2 if it was only healing.
Add some fluff.
Add in a clause about only healing worthy people or some such.
He can take sponsor debt.
Doesn't Seelie Magic include a lot about healing?
You could give him a version that allows biomancy at the speed of evocation. Just up the cost or make it "sponsored magic" by some healing fae or place of power.
Some compels will be hard, others will be soft. That's the game. If all compels were hard, nobody would ever self-compel.I very much disagree. There are people out there who love the kind of drama a hard compel brings them.
There is a side bar in the book where they asks what happens if someone creates had a mental Armour stunt and reply that self-inflicted stress always bypasses Armour.
You'd basically have to visit every scene where you cast a spell twice. Can be fun, can be excruciating.