Warlock Character Creation.   Posted by Editor.Group: 0
Editor
 GM, 109 posts
Thu 24 Aug 2017
at 21:40
Warlock Character Creation
Here we'll work through the steps to create your character in detail. We'll start with Step 1.

Step 1: Choose Character Aspects
  Power:
  Hero:
  Trouble:
  Background:
  Background:
  Mentor:

The Mentor is an additional Aspect for this specific campaign. This Aspect should indicate who your mentor is and your relationship with your mentor.

In addition, I need you to define your Mentor's Power, Hero, and Trouble Aspects. Plus a short paragraph or so about your mentor and his/her powers.

We will also need to work out your Power Aspect Permission and Denial.

Wearing the Cape RPG, page 88:
Permission and Denial

Aspect permission and denial works just the same for Power Aspects; the description of the power encapsulated in the Power Aspect is a set of “special rules” for that power. Atlas-Types and many Mentalist-Types fly (permission), invisible heroes can use Stealth in “plain sight” (permission), a Triton-Type (which I just made up) will be able to breath both air and water, swim through the water at great speed, and dive to any depth. A gunman can’t even try and harm an Atlas-Type unless he’s firing something that can penetrate military-grade armor (denial), and can’t take aim at an Invisible Man unless he finds some way to detect his location first (denial). None of these permission/denial powers require additional Skills or Stunts to justify them; see the Power-Type Templates (p.95) for more permission/denial examples.

Warlock
 Merlin, 2 posts
Thu 24 Aug 2017
at 23:26
Warlock Character Creation
Power: A-Class Occultist

Hero: Protector of Humanity from the Otherworldly
Invoke: Access to powerful arcane knowledge and ability to utilize that in order to protect the world
Compel: "Normal" People think she is crazy or high. Possession of Knowledge that puts her and others at risk, on top of being possibly volatile and corrupting.

Trouble: Living up to a family name
Invoke: Valenti name commands respect and is well connected globally in magical circles
Compel: Powerful and Ancient Enemies, Loss of some agency and direction over own future and freedom

Background: Modern Day Magical Girl
Invoke: Ability and Eagerness to use modern technology to further aid in investigation, Unlimited Potential of the Internet
Compel: Scorn from traditionalists, Not everything you read online is true

Background: Rebellious Metal Chick
Invoke: Social Aptitude with metal heads, Intimidating Fashion-style, Passion for music.
Compel: Disrespect towards Authority, Temptation to partying, drinking and drug use.

Mentor: Ahriman Maxwell Valenti
Ahriman is April's father and hailed as currently the foremost expert in matters of magic, the occult and things beyond of mortal understanding. An ancient and feared figure who has dedicated his life to protecting the world, but recently as his methods of prolonging his life has started to vain, he has shifted his focus on preparing the world for his departure and strengthening its defense by imprinting his vast knowledge to the many children he has fathered over the time of his life with variety of women from formal companionships to filings of passion. April Valenti belongs to the latter category.

If it was not for her mother's early death, April would have lived her life being oblivious to the weird and horrifying truth of the things that threaten their world. Partly motivated by feelings towards his now dead lover and fatherly instincts, his main concern in taking April under his wing was part of his plan to build his legacy.

April's relationship with her father is complicated at best and hostile at worst, as Ahriman only expects perfection out of all of his students, especially those who share his blood. But Father like Daughter, April has inherited the bull-headed nature and Ahriman's world renown conviction. It is not rare for the two to buttheads. April secretly resents the fact how he left her mother, and part of her will always blame him for her death.

Power: A-Class Occultist

Hero: Patriarch of the House Valenti
Invoke: Command over one of the most prestigious magical families in history of mankind, Masterful Sorcerer and Hoarder of Arcane knowledge and secrets
Compel: The prestigious responsibility for protection of Earth, Old, and slowly wasting away

Trouble: Building a worthy Legacy
Invoke: Strengthening unity of his family, Preparation for the future of the world
Compel: Straining Relationship with some family members, Occupies a large space in his mind, A great fear for future without him.
Editor
 GM, 114 posts
Sat 26 Aug 2017
at 02:52
Warlock Character Creation
One thing we're going to have to work on is your Power Aspect Permissions. Merlin-Types are cool, but one of the three Power-Types that require the most work from the player and GM.

Here is the full text of your Power-Type Template. This is more than you need for picking Aspects, but it will help you in writing up your Power Aspect Permissions. I'm also including two sidebars that dig into various parts of the Merlin-Type.

Wearing the Cape RPG, page 100:
Magic Acts
Two powers almost unique to magical types are the power to summon various supernatural beings to their aid (spirits, demons, elementals, etc.), and to transform one thing into another (a gun into a rubber chicken, for random example). With common sense and attention to a few rules, these open-ended powers can be accommodated fairly easily.

Summoning: Summoning can be simply a matter of creating a new Situation Aspect, either by Declaring a Story Detail or by succeeding at a Create an Advantage Action (p.111). Variations of the Summoned Critter Situation Aspect can grant all sorts of permissions, and if the player wants to create more than just a useful Aspect then she can spend SFP for dedicated Summoning Stunts. She can also summon more fully statted-out creatures, written up as Supporting Characters, but this is more complicated (see box, p.158).

Transformations: Turning a mugger’s gun into a rubber chicken is simply a matter of Create an Advantage: Try Shooting a Rubber Chicken. Turning a useless object into a useful one can be trivial (but the GM may want to use Appendix A to set limits on size, mass, or the number of things transformed). The GM might allow turning muggers into frogs if they were just average Scene Extras, but for characters that are supposed to be tougher to Take Out, additional Stunts should be required—perhaps something modeled on Stun Attack (p.104).



Power-Type Template: Merlin-Types

Anyone can wave a wand or say a spell but when they do it, it works. A Merlin-Type’s breakthrough unlocks a gift for true magic, one limited only by what she thinks magic is. Merlin-Types come in many flavors: Initiated Agrippan Magus, for example, or Wand Waving Spell-Slinger. The first thing to consider is whether your tradition of magic is Classical or Modern. Classical traditions are based on beliefs in the Laws of Magic (the metaphysical mirror of the Laws of Physics), the powers of spirits and the power to command them, words of power, and other kinds of magic believed to be accessible to anyone with the knowledge and materials needed; think of magic as a discipline like chemistry or medicine. Modern systems, formed or reformulated during the 20th Century, tend to incorporate psychic theory and modern notions of magic as phenomena powered by an exotic energy source (mana or psychic energy). In Classical magic traditions, the source of the Attribute Bonus will be Discernment, while in Modern magic traditions Willpower will provide the bonus.

Power Aspect Permissions: Magic Power Aspects define the limits of a Merlin-Type’s powers—an alchemist will have different constraints than a hermetic magician, who will do things differently than a witch or voudounist. Permissions for just what you can and can’t do need to be worked out in advance, but will vary significantly from magic system to magic system. One virtually universal permission is the power to sense the presence of magic on a successful Alertness roll, as a smell, a color, a pricking of your thumbs…

Invokes and Compels: Merlin-Types will Invoke their Power Aspect for that needed bit of magic lore, contacts in the magic world, or for greater ability to perform or resist magic. Compels may take the form of extra sensitivity or vulnerability, recognition by supernatural elements (of the bad kind), lack of needed tools or ingredients, or even lack of needed power (mana, psychic reserves, ley line energy…).

Power Stunts: With so many magic traditions available, just about any Power Stunt from any source can be used if narratively appropriate to the Merlin-Type’s brand of magic. Here are five that go well with magic:

Magical Cunning (or Magical Strength). When performing magical operations, add +1 per level (+4 max.) to your Discernment (or Willpower) rating when you use the Attribute or when calculating Attribute Bonuses for linked Skills. (Cost: 2 SFP/level.)

Seventh Sense. +2 to rolls to sense the presence of magic and discern its magical nature.

Memory Palace. +2 to Overcome or Create an Advantage from remembering some obscure magic text, legend, or tradition that will help you.

Words of Power. Take one shift of Mental Stress per +2 WR/+1 AR you add to a magical Attack or React, or per +1 you add to Overcome, Create Advantage, or React. If this exceeds your Stress Boxes, you will take Mental Consequences.

Artifice. If you are using the Ritual Magic Skill (next page), you can use Artifices (charms, talismans, wands, etc.) created through your art to allow you to do magic without requiring a lengthy ritual and Create an Advantage. Each artifice adds a new Action/Application to your Ritual Magic Skill. For example, a crafted wand would allow you to “fire” a Hex as a fast Ritual Magic Attack, while a protective talisman would let you React against attempts to Attack or Create Advantage against you. The magician-thief in the example might have a Hand of Glory prepared, which would allow him to attempt a quick and direct Overcome Action, his Ritual Magic Skill vs. the Difficulty Rating of the lock, security system, and guards instead of spending several minutes (and risking attention) with a ritual to build up +2 bonuses. Of course Artifices are almost always very obvious pieces of equipment which can be found and confiscated!

Power Class Requirements: Merlin-Types are so diverse that it’s hard to pin their powers down to classes. Probably the easiest way is to assign one level of Class per level of Magical Cunning/Magical Strength.

Variants: Some supernatural breakthroughs will be able to work magic but spellcasting will be secondary to their core power. For example, a witch might be first and foremost a powerful Metamorph, or a sorcerer might have bound a powerful demon that gives him tremendous powers (the classic Deal with The Devil).

Notes: Because Merlin-Types can do just about anything, they are also the most easily unbalancing. On the other hand, they are also often not geared towards the crash and crunch of superhero combat (but for a combat oriented Merlin-Type, see Example Breakthrough Creation: The Incanter, p.108). Although they can redress this weakness through Stunts like Artifices, they are vulnerable to being disarmed and even completely neutralized in a way that most capes are not (a pat-down and a pair of handcuffs will go a long way to rendering many Merlin-Types harmless). For something completely different, it might be interesting to run an All Merlin-Type campaign. San Francisco or New Orleans would be natural settings for a supernatural superhero campaign.
Example Magic Tradition: Ritual Magic:
Your system of magic takes time. Time to draw complex symbols, incant spells, gather your power or perform elaborate rituals (unless you want the wand-wavy stuff, in which case see Artifice, above). The Ritual Magic Skill (built on the Engineering Skill) plays to the methodical approach to magic by allowing only Overcome and Create an Advantage Actions with the Skill.

Overcome: Ritual Magic allows you to detect and dispel semi-permanent Ritual Aspects (below). Simple detection is usually an Average Difficulty Action (linked to Alertness for the Attribute Bonus). Dispelling magic requires an Overcome vs. the Difficulty Rating set when the magician who invoked the Ritual Aspect made his final Skill roll (also below).

Create an Advantage: Ritual Magic allows you to perform the magical version of an Action with any other Skill by creating a Ritual Aspect for that Skill. You may then boost your chance of success by repeating Create an Advantage on that Aspect, gaining additional Free Invokes for the Ritual Aspect each time. When you have the Ritual Aspect and number of Free Invokes you want, you may attempt the intended Action without regard for any normal requirements or limits, burning the Ritual Aspect and all of your stacked Free Invokes as you do.
    Example: a magician wants to pick a lock, but his Larceny Skill is Mediocre (+0) and he has no tools. He performs a ritual on the locked door, creating an Open the Way Ritual Aspect, and repeats the Action twice (protracting the ritual). He succeeds each time, stacking up three Free Invokes for a +6 bonus. He then touches the lock and rolls vs. Larceny to “pick the lock,” adding the +6 bonus.

Create an Advantage can also be used to create semi-permanent Aspects; for example, the magician could instead do the reverse, creating a Bar the Way Ritual Aspect to magically lock the door, or a Threshold Guardian Ritual Aspect to put a magical alarm on the door. Either of these could be defeated through an Overcome Action, rolling against the magician’s original +6 (which would now be the Situation Aspect’s DR). A second example: the magician performs a ritual to create a Veiling Illusion Ritual Aspect, allowing an immediate disguise attempt with Deceive. Success means he now has an Unrecognizable Situation Aspect on himself which could last for the full scene!

Difficulty Rating: stacking Free Invokes onto the Ritual Aspect requires rolling vs. a higher Difficulty Rating, starting at Fair (+2) Difficulty and increasing at a rate of +1 DR for each additional roll attempted. Success with Style at any attempt to create or stack a Ritual Aspect adds two Free Invokes, but failure removes the Ritual Aspect and its Free Invokes completely and you must start over. You can always Invoke helpful Situation Aspects to make it easier to succeed with the ritual: auspicious times, magically significant places, useful tools and ingredients, can all boost your chances.

Attack: Ritual Magic is not meant as an Attack Skill (but see the Artifice Stunt).
React: Ritual Magic is not meant as a React Skill (but see the Artifice Stunt).

Editor
 GM, 115 posts
Sat 26 Aug 2017
at 02:56
Warlock Character Creation
Barlow’s Guide to Superhumans:
Adept, alchemist, conjurer, mage, shaman, spiritualist, sorcerer, witch—every past culture gave names to their wonder-workers and set them firmly in the framework of their spiritual cosmologies. New Age mysticism freely appropriated from all of them, fantasy literature gave them new life, and now we live with them.

Warlock
 Merlin, 3 posts
Tue 29 Aug 2017
at 02:14
Warlock Character Creation
April's strength lies in occult knowledge and how to use it to recognize and manipulate magical energies. Identifying Leylines, Creatures from beyond mortal realm, hauntings, magical phenoms and so on. And as every good American kid knows, Knowing is half the battle! The subjects of knowledge she meddles with do attract the attention of things that are ancient and cunning, and at times she is unable to identify what she is experiencing, and to properly battle such phenoms she needs to retreat and consult either her elders or library. Or the good old internet on her phone when the time is the essence.

Knowledge of Magic also allows for use of magic, which in turn allows for the shooting of projectiles, erecting protective barriers and dispelling hostile effects. But Magic is ritualistic, often requires components like salt, sulfur and other elements of nature and worst of all the most powerful spells are unstable in mortal hands and often when cast affect the very core of a person. A lot of knowledge, vital for protecting the world from the worst dangers, is also equally dangerous itself and tempting.
Editor
 GM, 121 posts
Tue 29 Aug 2017
at 02:36
Warlock Character Creation
Did you want to use the Ritual Magic tradition? It sounds like a close fit. Ritual Magic has a wide range of potential powers but is slow. The Artifice Stunt would allow you some ability to bypass the restriction.

One huge advantage of Ritual Magic is you only have one Power Skill - Ritual Magic. This allows you to focus on that one skill and be very powerful.

Otherwise, we'll need to build your tradition in detail. I'm fine with doing that, but it will take some work.
Warlock
 Merlin, 4 posts
Tue 29 Aug 2017
at 16:42
Warlock Character Creation
Ritual Magic sounds fine to me!
Editor
 GM, 123 posts
Tue 29 Aug 2017
at 22:12
Warlock Character Creation
Ritual Magic makes things easier on us.

There is a big problem with your background and mentor. Like all superpowers, Magic didn't exist before the Event that took place August 18th, 2006. Magical traditions existed before that, but the spells didn't really work.

We need to figure out what triggered your Breakthrough. Something happened that suddenly made Magic work for you. You are a recent Breakthrough - at least six months ago but no more than two years. The Memorial City has one primary superhero team. Each of you has been taken under the wing of one of the founding members of the team. You're a sidekick.

Your father could have experienced his Breakthrough during the Event. Now all of the rituals he studied work and magic is available to him.
Editor
 GM, 124 posts
Wed 30 Aug 2017
at 04:10
Warlock Character Creation
While you rethink your concept a bit, here is the next step. Remember, as a Ritual Mage, you need the Ritual Magic skill.

Step 2: Choose Your Character Ratings

Wearing the Cape uses the standard pyramid structure. This campaign has a peak Rating of Superb (+5).
Ratings Pyramid
  Superb (+5): Item One
   Great (+4): Item One, Item Two
    Good (+3): Item One, Item Two, Item Three
    Fair (+2): Item One, Item Two, Item Three, Item Four
 Average (+1): Item One, Item Two, Item Three, Item Four, Item Five
You will fill these slots with Attributes:
  • Alertness: The senses and situational awareness.
  • Athleticism: Grace and movement.
  • Physique: Strength and health.
  • Discernment: Intelligence, perceptiveness, and wisdom.
  • Willpower: Fortitude, resoluteness, inner strength.
  • Presence: Charisma or sheer physical impressiveness.

Among many other things, Attribute give bonuses to skills related to them.
  • +1 for a Good (+3) Attribute.
  • +2 for a Superb (+5) Attribute.
  • +3 for an Epic (+7) Attribute
  • +4 for a Mythic (+9) Attribute

You also have Skills to put in the pyramid:
  • Academics: Knowing Things
  • Aid: Relieving, Ministering, Treating.
  • Deceive: Lying and Misleading.
  • Drive: Getting There.
  • Engineering: Building, Fixing, and Breaking Stuff.
  • Fight: Doing Bodily Harm.
  • Investigate: Researching, Snooping, Chasing Leads.
  • Larceny: Breaking In and Taking Stuff.
  • Provoke: Breeding Fear and Loathing
  • Rapport: Making Friends and Influencing People.
  • Shoot: Reaching Out to Touch Someone.
  • Stealth: Being Mist and Shadow.
  • Survival: Beating the Alternative.

Power Skills
Many Power-Types (such as the Atlas-Type and Paragon-Type) don’t require specific Skills. But others, such as the Kinetic-Type, will use one or more of the thirteen Skills to express their power.

As previously discussed, Skills do not define specific skill-sets (like Computer Programming or Kung Fu); rather, Skills describe what you are trying to do and leave how to your Character Aspects (with the Aspect permissions that they grant) and character description. This extends to the Power Aspect; one or more of the thirteen Skills will work just fine with powers much of the time, no serious work needed. For example, a lightning-throwing breakthrough would simply use the Shoot Skill (likely modified by Power Stunts).

Even so, it is a good idea to define what each of a useful Skill’s Actions do in the context of your power. Sometimes this means renaming the Skill to create a specialized Power Skill. Going back to your Power Aspect, let’s see how it is done:

Describe your Power Aspect, with attention to things it allows you to do.
  • Pick the Skills that cover the things you can do with your power.
  • Make sure you and the GM are on the same page with the Actions your powers are able to take, and what Attribute Bonuses help them.
  • If you need additional Actions for a specific Skill, purchase them as Stunts (p.91).

If a skill is tied to your power, you can't also use it for normal purposes. For example, if someone has a Railgun power and controls it with Shoot, her Shoot skill cannot be used with guns. To be able to use guns, she would need to take the Shoot skill again for normal uses. It's not a bad idea to rename your power skills. For our Railgun power, the Power Skill could be called Railgun Control or Shoot Railgun.

And lastly, you have Resources to fill in your pyramid:
  • Contacts: You Know a Guy.
  • Reputation: Does Everybody Know Your Name?
  • Wealth: Your Pile.

Most capes will have a positive rating in all three Resources. If they have a Mediocre (+0) rating, there is usually some reason for it in their background.
Warlock
 Merlin, 5 posts
Mon 4 Sep 2017
at 11:32
Warlock Character Creation
Sorry, I was caught up in trying to figure my background again and getting lost in work.
I will try to hurry it up.

Superb (+5):
Discernment: Intelligence, perceptiveness, and wisdom.
Great (+4):
Academics: Knowing Things
Investigate: Researching, Snooping, Chasing Leads.
Good (+3):
Willpower: Fortitude, resoluteness, inner strength.
Contacts: You Know a Guy.
Presence: Charisma or sheer physical impressiveness.
Fair (+2):
Alertness: The senses and situational awareness.
Athleticism: Grace and movement.
Drive: Getting There.
Rapport: Making Friends and Influencing People.
Average (+1):
Physique: Strength and health.
Shoot: Reaching Out to Touch Someone.
Aid: Relieving, Ministering, Treating.
Fight: Doing Bodily Harm.
Deceive: Lying and Misleading.

Power skills: Academics
Editor
 GM, 135 posts
Wed 6 Sep 2017
at 01:58
Warlock Character Creation
One quick change, replace Academics with Ritual Magic. You might want to replace another of your skills with Academics for use with not magic.

Your Superb (+5) Discernment gives you a +2 to a wide range of skills including Academics. As such, even if you leave mundane Academics at Mediocre (+2), it functions at Fair (+2).

How are you doing on your revised background? Need any help?
Warlock
 Merlin, 6 posts
Wed 6 Sep 2017
at 20:55
Warlock Character Creation
One Idea offered for me has been an alternate time rate phenomena when a person is "in the other world" or whatever. This would allow him to be like, a 600 year old cranky bastard mentally while merely being a fifty year old bastard physically for example.

How does that sound?
Editor
 GM, 139 posts
Wed 6 Sep 2017
at 21:13
Warlock Character Creation
So, part of your father's breakthrough is access to a Magic RealmTM? He can retreat there and spend time while almost no time passes in the real world.

I can work with that.

One of the characters in the books is Ozma and she has access to Oz. There are other alternate realities explored in the books. So, such a thing is very in canon.
Warlock
 Merlin, 7 posts
Sat 9 Sep 2017
at 18:02
Warlock Character Creation
Code Name: Warlock
Name: April Valenti

Aspects
  Power: A-Class Occultist
    April uses the Ritual Magic skill to perform arcane feats.

    The Otherworld features strongly in April's magic tradition. It's a strange place, where crystallized
    thoughts float in streams of liquid emotion, of fluttering breezes comprised of passing fads and sweeping
    vistas carved from the long years of traditions. Time functions oddly in comparison to the normal world
    here - an entire year passing amounts to one day for the mage's body back in the material world. Usually.

  Hero: Protector of Humanity from the Otherworldly
    Invoke: Access to powerful arcane knowledge and ability to utilize that in order to protect the world.
    Compel: "Normal" People think she is crazy or high. Possession of Knowledge that puts her and others at
    risk, on top of being possibly volatile and corrupting.

  Trouble: Living Up to the Family Name
    Invoke: The Valenti name commands respect and is well connected globally in magical circles.
    Compel: Powerful and ancient enemies; Loss of some agency and direction over own future and freedom.

  Background: Modern Day Magical Girl
    Invoke: Ability and even eagerness to use modern technology to further aid in investigation, the unlimited
    potential of the internet at her fingertips.
    Compel: Scorn from traditionalists; Not everything you read online is true.

  Background:Rebellious Metal Chick
    Invoke: Social aptitude with metal heads; Intimidating fashion-style; Passion for music.
    Compel: Disrespect towards authority; Temptation to partying, drinking and drug use.

  Mentor: Ahriman Maxwell Valenti
    Ahriman is April's father and hailed as currently the foremost expert in matters of magic, the occult and
    things beyond of mortal understanding. He is a wizened and feared figure who has dedicated his life to
    protecting the world, but recently he has shifted his focus on preparing the world for his departure and
    strengthening its defense by imprinting his vast knowledge on the many children he has fathered over the
    years with a variety of women from formal companionships to flings of passion. April Valenti belongs to
    the latter category.

    If it was not for her mother's early death, April would have lived her life being oblivious to the weird
    and horrifying truth of the things that threaten their world. Partly motivated by feelings towards his
    now dead lover and fatherly instincts, his main concern in taking April under his wing was part of his
    plan to build his legacy.

    April's relationship with her father is complicated at best and hostile at worst, as Ahriman only expects
    perfection out of all of his students, especially those who share his blood. But like father, like daughter,
    April has inherited Ahriman's bull-headed nature and world renowned conviction. It is not rare for the pair
    to butt heads, and April secretly resents the fact how he left her mother. Part of her will always blame
    him for her death as a result.

    Power: A-Class Occultist
      Ahriman's magical tradition is identical to April's.

    Hero: Patriarch of the House Valenti
      Invoke: Command over one of the most prestigious magical families in the history of mankind; Masterful
      sorcerer and hoarder of arcane knowledge and secrets.
      Compel: The prestigious responsibility for protection of the Earth; Old, and slowly wasting away from
      too much time spent in the Otherworld.

    Background: Eye For the Ladies
      Invoke: Sauveness and skill in social interactions with females.
      Compel: Dirty old man reactions; Losing focus when a skirt walks by.

Attributes

   Alertness: Fair (+2)
 Athleticism: Fair (+2)
 Discernment: Superb (+5)
    Physique: Average (+1)
    Presence: Good (+3)
   Willpower: Good (+3)

Skills

   Academics: Mediocre (+0)
         Aid: Average (+1)
     Deceive: Average (+1)
       Drive: Fair (+2)
 Engineering: Mediocre (+0)
       Fight: Average (+1)
 Investigate: Great (+4)
     Larceny: Mediocre (+0)
     Provoke: Mediocre (+0)
     Rapport: Fair (+2)
Ritual Magic: Great (+4)
       Shoot: Average (+1)
     Stealth: Mediocre (+0)
    Survival: Mediocre (+0)

Resources

    Contacts: Good (+3)
  Reputation: Mediocre (+0)
      Wealth: Mediocre (+0)

Stunts

  Magical Cunning +4 [8]
    When performing magical operations, add +1 per level (+4 max.) to your Discernment rating when you use
    the Attribute or when calculating Attribute Bonuses for linked Skills. Costs 2 SFP / level.

  Artifice [1]
    If you are using the Ritual Magic Skill (next page), you can use Artifices (charms, talismans, wands,
    etc.) created through your art to allow you to do magic without requiring a lengthy ritual and Create an
    Advantage. Each artifice adds a new Action/Application to your Ritual Magic Skill. For example, a crafted
    wand would allow you to “fire” a Hex as a fast Ritual Magic Attack, while a protective talisman would let
    you React against attempts to Attack or Create Advantage against you. The magician-thief in the example
    might have a Hand of Glory prepared, which would allow him to attempt a quick and direct Overcome Action,
    his Ritual Magic Skill vs. the Difficulty Rating of the lock, security system, and guards instead of
    spending several minutes (and risking attention) with a ritual to build up +2 bonuses. Of course
    Artifices are almost always very obvious pieces of equipment which can be found and confiscated!

  Seventh Sense [1]
    +2 to rolls to sense the presence of magic and discern its magical nature.

  Memory Palace [1]
    +2 to Overcome or Create an Advantage from remembering some obscure magic text, legend, or tradition that
    will help you.


Power Description

  Your system of magic takes time. Time to draw complex symbols, incant spells, gather your power or perform
  elaborate rituals (unless you want the wand-wavy stuff, in which case see Artifice, above). The Ritual
  Magic Skill (built on the Engineering Skill) plays to the methodical approach to magic by allowing only
  Overcome and Create an Advantage Actions with the Skill.

  Overcome: Ritual Magic allows you to detect and dispel semi-permanent Ritual Aspects (below). Simple
  detection is usually an Average Difficulty Action (linked to Alertness for the Attribute Bonus). Dispelling
  magic requires an Overcome vs. the Difficulty Rating set when the magician who invoked the Ritual Aspect
  made his final Skill roll (also below).

  Create an Advantage: Ritual Magic allows you to perform the magical version of an Action with any other
  Skill by creating a Ritual Aspect for that Skill. You may then boost your chance of success by repeating
  Create an Advantage on that Aspect, gaining additional Free Invokes for the Ritual Aspect each time. When
  you have the Ritual Aspect and number of Free Invokes you want, you may attempt the intended Action without
  regard for any normal requirements or limits, burning the Ritual Aspect and all of your stacked Free
  Invokes as you do.

    Example: a magician wants to pick a lock, but his Larceny Skill is Mediocre (+0) and he has no tools. He
    performs a ritual on the locked door, creating an Open the Way Ritual Aspect, and repeats the Action
    twice (protracting the ritual). He succeeds each time, stacking up three Free Invokes for a +6 bonus. He
    then touches the lock and rolls vs. Larceny to “pick the lock,” adding the +6 bonus.

  Create an Advantage can also be used to create semi-permanent Aspects; for example, the magician could
  instead do the reverse, creating a Bar the Way Ritual Aspect to magically lock the door, or a Threshold
  Guardian Ritual Aspect to put a magical alarm on the door. Either of these could be defeated through an
  Overcome Action, rolling against the magician’s original +6 (which would now be the Situation Aspect’s DR).

    A second example: the magician performs a ritual to create a Veiling Illusion Ritual Aspect, allowing an
    immediate disguise attempt with Deceive. Success means he now has an Unrecognizable Situation Aspect on
    himself which could last for the full scene!

  Difficulty Rating: stacking Free Invokes onto the Ritual Aspect requires rolling vs. a higher Difficulty
  Rating, starting at Fair (+2) Difficulty and increasing at a rate of +1 DR for each additional roll
  attempted. Success with Style at any attempt to create or stack a Ritual Aspect adds two Free Invokes, but
  failure removes the Ritual Aspect and its Free Invokes completely and you must start over. You can always
  Invoke helpful Situation Aspects to make it easier to succeed with the ritual: auspicious times, magically
  significant places, useful tools and ingredients, can all boost your chances.

  Attack: Ritual Magic is not meant as an Attack Skill (but see the Artifice Stunt).
  React: Ritual Magic is not meant as a React Skill (but see the Artifice Stunt).

Starting Fate Points: 3

Stress
 Physical: < > < > < > < >
   Mental: < > < > < > < >
 Resource: < > < > < > < > < >

Consequences
     Mild (2):
 Moderate (4):
   Severe (6):
 Resource (4):
Warlock
 Merlin, 8 posts
Sat 9 Sep 2017
at 18:28
Warlock Character Creation
Supporting Cast: "Gerbolax Shus'bierg" aka Garry Sunshine
Gerbolax, Or Garry to his friends describes himself to being a demon from realms of hell, a fact that is as hard to prove as to disprove. What is fact that he, or when he prefers to appear as a man, is a shape-shifting oddity that runs the underground club Threshold where magi, demons, angels, werewolves, vampires, fairy and everything else in-between and beyond meet.

Garry, or what is his most common human form, is at best extremely unreliable ally who is driven by profit and vanity. With such vast clientele, he knows everything supernatural happening around town and is one of the most knowledgeable, if not also the most uncooperative informants the House Valenti has.

He has taken a liking to April and her rebellious nature and thus is more cooperative with her, much to irritation to rest of the family.


Rogues Gallery: Rasputin

Many people either get enthralled by the powers of unknown and end up being seduced to take advantage of at the cost of themselves and others, or they end up being paralyzed by the sheer size of the cosmic horror and go mad. The Man now convinced that he is Rasputin of the old Russian legends suffered from both megalomania and loss of sanity. A Broken man who is convinced that the war between Earth and what lies beyond is already lost, and it is only merciful for to hasten its demise and give it quick and merciful death.

He is an Occultist Type who fancies himself as Herald of End Times, well aware of the inevitable fate of the world and whom after staring straight at it instead of choosing a noble path like Valenti Family, his mind broke and became Succumbed by Nihilism. Plagued by fits of insanity and unpredictable loyalties the only constant is the destruction he and his ploys leave behind.
Editor
 GM, 151 posts
Wed 13 Sep 2017
at 20:09
Warlock Character Creation
Mostly I'm looking for an updated background for your character.

Your father experienced his Breakthrough 11 years ago during the Event. What triggered your recent Breakthrough?

Your family can certainly have a long "magical" tradition. But before the Event, magic wasn't real. They could have performed rituals asking for something and believing that the rituals helped. Now it is possible to cast a spell and teleport to another city or kill someone with a bolt of eldritch power.
Warlock
 Merlin, 10 posts
Wed 13 Sep 2017
at 20:43
Warlock Character Creation
quote:
Your father experienced his Breakthrough 11 years ago during the Event. What triggered your recent Breakthrough?


I still would imagine that it's still the reunion that triggered this. She receives a mysterious letter that instructs her to meet him in a mysterious magical mansion that is bigger inside than outside.

There he introduces her to the facts of magic and has her Breakthrough there. It's not a happy reunion, but being a magical girl does bring some change to mundane life made fuzzy by alcohol and drug abuse.

quote:
Your family can certainly have a long "magical" tradition. But before the Event, magic wasn't real. They could have performed rituals asking for something and believing that the rituals helped. Now it is possible to cast a spell and teleport to another city or kill someone with a bolt of eldritch power.


Maybe Valenti family has a long tradition of non-magical magicians. Performers and such. Maybe they were also into the occult and nature worship on the side as part of the act, but suddenly after her father's breakthrough, things got very real.

Sorry if this does not make sense, Trying to get something out before I go to sleep.
Editor
 GM, 152 posts
Wed 13 Sep 2017
at 20:49
Warlock Character Creation
No rush, I don't know what I'm going to do for your first issue yet. But in general, I have the idea of what you're going for with your background.
Editor
 GM, 171 posts
Tue 19 Sep 2017
at 21:13
Warlock Character Creation
What Hero name does your father use while working with the Memorial Marvels?
Warlock
 Merlin, 11 posts
Wed 20 Sep 2017
at 22:03
Warlock Character Creation
In reply to Editor (msg # 19):

I think just "Ahriman" Will be fine if he goes by Maxwell with mortal folk.
Editor
 GM, 174 posts
Fri 22 Sep 2017
at 22:29
Warlock Character Creation
There is something we forgot to take care of before the action began.

Warlock:
Artifice
    If you are using the Ritual Magic Skill (next page), you can use Artifices (charms, talismans, wands, etc.) created through your art to allow you to do magic without requiring a lengthy ritual and Create an Advantage. Each artifice adds a new Action/Application to your Ritual Magic Skill. For example, a crafted wand would allow you to “fire” a Hex as a fast Ritual Magic Attack, while a protective talisman would let you React against attempts to Attack or Create Advantage against you. The magician-thief in the example might have a Hand of Glory prepared, which would allow him to attempt a quick and direct Overcome Action, his Ritual Magic Skill vs. the Difficulty Rating of the lock, security system, and guards instead of spending several minutes (and risking attention) with a ritual to build up +2 bonuses. Of course Artifices are almost always very obvious pieces of equipment which can be found and confiscated!

What does your Artifice object look like and what does it let you do? Remember, without an Artifice object, Ritual Magic is slow.
Warlock
 Merlin, 13 posts
Sat 23 Sep 2017
at 20:38
Warlock Character Creation
Let's say a pocket watch with runes inside the flap.

Edit: It would erect a barrier that slows down objects trying to go through it to point of freezing mid-air.

This message was last edited by the player at 20:54, Sat 23 Sept 2017.

Editor
 GM, 178 posts
Mon 25 Sep 2017
at 22:10
Warlock Character Creation
I like the pocket watch idea. Very cool.

So, it lets you use Ritual Magic to React against attempts to Attack or Create Advantage against you.

I'll get your character sheet put in place. And I will advance your game thread later today.