The Dresden Files > DFRPG Resource Collection
Custom Power List
Sanctaphrax:
The faerie thing is amusing, but not a good justification for the inclusion of that effect.
Going by that description, Self-Sponsored Magic isn't so much a power as a template for power creation. So I can't really evaluate it. But what there is looks goodish.
computerking:
Imageless
Cost: -1
Description: Just like the Vampires of the olden days, you cannot be photographed. Be it film, digital, or video, you never show up as more than a blur, or a burst of video static. Butters would say it’s a very specialized form of Mana Static, which only affects visual recording devices. Kincaid would say it’s a great way to get past Security devices.
Musts: A suitably vampiric, magical or "Sneaky Supernatural" High Concept
Skills Affected: Stealth
Effects:
Imageless provides a constant “semi-veil” of +4 to Stealth rolls against photographic attempts to detect you, and +4 to all direct attempts to defend against having your picture taken.
When unaware of or not trying to avoid surveillance, attempts to get an identifying picture of you suffer a -2 to the Performance rolls for photo or video quality.
Reflectionless: [-1] Your reflection is similarly prevented from occurring, reducing up to 3 points of penalties on stealth rolls where reflective surfaces could reveal your position.
computerking:
Decoy
Cost: -3
Activation Speed: Supplemental Action
Description: There have been many precedents of high-speed fighters utilizing persistence of vision to fool their enemies to attacking where they aren’t. This power takes that to another level, allowing a life-and-death game of Three-card Monte with your own body on the line.
Musts: Supernatural Speed, or Mythic Speed, or the Faster than the Eye or Like the Wind trappings from those respective speed powers.
Skills Affected: Athletics, Weapons, Fists, Guns
Effects:
Twin Me: You move quickly between two points in the same zone, stopping slightly in each one, so that it seems that there are two of you. You gain +2 to defense rolls, as your attacker can’t be sure which one of you to attack at what time. You also gain +2 to your attack rolls, for similar reasons.
Triple Threat: Similar to the Twin Me power, but only available if you have Mythic Speed or Like the Wind. Three of you will seem to be in the zone at the same time, providing +3 to attacks and Defense.
Multiplicity: [-2]: For a Fate point, you can sacrifice some of your individual speed power bonuses and the bonuses to attack and defense in the above trappings for a scene; but in trade you receive a more powerful result: Your multiple images can seemingly attack and defend separately. Your multiple selves have your (natural) Alertness for Initiative, and cannot move more than 1 zone away from the other(s), but are allowed to attack different targets (Or the same target multiple times!). Be careful, though, you still only have one Stress track and set of Consequences, and your multiple selves can all be hit!
Notes: At any point you can stop using this power as a free action, and can choose which multiple stays. In the case of Multiplicity your initiative does not regain the benefits of your speed bonuses until the beginning of the next exchange.
Silverblaze:
--- Quote from: computerking on October 07, 2011, 07:08:20 PM ---Decoy
Cost: -3
Activation Speed: Supplemental Action
Description: There have been many precedents of high-speed fighters utilizing persistence of vision to fool their enemies to attacking where they aren’t. This power takes that to another level, allowing a life-and-death game of Three-card Monte with your own body on the line.
Musts: Supernatural Speed, or Mythic Speed, or the Faster than the Eye or Like the Wind trappings from those respective speed powers.
Skills Affected: Athletics, Weapons, Fists, Guns
Effects:
Twin Me: You move quickly between two points in the same zone, stopping slightly in each one, so that it seems that there are two of you. You gain +2 to defense rolls, as your attacker can’t be sure which one of you to attack at what time. You also gain +2 to your attack rolls, for similar reasons.
Triple Threat: Similar to the Twin Me power, but only available if you have Mythic Speed or Like the Wind. Three of you will seem to be in the zone at the same time, providing +3 to attacks and Defense.
Multiplicity: [-2]: For a Fate point, you can sacrifice some of your individual speed power bonuses and the bonuses to attack and defense in the above trappings for a scene; but in trade you receive a more powerful result: Your multiple images can seemingly attack and defend separately. Your multiple selves have your (natural) Alertness for Initiative, and cannot move more than 1 zone away from the other(s), but are allowed to attack different targets (Or the same target multiple times!). Be careful, though, you still only have one Stress track and set of Consequences, and your multiple selves can all be hit!
Notes: At any point you can stop using this power as a free action, and can choose which multiple stays. In the case of Multiplicity your initiative does not regain the benefits of your speed bonuses until the beginning of the next exchange.
--- End quote ---
I'll weigh in on this like I usually do on powers that offer mutliple attacks. I do not like it. I think it can be very overpowered. Sanctaphrax and I went rounds for days over multiple actions in an exchange and I still haven't changed my mind...pretty sure he hasn't either.
Long story short. I wouldn't allow, I don't feel the system supports multiple attacks in combat well.
The other aspects of the power have been simulated by a displacement power already.
Sanctaphrax:
Good ideas, not so good mechanics.
Imageless works, but I think it would work better if it simply made all attempts to record your image with a machine fail. If you don't show up on film, you don't show up on film.
And Reflectionless isn't worth another point of Refresh, I think. Fold it into the base power.
Decoy has a great number of issues.
1. "Activation Speed" doesn't mean anything. You may want to explain it a bit more.
2. I don't think it's possible to get the trappings of Supernatural/Mythic Speed without taking Supernatural/Mythic Speed.
3. The power having the same cost but providing more benefit if you have Mythic Speed is bad. If it's worth 3 refresh when it gives +2, then it's unfair for it to give +3.
4. Twin Me and Triple Threat are horribly boring.
5. Twin Me and Triple Threat are prime munchkin-bait.
6. It is unclear how Multiplicity works with zone attacks.
7. Anything giving multiple actions is worrying. I believe that in principle it can work, but that it'd be tough to do right. This might be balanced, but it also might really not be. Have you tested this in play?
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