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DFRPG / Her Royal Majesty's Witchfinders
« on: July 11, 2011, 06:38:15 PM »
Hey Dresdenphiles,
One of the players in my group has read Mike Mignola's witchfinder series and was interested in a character who specializes in hunting down errant magic users; without sticking to Mignola's setting but sticking with the mage hunting concept, anyone have any suggestions for powers, stunts or the like?
The game's power level is Chest Deep, and as per the subject there would be a small cadre of them in Her Royal Majesty's service. They work directly for the House of Windsor, and not for the government.
TEMPLATE
With many thanks to those who helped with hints, math & aesthetics! You know who you are.
One of the players in my group has read Mike Mignola's witchfinder series and was interested in a character who specializes in hunting down errant magic users; without sticking to Mignola's setting but sticking with the mage hunting concept, anyone have any suggestions for powers, stunts or the like?
The game's power level is Chest Deep, and as per the subject there would be a small cadre of them in Her Royal Majesty's service. They work directly for the House of Windsor, and not for the government.
TEMPLATE
Quote
WITCHFINDER
MUSTS
Witchfinders must have a high concept that is in line with their occupation - that as one of Her Royal Majesty's Witchfinders. This carries the weight of the responsibilities and codes of behavior expected from those who are tasked with this duty.
Witchfinders find themselves constantly at odds with the White Council; the Wardens find and execute those who break the Laws, but the Witchfinders "bring them in"; what happens to these errant sorcerers and warlocks once they are in the custody of the Ordo Libram is anyone's best guess. The other mythical arm of Her Majesty's Most Secret Service are the Pathfinders, who protect her from supernatural threat and liaise with their counterparts in the Summer and Winter Court.
Witchfinders wear a pendant with a vial of blue salt crystals that burn and flare with a brilliant light as they absorb magical harm; these are an item of power and should be referenced in one of the character's Aspects. The crystals need to be replaced (i.e. compel) to continue to be effective.
POWERS [-5]
Ritual: Crafting [-2] YS181
Supernatural Sense: See magic as smoke [-1] YS165
Item Of Power Discount [+1] A Buru Pendant [Pendant With Vial Of Blue Salt Crystals]
Inhuman Speed [-2] YS178
Supernatural Toughness [-4] YS185
Inhuman Recovery [-2] YS186
The Catch: Only against mortal magic [+5] +2 for only working against specific thing, +2 for being easily bypassed (not mortal magic is quite common), +1 for requiring research to discover
Witchfinder's Blade
Similar to a Warden's Sword, but on a lesser scale. It is an Enchanted Item that takes up two slots, and each one is forged by its wielder.
Weapon:2 (it is a sword)
slot 1: Counterspell at Great (assumes the caster has a Lore of Great)
slot 2: +1 power to Counterspell, so it is now Superb
slot 3: + two uses per session (three altogether)
slot 4: Weapon:4 for one use/session
OPTIONS
It is recommended that the witchfinder takes a Refinement to add more slots for enchanted items so that he can be armed with potions and the like.
Upgrade Ritual:Crafting to full-blown Thaumaturgy [-3] YS180
Refinement [-1] YS182
* Gain two additional focus item slots (equivalent to four additional enchanted item slots)
* I'd allow a refinement to be split for 1 specialization and 1 focus item
IMPORTANT SKILLS
Lore
Weapons
MINIMUM REFRESH COST
-5
With many thanks to those who helped with hints, math & aesthetics! You know who you are.