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Messages - Todjaeger

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61
DFRPG / Re: A Ward Question
« on: February 07, 2012, 05:58:38 PM »
Tedronai is correct.  See YS276 right column second paragraph and YS277 left column fourth paragraph.  It's simply a "landmine" set up as a movement block instead of an attack.

AND

Not sure I'm understanding but, it was the landmine which paid for multiple zones, not the ward itself.  (If I have misunderstood your point please correct me.)

Okay, somehow I misunderstood that the persistent block vs. movement was the result of a 'landmine' so it makes a bit more sense now.  Not sure that I'd require a trigger though, since forcing oneself into/through the Ward does seem to me to be an automatic implied trigger anyway.    Having a special condition and some sort of symbolic link for the caster so that they aren't effected by the zone-wide blocks against movement would seem sensible though.

Looks decent.  I won't use an 8 shift basic ward against the PCs - find it kinda cheesy.  (It's why I limit NPCs to Lore for any given effect.) But there's nothing preventing it in the book.

Actually, that Ward is a defense around one of the character's homes, and the Ward itself has already been damaged once.

Yep!  Temporarily at least...and with the attack reduced by the power of the ward.  Taking the ward down permanently means beating the entire ward by 4+.

AND

Per YS276, shifts are reduced by the block and you can either use excess shifts against a target inside or against the ward itself.  The ward, not the block.  So it will take a bit more than two attacks to take the entire ward down.

I agree, but here is my take on it.  From my reading of YS276-277, the 'strength' of the Ward is determined by the strength of the Block, landmines, selective conditions and extended duration all add to the overall Complexity when casting the Ward, but don't make it stronger. 

So, lets go through an example here of a Rote evocation attack from a caster with Great (+4) Conviction and Discipline where the attack doesn't make use of any specializations or focus items.

Again, the Ward has a Block strength of Great (+4), which gets treated and potentially bypassed just like a normal block per YS276.  Assuming the attacking caster rolls a +0, their net attack works out to Great (+4) due to their Discipline, which is a match for the strength of the Block: Great (+4), but ties go to the attacker so that counts as a 'hit' but with +0 shifts of success, and per YS210 the weapon strength, or in this cast the power of the evocation gets added to the total shifts of success for a net of +4 shifts of success.  If the attacker chooses to apply all 4 shifts of success to attacking the strength of the Ward, that Ward quickly goes from Great to Mediocre and the Block strength is effected as well.  At Mediocre the Ward is still there, but no longer presents much of a barrier, though any special conditions and/or landmines would remain in effect.  A second evocation attack from the same caster and of the same strength would automatically bring the Ward down, since they would need to meet or beat a Mediocre targeting roll, and then do a minimum of 4 shifts of damage to the Ward itself.

I agree with almost everything you said Vargo.  However, I generally put thaumaturgy exchanges at minutes or even hours per exchange.  Unless we're talking thaumaturgy at evocation speeds at least. 

So it's significant if thinking in combat terms.

I myself generally set non-combat Thaumaturgy exchanges to 15 minutes per change, about the length of a non-combat scene usually.

-Cheers

62
DFRPG / Re: Armor Piercing
« on: February 07, 2012, 09:16:33 AM »
Honestly, the first thing which comes to mind with respect to a magical "Armor Piercing" attack is, why bother?

If someone has some type of armor they're wearing/using, instead of making an attack to 'pierce' the armor, why not just make a type of attack the armor doesn't protect against?

While the RAW doesn't specifically mention different types of armor, in the real world there are indeed different types of armor, with the different types designed to protect against certain types of injuries or against certain types of weapons.  A good example of this would be the different types of bulletproof vest.  The name itself even indicates what type of weapon it's designed to protect again, so someone wearing a bulletproof vest isn't going to be any safer from being stabbed or hacked at with an axe than someone not wearing a bulletproof vest.

If somebody is wearing a bulletproof vest and you want to attack them with an Evocation, a fire blast or lightning would work.

In the case of magical armor, like that worked by the Leanansidhe in Changes, I don't see the point (or balance in) allowing a magical, armor piercing attack.  For one thing, armor doesn't make it harder to hit, it just reduces the amount of stress taken from a successful hit.  For the other, while armor does persist if/when overcome unlike a Block, armor also has half the value of the number of shifts put into it, again unlike a Block.

-Cheers

63
DFRPG / Re: A Ward Question
« on: February 07, 2012, 07:07:10 AM »
While you can use your favored elements for flavor, your Thaumaturgy specialties will affect the ward far more than Evocation.  Skipping shifts and setup, here's an example I used for an NPC Necromancer, the ward totaled 28 shifts.  Breakdown follows:
  • Duration of a mortal lifetime, 12 shifts
  • Basic barrier / suppression effect rating / power 4, 4 shifts
  • Enervating Drain (persistent block against movement), 12 shifts consisting of:
    • Trigger (entering uninvited), 2 shifts
    • Three zones (hall & entry, living room, stairs), 6 shifts
    • Persistent movement block rating 2, 4 shifts
While it's not in the book, I did limit any single power rated result of the ward (barrier & drain) to a number of shifts equal to the necromancer's Lore - four in this case.

Note the bolded section.  I haven't come across anywhere within the RAW or the novels to support something which would cause difficulty moving once someone was within a Ward, which is how I'm interpreting the Persistent movement block is meant to function.  A Ward as I understand it is supposed to be a barrier, once the barrier is breached or penetrated...  Similarly, while the idea of additional shifts due to a Warded area having multiple zones is interesting, I haven't come across anything about that in the RAW, in fact YS277 specifically mentions that

Quote
Wards don’t have a “scale” concern, the way that veils do, and they cannot move.

therefore I would treat adding shifts of Complexity to a Ward because the Warded area has multiple zone a "house rule".  Also keep in mind that Harry's basement apartment had 3-4 zones in it.  There was the kitchenette/living room area with fireplace, the bedroom, the bathroom & shower (which might have been part of the bedroom), and lastly Harry's lab in the sub-basement.  Given that a Ward is intended to protect a practioner's home, I would expect that all such Wards would provide a barrier to multiple zones, since anything except a studio apartment is going to have at least three different rooms, and even a studio apartment will have two.

You total ward power is going to be equal to your Lore plus two per aspect you can use.  Declarations are the default method of creating tag-able aspects.  If you can talk your group into assisting, you may also be able to use maneuvers.  You can, of course, also spend fate or take consequences.

Is there an area of Thaumaturgy which you're basing this off of, if so, where?  The only relationship I'm aware of between Lore and the casting of a Ward is in determining how many shifts of Complexity the caster can manage 'off the cuff' without needing to spend time in preparation.  Similarly, the only relevance I'm aware of with Aspects is that a caster can use their appropriate Aspects by spending Fate points to reduce the prep time for the spell.  An example of this would be to cast a Ward with Complexity 16 (like the one I list below...) by a Hedge Wizard with Lore: Fair (+2) would leave 14 shifts of Complexity that the Hedge Wizard needs to make up, before casting can even begin.  Now if the Hedge Wizard had seven relevant Aspects and enough Fate points to spend on activating all of them, he'd have reached the required 16 to match the Complexity of the spell and could start in casting immediately.

So after re-reading the section on wards, it makes it sound like they repel the magical energies back at the caster, what about physical energies.  If a guy runs full tilt into the ward would he take damage from the kinetic force? and what about gunfire?  Would the bullets be repelled back at the shooters?  If so is that a 1st law violation?  Or do wards just work against magics?

While the RAW might suggest that Wards provide a physical as well as magical barrier, the novels and short stories suggest otherwise.

In the short story Day Off, something was thrown through one of Harry's windows.  In Ghost Story, bullets were fired into/through the windows and walls of someone's house that had a Ward.

The spell below if from the campaign I'm running set in New Haven, CT.

Eric Holt's Cabin Ward*
This is the Ward around caretaker Eric Holt's cabin at BSA Camp Mattabessitt in Bethany, CT.
Type:
Thaumaturgy, Wards
Complexity:
16
Duration:
One month (+4 Complexity)
Effect:
An 8-shift Block on entry into the cabin (+8 Complexity)
Notes:
Wardflames provide warning to those within the cabin if supernatural entities or beings approach within 100 yards of the cabin. (+2 Complexity)
Additionally, the key to the lock in the cabin door is a symbolic link, alerting Eric if something comes into contact with the Ward while he's away from his cabin. (+2 Complexity)

This was something put together by a Hedge Wizard who at the time had Conviction: Good (+3), Discipline: Good (+3) and Lore: Fair (+2).  The time estimate was that casting the spell itself took about 4 hours with a similar amount of time spent in preparation for casting.  Given the duration, the spell needs to be renewed monthly.

A few things to consider with Wards.  You want the basic Block to be fairly high.  If it's not then it would be relatively easy for a magical opponent to breach or collapse the Ward.  If a Ward only has a Great (+4) strength basic Block, then any Discipline roll of Great (+4) or higher will get through and either allow the Ward or the people inside to be targeted.  YS276 even mentions...

Quote
The base complexity of a ward is directly related to its desired strength, so you should aim for this to be pretty high: 8 shifts (Legendary) is a pretty good target to shoot for if you’re moderately good. This represents the ward’s capacity for reflecting attacks.

On average, two Evocation attacks from a caster with Conviction and Discipline of Great (+4) would collapse a Ward with a basic Block strength of only Great (+4).  The first attack, rolling a net of +0 added to Discipline would match the strength of the Block, leaving the 4 shifts of power from Conviction to reduce the strength of Block down to Mediocre (+0), which leaves the Ward so weak that the second attack can't miss even if the roll was a net -4, and there would still be 4 shifts of power to bring the Ward to -4 at which point it dissipates.

-Cheers

64
DFRPG / Re: What exactly falls within the bounds of Sponsored Magic?
« on: February 05, 2012, 04:51:31 AM »
Seelie Magic should also include light effects, biomancy, illusions and transformation.  In my opinion (for what its worth...) Sponsored Magic would also include access to some of the 'non-denominational' Thaumaturgy themes as well, covering Crafting, Wards, Divination, etc.  What is important to remember with this is that any such spells need to have a Seelie/Summer flavor, if you will.  By that I mean that a complex, integrated Ward, complete with landmines, is certainly possible with Seelie Magic.  The caveat would be that while the landmines could use a fire-based attack (being Seelie/Summer Magic), they would not be able to use a cold-based attack.

If you aren't sure whether or not a particular type of thing would be available with Seelie Magic, then consider whether it would fit within the theme of Unseelie Magic.  There are some areas where both Seelie and Unseelie Magic have influence (divination, crafting, illusions and wards, etc), there are some areas where neither type has influence (diabolism, necromancy), and then there are some areas where the two types have opposing influences.  Examples of this would be Seelie Magic's influence with fire/heat, life, light and growth vs. Unseelie Magic's influence over ice/cold, darkness, death and decay.

If there is a type of might which you aren't sure is appropriate, ask whether it would make sense for Unseelie Magic to have it, or have something which is the opposite of it.  If thematically you aren't sure its appropriate for Seelie Magic, and it's not appropriate for Unseelie Magic and there is no 'opposite' for it which would be appropriate for Unseelie Magic, then it likely falls into one of the 'neither' categories.  If on the other hand it seems to fit both Summer and Winter, then include it.  Similarly, if the type does seem to have an opposite which would fit Winter, or if the type has an opposite which seems more in line with Summer, include it.

-Cheers

65
DFRPG Resource Collection / Re: Custom Spell Compilation Thread
« on: February 03, 2012, 04:00:38 AM »
This is a list of some of the spells designed for the Butchered New Haven campaign.

Old Burial Ground Binding Circle*
This Binding Circle was cast by Eric Holt to contain a powerful spirit entity or perhaps ghost within the Old Burial Ground on BSA Camp Mattabessitt.
Type: Thaumaturgy, Binding
Complexity: 12
Duration: One month
Effect: An 8-shift Block containing the Bound entity within it's grave site

Lock*
The spell is intended to create a temporary barrier to passage through a doorway.
Type: Thaumaturgy, Wards
Complexity: 3
Duration: Sunrise
Effect: A Block of Good (+3) strength versus entry.
Variations: Spell Complexity can be increased to raise the strength of the Block and/or Duration. Additionally Symbolic Links can be created at +2 complexity each, to alert when the Block is attacked or breached.
Notes: Requires an actual doorway/threshold with door for the spell to be cast upon.

Eric Holt's Cabin Ward*
This is the Ward around caretaker Eric Holt's cabin at BSA Camp Mattabessitt in Bethany, CT.
Type: Thaumaturgy, Wards
Complexity: 16
Duration: One month
Effect: An 8-shift Block on entry into the cabin
Notes: Wardflames provide warning to those within the cabin if supernatural entities or beings approach within 100 yards of the cabin. Additionally, the key to the lock in the cabin door is a symbolic link, alerting Eric if something comes into contact with the Ward while he's away from his cabin.

Unlock*
This spell provides a ritual method to open mundane locks.
Type: Thaumaturgy, Transformation
Complexity: 3
Duration: none (immediate)
Effect: Spell immediately unlocks a Good (+3) quality lock. Examples of Good (+3) quality locks include Masterlock padlocks and most house deadbolt locks.
Variations: The Complexity can be increased so that the spell take effect on better locks, and/or in more difficult circumstances (i.e. multiple locks, a Threshold, etc.)
Notes: Locks on exterior doors of something with a Threshold (home, Church, etc) are protected by the Threshold as normal. Also any locks on a cemetery gate are also protected by a Threshold, if the caster is within the cemetery when casting the Unlock spell.

Old Burial Ground Aura of Misdirection*
The Aura of Misdirection is intended to steer the casual hiker and/or exploring Boy Scout away from the Old Burial Ground on Camp Mattabessitt and hopefully avoid having someone accidentally release the entity Bound within the circle.
Type: Thaumaturgy, Psychomancy
Complexity: 14
Duration: One month
Effect: A 5-shift Block opposed by Lore, Scholarship or Survival, depending on whether which skill is highest, to proceed to the Old Burial Ground. Those who fail to overcome the Block get re-directed around or away from the actual location of the Old Burial Ground.

-Cheers

66
DFRPG / Re: Spellmans Syllabary
« on: February 02, 2012, 06:17:56 AM »
(I apologize, it's getting late, so what posts I manage from this point may end up a bit perfunctory and/or disjointed)
The Fate Point cost is determined by the refresh value of the powers granted.  In the absence of a house-rule, granting greater levels of Toughness powers requires greater expenditures.
Even whether the discount from The Catch applies to Fate Points spent for access to Temporary Powers is up for debate.  Even if it does, it would require an 'only protects against X' Catch to render Mythic Toughness into a 1-FP Temporary Power.

No problem about it.  I was tired going off the Catch powers/costs from memory instead of re-reading the RAW.  Catching errors like that is part of the reason I want others to review some of the prior to including them in the various DFRPG resources.

Anyway, here is the re-revised Coat of Toughness spell.

Eric Holt's Coat of Toughness*
This spell is intended to transform a coat of jacket into a protective garment which makes the wearer tougher than they would ordinarily be. At least for a little while...
Type: Thaumaturgy, Transformation
Complexity: 9+ (see Variations below)
Duration: A scene (about 15 minutes)
Effect: Temporarily provides the wearer the benefits of the power Inhuman Toughness (Armor: 1, 2 bonus boxes in the Physical Stress track, Catch: Water) at the cost of one (1) Fate Point.
Variations:  The casting cost could be increased to two (2) Fate Points to have a Catch: Unknown.  Or the coat can be enchanted to provide Supernatural Toughness (Armor: 2, 4 bonus boxes in the Physical Stress track, Catch: Water) costing two (2) Fate Points and with a Complexity 17, or four (4) Fate Points with a Catch: Unknown.  Another alternate would be Mythic Toughness (Armor: 3, 6 bonus boxes in the Physical Stress track, Catch: Water) with a Complexity 25 and costing four (4) Fate Points, or six (6) Fate Points with a Catch: Unknown.  Lastly the duration of the spell could be extended by increasing the Complexity and expending shifts to increase duration.
Notes:  The effects of this spell stack with Supernatural Recovery powers, but not with Supernatural Toughness powers. It also follows the normal Armor stacking rules. If the garment with the spell cast on it is within a Circle when the Circle is closed, the spell ends immediately. Similarly, if the garment crosses a Threshold without the bearer being invited in, the power of the spell is immediately reduced by the value of the Threshold. If the remaining power is insufficient to sustain the spell, it ends immediately. At the end of the spell (whether duration is reached or something ends the spell prematurely) the garment which was the target of the spell begins to break down and disintegrate.
(click to show/hide)
Lastly, the duration clock starts immediately after the spell is finished, not when the garment is first donned for wear/use.

-Cheers

67
DFRPG / Re: Priest Wizard Character Idea
« on: February 02, 2012, 05:54:12 AM »
After reading through everything and getting a better concept of the character, I'm leaning towards Sponsored Magic. Soulfire feels too... epic to just have. I feel like if the character is going to have it, he should get it somehow through the course of his story.

Need to talk with the GM and hash out exactly what the Sponsored magic will be able to do and whatnot. Maybe something like paying a fate point, or gaining a point of debt, to make an evocation have the Holy aspect, able to satisfy the catch for some toughness powers. Throw in a few Thaumaturgy at the speed of Evocation blessings using the maneuver rules in the Thaumaturgy section. Plus all the standard sponsored magic benefits and rules. Seems like there could be some fun times with that.

I'm really digging on this
(click to show/hide)
thing. I need to bust out Side Jobs and read that story about Forthill. My GM and I touched on something like this when the character concept was brought up, but never went too deep into it. Looks like I'll be flushing this out a lot more. Gonna dig around and see what's out there about the order in the Dresdenverse, then fill in details as needed.

The character is a Priest first and a Wizard second. He wouldn't ever think of himself as a wizard. He views his talents as gifts from God, to be used in His service. He'd be much more antagonistic toward demonic or "evil" creatures, going after them before they have a chance to do more harm. One of his aspects is "Walk in the Light, or I will drag you into It"  He'd probably have no idea what or who the White Council is. Unless they've contacted him (not sure how good they are at picking up on magic talents, though I'm betting they've gotten pretty awesome at it), he'd have nothing to do with them. Should they contact him sometime later on during a sessions, well, that bridge will be crossed when it's come upon.

Just a suggestion, you might want to go back and edit in spoiler tags (the symbol which looks like a radiation warning sign) around some of the stuff I mentioned.  So far the only reference I've come across has been in the short story The Warrior.  As for how good the White Council is at picking up on magical talent...  I've gotten the impression from reading Changes that the White Council doesn't do a great job.  Apparently given the rapid population growth on the planet, more and more talented people are being born and coming into their powers.  It's not so much that the White Council isn't gaining new members, it's just that people with the power and potential to qualify as a member of the White Council can get missed unless they go Warlock, in which case the Wardens show up (eventually) to give a 'haircut'.

Hope this helps.

-Cheers

68
DFRPG / Re: Using Shields (the physical kind, not magic kinds)
« on: February 02, 2012, 05:36:09 AM »
Hm...Todjaeger's post has me wondering whether shields ought to be locked into Weapons defenses--a shield as he describes, used by entry teams with guns, should perhaps be used with the Guns skill instead.

From most of what I've seen, when an entry team does a breach/no-knock, the person on point goes in with a sidearm and the shield.  The point man doesn't engage targets on entry, rather their hands are literally full using the shield to protect themselves and the rest of the team following them in.  This ends up working out quite a bit differently than the classic sword & shield combinations popular in RPG's and movies.

-Cheers

69
DFRPG / Re: Using Shields (the physical kind, not magic kinds)
« on: February 02, 2012, 02:49:57 AM »
Depends on what the shield will do. For a flat Armor rating, the GM and player can discuss how powerful it will be, agree to a Resources difficulty, and the shield adds that defense rating as Armor. I would allow it to stack, but I wouldn't let it provide more than 1 point. I'm not a weaponsmith, nor an expert on how modern firearms interact with medieval defenses, but in my game, I'm not placing good odds on the shield being effective for long against anything but buckshot.

It depends on the type of shield.  There is a type of shield called an entry shield which is typically used by law enforcement and/or counter terrorism tactical teams during forced entries.  Typically the first one or two members of the entering tactical team have them, and the are used to provide protection for the rest of the entering team.  Some of the those I have come across are rated to NIJ Level IIIA ballistic protection which equivalent to a high velocity or large caliber handgun round like a .44 Magnum round.

However, most of these shields are heavy (16+ lbs.) and large, with some being 4 ft x 2 ft.  This is why one tactical team member has the shield, and their role is to keep the shield between their team members and any shooting hostiles.

-Cheers

70
DFRPG / Re: Spellmans Syllabary
« on: February 01, 2012, 07:48:16 AM »
I would recommend de-capitalizing the references to 'Supernatural Recovery' and 'Supernatural Toughness' (becoming instead 'supernatural Recovery/Toughness') so as to avoid confusion as to whether the power is specifically referencing the median versions of those power continua.

Other than that, I would suggest that an additional option be given to grant Supernatural Toughness (possibly with a slightly higher Complexity) for the same FP cost at casting, since Water is a sufficiently ubiquitous catch to grant the requisite refund to accommodate that, even if it would require personal knowledge to know to use it.

The capitalization was deliberate, as I was referencing those powers in the notes.  The intent was to make it clear that a character with any of the Recovery powers could still benefit from the effects of the 'coat' while a character that already had any of the Toughness powers (except perhaps Invulnerability...) could not.  It is distinctly possible that in my attempt to make that clear, I accomplished the opposite effect... :o

As for being able to 'bump' the effect of the coat up to Supernatural Toughness or Mythic Toughness, that should certainly be doable.  Given that my group is currently still at a Feet In the Water level and this project stems from a player's request to have some 'pre-generated' spells with Complexity, cost and effects already determined, I've been more focused on some of the lower powered spells.  At a minimum I would think Supernatural Toughness with a Catch: Water would have a Complexity of at least 13, and Mythic Toughness of at least 17.  To be honest though, I'm inclined to make this Complexity higher for both, more along the lines of 17 and 25 respectively, while keeping the Fate Point cost of one (1).

-Cheers

71
DFRPG / Re: Spellmans Syllabary
« on: February 01, 2012, 06:31:20 AM »
On second read, the Coat of Toughness needs to have a Fate Point cost if it's going to actually be granting a Power rather than simply providing armour.  See the Temporary Power rules.
Also, RAW states that any Toughness power MUST have an attached Catch, even if it's just 'unkown, +0' and even if various entries in OW forget this or leave it out.  House rules may differ, but if it's intended for common board use, it should diverge as little as possible.

Okay, here is the revised Coat of Toughness spell.  Group input is indeed desired.

Eric Holt's Coat of Toughness*
This spell is intended to transform a coat of jacket into a protective garment which makes the wearer tougher than they would ordinarily be. At least for a little while...
Type: Thaumaturgy, Transformation
Complexity: 9
Duration: A scene (about 15 minutes)
Effect: Temporarily provides the wearer the benefits of the Supernatural power Inhuman Toughness (Armor: 1, 2 bonus boxes in the Physical Stress track)
Notes: This spell has a casting cost of One (1) Fate Point and the granted Inhuman Toughness power has a Catch: Water.  The casting cost could be increased to Two (2) Fate Points to have a Catch: Unknown.  The effects of this spell stack with Supernatural Recovery powers, but not with Supernatural Toughness powers. It also follows the normal Armor stacking rules. If the garment with the spell cast on it is within a Circle when the Circle is closed, the spell ends immediately. Similarly, if the garment crosses a Threshold without the bearer being invited in, the power of the spell is immediately reduced by the value of the Threshold. If the remaining power is insufficient to sustain the spell, it ends immediately. At the end of the spell (whether duration is reached or something ends the spell prematurely) the garment which was the target of the spell begins to break down and disintegrate.
(click to show/hide)
Lastly, the duration clock starts immediately after the spell is finished, not when the garment is first donned for wear/use.

Also, if the other spells look good (even if possibly underpowered) from a RAW perspective, let me know and I will add them to the DFRPG Resources wiki and the Resources thread.  More to follow.

-Cheers

72
DFRPG / Re: Priest Wizard Character Idea
« on: February 01, 2012, 05:03:38 AM »
I think that there's a lot of potential for the character concept; I think you'll have fun with it.  I think, though, that the Catholic Church as an institution would tend to take a dim view of a "Sorceror Priest", however.  That said, I think there's a lot of story potential in being a member of a secretive order that did not go in with the "Suffer not a witch to live" thang, believing that such power could be a tool for good every bit as much as a tool for evil, when handled prayerfully.  You could even write up the order as secretly under the direct authority of the Pope.  Which means that you character, your order, and the Pope are ok with it, but you need to hide it from the Church as a whole ... or else.

I will start this with a question.  The character is going to be an ordained Roman Catholic Priest or perhaps seminary student, correct?

If that's the case, I would suggest reading the short story The Warrior.
(click to show/hide)

For some other character ideas, the movie the Order might be worth watching.

In terms of modeling the character for the DFRPG, this question comes immediately to mind.  Is the character mainly a Wizard whose jobs is that of a priest, or is the character mostly a Priest who can cast spells?  That is important to know since Wizards have one set of powers requirements, while True Believers or Champions of God have another set.

If the current character emphasis is going to be a Wizard whose job is a priest, then having a greater emphasis on Evocation and Thaumaturgy would make sense (Thaumaturgy more so than Evocation in my opinion...) and that the flavor of the character's spells should reflect the character's faith-based approach to magic.  In one of the books, Harry commented on how some members of the White Council are devout followers of one religion or another and that the magic of those members reflects their faith.  Incidentally, it was also mentioned that the headquarters of the White Council at one point was located in the Vatican...  Summer Knight comes to mind as the novel, but I could be mistaken.

Now if the character's emphasis is on that of a Priest, taking the True Believer template powers of Bless This House and Guide My Hand and adding one or more Spellcasting powers like Ritual: Diabolism, Thaumaturgy, Channeling: Spirit, etc. could make sense, and again the spells would have a flavor reflecting the character's faith.

Something which could be an important consideration as well, if the character is going to be a full Wizard, is whether or not the character is aware of, and/or a member of the White Council?

73
DFRPG / Re: Need Help! City Creation for Manhattan!
« on: January 30, 2012, 08:47:38 AM »
Honestly I would likely break Central Park up into a couple of different locations.

Central Park, being 843 acres is ~1.3 sq. miles or 5.8% of the land area of Manhattan.
More importantly, there are a number of interesting and potentially significant features within Central Park.

The Metropolitan Museum of Air opens onto Central Park, and behind it within the park proper, is Cleopatra's Needle, an obelisk from Pharaohic Eygptian.  There is also Belvedere Castle and in the north end of the park the Blockhouse.

In the northern end of the island in the Fort Tryon Park neighborhood, there is the Cloisters which is an art museum and was built from pieces of several different medieval European abbeys.

Plus there is the entire subway and tunnel system beneath Manhattan to consider itself as well.

Hope this helps.

-Cheers

74
DFRPG / Re: Spellmans Syllabary
« on: January 28, 2012, 05:39:55 AM »
Since you're putting an aspect on yourself only, other people's skills shouldn't matter. Which gives a cost of 4+duration, IIRC, for a sticky aspect.

This is where it gets into being a judgement call and RAW interpretation. And why I'm interested in having others look over these spells and provide their thoughts and input.

In looking at the RAW, Sticky Aspects can be applied by either exceeding an opposed roll, or by exceeding the environmental difficulty.  Generally if you're putting a Sticky Aspect on yourself, then you'd just need to exceed the environmental difficulty.

Now Slim Jim's Entropy Blessing spell is specifically meant to make Slim Jim luckier when he visits the Foxwoods or Mohegan Sun casinos.  With that in mind, I modeled the spell as being opposed, even though Slim Jim is putting the Aspect on himself, since he'd be using it to make opposed roles against the casino staff and security.  The alternate idea would be that the spell would need to exceed the environmental difficulty, but I'm not sure what the environmental difficulty would need to be, to beat the odds in a casino.

So far, here are some of the more unique spells which have appeared in Changes.  Please note the Spoiler and warning, read Changes first!
(click to show/hide)

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DFRPG / Re: Spellmans Syllabary
« on: January 27, 2012, 01:00:51 PM »
15 shifts seems like a lot for an ordinary aspect. And shouldn't it affect the target, not just the caster?

I modeled the Entropy Blessing on the mild Entropy Curse, the major differences between the two is that the Entropy Blessing is supposed to give the caster 'Good' luck at the expense of another (the target) and the spell duration which is an entire day.  The idea being that Slim Jim casts the spell upon himself before heading up to the casinos for a day of gambling, but with the odds stacked in his favor and not the house's favour.

The mild Entropy Curse has a Complexity of 9, against a target (Harry I believe) with Good (+3) Discipline and the Aspect of Bad Luck was Sticky, but only lasted for a scene.  Given that this Entropy Blessing is intended to work against casino security and dealers, I figure they would have Great (+4) to resist the spell's effects and/or realize that something odd was going on, which would require a base Complexity of 10 for a Sticky Aspect.  The real kicker is that the spell duration is an entire day, which automatically adds 5 to the Complexity for the total of 15.

-Cheers

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