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Messages - Arcane

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16
DFRPG / Re: Magic and Money
« on: October 11, 2013, 11:56:43 PM »
Well, I think it would be appropriate to repost this location and associated face from the Semi-Divine Comedy Campaign since it's a good example of practitioners using their magic to make money.


Location: Ritter and Reynolds Cosmetic Enhancement Center
Situated at the beautiful and glamorous locale of South Beach, Ritter and Reynolds Cosmetic Enhancement Center is a clinic that uses both conventional plastic surgery and "revolutionary and exclusive proprietary procedures" to enhance the appearance of those who could afford their fees.  With a reputation for miraculous work, they are the clinic of choice for the rich and powerful jet set of Miami and beyond.  What most of their patrons do not know is that the clinic's "revolutionary and exclusive proprietary procedures" are actually magic.  It's not difficult at all to cast spells on a patient after they're under anesthesia.  Nothing that actually breaks any of the Laws of Magic.  The doctors are too canny to cross any lines like that.  But they might skirt the edge on occasions.  David Ritter specializes in conjuring false flesh to enhance a patient's appearance beyond the capabilities of conventional medicine, while Samantha Reynolds is a biomancer who can both selectively destroy fat cells and blemishes as well as speed up a patient's recovery from conventional surgery.  Among the Clued-In and Supernatural set, payment can be in favors and services instead of or in addition to money.  For such clientele, not only cosmetic enhancement is offered but outright total apperance alteration if so desired.  In other words, almost perfect disguises made to order.  The clinic of course also offers discreet non-cosmetic medical services to the Clued-In and Supernatural set for the right price.  Clinic security and custodial services are provided by ghosts who have pledged their loyal service to the doctors in return for getting to enjoy corporeal existence thanks to bodies conjured by Dr. Ritter.
The Idea: Cosmetic Enhancement Center With A Magical Edge
The Aspect: Posh And Stylish
The Face: Dr. David Ritter

Face: Dr. David Ritter (Submerged)

Dr. David Ritter is both a competent plastic surgeon and a weak but highly skilled thaumaturgist with an intense focus on conjuration.  He's parleyed his talents into a life of wealth and influence, collecting money and favors from the rich and powerful from all aspects of society, mundane and supernatural alike.  His basic goal in life is to maintain his wealth and status and insuring the safety of himself, his partner Reynolds and their clinic from the various potential threats of the supernatural world.  To that end he likes to ingratiate himself with many different supernatural factions and make the clinic useful enough to be in their interests to protect (or at least not draw attention by causing high profile trouble there) while still maintaining a stance of neutrality.  Indeed, while not Accorded Neutral Ground Dr. Ritter has managed to successfully get members of the local supernatural community to informally agree to treat the Clinic as neutral ground and not instigate any conflicts there.

High Concept: Magical And Medical Cosmetic Practitioner
Trouble: Some Clients Come With Baggage
Other Aspects: Renowned In My Field, Living The Sweet Life And Loving It, It Pays To Be Connected, Prepared For Rainy Days, I Always Land On My Feet
Skills:
Superb (+5): Discipline, Lore
Great (+4): Contacts, Resources
Good (+3): Presence, Scholarship
Fair (+2): Conviction, Empathy, Deceit
Average (+1): Alertness, Athletics, Endurance, Rapport, Stealth
Powers:
Thaumaturgy [-3]
Refinement: 2 Focus Item Slots [-1]
Refinement: 2 Focus Item Slots [-1]
Refinement: 4 Enchanted Item Slots[-1]
Stunts:
Doctor (Plastic Surgeon)
Trust Me, I'm A Doctor. Requires Doctor: Doctors tend to inspire trust and confidence in their area of expertise.  Allows one to use their Scholarship plus bonuses derived from Doctor stunt in place of Rapport for any situation or circumstance in which their skills, knowledge or reputation as a doctor is relevant, such as convincing someone that a certain procedure is for the best or negotiating payment for their services.
Lush Life
Specializations
+1 Conjuring Complexity
Focus Items:
Retractor (+1 Crafting Frequency, +1 Conjuration Complexity)
Scalpel (+2 Conjuration Complexity)
Surgical Stapler (+2 Conjuration Complexity)
Enchanted Items
Enchanted Fabreeze Application - when sprayed over clothing allows one to apply an 5 shift Block or Armor:2 vs a physical attack of one's choice 2 times a session.  "Recharged" by mixing up some more and applying treatment to clothes.
3 potions or expendable items good for 2 uses a session

Standard Cosmetic Alteration Treatment
Type: Conjuration
Complexity: Base Complexity of 2 – flesh that is basically melded with the patient and moves when the users own is moved, such as for facial expressions, +5 shifts for Superb (+5) Believability, Extra Shifts depending on desired duration (default is 1 day) – typically +4 shifts for a month.
Effect: Creates an ectoplasm construct similar to a Flesh Mask on a patient that lasts for the alotted duration unless dispelled or destroyed beforehand, allowing the conjurer to grant the patient any desired appearance imagined for the duration of its existence.
Variations: The above spell is usually used for clueless patrons to help enhance their appearance.  Duration between "maintenance sessions" can be extended beyond a month by getting a signed consent waiver (Rapport declaration), which would allow one to get 2 more shifts to make construct last a season.  If they actually signed their full True Name on the consent waiver that can be employed to extend the duration even further, giving the patient an entire year before needing to come in again.  Clued-In and Supernatural patients can request a variation of the treatment in which Believability is increased even higher at the cost of decreased duration, which is perfect for short term disguises that are incredibly difficult to detect.



17
DFRPG / Re: Venomous
« on: September 07, 2013, 05:47:40 PM »
I think first aid takes longer than one exchange in a conflict.
I think that might depend on the nature of the first aid you are using to deal with the poison.  Sucking the poison out would definitely take more than an exchange but if one happened to have the proper anti-toxin on hand injecting it to neutralize the poison would only take an action (though it would still take a successful Scholarship maneuver to apply the proper dosage).

18
DFRPG / Re: Characters from Fandom?
« on: August 07, 2013, 04:22:09 AM »
Her "Five Point Palm Exploding Heart Technique" could possibly be modeled as a re-skinned Venomous Claws.

19
DFRPG / Re: Counter-spelling Wards
« on: August 01, 2013, 03:22:34 PM »
What about veils or blocking to slip past wards by preventing trigger mechanisms from detecting you?  Or glamour or versimilomancy to fool a ward into thinking you're one of the people allowed to pass freely?

20
DFRPG / Re: UAV aka Drone STAT Write up
« on: July 30, 2013, 04:32:29 AM »
That said, I wouldn't stat up UAVs as characters - that implies that they're somehow mortal and can make decisions for themselves. I'd think of them more like cars or planes. The're capable of a weapon: 4 attack, and maybe it takes 6 or 8 shifts of damage to take one down. Or a tiny bit of hexing, which is why I don't think they're a very good foe in this setting.
Depends on who you're using them against and how they're deployed.  While wizards and others who can wield magic could hex them, there are a number of different types of beings in  the Dresdenverse who would not have such a means to counter-attack. 

And of course, if you have them fly high enough and strike when your target isn't anticipating them, it doesn't matter if they're hex-capable.  As Kincaid has proved, if you're far enough away and attack from surprise you can easily kill a wizard.

21
DFRPG / Re: Mobile Homes and Thresholds
« on: March 23, 2013, 02:19:52 AM »
Home is where the heart is.  If he truly thinks of it as his home it should have a threshold, no matter how weak.  Heck, if a "homeless" person had a refrigerator box he lovingly considered his home as he took shelter in it regularly I think a good case could be made for giving it a threshold.

22
DFRPG / Re: Campaign idea - "On The Run"
« on: March 21, 2013, 03:29:20 AM »
Arcane, that's an idea. I do like the idea of giving the players some say in the kinds of things they'll get to encounter, though.
Well, in addition to creating their own locations from scratch, you could always give them the option of looking through various cities here and picking places they'd like to visit.  Of course, what's written here and what the place is actually like when they get there could potentially vary quite widely.  Think of writeups here of what the characters might have heard about a place rather than what they truly know. 

23
DFRPG / Re: Campaign idea - "On The Run"
« on: March 20, 2013, 06:34:07 PM »
Another thing you could do for locations is cheat.  Take a look at locations and faces created for the various Play By Post games on this site and just tweak them for your campaign's needs, adjusting power levels, affiliations and aspects to fit the scenarios you have in mind.  You potentially have an entire world's worth of locales available considering the various game cities that are being used or have been used in the past.

24
DFRPG / Re: The Blackstaff
« on: February 23, 2013, 04:13:42 AM »
How about Physical Immunity [Only To The Laws Of Magic ; +5] - 3 Refresh?

25
DF Reference Collection / Re: Santa Claus is a Fae reference collection
« on: December 31, 2012, 08:31:39 PM »
Here's a quote that might be relevant to Santa's true nature.

(click to show/hide)

26
DFRPG / Re: Lawbreaking and Sponsored Magic
« on: December 21, 2012, 03:58:10 AM »
I would say that at least some Sponsors would have the ability to prevent their Emmisarys from being spiritually affected by Lawbreaking.  After all, if an artifact like the Blackstaff could do it why not a sufficiently powerful Sponsor?

Of course, such a benefit might not come for free.  I could see a character racking up Debt everytime their Sponsor intervened to prevent their Lawbreaking from touching them.

27
DFRPG / Re: The Nevernever as a break-in tool
« on: December 21, 2012, 03:14:45 AM »
A little late but another defensive precaution against people or thing coming in through the Nevernever would be to have land-mine spells in places people are likely to emerge that are set to go off when touched by ectoplasm.  As noted in Summer Knight someone coming through a portal can end up bringing a little dust or other matter from the Nevernever with them inadvertently, which of course turns to ectoplasm on the other side.

28
DFRPG / Re: Biomantic Rituals
« on: December 13, 2012, 07:57:18 PM »
Uh...at Complexity 8+ (and he said the character can do 12) it's already only a few minutes or so to do the spell. The Seelie Magic would let you do it in a round, it's true...but it still only reduces the severity of the consequence by one level, not removes them...so it's going to take till at least the next scene to go away either way.
Unless of course the subject of the spell has a Recovery power.  Then they could possibly clear away the consequence as a supplemental action.

29
DFRPG Resource Collection / Re: Item Of Power Master List
« on: November 06, 2012, 04:21:51 AM »
Yet another item from The Charlie Wiseman Collection.  This differs from the original by the addition of Inhuman Speed.

The Winged Sandals of Perseus
Description: Winged sandals given to the Greek hero Perseus by Hermes that allow one to fly.

Skills Affected: Athletics
Effects:
[-0] Unbreakable.  As an Item of Power, this item cannot be broken.
[-0] One Size Fits All. These sandals adjust to fit any foot size.
[-1] Flight.  These sandals allow the wearer to fly.
[-2] The Swiftness of Hermes.  Inhuman Speed.
[+2] Item of Power

Total Cost: 1 Refresh

30
DFRPG Resource Collection / Re: Item Of Power Master List
« on: November 05, 2012, 08:46:38 PM »
Edited it so Feeding Dependency was attached to both Inhuman Strength and Supernatural Strength and made it Weapon 3.

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