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ways and means:

--- Quote from: devonapple on April 29, 2011, 08:07:26 PM ---That seems potentially broken. Would this include the extra shifts from very successful attack rolls, or would it just be the Weapon:2/Spell:4/etc. shifts?

The current RAW-legal way to do this would be to execute multiple Maneuvers to set up Sticky Aspects like "Phantom Slash" that you could then tag later on in the conflict (similarly, at 2 shifts for each Aspect).

--- End quote ---

It was thinking you could store final stress after armour though I thought that might be a bit broken would only storing the weapons damage be less broken ?

devonapple:

--- Quote from: ways and means on April 29, 2011, 08:54:10 PM ---It was thinking you could store final stress after armour though I thought that might be a bit broken would only storing the weapons damage be less broken ?

--- End quote ---

Less broken, but unfortunately less useful.

That said, a Damage-only version of this power could be easier than stacking up Sticky Aspects:
This power: hit the target with a 0-shift result or better to get Weapon:x shifts that you can "tag" later for +x.
Maneuver: hit the target with a 1-shift result or better to get an Aspect that you can "tag" later for a +2.

One could also write a Stunt version:

Deceptive Strike (Weapons): you are trained to deceive your targets with imperceptible slashes and blows, which prevents a target from noticing how wounded he is until you finish them with a well-timed blow. Add +2 to Weapons checks to place Sticky Aspects reflecting this ability, such as "Phantom Slash" or "Painless Wound."

Chi Point Strike (Fists): You are trained to strike your opponent's chi centers, which prevents a target from noticing how wounded he is until it is too late. Add +2 to Fists checks to place Sticky Aspects reflecting this ability, such as "Imperceptible Wound" or "Chi Disruption."

ways and means:
Those stunts are really cool, I think that a weapons only version of this ability well strong (potential of massive weapons ratings) given all its costs (exchanges, +2 refresh) is probably reasonably balanced (at least by DFRP magic standards).   

devonapple:

--- Quote from: ways and means on April 29, 2011, 09:35:34 PM ---Those stunts are really cool, I think that a weapons only version of this ability well strong (potential of massive weapons ratings) given all its costs (exchanges, +2 refresh) is probably reasonably balanced (at least by DFRP magic standards).   

--- End quote ---

*If* I allowed it, I agree that -2 refresh *would* seem about right as the cost.

jadecourtflunky:
I think this could be plausible as a stunt, but most people don't have the skill it takes to do this and I designed this for a were-mockingbird, so it's in here.

Mimic Sound -1
This character, after being exposed to a sound enough, can mimic it almost perfectly. Using Deceit, this character may mimic any sound that they could justifiably hear often (A guy on the streets won't mimic a jaguar's roar, and a tribal native won't be able to do a police siren). Performance could be swapped for Deceit with justification (like if the character is a comedian who's really good at impersonations). This only applies to general sounds, not speech.

Mimic Voice -1: This character after hearing someone speak for a long enough amount of time (Not a few words, but maybe a short conversation) can mimic that person's voice using Deceit. Just like Mimic sound, this can be used with performance as well.

They're interesting powers (or stunts) for social builds. They have lots of uses too. Have to scare off that criminal? Try a police siren, or mimicing a police officer. Want to distract him so your buddy can knock him out? Mimic the sound of his phone ringing, or mimic a woman calling him over. Wanna scare him? Ever heard a good horror movie scream, and didn't that ghoul you met a few weeks ago have a really creepy voice?

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