The Dresden Files > DFRPG Resource Collection

Custom Power List

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KnightOrbis:
Well I planned on having it so once you can only use one given source of electricity once. And once Charge hits 0% you lose anything to do with the power (abilities too) besides Charging. And it does take an action but you can spend any amount of Charge during that action. The energy through stress is a thing meant to be a thing of desperation and if you don't have time to take an action charging from a street lamp or something.

Sanctaphrax:
Makes sense.

Unfortunately, this Power is too complex for me to judge properly. Maybe if it was a simple base power with upgrades it'd be easier.

But really I can't say anything beyond what I've already said. The limits of my ability have been reached.

ways and means:
Teleportation [-3]
You can teleport from one space to another bypassing any attempt to interdict your movement.
Unfettered Movement: This allows you to ignore all penalties and blocks against movement, you can move unfettered in any direction through any barrier only limited by your movement speed (athletics roll). Any one holding on to you when you teleport (say someone grappling you) will be transported with you if they can hold on (beat a might roll vs the athletics moving roll).

[-1] Long Range Teleportation:  You can teleport great distances.  Outside of combat you can declare you are anywhere regardless of transportation limitations.

[+1] Sight Affirmed Teleportation : Visual barriers count as a barrier against movement with teleportation.

Sanctaphrax:
The base Power looks pretty good. You could probably add a bonus to movement rolls without breaking anything, since it's not overwhelmingly strong for 3 Refresh.

You should clarify the interaction with grappling, though.

Long Range Teleportation doesn't need the bit about fleeing combat. Just say that it takes X time to use. Also, I think it might be a bit too good for 1 Refresh.

Sight Affirmed Teleportation looks good to me.

An upgrade that lets you take passengers would be cool.

PS: Do Wards stop teleportation?

ways and means:

--- Quote from: Sanctaphrax on June 07, 2012, 07:54:34 PM ---The base Power looks pretty good. You could probably add a bonus to movement rolls without breaking anything, since it's not overwhelmingly strong for 3 Refresh.

You should clarify the interaction with grappling, though.

Long Range Teleportation doesn't need the bit about fleeing combat. Just say that it takes X time to use. Also, I think it might be a bit too good for 1 Refresh.

Sight Affirmed Teleportation looks good to me.

An upgrade that lets you take passengers would be cool.

PS: Do Wards stop teleportation?

--- End quote ---

I will add an upgrade to take passengers, removed the bit about combat, wards don't stop telelportation it is argueable that they should do but it was not how I costed out the power in my head (immunity to movement barriers).

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