The Dresden Files > DFRPG Resource Collection

Custom Power List

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Sanctaphrax:
Alright, now for one new and one semi-new custom power that have nothing to do with Dream Or Reality.

MAGICAL WORKSHOP [-1]
Description: You don't need tools to make things. Your magical powers/your communion with the small gods of the world/the toolkit implanted in your stomach/something else will suffice.
Skills Affected: Craftsmanship
Effects:
Magical Workshop. You are always considered to have access to a workshop with a rating equal to your Craftsmanship skill.
Magical Worksite [-2]. Your workshop expands in scale, allowing you to handle the construction of entire buildings single-handedly. You are always considered to have the assistance of a full team of workers with all appropriate tools and machinery when attempting to build or repair stuff.

LONG REACH [-1]
Description: You have very long arms or some other advantage that lets you punch someone from the other side of a room.
Skills Affected: Might, Fists, Weapons
Effects:
Long Reach. Your unarmed and melee weapon attacks, maneuvers, blocks, and grapples have a range of one zone.

citadel97501:

--- Quote from: Sanctaphrax on May 21, 2011, 01:57:23 AM ---MAGICAL WORKSHOP [-1]
Description: You don't need tools to make things. Your magical powers/your communion with the small gods of the world/the toolkit implanted in your stomach/something else will suffice.
Skills Affected: Craftsmanship
Effects:
Magical Workshop. You are always considered to have access to a workshop with a rating equal to your Craftsmanship skill.
Magical Worksite [-2]. Your workshop expands in scale, allowing you to handle the construction of entire buildings single-handedly. You are always considered to have the assistance of a full team of workers with all appropriate tools and machinery when attempting to build or repair stuff.


--- End quote ---

OK, now that power I like, it will work a lot better than Sponsored Conjuring magic for a scion/emissary of Hephaestus. 

Sanctaphrax:
Glad to hear it.

If you ever get around to using it, please tell me how it goes.

PS: Rewrites of Creature Features are going up on the master list thread now. Feedback wanted.

Belial666:
I reconsidered. Only the "weapon rating" part of the power is useless, because you are not going to use it as a weapon most of the time. But the maneuvers and declarations part is very effective when combined;

Reality Warper + Combat:  declarations take no action and you can target the scene rather than an enemy with high defense. Since you now have justification to make declarations, you effectively get a free aspect once per exchange you can immediately tag for your combat action.
Reality Warper + Ambush:  Doubles the ambush effectiveness as you can create aspects twice per round - once for declaration, another for maneuver. You can even declare a hiding place or vantage point for the ambush roll itself.
Reality Warper + Thaumaturgy: You now always have justification to make extra declarations in addition to standard ones through skills. Ritual magic gets +2 complexity per declaration. I don't think that requires any more explanation.  ;D



BTW, Demense is the reason you don't fight an entity in its domain. Then they auto-succeed in declarations and basically get a free +2 to any action.

jadecourtflunky:
I took this from a web-manga I read occasionally called Bibliography. Some of the characters give up their normal eyes in exchange for 3rd and 4th eyes that can float far away from them.

Floating Eyes -? (You guys help me with this part, please...)
Faraway Eyes: Your eyes can move around a mile away from your position. Your alertness drops by 2 when they are away from you, but you may make investigation, alertness, and lore (third eye) checks wherever your eyes are.
Eyes above me: Whenever your eyes are with you, you get +2 to detecting ambushes and seeing hiding people, along with a +2 bonus to use of the third eye.
Linked to Me: The eyes can be attacked, but evade attacks at Discipline +2. Only physical attacks work on the eyes, but they can be treated as links to their owner, and as such with enough focus a strong spellcaster can "shoot a spell up the link", though it takes 1 shift more to do so.
Flying Eyes: The eyes are treated as if they have wings.
Breath Channel (-1): The eyes are treated as a channel for your Breath Weapon. You can fire it out of either eye. Using it in this manner requires Discipline, not weapons.
Convert Eye (-1): Your eyes can be transformed, either into a weapon: 2 weapon or a Armor: 2 Shield. When in this form, they must be weilded and cannot float on their own.

Other trappings could be added to make other powers go through the eyes, as reasonable. What do you guys think?

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