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DFRPG / [DFA] Focused Practitioners!
« on: April 04, 2020, 12:43:40 AM »
I really love Focused Practitioners and I'd like to help contribute to their vast variety and lore. This is something I've been doing Reddit so I thought I'd bring it her because this community has always been so helpful and informative.
Each week I'm going to post a Focused Practitioner in the style of the Dresden Files Accelerated Mantle. I can confine them all to a single, easy to reference thread (I hope). Is there a type of Focused Practitioner you'd like to see and you're not sure how to stat it out? Maybe I can help. Please let me know Without further ado, I present to you...
Ectomancy
Ghost Whisperer: You can see and hear ghosts and they can see and hear you. Use Focus to create advantages when you gather information in this way. At the GM’s discretion your ectomancy operates at supernatural scale.
Summon and Banish: Mark Exhausted. You can summon spirits and ward against them with but a moment’s thought. When you summon, you may make yourself a beacon to all ghosts in your area or you may call out to a specific kind of spirit (Joey Ramone or murder victims or deceased accountants). The ghosts that respond to your call will carry out a single task that you give them (search the city, defend my home, answer this question) to the best of their ability. When you banish ghosts, they are expelled from your zone and cannot re-enter until sunrise or sunset, whichever comes first. If there is opposition to your summoning or banishing, you get +2 to Intellect to overcome.
Possession: Mark Burned Out. In the tradition of those who allow the loa to ride their bodies for a short time, you invite ghostly possession. Sometimes you do this in repayment of a debt to a spirit that has performed a favor to you; nothing is quite as good to a shade than the simplest pleasures of the earthly flesh. Most times, however, you do this in order to possess the knowledge and skills of the spirit invited to possess you. When you do this, you gain the aspect Possessed by [the High Concept of the spirit] and temporarily change one of your aspects to also reflect the ghost. Switch the rating of any two approaches to reflect the ghost who has possessed you. You also gain the benefit of scale when performing actions in keeping with skills or knowledge of the spirit inhabiting your body. The possession lasts until sunrise or sunset, whichever comes first.
Stunt Suggestions
The Sixth Sense: You can perceive disturbances in the veil between the living world and the spiritual world. Such disturbances include possessions, hauntings, “thin” places where the spirit world crosses over with the material, and stranger things.
Spirit Contacts: The information you gather from the spirit world can be taken to the bank! You get +2 to Focus when you create advantages based on the gossip, rumors, and “eyewitness” testimony of ghosts.
Helping Hand: Either out of fear or respect, invisible spirits watch out for your well-being. You get +2 to defend using Haste in physical conflicts because they cause impossible coincidences to occur which protect you from harm.
Each week I'm going to post a Focused Practitioner in the style of the Dresden Files Accelerated Mantle. I can confine them all to a single, easy to reference thread (I hope). Is there a type of Focused Practitioner you'd like to see and you're not sure how to stat it out? Maybe I can help. Please let me know Without further ado, I present to you...
Ectomancy
Ghost Whisperer: You can see and hear ghosts and they can see and hear you. Use Focus to create advantages when you gather information in this way. At the GM’s discretion your ectomancy operates at supernatural scale.
Summon and Banish: Mark Exhausted. You can summon spirits and ward against them with but a moment’s thought. When you summon, you may make yourself a beacon to all ghosts in your area or you may call out to a specific kind of spirit (Joey Ramone or murder victims or deceased accountants). The ghosts that respond to your call will carry out a single task that you give them (search the city, defend my home, answer this question) to the best of their ability. When you banish ghosts, they are expelled from your zone and cannot re-enter until sunrise or sunset, whichever comes first. If there is opposition to your summoning or banishing, you get +2 to Intellect to overcome.
Possession: Mark Burned Out. In the tradition of those who allow the loa to ride their bodies for a short time, you invite ghostly possession. Sometimes you do this in repayment of a debt to a spirit that has performed a favor to you; nothing is quite as good to a shade than the simplest pleasures of the earthly flesh. Most times, however, you do this in order to possess the knowledge and skills of the spirit invited to possess you. When you do this, you gain the aspect Possessed by [the High Concept of the spirit] and temporarily change one of your aspects to also reflect the ghost. Switch the rating of any two approaches to reflect the ghost who has possessed you. You also gain the benefit of scale when performing actions in keeping with skills or knowledge of the spirit inhabiting your body. The possession lasts until sunrise or sunset, whichever comes first.
Stunt Suggestions
The Sixth Sense: You can perceive disturbances in the veil between the living world and the spiritual world. Such disturbances include possessions, hauntings, “thin” places where the spirit world crosses over with the material, and stranger things.
Spirit Contacts: The information you gather from the spirit world can be taken to the bank! You get +2 to Focus when you create advantages based on the gossip, rumors, and “eyewitness” testimony of ghosts.
Helping Hand: Either out of fear or respect, invisible spirits watch out for your well-being. You get +2 to defend using Haste in physical conflicts because they cause impossible coincidences to occur which protect you from harm.