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Messages - fictionfan

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DFRPG / Re: Wizard of the 4 fundamental forces.
« on: October 05, 2015, 12:44:42 PM »
A Thaumaturgy ritual of the Strong nuclear Force might turn lead into gold.  Can't think of any evocations.  Or at least I can't think of any evocations where the area of effect (explosion) is smaller then the range.  Blowing yourself up only seems good for a death curse.

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DFRPG / Wizard of the 4 fundamental forces.
« on: October 05, 2015, 11:16:09 AM »
For Harry Dresden the symbol of magic is a pentagram representing the 5 fundamental forces (fire, air, earth, water and spirt) contained by human will.  The thing is those forces are what alchemists used to think were fundamental.  However the latest in (more) fundamental forces in physics today are The Strong nuclear Force, The Electromagnetic Force, The Weak nuclear Force and gravity.  Suppose you had a wizard who was raised from a tradition of physics instead of alchemy.  What could you do with refinement in those forces?  Also what should the symbol look like?

Also I want to mention I have no intention of making this a techo wizard.  It still hexs.  In fact the hexs might be worst because they involve small disruptions in the fundamental forces around him caused by unformed intentions.  Harry only seems to cause disruptions in the Electromagnetic Force.

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DFRPG / Re: Notes on Optimization
« on: July 28, 2015, 02:25:59 AM »
If you want a more badass Morgan writeup, check out Deadmanwalking's. Maybe add some Mental Toughness to it now that that's a thing.

Anyway, optimization-wise Morgan's biggest problems are his number of wasted specializations and his needlessly-high Weapons skill. To strengthen him I'd swap Weapons and Discipline, then replace his current specialization set-up with

Evocation (earth, fire, spirit): +3 earth control, +2 earth power, +1 spirit control
Thaumautrgy: +1 crafting strength

which frees up 3.5 Refinements. I'd invest the savings in a defensive enchanted item, a strong offensive earth focus, and maybe an Intimidation stunt or a secondary focus in crafting or Inhuman Mental Toughness.

Assuming he's got a valid pyramid, he's rocking at least 52 skill points. If his cap is Fantastic he should absolutely take advantage of that, but even if it's not he should probably raise another skill to Superb. Maybe Intimidation or Lore. To make room, I think I'd raise Alertness by 1 and drop Rapport by 2.

Strictly speaking, he'd probably be better off dropping swordsmanship completely and swapping earth for spirit. And some non-Wizard stuff, like 1-Refresh Supernatural Toughness, would be really useful. But I don't want to change his concept.

Thoughts?

I think he has such high weapon skill because he worries about breaking the first law.  If he uses magic he has to hold back, but if he uses his sword he can chop off heads all day and unlike Dresden most of the people he fights are humans.

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Name: Nicodemus Archleone

Aspects:
High Concept: First Among the Denarians
Trouble: Pride Goeth Before Everything
Other:
Anduriel’s Host;
Been around for a Long, Long Year;
That soul which has the greatest Punishment;
Try Not My Patience;
I rejoice over the corpses of Knights

Skills:

Fantastic: Contacts, Lore, Weapons,
Superb: Conviction, Deceit, Presence, Resources,
Great: Alertness, Athletics, Discipline, Fists,
Everything else defaults to Good.

Stunts:

Takes One To Know One (Deceit) (-1)
Filthy Lucre (Resources) (-1)
Linguist (Scholarship) (-1)
Riposte (Weapons) (-1)

Powers:

Marked By Power [-1]
Refinement [-8]
Evocation [-3]
Thaumaturgy [-3]
Sponsored Magic: Hellfire [-2]
Wings [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Supernatural Recovery [-4]
The Catch is holy stuff [+2]

Item of Power (Barrabas Noose) [+1] effecting;
Physical Immunity [-8]
The Catch is the Noose Itself [+2]
Refinement [-3] (+3 Control and Complexity for Entropomancy)

Total: -38 Refresh

Specializations:

Evocation: Elements (Earth, Water, Spirit); Power (Spirit +2), Control (Spirit+3, Water +1)
Thaumaturgy: Control (Summoning and Binding +1, Entropomancy +3, Transformation and Disruption +1); Complexity (Summoning and Binding +4, Entropomancy +6, Transportation and Worldwalking +2, Transformation and Disruption +5)

Focus Items:
Barrabas Noose [+4 Complexity with Entropomancy]

Stress:

Mental: OOOO (+1 Mild Consequence)
Physical: OOOO(OO)
Social: OOOO (+1 Mild Consequence)
Armor: Infinite, 1, or by spell or item effect.

Nicodemus's mystical abilities are assumed. He's never actually demonstrated any per se. But then, he hardly needs to in combat, and someone did the heavy lifting on the curse the Shroud was supposed to enable. My interpretation is that it was Nick. I made him only decent at Evocation to explain why he doesn't use it too much, though personally I tend to think his shadow attacking people is his own version of that. Still, it's not that effective in the grand scheme compared to some other Denarians' magic, so crappy at Evocations he is (relatively speaking).

The noose has a +2 Catch solely for availability, since it's definitionally available to anyone who wants to use it.The Entropomancy Refinements are to enable the Barrabas curse (it'd probably give someone sans Thaumaturgy Ritual - Entropomancy and one Refinement, staying the same level of focus Item), and he curses with flare with that thing (16 shifts off the top of his head...never mind if he puts some effort in).

The physical defensive stuff is assumed since the noose makes them irrelevant in many ways.

I'll probably be statting up Tessa, Rosanna, Thorned Namshiel, Deirdre and Magog as well. I'll also think about doing Saluriel and Ursiel. The other Denarians are (effectively) nameless thugs with Great skills in combat (and Intimidation and Lore) and Inhuman to Supernatural physical stuff plus a Creature Feature or two. They're frightening, but not really in need of full sheets per se. Well, ignoring Lasciel anyway...and her we've never seen in action so her stats are highly speculative.

I think he should have Demonic Co-Pilot.

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