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Custom Power List

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Sanctaphrax:
I'm thinking that a slightly stronger version of Gaseous Form might be our best bet.

I was thinking that the intangible character would be able to act freely, but not be able to affect the material world.

I'm not sure what would be able to harm the intangible character.

jadecourtflunky:
If you take it from the Shadowcat example, any attack that is entirely physical and most energy-based attacks go through. Anything specifically designed to hit her, diseases, and mental attacks still hit.

devonapple:

--- Quote from: Sanctaphrax on April 25, 2011, 10:07:44 PM ---I'm thinking that a slightly stronger version of Gaseous Form might be our best bet.

I was thinking that the intangible character would be able to act freely, but not be able to affect the material world.

I'm not sure what would be able to harm the intangible character.

--- End quote ---

"In gas form, you set aside all ability to act in exchange for the Physical Immunity ability" (YS 175), so the inability to affect the material world seems covered already. It seems to allow movement actions and that is it. What types of actions would you want to have available in this "phased" state?

As for harm, you could trade "things that can affect a gaseous cloud" for "things that affect energy fields," so things like magic, electricity, and magnetism may still affect the phased creature.

Save_vs_DM:
So here are a few powers I've been working on and would like a bit of feedback, if you folks would be so kind.

Focused Study [–1]
Musts: Channeling and/or Ritual; if you take this power you cannot later upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
Description:  Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Deeper Understanding. Focused Study is a tool for improving your channeling over time. Each time Focused Study is taken, choose two of the following options:
Learn and master 2 additional rote spells.
Gain a +1 power bonus for all your evocations.
Gain a +1 control bonus for all your evocations.
Gain a +1 complexity bonus for all your rituals.
Gain a +1 control bonus for all your rituals.
Unlike refinement, you do not have to structure your specialization bonuses according to the “column” limits for skills (see page 65).

Focused Mastery [-2]
Musts: Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
Breadth of Knowledge. You have far fewer blind spots than most other spellcasters who deal with your type of spellcraft. This has no actual game effect other than giving you better justification for performing magic that might be considered unusual for your particular brand of spellcasters. Game masters are encouraged to be a bit more lenient with such players when they attempt more unusual uses of magic.  For example, a pyromancer with this power might make the case for fire being a purifying element and use this justification to perform a spell that “burns out” a sickness or malady someone is suffering.
Depth of Knowledge. You've unlocked a lot of secrets within your area of specialization. Roll Lore at +1 whenever dealing with your particular area of expertise (as defined by your Channeling or Ritual power). For example, a pyromancer would roll his Lore at +1 whenever dealing with fire magic or the results of fire magic.
Respected Master. Your expertise is so extensive that even wizards respect your prowess. When dealing with other spellcasters (anyone with the Channeling, Evocation, or Sponsored Magic powers), all of your social skill rolls operate at a +1 bonus.

Signature Spell [-1]
Musts: Channeling or Evocation
Description: You've utterly mastered a single spell and have learned how to cast it with an economy of energy and motion.
Skills Affected: Conviction, Discipline, Lore
Effects:
Signature Spell. Choose one of your rote spells. The stress cost for casting this one particular spell is reduced by one. If this reduction would reduce the stress cost to zero you may only cast this spell for zero stress a number of times equal to your Lore rank, after which you must pay the normal stress cost.


Thoughts
Focused Study is more or less Refinement for people who have Channeling and Ritual. It's always bothered me that people who focus in one particular element can't actually get any better at that element (unless they make an item). This bridges that gap but also locks you out of further upgrading. That's why the bonuses say all evocations: you'll only ever have one element or type of ritual. The addition of gaining rote spells just felt right.

Focused Mastery is a bit murkier. I like the general feel of the power but it's really hard to price because one of the benefits is so nebulous. I made the other two benefits somewhat minor (a lesser version of Marked by Power) to compensate. I'm really open to suggestions if people happen to have other ideas. I just felt that focused practitioners needed a cool capstone ability.

I'm still really up in the air on Signature Spell. It was a neat mechanic I was toying around with and I wanted to write it up formally. I think it might be a bit strong for only 1 point of refresh, but it fills a bit too lackluster for 2 refresh. However, I was looking at the Incite Emotions and Beast Change powers. Both are more or less "one spell" that you can cast for free all the live long day. However, wizard spells are a lot more potent so I knew they shouldn't be unlimited. And linking it to Lore at least makes sure you have to keep a third skill up there (and does play into the Rote spell aspect). Thoughts on the power of this one?

devonapple:

--- Quote from: Save_vs_DM on April 25, 2011, 11:31:53 PM ---Focused Study is more or less Refinement for people who have Channeling and Ritual. It's always bothered me that people who focus in one particular element can't actually get any better at that element (unless they make an item).

--- End quote ---

Alas, the setting strongly privileges full-powered spellcasters, so the rules support that. Which I do not intend as actual criticism of your proposed powers.

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