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Custom Power List

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Tedronai:

--- Quote from: Gatts on March 30, 2011, 06:55:36 PM ---As for the power itself, it seems to be a supernatural sense, a superstunt and a stunt. The supernatural sense is fairly broad too.

--- End quote ---

A fairly broad Supernatural Sense that seems, from the text, intended to be automatically successful, at that.

Viatos:
Locust is correct, yes.


--- Quote from: Tedronai on March 30, 2011, 07:53:20 PM ---A fairly broad Supernatural Sense that seems, from the text, intended to be automatically successful, at that.

--- End quote ---

The way I priced it was based off the Sight, which is also automatic but on touch, and includes the Lore-Investigation trapping and, of course, the Sight itself. I completely forgot about Supernatural Sense, which changes things a bit. Also should have been Vampirism, rather then Minor Power, both thematically and because I'm using this for the Jade Court. Revised below.

Based off Blood Drinker and Emotional Vampire, placed one refresh higher due to lack of a forced frenzy and a positive bonus (Detect Magic; Magic Drain is intended to be in line with Taste of Death and Mageslayer is intended to be in line with Drink Blood and Feeding Touch).

Mana Locust (Vampirism; -2)

Detect Magic: Within your zone, you may attempt to detect the presence of magic (defined as effects created by or individuals possessing Spellcasting Powers) via an Alertness or Investigation roll. Success provides awareness of the presence of magic, and identifies individuals with Spellcasting Powers if you are already aware of them.

Magic Drain: Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts.

Mageslayer: Add +1 to close personal combat attacks made against characters possessing Spellcasting Powers.

Tedronai:
I assume Magic Drain is reducing shifts of power, is it not?  For a spell that contains multiple factors each requiring their own power allocation, how do you determine which shifts are 'drained'? (say, a maneuver at power 5, applied across 3 zones (for +6 power), and persisting for 4 exchanges (+3 power)...which of the 14 shifts of power are drained?)

Viatos:

--- Quote from: Tedronai on March 31, 2011, 01:39:06 AM ---I assume Magic Drain is reducing shifts of power, is it not?  For a spell that contains multiple factors each requiring their own power allocation, how do you determine which shifts are 'drained'? (say, a maneuver at power 5, applied across 3 zones (for +6 power), and persisting for 4 exchanges (+3 power)...which of the 14 shifts of power are drained?)

--- End quote ---

Ugh, logistics. Hmm. Very good question. The easy answer would be to leave it up to the caster - the drain happens as soon as they call the power into the area but before they dictate its form, so they shape their spell with two shifts less then they rolled control of.

EDIT: Also clarified Mageslayer to work as part of 'close personal combat' attacks.

Tedronai:
It occurs to me that 'spellcasting power' should be more clearly defined, just to exclude the possibility of that otherwise vanilla mortal who unwittingly investigated Outsiders (and thus gained Lawbreaker, listed under 'Spellcraft' in the Supernatural Powers section of YS) from being subject to that bonus.

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