The Dresden Files > DFRPG Resource Collection
Custom Power List
Sanctaphrax:
The above powers are among the most experimental powers I've ever written.
As such, they contain a lot of pure guesswork.
Opinions wanted. (Surprise!)
Do these powers represent the "feel" of magical luck and/or entropy manipulation well?
Are they balanced?
Would you use them in your games?
Gatts:
Probability Manipulation is definitely the most interesting, and thematically it looks great for a luck based power. Balanced? I really couldn't say, it looks like something that might need play-testing just to figure out how good it is.
Howl:
--- Quote from: Sanctaphrax on November 23, 2011, 06:14:35 AM ---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.
--- End quote ---
These powers are very interesting. I like them, especially Probability Manipulation. I think they represent the feel of magical luck/entropy very well, but I can't say if they are balanced before play testing them. Rolling Six dice sounds very powerful but it can also be very bad. I just can't say without seeing how they work. :)
Sanctaphrax:
Looks like you guys are in the same boat as me.
Man, I really need guinea pigs. Actually, I think I'll start a thread looking for some.
PS: I was considering having Palming The Cards work on any roll made in your presence. Would that be fair? Would it be worth an extra refresh?
wyvern:
I'd suggest, for Chaotic Fate, instead rolling 1d6-1d6. (If using actual dice, use two of different colors & note which one is positive before rolling.) This gives a much flatter & thus more random-feeling distribution. 1/18 chance to get either plus or minus five - versus 6dF, where your odds of getting plus or minus five or six is a bit worse than 1/50.
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