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Topics - Belial666

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31
DFRPG / Dealing consequences for rituals.
« on: December 02, 2010, 10:16:26 PM »
A few questions on the matter;

1) Does the way you deal the consequences matter for ritual magic? You could cut someone up and get their blood, organs or life. You could do depraved sex acts. You could torture or cause fear. We know these work. But what about shooting someone to fuel your magic? Would it work? What about a black vampire sorceror? Would crushing somebody's mind via domination fuel your magic? Could you use evocation to kill them if you were a warlock?

2) Does the occasion you deal the consequences matter in a ritual? I.e. having someone sacrificed on an altar or magic circle works. What about killing random people in the street serial-killer style? What about actual combat?

32
DFRPG / Playing an immortal?
« on: December 01, 2010, 12:43:43 PM »
As archetypes for specific roles go, how would a nigh-invulnerable character play in the game? Someone that their only ability was that they were really hard to kill but other than that they we more or less no more competent than a human? Someone like the following;

Quote
High Concept: The Immortal
Trouble: The Meaning of Life
Other Aspects: I Broke A Nail!, Socializing Is Irrelevant, I'll Be Back

SKILLS:

+5 Endurance, Guns
+4 Athletics, Weapons
+3 Discipline, Conviction
+2 Might, Intimidate, Fists
+1 Survival, Alertness, Driving

POWERS:

[-4] Mythic Toughness - catch is faith powers
[-4] Physical Immunity - catch is that all attacks harm you, but they deal only half stress.
[-1] Living Dead

33
DFRPG / What consequences are.
« on: November 30, 2010, 05:54:44 PM »
PCs and important NPCs have plot armor.  And consequences are that plot armor.

When a PC chooses to take a consequence instead of being taken out, what narratively happens is the assurance that the attack, instead of having a random result that might include death (a well-aimed bullet can go through 4 stress boxes for example), will have the specific result of a nonlethal consequence.

Exactly like Fate Points, consequences represent the amount of narrative power the character has; they are forcing a random chance that might have resulted in death into a narratively interesting outcome. PCs are heroes and, beyond having a higher level of skill and power than common men, heroes also are tied to the plot and protected from the Law of Averages because we simply do not want them to be average; they are heroes.  Hence their not being killed and taking consequences instead.

It is not that consequences would reflect something impossible; people have survived from bullets, explosions, grenades, plane crashes and other horrible dangers due to sheer dumb luck. Those results are unlikely - but possible. Consequences are one of the three measures of luck the hores have whith which to influence and direct that outcome.

34
DFRPG / Defensive item examples
« on: November 25, 2010, 07:38:42 PM »
Crystal of Defensive Precognition
Divination 3 shifts, applies "glimpse of foresight" fragile aspect that may be tagged to increase/reroll your defense.
As an enemy attack is about to land on you, this item activates and your perception of time alters, giving you a brief glimpse into the future. You see how the enemy attack will be carried out and what you might do to evade it.

Anklets of Translocation
Transportation 4 shifts, moves you into a zone up to 4 zones away from you that is the farthest from your attacker. (similar to potion of escape)
As the enemy attacks, this item activates and teleports you the furthest possible away from the attacker, fouling their attack. Teleportation spells are hard to control however; if this item activates, you will get in the furthest possible zone with no regards to other dangers. You might be teleported off the edge of a bridge or away from a ghoul and next to its black court master.  Thus, this item is usually used as a last resort to escape fatal danger; if you're about to die, any danger might be acceptable.

Daira's Instant Circle
Water Defense 3 shifts, applies "active circle" fragile aspect on you.
To prepare this item, you draw a pint of your blood and place it into the enchanted bottle. When this item activates in case of magical attack, the water magic of the enchanted bottle expels your blood from the bottle and guides it to fall into the precise shape of a circle around you, blocking the magical attack as circles do. Unlike most enchanted items, in order to recharge this you need to refill it with your blood manually - this is the act of will on your part for the circle to work - and this might or might not require a consequence (GM-dependent). Blood stored in this way is good for a few hours at most - nonmagical anticoagulants can do only so much.

Ring of Invisibility
Veil 8 shifts
The ring makes you invisible, preventing enemies from aiming at you. Area attacks work normally, provided the enemy hits the right zone.

35
DFRPG / Unusual character...
« on: November 22, 2010, 02:46:21 PM »
How would you price the powers for someone that can use both Soulfire and Hellfire?

36
DFRPG / Tom Marvolo Riddle
« on: November 21, 2010, 03:12:57 PM »
Here is my build for Voldemort. This build is capable of everything we have seen him do and, once one realizes how those abilities could work together, why Voldemort could be so terrifying is evident. The reason Voldemort lost the war was not because he was not strong enough but because he was flawed; while he is terrifying and can read minds, he is sorely lacking in social skills, especially the ability to understand emotions and motivations of others. And also, he is a negative refresh character - he has no FATE to resist the compels on his trouble and aspects or get luck on his side for a change.

Flaws aside, he is an extremely powerful individual. While he is not as strong as Senior-Council wizards in magic, he is not that far behind and he has very powerful supernatural combat abilities that do not tire him plus an unparalleled mobility. In straight combat, especially if he uses good tactics, he is frightening.


Quote
High Concept: Dark Lord Ascendant
Trouble: Blinding Megalomania
Other Aspects: I Will Live Forever, Reign of Terror, Mutilated Soul, Laws Are Nothing To Me, Obsessed with Fate


SKILLS:

+7 Conviction
+6 Discipline, Lore, Intimidate
+5 Deceit, Endurance, Contacts
+4 Scholarship, Presence, Awareness
+3 Athletics, Craftmanship, Stealth
+2 Burglary, Resources, Ride
+1 Might, Fists, Weapons, Survival

POWERS:

[+1] Wand - a wand allows controlled use of wand magic. Voldemort's wand also acts as a +2 power/control offensive focus for spirit. Without a wand, most wizards cannot control their magic except reflexively in extreme situations.
[-7] Wand Magic - Voldemort can do maneuvers, blocks and weapon 4 attacks at his conviction +2 for transfiguration, enchantment, curses and illusion. Requires a Wand (see above).
[-1] Magical Defense Training - Voldemort rolls his Wand Magic instead of normal skills as a defense against ranged attacks.
[-3] Thaumaturgy +5 necromancy and transmutation/disruption power, +4 psychomancy and warding power, +3 necromancy and transmutation/disruption control, +2 psychomancy and warding control, +1 conjuration power and control
[-2] Greater Wand Magic - Voldemort can use Thaumaturgy as evocation for the Spirit, Earth and Water Elements, usually when using a wand (FP requirement to use without). He uses his thaumaturgy specializations as element specializations. Unlike lesser wand magic, this does need mental stress, as normal. This is a form of sponsored magic, with standard sponsored magic benefits. (price modified for already having thaumaturgy and wand magic)
[-4] Disapparation - Voldemort has Worldwalker and Swift Transition, for same-plane transitions only. National borders and certain wards are a barrier to this ability.
[-3] Greater Flight - Voldemort can fly with as much control as a man has in a fast walk. He flies fast enough to outpace almost any land vehicle and the slower airships.
[-1] Mindsight - Voldemort can see into another's mind and listen to their thoughts and memories. Interpretation requires a Lore roll opposed by the victim's discipline. Success allows the user to tell when he's being lied to, get specific information or use it as a social advantage.
[-3] Physical Immunity: Anchored Soul - Voldemort has anchored his (mutilated) soul with permanent bonds unto the world. Whatever happens to the body, the soul endures and eventually finds a way out of it. Voldemort can be harmed normally - but is immune to any further extreme consequences, including Death. No take-out result is ever permanent. Unfortunately, this ability has a drawback; Voldemort already has the Extreme Consequence "mutilated soul".
[-15] Refinement 15x
[-1] Death Magic - +2 stress to magical attacks intended to kill
[-6] Lawbreaker - 1st/3rd/5th all 2x
Adjusted Refresh: -7

37
DFRPG / Limits on magic.
« on: November 21, 2010, 03:51:28 AM »
Mechanically speaking, how would you do the following considering that a single wizard or a couple of wizards cooperating did them?


1) A ward that stopped an entire army? Considerations include;
a; It must be big enough to affect an entire army ir at least block the battle lines.
b; It must be strong enough to stop outsiders and elder vampires of considerable power.
c; It must last long enough for another army to retreat.


2) Pulling a house-sized object from mid-orbit? Considerations include;
a; It is tens of thousands of miles away
b; It is the size of a house
c; Its trajectory was aimed with a few meters' accuracy
d; The wizard that did it may or may not have named it.

3) Making a volcano erupt?  Considerations include;
a; volcanic eruptions are freaking big. As in, thousands of megatons
b; a volcano is the size of a city and targeting it might or might not require enough zones to cover it
c; you need to be far enough to survive or leave right afterwards somehow

4) Causing a major earthquake?  Considerations include;
a; earthquakes are as energy-intensive as volcanoes, just pread over larger areas.
b; said large areas are the size of small countries
c; sympathetic links???

38
DFRPG / The Blackstaff
« on: November 20, 2010, 02:06:45 AM »
Here's how I'd make the Blackstaff;


[-3] The Blackstaff
       It is what it is: a weapon 2 staff
       Indestructible
       Hidden Agenda: see below
       One-time discount: worked into the cost
       Sponsored Magic: Dark Pact
       The blackstaff is the physical manifestation of some nameless dark entity that gives more power to wizards
       in exchange for using their power for destructive, lawbreaking spells. For some reason, the entity wants this
       violation of the laws to continue to happen...
       Standard sponsored magic benefits. Lawbreaking thaumaturgy at the speed of evocation.
       The caster gets a +2 Lawbreaker bonus on all lawbreaking spells cast while using the staff; since he effectively
       already has the maximum lawbreaker for spells he is trying to cast, he gets no lawbreakers. Unfortunately, his
       personality (aspects) are still affected - though not nearly as corrupted as by normal lawbreaking magics. There
       is only his usual personal responce to what he does, not any supernatural compulsion to change.

39
DFRPG / Are those spells workable?
« on: November 19, 2010, 02:00:13 PM »
Assuming you can get the shifts for them, would the following spells work? They are for a defensively-minded, soulfire-wielding archwitch that focuses on Knowledge. Look at the link below if you want to see the character;
http://www.jimbutcheronline.com/bb/index.php/topic,22323.msg971722.html#msg971722

Armageddon
Thaumaturgy, Summoning/Soulfire 20 shifts
When fighting the forces of Darkness, you might need aid in dire situations and not have the time to fully summon and bind a creature to your will. So, why not call a creature of light that will possibly fight against the forces of darkness? This spell is a 20-shift summoning that brings such a creature into the battlefield - but neither binds it nor compels it to your service. You effectively ask for aid in your direst hour and give the creature enough power to physically manifest so they can aid you. Naturally, one could also call a creature other than a protective spirit or angelic warrior. But given that the creature in question is going to be neither bound nor compelled, the caster better have a high moving speed.

Blinding Glory
Thaumaturgy, Veils/Soulfire 20 shifts
You draw in power and radiance until you glow brighter than the sun both in physical and metaphysical senses. Creatures find it impossible to look at you, let alone attack you. Mechanically, this is a block against perception (veil) that attackers must beat before they can see you. It has an advantage over invisibility veils in that it is not an illusion - but it also has the disadvantage that it might make you unseeable but not unnoticed. In fact, you probably write "a soulfire wielder was here" in letters many can read from the highest heaven to the lowest pit.

Fires of Heaven
Thaumaturgy, Soulfire 4 shifts, zone-wide 2 shifts, 14 shifts for duration
You infuse an area with the fires of heaven, applying the "holy" sticky aspect to it, making it into hallowed ground and creating a bastion of light where the forces of Darkness would fear to enter. Unlike the brief effects of most magic, this burst of holy power is equivalent to a major holy entity touching the place; the consecration will last for many generations, perhaps forever.

Metafaculty
Thaumaturgy, Divination 20 shifts
Knowledge is Power. That is why practically every wizard makes summonings and divinations for information. Unlike most weaker such spells that contact a limited number of entities, you elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving the subject in question. You learn about the subject what a knowledge-related skill roll (usually lore or contacts) of 20 would reveal. You might not learn everything but by the time you start learning what said demon's favorite color is or what it ate for breakfast you know you've learned everything useful.

Microcosm
Thaumatugy, Divination/Veils 15 shifts, 5 for duration
Knowledge is Power. Sometimes, when you deny someone that knowledge you can control them far more easily than if you'd attempted to dominate their minds and free will. This spell applies a greater veil on the victiom, denying him knowledge by making whatever you do not want them to know utterly insignificant and immediately forgettable. You could veil a topic, an individual, a series of related actions and whatever else you'd like, depending on how much control you have for such delicate magic. In effect, for the duration of the spell the victim lives in the world as the caster shapes it. Unfortunately, while veiling anything is possible, creating a vision of what si not real is beyond the ability of the spell; you cannot fabricate lies through it.

The Pearly Gates
Thaumaturgy, Conjuration/Soulfire 1 shift for simple object, 19 shifts for extra mass several times over
Using the Fires of Creation as a matrix to support your energy, you create a massive wall from some very hard, very solid material. Considering that only 5 shifts are enough to create a car's mass and 8 would be enough mass to cover a city park in small animals, 19 shifts would be enough for a wall a dozen yards tall and half as thick, around a small town. The wall is easily recognizable as supernatural and, depending on your craftmanship or any shifts you put into making complex parts, it may or may not have "pearly gates"

Sword of Damocles
Thaumaturgy, Binding/Disruption 1/19 shifts
You fashion a binding against some actions on a creature and assign a disruption landmine to the binding to go off if the binding is breached. Instead of creating a powerful binding to make the action impossible, you create the minimum binding possible and the biggest landmine possible (1 shift/19 shifts). The creature is able to easily breach the binding if it tries so it can choose to do the forbidden action anyway. If it exercises that free will though, the landmine goes off, attempting to disrupt the creature's power, severing it from the source and making it powerless. Treat this as a spiritual attack that deals stress - take out does not kill but makes the creature lose its powers instead.

True Creation
Thaumaturgy, Conjuration/Soulfire 5 shifts for car-sized mass, 2 shifts for object complexity, 13 shifts into duration
Using the Fires of Creation as a matrix to support your energy, you create objects no more massive or mechanically complex than a car. Actual technologically advanced objects do not work but you could create a lot of other things. Unlike most conjurations, this one is powerful enough to last practically forever, even if the objects created are recognizably supernatural. Being made of Soulfire, weapons crafted in this manner are especially potent, harming supernatural creatures far more easily than their weapon rating would suggest.



40
DFRPG / An unusual veil
« on: November 16, 2010, 12:06:16 PM »
Is it possible to make a veil that instead of hiding something, makes it impossible to watch?

I.e. instead of making something invisible, to make it glow so powerfully that it is impossible to look at? The base effect would be the same - others would be unable to tell exactly where the caster is. The drawback is that the caster is definitely NOT incospicuous. The advantage is that the "veil" is not an illusion - it is very real light that blocks vision by blinding it so powers that see through illusions would not help.

41
DFRPG / Wheel of Time DFRPG conversion
« on: November 07, 2010, 10:37:53 AM »
Here I will be gathering up my conversions of Wheel of Time monsters, items and other character resources over time. I'll start with the One Power, then move on to various Shadowspawn and Ter'Angreal (items of power).


THE ONE POWER
The One Power works like Evocation. It is unaffected by thresholds and does not hex, and channelers can fuel it either with mental or with physical stress. It is easier to cover large areas with the One Power; pay 1 shift for 1 zone or 2 shifts per 1 zone range; powerful channelers can create very large effects. Channelers however do not have enchanted items, potions and foci. They can take specializations normally and they can spend refinements in either specialization or special talents (see below). Each Talent costs 2 specialization points to buy. Channelers are not limited by Lore in their specialization but Lore limits the number of special talents they can take. In addition, channelers can create a number of different effects equal to twice their Lore. Unlike Rotes, the parameters of these self-discovered weaves can be altered. However, these are the only weaves the channeler knows, unless taught. Lawbreaker applies normally to the One Power. However, there is no way to transform another - the One Power has no such ability -, the 6th Law applies to the use of Balefire and other attempts to cause paradox, and the 5th and 7th Laws apply to dealings with the Dark One and uses of the True Power.

[-6] Channeler of the One Power
You get Evocation fueled by both mental and physical stress. You get 6 specializations, if male, and 2 specializations plus linking if female.
Linking: Female channelers have the talent to combine forces. Forming a circle takes 1 exchange per channeler after the first and cannot be broken unless the leader releases. The leader uses her own strength and control when channeling but can also use the power of others; she can force them to channel and add to her own weaving. Other channelers in the weave add their effective discipline or conviction to the amount of power of the weave - whichever is less. They do not add anything to the control roll but the power they add is considered controled.

Overchannel: You can channel more of the One Power than you normally could in exchange for long-term consequences. This talent allows you to take hits to fuel channeling by upgrading your consequences. I.e. if you have a mild mental consequence already, you could upgrade it to moderate, severe or even extreme and take the difference to fuel your channeling. The consequence stays in the same slot but its recovery time and severity increase. Filling all your consequences as Extremes burns you out and you lose the ability to channel altogether.
Maintain Weave: With this talent, you can hold weaves, not letting them rapidly evaporate. For each weave you hold, take -1 to your power and control but said weave's duration does not run out while you hold it.
Tie-off Weave: With this talent, you can tie your weaves and no longer need to maintain them; tying a weave takes an exchange but tied weaves have durations like thaumaturgy, not like evocation. In addition, you can now do Wardings as evocation.
Multiweave: With this talent, you can perform multiple weaves of smaller power instead of a single one when needing to affect multiple targets. Split only your shifts of Power when hitting multiple targets. In addition, you may use those shifts in completely separate effects instead of one effect.
Healing: With this talent, you have access to biomancy as evocation. Without this talent, healing is possible but its effects very limited; you can only know one neuromancy weave.
Compulsion: With this talent, you have access to neuromancy as evocation. It doesn't actually have to be used for compulsion. Without this talent, compulsion is possible but its effects very limited; you can only know one mind-affecting weave.
Cloud-Dancing: With this talent, you have full access to weather-controlling weaves. Weather effects are conjured. Without it, you can still change the weather but there is always a backlash of sorts; a weather effect equally strong to what you conjured but always chaotic happens as fallout after your conjured weather ends.
Earthspinning: With this talent, you have full access to earth and metal shaping weaves. Those are considered conjuration and transformation at the speed of evocation except that a) the material is real and has to come from somewhere and b) the changes are permanent. Without this, you can only do basic attacks, maneuers and blocks with Earth.
Read Ter'Angreal: This talent allows you to read Ter'Angreal, using your total Control to learn their properties instead of your Lore. In addition, you can use weaves to modify their properties - but this is a dangerous proposition.
Craft Ter'Angreal: This talent allows you to craft Ter'Angreal. Craft Ter'Angreal in the way you would do a thaumaturgy ritual. However, you must add enough additional shifts to make the effect permanent. +0 if the Ter'Angreal works only when a flow equal to its base power is channeled into it and held. +50% in total shifts if the weave can be tied-off (standing flow) - but the item must then be immobile. +100% if the item works without weaves, but in this case the item must be immobile and has specific and very weird triggers. Ter'Angreal that work without weaves and are mobile, plus all Angreal and Sa'Angreal (items that act as Foci) are Items of Power instead.
Traveling: This talent allows access to Transportation and Worldwalking. The most well-known is the Gateway for traveling but there are others, such as Skimming, Gateways into the world of dreams, Deathgates, traveling to irregularities in the pattern, activation of portal stones, traveling into reflections of the Wheel and so on.

42
DFRPG / Eldritch Gunslinger
« on: October 29, 2010, 10:53:06 PM »
I had this idea for a character combining magic and guns.

High Concept:
Eldritch Gunslinger. The character is a gunslinger with thaumaturgy. She has this old, huge, enchanted revolver made by Samuel Colt at the outbreak of the Civil War and she uses her crafting ability to make bullets that are also potion-like items with a variety of effects. She has 8 potion slots, each one with a frequency of 5 and her enchanted revolver (similar to the Zeliska .60 cal) takes 5 bullets too. Her base potion strength is 6 but she can always boost that to 10 by tagging a Lore aspect and a Guns or Crafting aspect during the crafting process. She has been a gun for hire, a weapons dealer (dealing in magical ammo) and an occasional assassin of the supernatural but I didn't give her Lawbreaker because what she does is not directly magically lethal.
Of course, she could still use normal potions and standard thaumaturgy but where's the fun in that?


POWERS AND SKILLS:

[-3] Thaumaturgy - crafting power specialization
[-3] Refinement x3 - +4 crafting frequency focus, 8 potion slots (includes item slots from thaumaturgy)
[-1] Peacemaker - item of power
     * Indestructible
     * One-time discount
     * It is a Zeliska .60 cal. exquisitely crafted revolver. Weapon Rating 3
     * True Shot: equivalent to true strike but for guns (-1 ref)
     * Piercing Shot: ignores the first 2 points of armor (-1 ref)
     * Magic Bullets: any shots fired from this gun do +2 stress. This extra stress is considered magical (-1 ref)
[-1] Gunslinger Stunt; +1 to gun rolls for nonautomatic revolvers.
[-1] Shot on the Run Stunt

+5 Guns, Lore
+4 Alertness, Craftmanship
+3 Conviction, Endurance, Discipline
+2 Athletics, Stealth, Presence
+1 Rapport, Fists, Weapons


Example magical ammo:

The assassin's friend; The potionlike effect that activates either when the bullet is fired or when the wielder speaks the trigger word as he draws the gun bestows a thaumaturgy veil on the gunslinger. Excellent for making those assassinations without being noticed - or escaping after firing.
Hexblast; The potionlike effect activates when the bullet hits, unleashing a hexing upon impact strong enough to destroy most technology. Excellent when you want to disarm a group of enemies from their modern firearms or disable or shoot down armored vehicles.
The sniper's friend; The potionlike effect activates when the trigger word is spoken while holding the gun (supplemental action). Immediately time slows to a cralw, enabling the shooter to aim perfectly. The potion effectively applies the "focused, braced, perfect angle" aspects on the shooter for his shot in that round.
Shadow Bullet; This effect transforms the bullet after being fired into a torrent of energy-draining magic. It uses the weapon rating of the potion effect rather than the weapon rating of the gun and it doesn't deal physical wounds; it physically exhausts the target. Effectively, a nonlethal but powerful potion aimed with the shooter's gun skill.
Spirit Bullet; As above, only the bullet transforms into psychic energy that stuns, even knocks out the target via a nonlethal mental assault.
Arcane Blast; Similar to the two above bullets, only the bullet bursts into a magical blast on impact. It does 2 less stress than the above effects but affects everyone in a zone.
Bulletstorm; This bullet is aimed and fires normally. However, the potionlike conjuration effect copies the bullet upon being fired, spreading identical projectiles upon a large area (up to potion strength /2 in consequetive zones). This bullet may or may not be a violation of the 1st Law if you use it.
Spellbreaker; The magical effect of this bullet is a powerful counterspell that works on impact. The bullet does standard damage and is aumed normally but magical defenses that would stop it might get dispelled instead of working.

43
DFRPG / Heinrich Kemmler (mental excercise on making stats for him)
« on: October 02, 2010, 01:46:33 PM »
Quote
HEINRICH KEMMLER


High Concept: Greatest Necromancer Ever Trouble: Terminal God Complex
Other Aspects: Awesomeness Can Be Taught, Dark Lord Of The Dead, Death Is Only The Beginning, Political Wizard, The Laws Exist Only In Your Feeble Minds
Refresh: higher than you  (-51, 450 pts as Warhammer figurine)


SKILLS

+8 Discipline, Conviction
+7 Lore, Presence, Endurance
+6 Intimidate, Contacts, Scholarship
+5 Deceit, Rapport, Resources
+4 Weapons, Empathy, Alertness
+3 Craftmanship, Performance, Might
+2 Riding, Fists, Athletics
+1 Survival, Stealth, Burglary

POWERS

[-3] Evocation
[-3] Thaumaturgy
[-1] Wizard - The Sight/Soulgaze/Wizard's Constitution
[-2] Kemmlerian Necromancy
[-27] Refinement x27
[-6] Lawbreaker: 1st/4th/5th, x2
[-3] Physical Immunity: Unkillable  -  Kemmler is immune to any attack that would kill him. He may either keep going or appear to die only to come back later. The catch is that he is only immune to death; he still takes stress and consequences normally and a nonlethal attack would take him out just fine - but see below.
[-1] Mind Over Body  -  Kemmler's own will fuels his existence. As long as his will is intact, his body endures, fueled by his belief in his own immortality. He uses Conviction as a defence vs physical and mental attacks and maneuers.
[+0] Human Guise
[-6] Mythic Recovery  -  Kemmler does not need to sleep or eat and his Necromancy-fueled body can recover from most wounds.
[+2] Catch: Holy Powers and True Faith
[-1] Senses: Lord of the Dead  -  Kemmler can see and hear out of the eyes and ears of any undead being he has personally created. This is a supernatural sense.

SPECIALIZATIONS AND ITEMS

Evocation: +6 spirit power, +5 spirit control, +4 earth power, +3 earth control, +2 air power, +1 air control (may use necromancy control if spell incorporates death and/or necromanctic/psychomantic spells as evocation)
Thaumaturgy: +6 necromancy control, +5 necromancy complexity, +4 diabolism complexity, +3 divination complexity, +2 transportation/worldwalking control, +1 focus specialization.
Dark One's Rainment: a suit of armor covered in dark magic runes concealed by a black cloak and strengthened by its own enchantments (armor 3) that acts as a powerful focus for necromancy (+7 necromancy control)
The Helm of Terror: a rune-adorned thick cowl with a faceplate carved out of bone that, when drawn down, conceals Kemmler's face behind the image of a human skull. Acts as a powerful focus for destructive spirit magic (+7 offensive spirit power)
Bracelet of Warding: the weakest of Kemmler's foci but still a powerful item, this skull-adorned silver bracelet acts as a +4 defensive spirit power focus.


ROTES

Vengeful Gaze of Kemmler Using the power the magic he created, Kemmler throws an immense amount of life-erasing energy at the victim. Weapon 26 at Control 26; you die with no save.
Plague Wind Spreading necromantic energies over a large area, Kemmler could sicken and kill people in a large stadium, major building or small army. Weapon 6 over 10 zones at Control 26.
Mass Momento Mori This spell infuses all living beings in an area with deadly necromantic power, killing them then animating them and binding them at Kemmler's will. Sadly, it only creates relatively weak zombie types. Weapon 6 at Control 26 plus 5 shifts of raising and 5 shifts of binding at all creatures in 5 zones.
Mass Energy Drain This spell fuels necromantic energies to its victims, paralyzing and finally killing them over time as its energy leeches their life-force. 11 shift block (adjudicated as grapple) for 10 exchanges over 3 zones.
Raise Graveyard This spell is a quick "army-raising" spell; at the cost of quality, it raises all the dead in a fairly large area -such as a graveyard or mass grave- as relatively weak zombies. 5 shifts of raising and 5 shifts of binding at all corpses and remains in 8 zones.
Shield of Death This is a rare defensive necromancy spell; using Kemmlerian necromancy, you forge a link between the caster and a bound, mindless or willing victim. For as long as this thaumaturgy lasts, the caster is protected by a 23-shift block (unlike true Wards, it does not strike back or allow special features). Instead of blocking the attacks though, the "block" merely transfers them to the victim. The spell ends at dawn (unless extended with extra shifts) or when the victim dies/is destroyed. Kemmler used his zombies as surrogates cause he had lots of them but a living victim can take a lot more consequences than a weak zombie and has the added benefit that you find a use for potential prisoners and, if you choose correctly, your surrogate may have recovery powers.
Circle of Opening The Door of Night The wielder opens the Door of Night and calls up large amounts of necromantic power, infusing himself and a circle around him with that power that can be then tapped to fuel horribly life-violating magic. Apply 6 aspects on a scene or willing target that can be tagged for offensive necromantic purposes. You still need to flavorfully describe said aspects or your GM might wack your head with a 10-lb abridged copy of the Necronomicon.


KEMMLER AS A WARHAMMER MINIATURE
http://kurt.helborg.free.fr/warhammer/comtes_vampires/personnages_speciaux/heinrich_kemmler.php
(sorry for the french but I didn't have time to find the english equivalent)

44
DFRPG / Convincing a Denarian to give up their host.
« on: September 27, 2010, 12:06:20 PM »
Say that you defeat a Denarian whose Fallen is dominating him. The following are usually true;

1) Fallen are really proud beings.
2) They usually hare or scorn the human race.
3) They are supremely self-centered.


So you defeat and capture a Denarian and the Fallen is refusing to relinquish the victim. You want to save said victim. What if you threaten the Fallen with this; the host is taken into a monastery built on a leyline. Some wizards, using the leyline for power, "curse" the host so that the Fallen has to experience whatever is happening but is bound and prevented from actually acting on it. And then you leave the host in the care of the monks, who mouthfeed him and clean him and take him to all church services every day... for as long as the Fallen does not abandon the host. Given that the host would not age with the Fallen inside, that could well last for a very long time.


So, would the Fallen consent to freeing the host and returning to the coin?

45
DFRPG / Storing then redirecting magical energy?
« on: September 27, 2010, 12:43:04 AM »
Say you got a pretty standard wizard. Said wizard uses Thaumaturgy to apply some long-duration effects on himself, such as lasting aspects. Say that he gets enough shift that the 4-shift sticky aspect spells can be prolonged to last a day or so.


Then he enters prolonged combat and he ends using up his mental stress. And then he has this idea. Why not redirect the energy of the Thaumaturgy spells on him that weren't used in the combat to cast more evocations? Sure, they'll only be 4 shifts of power but that is a whole lot better than nothing.



So, is this doable? And if it is, could a wizard thus spend an hour or two every day to store a few dozen such spells so he doesn't run out in combat?

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