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Topics - SunJester

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DFRPG / Help Evaluate this Sponsored Magic
« on: September 26, 2012, 07:47:55 PM »
I have looked through the sponsored magic in Your Story and the examples given here, but didn't find what I was looking for.  A player in my upcoming game is considering playing a practitioner with sponsored magic.  Please let me know what you think:

Instrument of the Archangel Phanuel [-4]
Description:  The character has been chosen by the Archangel Phanuel to act as its instrument on Earth.
Sponsor:  Phanuel is the fourth archangel, after Michael, Raphael, and Gabriel.  Phanuel is the face of God and an angel of repentance, hope, and exorcism.  He is a protector of mortals against demons.
Agenda:  Phanuel is the leader of the Ophanim and thus charged with the protection of God’s throne in heaven.  Since he is also the protector of mortals against demons and the angel of exorcism, however, when the need is great, he will choose an instrument, a mortal, to grant a small portion of his power.  This instrument is to trusted to carry out the work of Phanuel on Earth.
Evocation:  Evocation powered by Phanuel is a blazing blue spiritual light.  Because they are powered by angelic magic, such evocations wielded by a mortal practitioner cannot have a direct effect on a mortal.  Only creatures without free will such as demons, spirits, Red Court and Black Court vampires, fairies, etc. are affected.
Thaumaturgy:  Rituals powered by the holy power of the Archangel Phanuel still cannot negatively affect pure mortals or other beings with free will, however, Divination related to such targets is allowed.
Evothaum:  Any exorcism ritual may be cast with the speed and methods of Evocation.
Extra Benefits:  Magic granted by the Archangel Phanuel is particularly potent against demons.  Downgrade the effectiveness of any Toughness ability the target has by one step when using this magic against a demon.  For creatures vulnerable to “holy” magic, Phanuel’s magic may satisfy the Catch.

Thanks.

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DFRPG / Pure Mortal or Changeling at Character Creation
« on: September 20, 2012, 08:37:48 PM »
If a player is starting play without any powers, but is planning on the character picking up powers due to being a changeling or other scion, should the character start as a pure mortal with bonus refresh and then change the high concept at an appropriate milestone?  If this is the case, do they lose the pure mortal bonus refresh when they change their high concept or when they take their first power as a changeling?

Alternatively, should someone that is a scion or changeling ever get the pure mortal bonus refresh even though they don't have any powers?

Your opinions are appreciated (or if I have overlooked guidance in the rules and you can point that out to me.)

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DFRPG / Modular Abilities without Shapeshifting
« on: September 06, 2012, 06:16:42 PM »
My group is getting ready to start a Dresden game after having played through a couple of the case files.  One of my characters likes the flexibility that modular abilities will give him.  We have not yet settled on a power level for the game, but if we play "feet in the water" he is thinking about modular abilities [-4] giving him 2 points of abilities to play with and two refresh.  He has primarily come up with the concept based on the description of the power as opposed to coming up with a character concept and then trying to determine how to model that using the system.  One of the reasons for this is that he hasn't read the Dresden novels (which is true of over 50% of my gaming group.)  I have been trying to come up with concepts that seem to support this power selection.  We have talked about a scion of Proteus (Greek shapechanging water diety) and a few other options. 

All of that to ask, what has been your experience or what is your opinion on modular abilities without having an associated power of true shapeshifting?  It seems reasonable to me, particularly to take powers such as speed, strength, or toughness where shapeshifting of the body would not be required.  But is it reasonable to take powers like claws, wings, diminutive, hulking size, etc. without also having true shapeshifting?  The description of modular abilities would seem to indicate that it is appropriate based on the first sentence, "You may shapeshift your form to take on a variety of abilities..."

The second question is about the range of powers that should be available from modular abilities.  My player was of the opinion that the groups of powers listed in the description should all be fair game while my thought is that it would be restricted by the character concept.  As a specific example, he thought that Cloak of Shadows was appropriate since it was a Minor Ability.  On the other hand, I don't see anything in the mythology of Proteus that would indicate that Cloak of Shadows is reasonable for his scion, however, I am wondering about a Water Form option similar to the Gaseous Form that the Black Court have at their disposal.

I know that the rules are flexible and each group owns their own game, but I wanted to get some feedback from some people experienced with the system.  Thanks in advance.

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