The Dresden Files > DFRPG Resource Collection
Custom Power List
Tsunami:
here's one to add to the master List
http://www.jimbutcheronline.com/bb/index.php/topic,19843.0.html
Sanctaphrax:
Got a couple powers and a couple modifications to the Incite Emotion power here. I've used all of these before (to make characters, not in actual play), and I think I ought to put them here.
Gambler [-1]
Description: You have the ability to manipulate probability in a limited way. But it's far from risk free; in fact, the risk is the reason that it works.
Effect: At any time you may pay any number of fate points to make a bet with the GM. If the GM rejects the bet, you get your fate point(s) back. If he accepts and you win, you get back twice the number of fate points that you paid. Some GMs may allow odds other than double or nothing, but they are in no way obliged to.
Fomor Magic [-0]
Description: You're a Fomor, not a human. Your magic reflects that.
Effect: Your magic is never impeded or removed by the presence of running water. Instead, you suffer penalties when casting magic in areas that lack water almost entirely, like deserts or indoor areas without running water.
Incite Emotion trappings:
Emotion Burst [-1]: Requires At Range trapping. You may take a -2 penalty to your roll in order to have Incite Emotion affect everyone in a zone.
At Long Range [-1]: Requires At Range trapping. You may use Incite Emotion on a target up to three zones away
bibliophile20:
--- Quote from: Sanctaphrax on November 26, 2010, 03:39:00 AM ---
Incite Emotion trappings:
Emotion Burst [-1]: Requires At Range trapping. You may take a -2 penalty to your roll in order to have Incite Emotion affect everyone in a zone.
At Long Range [-1]: Requires At Range trapping. You may use Incite Emotion on a target up to three zones away
--- End quote ---
Perfect! I needed those. Thanks!
devonapple:
Quick Shifting [-1]. You can modify your form pool as a supplemental action instead of a full action (see Supplemental Actions, p 213). Musts: Modular Abilities.
Should this be -1 or -2? Edit: Considering that 1 point of Refresh is enough to buy a stunt that can "Reduce the amount of time necessary to complete a particular task by two steps," perhaps leaving it at [-1] is perfectly fine.
HobbitGuy1420:
Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.
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