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Custom Power List

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Tedronai:

--- Quote from: Sanctaphrax on March 05, 2011, 02:02:42 AM ---It seems like a little much for -1, but not enough for -2.

It gives you the benefits of Cassandra's Tears without the drawbacks, something like Psychometry, and about half of Guide My Hand. I'd probably juice it up a little to make it worthy of -2.

Also, I'd remove the fixed difficulty of 3 for Bits and Pieces in order to give the GM a touch more freedom. Suggested difficulties are fine, but fixed ones bug me somehow.

Possible upgrades to this power could be the "lucky arrival" part of Guide My Hand or letting I've Done This Already be used for physical attacks.

--- End quote ---

Lore for physical maneuvers, maybe, but I'd be leery of allowing it for attacks
perhaps allowing it to MODIFY attack skills?

Sanctaphrax:
Why not let it be used to attack?

You have to spend a fate point in order to use that power. A fate point could give you +2 anyway. So unless your Lore is 3 points better than whatever skill you use to fight, this provides no benefit. And if that is so, then you are essentially harmless when you don't spend fate points. Which will get hideously expensive very fast, by the way. And even if you had an infinite supply of fate points, you'd be no stronger than a character who just peaked a combat skill and didn't buy any stunts or powers.

KOFFEYKID:
Made this for Jinn, (actually, took Jinns idea and refined it), no clue on it's balance.


Embodiment of the Living Tempest [-3]
Musts: You must have an Aspect that represents your connection to storms.
Description: As someone whose very life force is tied to the wind you can, at need, become the living embodiment of a tempest. You undergo a transformation becoming an elemental being, though the cost is great.
Effects:
Storm Form. Your body becomes insubstantial as a thundercloud. You temporarily gain the ability to fly, and you gain armor 3 against any effect excepting those that might disperse a cloud (ex: air evocations). In addition you place the "Fury of the Storm" aspect within the zone you occupy for the duration of your transformation. Maintaining this form is mentally straining, each round you remain in this form you take one mental stress.
Leashing the Storm Within. Controlling the storm is difficult, and distractions can be deadly. Any effect that causes you physical stress while in this form also shakes your control. In addition to the physical stress taken you also take one mental stress. If you are "taken out" you loose control of the storm, reverting to your physical form and unleashing the storm to run rampant. Treat this as a weapon 3 attack on everyone in the zone (including you) at your conviction rating.
Fury of the Storm. Storms are intensely powerful and majestic events. You may harness the power and majesty of the storm within for your own purposes. Any Air evocation you cast while in this form automatically has two "free" shifts of power (though, you must still roll high enough to control these shifts), and you may roll intimidation checks at +2.

Jinn Master:
I'm working on one for each of the other elements and one to unify them all, should someone want to play an elemental.

Mal_Luck:

--- Quote from: KOFFEYKID on March 06, 2011, 10:34:59 PM ---Made this for Jinn, (actually, took Jinns idea and refined it), no clue on it's balance.


Embodiment of the Living Tempest [-3]
Musts: You must have an Aspect that represents your connection to storms.
Description: As someone whose very life force is tied to the wind you can, at need, become the living embodiment of a tempest. You undergo a transformation becoming an elemental being, though the cost is great.
Effects:
Storm Form. Your body becomes insubstantial as a thundercloud. You temporarily gain the ability to fly, and you gain armor 3 against any effect excepting those that might disperse a cloud (ex: air evocations). In addition you place the "Fury of the Storm" aspect within the zone you occupy for the duration of your transformation. Maintaining this form is mentally straining, each round you remain in this form you take one mental stress.
Leashing the Storm Within. Controlling the storm is difficult, and distractions can be deadly. Any effect that causes you physical stress while in this form also shakes your control. In addition to the physical stress taken you also take one mental stress. If you are "taken out" you loose control of the storm, reverting to your physical form and unleashing the storm to run rampant. Treat this as a weapon 3 attack on everyone in the zone (including you) at your conviction rating.
Fury of the Storm. Storms are intensely powerful and majestic events. You may harness the power and majesty of the storm within for your own purposes. Any Air evocation you cast while in this form automatically has two "free" shifts of power (though, you must still roll high enough to control these shifts), and you may roll intimidation checks at +2.


--- End quote ---

My Within the Rules version:

Human Form [+1]
Spirit Form [-3]; To show the might of the storm Variable Visage is locked as a +2 Intimidation bonus. The way it bypasses zone borders is probably closer to Gaseous Form 's Insubstantial than Spirit Form's.
Wings [-1]
Refinement [-1]; +2 Power to Air
Mythic Armor [-3]; Butchered Armor:3 bonus taken from Mythic Toughness.
The Catch [+2]; Things that could disrupt a cloud.
Desperate Hour Reflavor [-1]; From Righteousness, change Holy to Electric, let them defend with Athletics.
Involuntary Reversion [+1]; If Desperate Hour Reflavor is used, the person is immediately changed back into their human form and may not return to Living Tempest form for the rest of the scene. ((You can add some mumbo jumbo about mental stress causing you to change back or getting hurt physically hurts you mental to maybe increase this rebate.))

Total: -5, maybe less depending on Involuntary Reversions conditions.

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