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Custom Power List

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devonapple:

--- Quote from: Silverblaze on November 17, 2011, 09:56:05 PM ---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.

--- End quote ---

I always took that as not needing to be that picky about the special effect of the power (though certainly more picky than the spread of effects you mentioned!).

Ultimately, you're still only making one attack that exchange. In situations in which the specific type of damage would be important, the monster would ideally have an existing Aspect reflecting their abilities which can be Invoked for the effect.

Taking advantage of a Catch requires you to invoke an Aspect, and that either comes for free once with a Declaration or Maneuver, or it has to be Invoked with a Fate Point.

If we established a special effect as automatically satisfying a Catch, for one we'd trigger a special effect escalation ("my claws are adamantium-tipped bone protuberances lit on  fire and blessed with holy water"). But if we did, then adding more special effects would possibly be something I'd only require 1 Refresh to buy.

Sanctaphrax:
I'd let someone define their natural weapon as a whole bunch of random deadly appendages.

As for elemental effects: the description of your weapon affects the catches that it satisfies and the maneuvers that can be made with it.

Some descriptions should probably cost extra refresh, but others could be free. If you want flaming knuckles, you don't have to pay extra. If you want to pull a cold iron sword out of nowhere, you don't have to pay extra. If you want to breathe holy Soulfire, you need to pay extra.

ways and means:
Blood Bound[-2]
Finishing each other sentences- you are your blood bound have a form of telepathy which allows you communicate without saying a word as long as you can see each other. This allows enhanced cooperation gain a +2 to any non-combat roll where having a perfectly in time partner would help.
The Call of Blood - You have an instinctive feel for where your partner is this allows you to find them anywhere in the world with enough time. In the case of an opposed roll you gain a +6 to all investigation rolls to help find your partner.

Upgrades

Perfect Battle Synergy [-1] When in the same zone as your partner you can defend them instinctively and they you, you can make defense rolls for your partner and your partner for you as a free action.
Offensive Combination [-1] When ever tagging a maneuver made by your partner gain an addition +1 to your roll. Also gain a +2 to any maneuvers to help your partners in combat.
 

     

Sanctaphrax:
The latter half of the base power should probably just be a Supernatural Sense.

Offensive Combination is basically just two stunts.

But Perfect Battle Synergy is pretty cool.

Sanctaphrax:
CHAOTIC FATE [-0]
Description: For whatever reason, the randomness of your life is much greater than normal. Your personal bell curve is pretty flat.
Skills Affected: All
Effects:
Chaotic Fate. All of your rolls are made with six fudge dice instead of the standard four.
Aura Of Chaos [-1]. All rolls made in your presence are made with six fudge dice instead of the standard four.

ORDERED FATE [-0]
Description: For whatever reason, the randomness of your life is much less than normal. Your personal bell curve is pretty pointy.
Skills Affected: All
Effects:
Ordered Fate. All of your rolls are made with two fudge dice instead of the standard four.
Aura Of Order [-1]. All rolls made in your presence are made with two fudge dice instead of the standard four.

CONTROLLED FATE [-1]
Description: You can control probability to a limited extent, making life more or less predictable through magical power.
Skills Affected: All.
Effects:
Fate Control. Whenever you roll, you may choose to roll any number of fudge dice between two and six.
Aura Of Control [-1]. Whenever someone in your presence rolls, you may choose to have them roll any number of fudge dice between two and six.

PROBABILITY MANIPULATION [-3]
Description: God's dice are loaded in your favour. Your luck is literally supernatural.
Skills Affected: All
Effects:
Weighting The Dice. Whenever anyone in your presence rerolls dice, you may "lock down" one of those dice. Doing so ensures that the result of that die is the same on the reroll as it was on the original roll.
Palming The Cards. Whenever you are involved in an opposed roll, you may cause your opponent to reroll by invoking an aspect.
Fixing The Wheel. You may take a point of sponsor debt instead of spending a Fate Point when invoking an aspect in order to cause a reroll. Sponsor debt taken this way represents accumulated bad luck, karmic backlash, or the build-up of paradoxes in the structure of reality.

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