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Custom Power List

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Sanctaphrax:
Some of you might remember an old argument about what skills one ought to be able to use with the Natural Weaponry custom power. You might also remember that my solution to the argument was pretty lousy.

Well, I think I may have found a better solution now. Feedback would obviously be appreciated.

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, Discipline
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.
Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned 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.

wyvern:
Hm.  Not sure on the three zone range - it's good balance-wise, but it does kinda rule out shorter range effects; it means there's nothing inbetween claws vs. built in rifle.  ...I'm not sure that there's a good solution to that, though, or even if it's really a problem.

...I'm assuming the "Integrated Weaponry" upgrade referenced under "Ranged Weaponry" is a reference to "Summoned Weaponry"?

And I'm not really sure about the requirement of Imprecise needing Selective.  I can kinda see it from a game mechanics stand point, but it just feels slightly loopy from a narrative standpoint.  Then again, I suppose from a narrative standpoint, you'd never see the underlying mechanics anyway.  So... carry on.

Sanctaphrax:

--- Quote from: wyvern on February 18, 2012, 07:26:21 AM ---Hm.  Not sure on the three zone range - it's good balance-wise, but it does kinda rule out shorter range effects; it means there's nothing inbetween claws vs. built in rifle.  ...I'm not sure that there's a good solution to that, though, or even if it's really a problem.
--- End quote ---

Compels can fix that.


--- Quote from: wyvern on February 18, 2012, 07:26:21 AM ---...I'm assuming the "Integrated Weaponry" upgrade referenced under "Ranged Weaponry" is a reference to "Summoned Weaponry"?
--- End quote ---

Ugh, editing artifact. Will fix, thanks for pointing it out.


--- Quote from: wyvern on February 18, 2012, 07:26:21 AM ---And I'm not really sure about the requirement of Imprecise needing Selective.  I can kinda see it from a game mechanics stand point, but it just feels slightly loopy from a narrative standpoint.  Then again, I suppose from a narrative standpoint, you'd never see the underlying mechanics anyway.  So... carry on.
--- End quote ---

...I don't follow.

Gatts:

--- Quote from: Sanctaphrax on February 18, 2012, 04:00:45 AM ---Some of you might remember an old argument about what skills one ought to be able to use with the Natural Weaponry custom power. You might also remember that my solution to the argument was pretty lousy.

Well, I think I may have found a better solution now. Feedback would obviously be appreciated.

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, Discipline
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.
Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned 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.

--- End quote ---

That looks fantastic actually, I was going to make a character for a Supers game who summoned javelins and threw them, and this looks absolutely perfect for it with the Ranged and Summoned upgrades. Looks like it covers all the bases too.

Sanctaphrax:
Cool, thanks.

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