(July 31st, 2014, 17:00)Ranamar Wrote: As it is, the instant he accepted that, he'd turn into an NPC. Given his interest in blizzards and thunderstorms, that's definitely an aspect I need to bring in somehow, now that you mention it.
Strikes me as an excellent source of tension and story
. He wants the power, if only it weren't attached to such a nasty price, so it's a test of his self-control. And of course the Fae want the influence, whether he's planning to cooperate or not.
@Jkaen: I believe he's talking Alpha-style were-something. Still basically human, still has control of himself, just also has this really handy trick.
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Been thinking about Gordon's magical abilities. In general I want him to be subtle and much more about altering the battlefield than fighting directly, but he'll have a couple attack abilities, just in case. Brick, if you have time, I'd really appreciate a check on whether I'm understanding the mechanics right.
Here's how I think I'm translating that into mechanics:
Starting point: Conviction 3, Disciple 3, Lore 4, with Evocation and Thaumaturgy
Evocation elements known: water, spirit, and earth
Thaumaturgy benefit: +1 complexity to no-prep illusions
Rote spells (4, because 4 Lore):
Quick Veil (spirit, 4 shifts, uses spirit focus item)
Deflection - spirit block, works by knocking aside projectiles and charging enemies (spirit, 4 shifts, uses spirit focus item)
Blinding 'veil everything that's not the target' (spirit, 3 shifts), applies Aspect 'Blinded'
Knockdown (earth, 3 shifts) - create intense, variable gravity under the target, to apply the aspect 'knocked down' (and maybe damage as well?)
Focus Items (4 slots due to both Evo and Thaum):
Conductor's Baton (2 slots), +1 Defensive power and +1 Defensive control to spirit
2 slots remain open, to use as 4 enchanted items. Each item has 4 power, due to 4 Lore
Opal Cufflinks: Once/session, can create an entropy/dissolving attack, equiv to Weapon: 4
Overcoat: Twice/session, can create a defensive Armor: 3 effect (spirit/force), automatically used when Gordon would be hit
Antique Pen: Once/session, it creates an illusion of him running away in the direction he directs (in a straight line), and veils him. It won't likely fool anyone to thinking he's actually gone, but maybe at least gives him a chance to move from his starting spot before they realize it's a trick. Not sure quite what the rules would be for something like this; Lore of 4 to apply to the effect, though.
1 enchanted item slot left open for potions; which potion is prepared will change between adventures.