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    1. Obsidian One 9 yrs ago

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Hi,

Looking at getting back into the arena game once the new year rolls around.

I have one character below. Mage type, magic is based off of the Dresden Files. Though, with the 7 laws removed because ... that would spell my own death in this sort of a setting.

FULL NAME: EDRIK PEDRONE
NICKNAMES: NONE.
BIRTH DATE: AUG, 21, 1880
ETHNICITY: WHITE
RELIGION: NONE.
OCCUPATION: INVESTOR
PLACE OF BIRTH: NEW YORK, NY, USA.
PLACE OF RESIDENCE: New York, NY.

APPEARANCE;

Height: 6'2”

Weight: 174 .lbs

Edrik Pedrone has the lean body of a runner and carries himself with confidence. His hair is a raven black and always kept slicked back away from his bright blue eyes. Edrik is often seen wearing expensive suits and named brand clothing. While he personally doesn't care what he wears he understands that people are often judged simply by the way they look, so he makes sure to take meticulous care of himself. A quirk of a smile can almost always be seen, as if he knows something you don't, which may be true considering what the man is. When he speaks it is often quietly, as if he is telling you a secret. He rarely raises his voice or lets any emotion crack through his calm exterior.

PERSONALITY;

Edrik needs order, he is dominant and normally the quiet type, but when does speak he needs people to listen to him, and he tends to be the thinker. He looks forward, he doesn’t care about what happens now, in the present time. He is extremely judgmental and while he might not always vocalize his displeasure he will not forget it. Edrik is a good listener even though he doesn’t care much for how others feel, heis good at observing others and learning from them.

On the flip side, Edrik can be naive at times, believing his own abilities and knowledge will pull him through whatever he faces. When he does anger he looses his cool violently, reaching out to punish what angered him. He is also not a forgiving person, if you've crossed him he will remember and he will come back for revenge, on his terms. Being Edrik's friend is not easy, if he judges you an idiot or incompetent he will not bother to give you the light of day. Edrik respects power in one form or another, be it mundane or magical in its nature and he is always striving to acquire more.

EQUIPMENT;

Cane/Sword - Edrik often walks with a very ornate cane. This cane hides an enchanted sword in its depths. With a twist and flick of his wrist a long thin silver blade can be revealed. The sword has been enchanted to help cut through magical defenses as well as for strength and durability. The Cane also serves to help Edrik focus and control his earth magic, helping the magic to be more precise.

.38 Special Revolver - While not fancy this gun is reliable. Which is exactly what Edrik needs when more sophisticated guns tend to break and jam around him.

Pentacle Necklace - The pentagram is the symbol of Edrk's faith and he has as much belief in it as a christian has in the cross. This could very well make creatures weak to 'holy' effects based on faith shy away from the necklace when its shown.

Leather Bracer - This is somewhat of an oddity for a man that dresses in the latest fashions. But on Edrik's left wrist is a leather bracer that has copper woven through it. The Bracer is enchanted to aid Edrik's water evocation, specifically his defensive minded spells.

Fathers Ring - His fathers special ring, its is simple silver with a black diamond at its center and thirteen smaller white diamond set around it. This ring does not help with evocation magic, but it does aid Edrik with thaumaturgy rituals designed to summon creatures.

ABILITIES;

STRENGTHS:
Arcane Knowledge: Edrik is a wizard, knowledge is his forte. As one might expect, he is incredibly knowledgeable about different creatures, artifacts and powers in the world.

Fencer: Edrik is an exceptional fencer, even just dabbling in it. The years have allowed him to slowly become skilled.

Magic: Edrik is able to tap into the natural energies of the world and shape them to his will, albeit with effort. Edrik is capable of both evocation and thaumaturgy. As far as evocation is concerned, he can use all five classical elements with extreme proficiency but is exceptionally skilled in both Earth and Water magics.

Wizards Constitution: Despite popular belief Wizards are not frail old men, not generally at least. Edrik recovers from wounds and sickness just a little faster than your normal human. Edrik will also live longer than a normal human, while he is not immortal he will live for a very very long time.

The Sight: Edrik has learned to open his third eye, perceiving the magical world in great detail. The downside is that anything seen with The Sight can never be forgotten and is always vivid. The problem is that the human mind isn't always good at processing what it sees. Emotions and and relationships shine like webs. Energy pulses. Dreams and nightmares boil in the air. The past, present, and future have a little hoedown right in front of you. It's hard to make any sense of it.

Soulgaze: Edrik has the ability to gaze upon another persons soul directly – but only the first time they make more than a moment of eye contact, and only if that individual has a mortal soul and the aren't shielded or protected in some other manner. This is a double-edged sword, just as he sees into someone else they see into him. This is to see each other as they truly are, each person bares their true-self to the other getting a full measure of who each other are and what each is truly capable of. (This is something we work out before hand in a PM.)

Money: Edrik has spent over a hundred years building up his bank accounts and investing in different companies. He is an extremely wealthy man.

MAGIC:
Magic is life's essence. It is generated by living things, and may be thought of as akin to the concepts of Odic force and prana. However, the human heart and soul is also powerful source of magical energy. There's more magic in a baby's first giggle than any fire that a wizard can call up. Emotions are a kind of channel for magic, a path to carry energy to a practitioner.

Casting a spell as a three-step process. The first step is to gather energy. The second is to shape that energy with one's thoughts and feelings for achieving one's goal. The final step is to release the energy in the intended direction. It's like using a firearm: first one must load ammunition (gather energy), aim the weapon (shape the energy with intent), and pull the trigger (release the energy).

Mortal magic is done in one of two ways; evocation and thaumaturgy.

Evocation
Evocation is the most direct, spectacular, and noisy form of magic, or sorcery. It can only happen in direct line of sight. The evocator would have to be in the same room as their victims. This type of magic is what is mainly used in direct combat situations. The ability to use it without ritual allows more focus on combat than anything else. It usually works best with a focus depending on the skills of the wizard.[While it takes a while to learn a new evocation, it has the advantage of being able to be used on the fly.

Many refer to evocation as "Quick and dirty" magic. It usually draws directly from the wizard's will and is turned loose without benefit of a guide or limit. It is dangerous and difficult but it is useful for throwing around a lot of energy. That energy is usually manifested in one of the classical elements as described below.

Air: Air is the element of motion and freedom, and most of its key effects are motion-based: powerful gales to knock over foes or throw object around, the movement of objects to the wizards hand, or shields of swirling air current to push harm away.

Earth: Earth is the element of stability, gravity, and grounding. Ultimately, everything rests on the earth, and its practitiones take advantage of thi face by calling up protective walls of stone, shaking the ground underfoot, and keeping themselves stable regardless of the surrounding circumstance. Earth is also the element that governs magnetism; earth mages often use this to their advantage, strengthening or dampening magnetic fields to achieve various effects.

Fire: Firs is the element of consumption and deconstruction, and it is the first resort for those who wish to deal massive carnage to their foes. Besides the classic image of the fireball-throwing Wizard, this element allows for a more subtle range of effects, allowing a wizard to apply or remove heat from an object or area and to melt small objects like locks or other barriers.

Water: Water is the element of entropy and change. Its chief power is changing the state of things, as water tends to do: eroding, dissolving, disrupting, decaying, dispensing, disintegrating. While many people wouldn't consider water to be a very damaging element, you have to think about the kind of insidious damage water does: dissolving stone, rusting metal, warping wood- even pummeling or s icing if it's a high-pressure jet of water. It can also flood, suffocate, assist in chemical reactions, and so on.

Spirit: Spirit is the element of the soul, the purest expression of will. In a way, it's the most ;basic of the elements – the translation of the wizard's raw desire into energy – and its presence tends to transcend different traditions of magic, being a core element in every one. Spirit effects tend to manifest as raw kinetic power, and even bend the energies around people and object to make them appear invisible.

Thaumaturgy
Thaumaturgyis the process of creating magical links between objects or people. Magic flows through one object and is attached to the other. Is it often said "As above, so below. Make something happen on a small scale and feed it enough energy to happen on a large scale." Most thaumaturgy requires something to connect the object being used to the greater object, such as blood, hair or nail clippings, etc.

Thaumaturgy is the safest, most reliable method of doing magic.

Thaumaturgy sets up the Construct physically and allows the Elements to act as a lens through which theWizard then focuses his power. Because the Wizard doesn’t have to keep his construct in mind as he casts (because it’s right there in front of him), he can concentrate more on his casting and thus produce much more stable, more subtle, and stronger effects. Thaumaturgy also allows the Wizard to draw power from sources other than himself: bound spirits, forces of nature, or the assistance of others. Over time, the effects of Thaumaturgy are more powerful than those of Evocation: while a blast of fire may injure, a ritual curse can leave you and your offspring crippled for generations.

Most of the traditional spells found in tomes, or those passed down through schools of sorcery, are basically Thaumaturgy. If you follow the recipe of the spell and feed in the power it requires, the spell/ritual will work. Of course, some recipes are going to be more complex than others, and may require the use of rare/expensive items and elaborate preparations.

WEAKNESSES:.
Hexing: Mortal spellcasters and technology just don't get along. When the spell start flying the tech starts frying. Objects made post WWII tend to not last long around wizards that start casting spells. Cell phones, cars, computers, and just about anything with a computer chip in it will cease to work in a Wizards presence. This means that taking Edrik to a hospital when he is injured simply isn't possible, unless you want to risk the equipment near him malfunctioning and people dying.

Fatigue: The more a wizard uses magic without resting the more fatigued he comes, both physically and mentally. The bigger and more powerful the spell that faster the wizard becomes fatigued. A wizard, if drawn to much, can actually kill themselves or, more often, render themselves unconscious because they are unable to cope with the stress magic puts on their bodies.

Backlash & Fallout: Sometimes a wizard draws more power than they can safely control. When this happens one of two things generally happen, the wizard sucks up the uncontrollable power and suffers the effects physically and mentally, becoming much more fatigued than he would have if he successfully cast the spell. This is known as backlash. The other option is fallout, in which the Wizard lets his uncontrolled energy explode out around him for some undesired effect, while this saves the wizard from Backlash it puts everything and everyone around him in danger.

Down and Dirty: Evocation is essentially combat magic. It cannot be used for the more fine things that require time and preparation. It does two things; attack and defend.

Threshholds: Commonly, the word threshold is used to describe the barrier that is formed around a home by the simple act of people living in it and regarding it as a place of safety, shelter, and family. The stronger the send of 'home,' the greater the threshold. A wizard crossing a threshhold uninvited leaves a large amount of his magical power at the door - not all of it, but certainly enough to make him think twice. (Roughly 2/3rds of it)

Never Forget: While a Wizard Sight is a powerful thing, the things they see with it they remember forever. With perfect clarity. The psychological effects this has on the human brain can break a lesser person. If Edrik were to see something incredibly horrible with his sight it would stay with him forever, possibly driving him insane.
gamersplane.com

That's also a great sight to use.

Those of us that can use Skype can get a general idea for the city. Then you can post what we have here and everyone else can put in their two cents. I fear that people would have vastly different schedules, so getting us all on at once might not work.
While I do own all three RPG books in hard copy, I also own 'Your Story' and 'The Paranet Papers' as PDF's.

I think that it may be best to do this in the order 'Your Story' suggests and go through the City Creation process first, then do the character creation so we can have characters that better fit whatever story you're trying to tell yeti.

I've attempted to run several 'on-line' Dresden Files games, but they always fell apart. However, something like Skype where we can talk and discuss things I find generally works better than a forum. But, that's just my two cents.

I've made a bunch of a characters in the Dresden File RPG and have run a handful of games, so I'd be more than willing to help out when need be.

Hakai - By Fae do you mean a Changeling? Or an actual Fae Creature?

Since I'm pretty much in love with all of the 'class' types in the book I'll reserve my character decision until I see what everyone else is planning and then pick something to help round out wherever we are lacking as a group.
Like Tearstone, I am comfortable enough in my knowledge of the Dresdenverse to play at any level. But, since you want us to pick I will go ahead and pick Chestdeep.

As for starting city, I think New Orleans could be a lot of fun.

Character Concept: Well, depending on the starting refresh I would go with either a Pure Mortal(Cop), Wizard (Warden), Knight of Summer/Winter Court or Knight of the Cross. I'm pretty flexible if anyone who hasn't played the game has their eye on something specific.

The one thing I would say about people chosing a 'class' is don't worry about what others pick and choose whatever looks fun to you. No two Wizards will be alike.
This guy. Right here! Love the Dresden Files. I've read the series multiple times and have run the RPG many times as well. Count me in.
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