The Dresden Files > DFRPG Resource Collection
Custom Power List
BumblingBear:
--- Quote from: Sanctaphrax on April 18, 2011, 02:36:45 AM ---I wouldn't worry about what people think of your snook if I were you.
Anyway, after talking a bit to Belial666 on the Demons! thread I've got a first draft of the other damaging aura power.
Dangerous Aura [-2]
Description: Standing near you is dangerous.
Musts: Nothing in particular.
Effect:
Dangerous Aura. This power makes a Fair physical attack against Endurance at weapon 0 against each character in your zone each turn. EDIT: Please note that this power can be turned off and does not affect the user.
Extra-Dangerous Aura [-1]. This power makes Great attacks.
Super-Dangerous Aura [-1]. This power makes Fantastic attacks.
Hyper-Dangerous Aura [-1]. This power attacks at weapon 2.
Mental Aura [-1]. This power inflicts mental stress and is resisted with Discipline.
For timing, I'm thinking that this would activate at the end of the attacked character's turn. I'm currently debating whether or not it should affect characters who run through your zone. An upgrade that makes it affect a wider area might be a good idea.
--- End quote ---
I really like this power.
Like many other things in this thread, I am going to steal it.
I like powers that will force PCs to think a different way and not turn every physical fight into a tank and spank.
Sanctaphrax:
Why thank you. Does that mean that you think the cost is reasonable?
Anyway, I've got two additions I want to make. The first is to let people, when taking the power, specify that people use whatever skill they use to defend against ranged attacks to defend against this power instead of Endurance. It occurred to me that Endurance doesn't model defence against a cloud of knives very well.
Anyway, here are the area upgrades I mentioned.
Large Aura [-1]. This power affects everyone within one zone.
Vast Aura [-1]. (Requires Large Aura) This power affects everyone within three zones.
Please note that these area upgrades are not optional once purchased. People who want to fight alongside others would be well advised not to take Vast Aura unless their allies are very tough.
Sanctaphrax:
Spell-Like Ability [-1]
Description: You have the ability to cast one spell.
Musts: Nothing more than any other power requires.
Effect:
Spell-Like Ability. Design a spell with complexity or power equal to the higher of your Conviction skill and your Lore skill. You may cast that spell as an evocation rote.
Potent Spell-Like Ability [-1]. Add two to the power of one of your spell-like ability. This does not increase the difficulty to control it.
I'm not totally satisfied with this. I'm kinda wondering whether I should let people take Potent Spell-Like Ability more than once.
devonapple:
--- Quote from: Sanctaphrax on April 22, 2011, 03:05:34 AM ---I'm not totally satisfied with this. I'm kinda wondering whether I should let people take Potent Spell-Like Ability more than once.
--- End quote ---
After a few of these, most folks will opt for Rituals and/or Channeling.
It is a good way to model a one-trick spellcaster, though, and at a discount from regular themed Rituals/Channeling.
Does this cost Mental Stress?
Also, Musts: should be something as simple as "not a Pure Mortal."
Silverblaze:
I propose it not costing mental stress unless -1 Potent magical ability is added to it.
Opinions?
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