The Dresden Files > DFRPG Resource Collection
Custom Power List
ways and means:
Magical Ninja Powers
Mystic Fate Ninjutsu [-1]
Impossible Stealth - Your training in the mystic art of Ninjutsu allows you to become all but invisible so you can hide in anywhere no matter the terrain, lighting or any other conditions. A fate ninja can hide in the middle of combat and ignores all terrain or lighting penalties when hiding.
Absolute Destiny Blow [-1] (requires Mystic Fate Ninjutsu) After successfully ambushing an opponent you can spend a fate point for your attack to bypass all mundane Armour and toughness powers that attack.
Sanctaphrax:
Interesting ideas.
I don't like the Incredible Stealth trapping, though. It's both boring and excessively stuntlike.
Would suggest rewording Impossible Stealth too. I'm not sure how it works as written.
Maybe reduce the cost to -1 to compensate for the loss of Incredible Stealth.
As for Absolute Destiny Blow:
It's clearly based off of All Creatures Are Equal Before God, which costs 3-4 refresh and a FP per scene. It also lets you ignore mundane armour. With that in mind, I suggest that you make this cost 1 refresh and a FP per use. And let it ignore mundane armour, it seems only reasonable.
ways and means:
I changed "Absolute Destiny Blow" to your recommendation it does seem a better way to do it. Impossible stealth was based off veils in that it allows you to hide as if you were invisible (veiled) but with the stealth skill using your super secret magical stealth training. I am not quite sure how to word the description properly.
Sanctaphrax:
New wording for Mystic Fate Ninjitsu is good. Not perfect, but I don't think I could do better.
Not absolutely certain about the balance, but it looks about right.
ways and means:
Inhuman Dexterity [-2]
+1 to accuracy with weapons where dexterity matters
+1 to weapons parry
+2 to any non combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)
Supernatural Dexterity [-4]
+2 to accuracy with weapons where dexterity matters
+2 to weapons parry
+4 to any non-combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)
Mythic Dexterity [-6]
+3 to accuracy with weapons where dexterity matters
+3 to weapons parry
+6 to any non-combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version