The Dresden Files > DFRPG Resource Collection
Custom Power List
CMEast:
@Ophidimancer - Your variant could be useful for those that want to play as minor talents but otherwise yeah, I think human form with rare or involuntary change works.
To add to the list here's the thread for Bardic Magic - http://www.jimbutcheronline.com/bb/index.php/topic,19914.0.html
John Galt:
telekinesis is covered by breath weapon, channelling and evocation. It's just (spirit) for any of those.
For bardic magic, I just went with [-0]Performance replaces discipline for control rolls.
But since my game is in the stage of being remade, I might take some of your suggestions and add some stuff and roll it all up into a minus 1 or 2 power. But my character is the former Lord of Autumn and was also their High Bard. Now as a mortal in Seattle he's a highly sought after performance artist.
Bard's are definitely some of the most fun characters to RP, though, so it would be useful to flesh out some more ideas for customizing DFRPG to fit the template.
Todjaeger:
@Tbora
Telekinesis, a Telekinetic Shield and Telepathic Radar are all covered by existing supernatural powers already.
Supernatural Sense(-1 to -3) can be used to cover/define what you're looking for, GM permitting of course.
As others have mentioned, Telekinesis is a Spirit-based use of Channeling/Evocation, whether it's a blast for telekinetic force like Harry's Forzare Rote, or a telekinetic force shield, again like Harry's Shield Rote or the spirit evocation Rifflitum mentioned on p#295 of YS. Think of kinetomancers when creating a telekinetic psychic.
As for a Telekinetic flight ability, I suppose that some "spell" could be worked out to do so, using a spirit-based evocation, but I expect that it would likely require a fairly high Discipline and Conviction, as such an ability is fairly powerful and would also require plenty of power and control to manage. The Wings supernatural power itself is only -1 Refresh, but also requires the character to have actual, physical wings which are used to fly. Which means that apart from the use of a glamour of shapechanging ability, they are visible. They are also subject to interference and damage which can prevent or interupt flight.
@Ophidimancer
While an interesting idea, this sort of "power" seems to be more appropriate as an aspect. Something which a player can potentially use to their advantage when "extra" mojo is required, and also as a Fate Point generator/compel aspect for the GM to make things interesting (read: go kaboom) for the players.
Jeckel:
Here is the first draft of my take on a Telepathy power. A few points before the power though.
1) I don't buy that every person with some kind of "psychic" ability is just a baby wizard that doesn't realize their true potential. There is plenty of room in the game for "real" psychics with powers based on genetics, biology, chemistry, and other science-y explanations.
2) Supernatural Sense (Telepathy) is certainly a viable option, and with some of my more free-form players it would be fine to just charge them a few refresh and just say they have "Telepathy" with no further defining of the power in any way.... But, most of my players would either want something more concrete or cause me to want something more concrete to point to when making decisions about what is acceptable and what isn't.
3) I think natural psychics would be separate from magic users, as such I've required the Telepathy power to be removed if any form of mortal magic is taken and suggested the same for sponsored magic. This allow the power to give some mental bonuses without the fear of wizardlings using it to boost their magic.
--- Quote ---Telepathy [-2]
Description: Maybe you access a part of the brain most people never use, maybe your a genetic aberration or scientific experiment; regardless of the exact biological explanation, the effect is the same... you can read minds. You are not a minor talent, focused practitioner, or any other form of magic wielder, your ability is biological. Despite this fact, some crazy zealots calling themselves "wardens" may not give you time to explain that fact before attempting to remove your head.
Musts: Either a template or aspect denoting your ability with the non-magical psychic arts is required. Magic and Psychic powers (the real ones, not the magical imitations) don't play well together. In the event that any mortal magic power (Evocation, Thaumaturgy, Channeling, Ritual) is taken, the character must remove the Telepathy power and regain all refresh spent on it. It is recommended that Sponsored Magic follow the same rule, although the final decision for any specific sponsor is left to the group.
Skills Affected: Conviction (page YS:124), Discipline (page YS:127), and Empathy (page YS:129)
Effects:
* An Open Book. People are easy to understand when you can hear the thoughts they project into the world. Gain a +2 to Empathy and any time requirements are decreased by one shift. Where appropriate targets defend with Discipline instead of the normal social skill.
* Dig A Bit Deeper. Some say a person's trash is the best way to learn about them, they're wrong. When using this ability you connect your mind to that of your target, allowing access to thoughts below the surface. At the same time, some of your thoughts and emotions will bleed over into their mind. You may spend a fate point to stop your thoughts from entering the targets mind; however, the target may also spend a fate point, in which case you will not gain any of their thoughts. In the case of NPCs that have no fate points, roll Empathy defended by the target's Discipline to determine if the player gains any information. This skill can not be used more then once per scene. A fate point must be spent on any attempt against a target after the first.
* Mind Trick. These are not the droids you are looking for. By rolling Empathy defended by a target's Discipline, you may place a simple suggestion into their unconscious mind. There is no explicit limit to the number of times this ability may be used on a single target, but it is highly recommended that NPC targets receive an increasing bonus to their defense roll on each attempt after the first.
* Mental Fortitude [-1]. Taking this upgrade will grant two additional boxes of mental stress capacity (page YS:201).
* Mental Fortress [-1]. If this upgrade is taken, you naturally have Armor:1 against all mental stress.
* Psychic Strike [-2]. Purchasing this upgrade turns your mind into a weapon. Discipline may be used to make a direct psychic attack, dealing mental stress and consequences. The victim may defend with Discipline, however counter-attacks are not generally possible. Regardless of the success or failure, the attacker takes an automatic point of mental stress each time this ability is used.
--- End quote ---
All ideas, suggestions, and opinions are welcome.
I'm specifically curious about the base cost and the upgrade costs, not sure if they to high/low? Also wondering if I'm being to strict or to lenient with any of the effects?
KOFFEYKID:
I dont like the idea of a power that gives more mental stress boxes, I think its too abusable by wizards, who are already very powerful, adding Mental Armor: 1 versus everything would make them even more powerful, unless mental stress from magic didn't get the benefit of the armor.
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