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Topics - Lawgiver

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1
DFRPG / Circle limitations and a dying game
« on: November 08, 2016, 05:11:38 PM »
During our latest game session my players got very angry… and I need some help.  I’m hoping I’ve misinterpreted something and I can give them good data after y’all clear up the mistake… but…

Situation:  The group (six characters) are in combat with four ghouls and a sorcerer.  One of the characters is a newbie Wizard and puts up a magic circle to protect herself from incoming spells.

The Problem:  Circles only protect against magic and ectoplasmic constructs (like the body a demon will build for itself when coming to the mortal world).  It has no inherent capability to stop physical objects from crossing the barrier… particularly objects deliberately thrown across the barrier by a free-willed mortal.  One of the ghouls tossed a chunk of wood over our lady Wizard’s circle and broke it… and she took a really heavy hit from the sorcerer’s next spell.  The group cried foul, big time.

What purpose, they asked, to put up a circle for protection if it can’t protect?  Their envisioning of circles, despite everything JB’s said about them in the DF books, was that such a circle was all but a bullet proof chamber to lay low in until ready to exit and kick some butt.  No so, says I, and I described what I’ve said above about magic and constructs.  They were livid and the game session crashed and burned on the spot.  To be truthful, they’re about to call off playing the DFRPG altogether because of that – to them – gigantic flaw in the game mechanics.

There’s not a ton of data on circles; how they work and their limitations, but I’m fairly sure I’ve got at least the basic interpretation correct.  Have I misread/misinterpreted something?

I’m at a total loss here.

HELP!

2
DFRPG / Hard time with new player's concept -- need some advice
« on: November 18, 2015, 05:04:01 PM »
During the holidays our gaming goes into hiatus as people turn their time and attention to family.  I’ve invited two new people to join us once things get back into gear after New Year.  Both of them need some serious one-on-one time for character development, which we'll be getting to right after Thanksgiving. They’ve both done some RPG gaming in the past, but not a lot.  Both have read the Dresden books and loved them.  Neither of them have ever played a Fate/Fate-based game system.

Needless to say, their initial concepts for what they wanted their characters to be have gone way out of bounds and I’ve had to “kick them back in bounds” more than once already.

The guy -- I’m ok with where he’s at right now on his concept.  I think we’ll be able work up something we can both deal with.

The gal – {shakes head}, not so much.  She insists on a certain “trait” that I’m not sure is a good thing.

She wants her character to suffer something like the “Midas Touch”, only not in the literal “touch it and it turns to gold” way… It’s a sort of “while I’m involved in something stuff comes up roses”.

Say she gets involved in a business deal.  She can’t start a company of her own – it would tank.  But if she invests in someone else’s it does well.  If she stood at a roulette table, she couldn’t place a bet of her own – she’d lose everything.  But if she told someone else what number to bet on, they’d clean up.  As long as she doesn’t try to use this trait/power for her own direct/immediate benefit – as long as there’s someone else who can “take the hit” (so to speak) it’s “golden”.

My ‘issue’ is with which power to assign to make this the most workable for her and the other players… and the least work for me – if you see what I mean.  I’ve considered things and I’ve come down to three options and am hoping some of you wonderful folks can help me decide on which one might be best… or even if you have an alternate idea that would be preferable.

1.    Cassandra’s Tears.  Sort of like Abbey from WN and GS… the gal who “sees” a few seconds into the future (has the “alert dog”, Toto).  This would provide her the knowledge she dispenses and follows the ‘rule’ of not being useable for self… but it almost totally eliminates the possibility of using surprise against the characters as a factor during play – effectively eliminates Alertness as an initiative base (at least for the first round).  Not sure I like the implications.
2.   Focused Practitioner of some sort – Option-1 = Entropy Curses {Luck}.  As long as we limit it to use only on others it might work, but this seems a bit overly convenient, her use of it could be all sorts of haphazard and – to my mind – the potential for blowing game balance is more than I’d like to admit.
3.   Focused Practitioner of some sort – Option-2 = Ectomancer of a sort.  She has a spirit (sort of like Sir Stuart) who she can communicate with who can not only tell her things but also achieve some very limited manipulation of solid objects (tweak the throw of dice, look at other people’s cards, etc).  This provides some of the “luck factor” but doesn’t have much ability to affect wider things like some else’s luck when they’re not in her immediate vicinity.  It seems to only peripherally address what the player wants and becomes a very poor compromise.

I’m trending towards #1 right now but am more than willing to entertain alternate suggestions – though, keep in mind please, that the further afield from the main thrust of the players conception the harder I’ll have to argue with her to get her to shift.

Thanks in advance for anything.

3
DFRPG / Need Character design help badly.
« on: May 19, 2015, 10:08:04 PM »
Ok, gang. This is a weird one. Some setup is necessary to understand the problem.

I have several players in a new DFRPG game I just started running (set in the Paranet Papers version of LV). A couple of them work some odd shifts and show up when they can.

Player A works in the evenings, starting roughly 4:00 p.m.

Player B works earlier, getting off work around 3:00 p.m. and gets to the table until about 10 minutes before A leaves for work.

We’ve found a way for them both to play w/o having to have two characters that just pop in and out in odd ways disrupting continuity.

They have the same, shared Trouble Aspect: One Body, Two Souls

Player A’s player is male and the character is male, of Russian extraction, and roughly 45-ish in current world. Player B’s player is female and the character, though also Russian in extraction, is female and younger – about 25-30.

Player A’s character is former KGB (with a skillset appropriate to that), while Player B’s character is the daughter of an older time Russian Mafioso who is looking to try re-establishing mob influence in LV.

My problems are obvious.

Player A will begin the play session controlling his character. When he has to leave, Player B takes over the character but there area # of changes that have to occur that I’m having a horrible time deciding how to deal with.

Physically I have to account for the total change in bodies. Can’t have this middle-age Comrade in a young woman’s body… that could go all sorts of wrong way too fast/easy. Vice-versa for the change from female back to male for the start of the next session.

Skillset wise, this seems at least on par with the skill shuffle for shapeshifting but considering that it’s not the same set of skills that get shuffled, but outright swapped for another entire set… nor even the same set of stunts or supernatural powers, I’m really having a tough time figuring this out.

I’ve looked at variations of Demoic Copilot, True Shapeshifting, etc., including alteration of point costs to provide certain effects w/o over-charging them in points and turning them both into NPC as a result… and I am totally stuck.

I'm hoping there's a simple solution I'm just overlooking -- besides just doing 2 separate characters--- everyone at the table loves the idea and want to see how it plays out.

Suggestions?
*sigh*
ty for anything.

4
DFRPG / How do you deal with players who want Scions?
« on: April 29, 2015, 09:12:35 PM »
There's no real, solid Template for them, like there are for Changelings or Emissaries of Power. They're sort of between those two. But not really... *sigh*.

I'm getting ready to start a new set of scenes and my group is about to spend time in character creation... three of them have already expressed solid (read they won't be talked out of) interest in running a Scion of some sort. One wants a very Kincaid-like supernatural crossbreed with high skills in Guns, Weapons and even Fists. Another wants something vaguely like the White Court "Come Hither"... but not a WC Virgin or with any of the Feeding Dependency issues -- and doesn't want to get her "charms" from being Changeling (Fae blooded), so the 'inheritance' came from...elsewhere.

You get the idea.

Suggestions on how to go about creating some Musts or other Template/template-like requirements for Scions?

Tough, I know, but time is running out and I've been hitting a wall with this.

5
DFRPG / Paranet Papers Las Vegas... Part Two
« on: March 27, 2015, 07:32:01 PM »
In addition to the previous scenario I posted I had an idea for anther one I thought you guys might find interesting. Hope you like it.

Title: To Protect… and Serve

The Hook
Word across the local Paranet from various sources (dreams/visions to who knows what else) say that there have been an unusual number of strange accidents in town of late, particularly in and near the Freemont Street area downtown. In the last two weeks alone the sheer variety of unlucky to outright bizarre accidents and deaths could provide fodder for a dozen Final Destination films. ‘Net members are being advised to steer clear of that area for the foreseeable (in any context) future.

The Truth
Nelson ‘The Mutt’ Brinks of the White Court of Vampires can be found at The Lucky Penny, a trashy casino just off Freemont Street, in downtown LV. (See Paranet Papers expansion for details).

He has multiple roles at the Penny.

First and most obvious; he’s their sole bouncer. There are few boundaries at the Lucky Penny and visitors with enough gumption left to cross them are rare. When he does have to act, Brinks is aggressive. Survivors of his wrath are far rarer than his need to act.

Second, he considers the Penny to be his private game preserve and does not tolerate encroachment of any kind. As a Skavis, Brinks’ appetite is for deep despair. He feeds well and guards his larder jealously. He is proactive vs. perceived threats. Generally, he will be content to drive poachers and other trouble makers away. Once they leave, he’ll let them go. But if they stay inside the building, he’ll fight to the bitter end.

Third, he’s responsible for shunting those who don’t meet his preferred standard of intense despair to other members of the White Court who have other tastes. As a matter of course Brinks will do an Assessment on anyone new entering the property to see how they measure up – 1) food or potential food for him, 2) food or potential food for family, 3) threat. He has no other categories even for the most well-meaning. If you’re not in the first two categories, you get one warning and then it’s on. See below regarding what happens if he’s forced to concede*.

Fourth (and not necessarily least) he is a sort of loan shark who deals in more than just money. The type of despair he needs to feed properly doesn’t just grow on trees even in LV. Over the decades he’s found a way to help it along. He loans money to the destitute. At usury interest rates, of course. That’s nothing new. The unusual part of the deal is that, well, Brinks got rather lucky back in the 50’s. He met a practitioner (named Penny as it would happen, thus the casino’s name) who could summon and bind small creatures from the Nevernever. This woman had made a mistake of some kind when still new to her talent and was accosted by a White Council Warden and threatened with decapitation if she ever did whatever it was ever again. By the time she reached LV and Nelson the woman was an emotional wreck, which suited Brinks just fine. In assessing his catch Brinks had an inspiration almost at the level of epiphany when he realized an opportunity that might not come again for a long time. Instead of just turning the woman into brunch, he kept her alive long enough to get her to summon and bind a Gremlin to Brinks himself. Only the two of them knew its Name. Only the two of them could release it. Then Brinks ate the summoner.

Now he has complete control over a creature whose specialty is entropomancy… entropy curses on demand. When loaning money Brinks demands a sample of his victim’s blood which he gives to the gremlin, which then provides a demonstration of how it works. Nothing lethal this time… but enough to scare the target into abject submission. The message is clear: pay, or Bad Things happen. It rarely takes long for the victims to be driven so deeply into despair that they make for good dining.

Concession
*Brinks’ concession will take the form of fleeing the Penny. He’ll dash to a nearby storm drain in the streets and disappear into The Tunnels making his way to help (where this is located is up to you). He’ll be very fast and all but totally untraceable. He’ll tattle in detail and demand vengeance. The Whites will send him and four (yes, 4) WCV ‘enforcers’ back to The Lucky Penny to confront the problem. This should take all of an hour of time (or one scene, whichever is shorter).

If the group is still at the Penny when he returns, it will be a heads up fight without regard for hiding the supernatural nature of those involved. The patrons after all aren’t all that ‘together’ and their stories would just come across as nut-job ramblings.

If the group isn’t at the Penny, these guys will spread out in the Freemont Street area looking for them, or anyone who has seen them. If the group has remained within the Freemont Street area (on the street or in any building – casino or merchant – along Freemont under the canopy), these WCV’s will find them. Throw them in at an appropriately inopportune moment – and the fight is on. Again, they’re not concerned with subtlety.

If the group isn’t on Freemont Street any more, at least one of their members will have been ID’d well enough to get a location on them. Pick the one you feel is the best (read juiciest) candidate to track down. It will take longer, perhaps a scene or two, but the characters will be given ‘a message’ in the form of either extensive property damage (like their dwelling or vehicle trashed up badly, etc.), or (if one is isolated from the others) ambushed via tranquilizer dart and spirited away to somewhere private where they can be tutored in proper manners concerning WC property. If they’re in a group when the Whites find them… as above, the fight goes on.  Regardless, once started the fight continues until everyone on one side has been taken out in some way.

If the characters lose, each of their personal dealings with the Whites specifically will be at a -2, while all other information sources (Contacts and the like) will be at a -1 (because of the hubbub they stirred up) until the end of the scenario (or they receive a milestone upgrade whichever you prefer). If the characters win, the reverse is true; they’ll get +1 under the same condition(s).

Additional Note: Though not really intended to be an extended fight scenario it can turn into one quickly and easily. If so, in the early segments Brinks should keep up to three non-Wizard caliber characters very busy. In the later parts the additional WCV’s could give the group a very harsh time. Brinks will only fight until taken out. The later adds might actually go for the kill. This depends on how badly they’re hurt when the time comes. The more severely they’re mauled the more they feel a need for quid pro quo… if one of their members is killed, they’ll reciprocate one-for-one when possible. It is recommended that the players be given clear notice before the scenario begins that the possibility of actual character death exists within the scenario. Whether or not that happens is entirely up to them.

Also, I recommend not having the gremlin in the scene. Dismissing, controlling or destroying this little critter would pretty much destroy Brinks. He’s already on a razor’s edge (read near suicidal in his own right), this would push him over without question. So, unless you want Brinks to be a one-time-only encounter, don’t just give the group that level of weapon… unless, of course, you want to turn Brinks into a turncoat source for them because they hold his pet gremlin captive… muahahahah!

The Roster
Nelson ‘The Mutt’ Brinks - In my version of this character I’ve upped Nelson’s power to make him a much bigger threat. Instead of just Incite Emotion[Despair] (which requires touch), my Nelson’s power is upgraded to its limit, Incite Emption (Despair, [At Range, Lasting Emotion, Potent Emotion]) which gives him the ability to use it as a direct mental attack on a target (instead of just a maneuver or block) and requiring the target to defend with Discipline.

Gremlin
High Concept: The Thing That Steals Your Socks And Makes Your Computer Break Down
Other Aspects: Unseen Prankster, Poetic? Justice
Skills:
Good: Craftsmanship, Stealth
Fair: Conviction, Discipline, Lore
Average: Athletics, Deceit, Contacts
Stunts:
[-1] Destructive Prankster (Craftsmanship): +2 to break things with Craftsmanship.
[-1] Boosted Hexes (Conviction): All technology is treated as though it were two steps lower on the hexing table.
Powers:
[-1] Diminutive Size
[-1] Cloak Of Shadows
[-2] Ritual (Entropomancy)
Total Refresh Cost: -6
Refresh Total: -2

Other WCV NPC’s – Use standard template


Enjoy  ;D

6
DFRPG / Paranet Las Vegas
« on: March 18, 2015, 09:52:52 PM »
With the LV portion of the PP's free for download, I grabbed it and have been coming up with ideas for action. Thought you guys might like to see this, in all it's rough unglory.

Title -- Side Tracked
Something’s up with the Las Vegas monorail… passengers are coming up missing. Just one or two a week… until recently…

To those in the know around Las Vegas, know human trafficking is real. There are sellers and buyers for many reasons within and beyond the obvious. With the decline in the national (and thus area) economy, keeping up with demand has become a challenge. Tourists who fit the right profile are becoming scarce and suppliers are being pushed to find alternate sources. One plan has been hatched that’s been reaping rewards since just after the first of the year. The perps don’t plan on stopping any time soon.

The Perps: Within the White Court community in Las Vegas, there exists a specialized (and thus very limited) market for those with Fae blood in their veins. Connoisseurs (calling themselves The Diner’s Club) being what they are, they prefer the best that money can buy. But funds are a bit low right now and rarity sometimes forces one to accept lower quality because that’s all that can be had. The ‘best’ comes from those often referred to as Changelings; the half-bloods with one mortal parent and one from… the other side, and who have not yet made their Choice. Whether the Fae parent was Winter, Summer or Wylde makes no difference. They know what they like and are willing to pay top dollar for top quality.

Failing that, anyone who has even a smidgen of faerie blood will do. It is, after all, the principle of the thing, and something is, indeed, better than nothing.

Until very recently a highly organized group ensured a satisfactory supply for the Fae-Blooded market. With the recent troubles that supply was cut off. Completely. For months now.  On the verge of turning their sights to locals – and thus competing with other suppliers gathering for other buyers, and… other complications… an elegant and sustainable solution was proposed by the leader of the Club. It would save them some money and is almost completely fool-proof. Fools being what they are the vampires took precautions against discovery – and the plan went into effect.

The Plan: Part 1. The large bronze statue of Elvis Presley enshrined at the LV Hilton has long been subject to tourist attention for a variety of reasons. One such reason is the urban legend that touching the statue prior to gambling will one lucky. This has been going on for decades. The statue has patinaed long since, except for its hands and a few other spots (chin, shoulders, etc.) where tens of thousands of people have brushed, poked, prodded and patted The King in hopes of winning money, and have left those areas looking bright and shiny. The statue has been enchanted with the ability to detect whether someone touching it bears Fae blood [Supernatural Sense: Fae Blood]. When detecting a target, the statue then hits it with a 10-shift pre-loaded Domination. For those who (usually) fail, the order given is to board the south-bound monorail. The Domination also damages their psyche a little bit, ‘tagging’ them for what’s to come. Those who resist get a major case of the creeps from touching the statue and probably never come back to the property again – perhaps even cancel trips to Graceland and lose good feelings for Elvis while they’re at it. Part 2: Roughly mid-way between the LV Hilton and the monorails’ next stop at Harrah’s, a WCV lackey has been posted just inside a NN portal situated along the monorail’s tracks. When the tagged game passes by the portal, the lackey, who can see the psychic stain, reaches across the border and pulls them across. The game is then packaged and transported to their final destination.  Part 3: Once used, the statue’s abilities must be refreshed. When a victim is received a phone call is made, some money transferred and a utility man is sent to the LV Hilton to reset the trap.

Meet The Players:

The White Court. A half-dozen members of the Skavis (who feed on despair) want to keep their “private stash” secret from the rest of the family. They’re low-life’s even among their own kind. White Court vamps traditionally use “Cat’s Paws” to do their dirty work for them. The more layers and more indirect their maneuvering, the better they like it. This special group has been forced by exigency to work almost directly on their problem – getting enough of what they like best to eat. If discovered they will be so heavily dishonored among their own kind they will be killed; culled to improve the breed. No such ham-handed actions can be tolerated, even here. Needless to say, they won’t take busybodies lightly.

Members include: Aldon, Claudia, Laurent, Nathaniel, Raven and Tariq Skavis. Only Aldon is of any consequence. This whole thing is his idea. He’s made all the arrangements and set it all up. Just ask the others. They’ll tell you. The others can be run using any “basic WCV” template. Aldon is detailed later.

Sgt. Stella Andrews & the LVPD “Special Vices Squad”. This Squad, self-dubbed “The Hard Way Squad” is unofficial, receiving no formal support from the department (which doesn’t even know it exists), and live in constant danger of being outed. Sgt. Andrews is nominally in charge of the group; roughly a dozen semi-clued individuals who just cannot turn a blind eye to how Las Vegas really operates. Sgt. Andrews has decided that the string of unsolved disappearances must have some ‘unusual’ nature to it and has begun dedicating limited manpower to figuring it out.

Katrina Morrison - Ex-Red Court Flunky. Morrison is a board member of Sunset Holdings, Ltd., a major front for the late Red Court. She’s heavily addicted to red spit. Now that the Reds are history, she can’t get a fix, which makes are a bit twitchy. But that doesn’t mean that business can’t still happen. She’s the one supplying the ‘utility man’ (a “Level Two Paranetter” under her control) to recharge the Elvis statue at the LV Hilton. She’s more than willing to out those involved if it means protecting herself, even if it means strengthening the rest of the Whites.

USEFUL INFORMATION (In no particular order of importance)

Investigation or “Official” Sources – Police, Political, Medical, etc.
•   Surveillance footage shows each victim boarding the south-bound monorail at the LV Hilton, but not being on the car at the next stop (Harrah’s).
•   Recent ‘stakeouts’ along various points of the route between the Hilton and Harrah’s have discovered no one exiting the monorail in motion.
•   Not all victims have seen a show, gambled or eaten at the Hilton before boarding the monorail.
•   There is no link like age, gender, or socio-economics between them that police can determine.

Contacts or “Street” Sources – Gangs, Friends, Rumors, etc.
•   Victims always a little “out of it” (tired, edgy, preoccupied, etc.) just before getting on the tram.

Scholarship or “Research” Sources – Broadcast and Print Media of various sorts.
•   Monorail security is separate from hotel/casino security. Only by viewing this separate footage (for each case) will anyone eventually ‘tip’ (Research vs. Difficulty 5) to the fact that all victims touched the Elvis statue on site for luck. Without resorting to other investigative techniques, this will take two entire scenes of time to figure out (one of three or more characters work on it together); the researching character(s) will be unavailable for any other activity during that time.

Other Sources – Supernatural in one form or another.
•   The Elvis statue at Hilton is enchanted to detect Changelings and ‘tag’ them for kidnapping. When it has tagged a subject, it sends a signal to the trapper on the other side of a passive NN portal who then waits along the monorail route to remove the subject.
•   The monorail runs through a passive NN portal along its route where ‘tagged’ subjects are removed.
•   All subjects are Changelings being taken to the NN to be transported to their deaths.
•   Practice makes perfect. The slow increase in the kidnappings is a result of the “utility”man getting better at doing what he’s doing; becoming more efficient and therefore faster.

NPCs

Level Two Paranetter (On The Beach)
High Concept: Compromised Member Of Paranet
Other Aspects: Little Fish, Magical Community, Deadly Secret
Skills:
Good: Lore, Contacts
Fair: Conviction, Discipline
Average: Resources, Alertness, Scholarship, Investigation, Driving
Stunts:
Paranet Member (Contacts): +2 to Contacts when contacting other members of Paranet.
Powers:
Ritual (Domination) [-2] Could also be Channeling or any minor ability except for Marked By Power. Some psychic abilities are also possible.
Total Refresh Cost: -3, Refresh Total: 1
This guy’s secret is up to you to create. It doesn’t have to be all that big, just enough to make him susceptible to blackmail/extortion. Making it relevant to your group is what’s important… something they can get a little sympathetic with.  If you can make a connection of some sort with the group, fine. If/when the plan blows up, he’s toast one way or another. That can give the characters’ some guilt or grief issues as baggage to tote around. Make his death obvious, public… and messy so it sends a message. Don’t invest a lot of time in him, though.
+++++++
Aldon Skavis
High Concept: Sleazy White Court Vampire
Trouble: Doing What Ought Not Be Done
Other Aspects: Angry But Afraid, Bottomless Pit
Use the general White Court Vampire template but ensure he has Weapons at (+4) Great (he really likes to use paired straight razors). In addition to Incite Emotion[Despair], he can also Incite Emotion[Fear]. Oh, and his Might should also be at a minimum of Fair(+2).
This guys is a real weasel and no small amount of coward. He’ll bolt at the first real opportunity (Concession early is his thing provided he can leave right afterwards) and look for a way to set an ambush for any pursuers or come after them some night when they’re asleep.  Or just hire a killer to take them out. If he’s not with the rest of his Club, he’ll get with them asap for safety in numbers.
++++++++
White Court Lackey: Generic White Court Vamp template. He’s armed with a 3-Million volt personal defense stungun [Weapons at Great(+4)]. When he sees the “tainted” target, he uses his Speed to jerk them through the portal and zaps them totally senseless in seconds. A few zip ties, some duct tape and a whiff of ether completes the ensemble. If the group actually discovers him personally, like crossing the portal to his position, he’ll bolt for all he’s worth. If he gets cornered, he’ll bargain for his life and spill what little he knows (which is enough to damn Aldon) including Aldons’ name and the Club’s location (ironically enough in a “lost” maintenance room at the LV Hilton.

Enjoy

7
DFRPG / Need Help - Is This Character legit?
« on: March 16, 2015, 08:41:48 PM »
Having a problem designing this NPC for an upcoming home brew. I love the concept, just not sure if I've got all the math right. He's intended to be a Rock God Wannabe, with some real problems (can provide background if desired). But he's not... stable. Being a Focused Practitioner shouldn't interfere with his use of tech for instrument amplification, should it? He's not gonna hex blowout equipment all the time?

Would appreciate some critique. ty.

Template: Focused Practitioner (Submerged)
High Concept: Bipolar Orpheomancer
Trouble: Jukebox Hero Wannabe
(Other aspects available as requested)

Skills:
(+5) Conviction, Performance
(+4) Presence, Scholarship
(+3) Deceit, Discipline
(+2) Athletics, Endurance, Lore
(+1) Alertness, Contacts, Intimidation
(total 33)

Powers
[-2] Channeling (Air, Power +1)
[-2] Ritual (Psychomancy, Complexity +1) - (should have 8 complexity shifts?- see below)
--Lore(2)+Aspect(2)+Ritual ([Stage{2}+Components{2}=4)=8?
Did I get that right? And this could go up if he can apply more than one aspect at the same time?

Stunts
[-1] Spellsinger -- Use Performance instead of Discipline for control
[-1] Occultist (Lore) - Music+1, Ancient Music+2
[-1] Art Historian (Performance), Art=1, Music History+2, Rock Music+3
[-1] Poet (Performance) Composition+2
[-1] Scholar (Scholarship), Music+1, Ancient Music+2
(total 9)

Focus Items
Guitar [Vintage '57 Fender Stratocaster], [Air, Offensive Power (Conviction)+2]
Guitar Pick [Air, Offensive Control (Performance)+2]

Rote Spells (Bound to Focus [Guitar])
Riff #1 (Creates Wall of Air) Movement Border [Defensive Power (eight) {to target roll Performance} for 1 Mental stress]

Riff #2 (Feedback), Attack (audio), Offensive Power (W:eight) [to target roll Performance} for 1 Mental stress]

Base Spell Power = Conviction(5)+Channel(1)=6 +Focus[Guitar(2)]=8
Base Spell Control = Performance(5)=Focus[Pick(2)]=7


Total spent: Skills = 33
Refresh = 9

I need to know if the math is good. If so, is there a problem (rules or concept) with him using a "Spray Attack" on the amplified music from his guitar to hit a group of people at a concert with his Psychomancy? (He's slowly creating a mob of truly fanatic fans this way.)

Thanks for any advice.

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