The Dresden Files > DFRPG Resource Collection
Custom Power List
ways and means:
Plot Device Obviously Overpowered Item of Power (which doesn't have all things equal before god)
The Sword of Rupture [-66 refresh]
Obvious Item of Power +2
It is a cylindrical, drill-shaped sword engraved with crimson cuneiform lettering on three, independently rotating segments, created during the banishment of the old ones as a weapon capable of killing a God in the right hands. It was know as the sword that cut the land from the Sky and created the Horizon.
Event Horizon Strike [-60] The Sword of Rupture swallows, compresses, and accelerates wind pressure into an artificial space-time distortion capable of pulverizing any opposition before it. The effects of this distortion are catastrophic on the environment around it crushing and warping everything in the immediate area.
When the Sword of Rupture is activated it causes a 40 shift environmental hazard within a 10 zone radius of the sword. ([-40] for the environmental hazard, [-20] for the 10 zone radius)
Expanding Radius [-5]: The Radius of the temporal distortion increases by 1 zone every round that it is active, if activated long enough it could easily consume a city.
User Immunity [-3]: The user of this blade is immune to its effects.
Sanctaphrax:
I don't feel qualified to comment on the balance of 60-refresh powers, I'm afraid.
NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to pick one type of weapon (eg. fire breath, metal claws, three-foot tusks) when you take this power.
Skills Affected: Fists, Weapons, Guns
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Integrated Weaponry [-1]. You may use your Weapons skill to attack, defend, maneuver, and block unarmed or with your natural weapon.
Ranged Weaponry [-1]. Your natural weapon has a range of three zone and is capable of spray attacks. It may be wielded with the Fists, Weapons, or Guns skill. It cannot be used with the defense trapping of Weapons unless you possess the Integrated Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1] (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
Silverblaze:
I don't mind. I do however think it should replace claws as a power. This is a more comprehensive version of claws and then some. I honestly like it.
Sanctaphrax:
Thanks.
And yes, this is intended to replace both Claws and Breath Weapon.
Silverblaze:
Excellent. I also disagree that in the book (Your Story), you cannot take the claws power multiple times. (not adding damage, but representing other modes of natural attack) This seems to allow someone to have horns, claws, breath weapons [magma chili farts! Skunk blasts!], bladed wings, a tail, and eye beams.... or something. So that's good also.
One question:
Should there be a elemental clause? What i mean is that some natural weapons will be able to use elemental effects? Such as knockback (moving a target), causing fires, freezing things etc? I'm not sure that it is required or that it should cost additional refresh, but ..."common sense isn't so common" otherwise we would not have rules lawyers arguing with common sense ruling by GM's etc.
Think of this post as more of a querry rather than criticism (constructive or otherwise).
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