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Sanctaphrax:
Bigfoot discussion got me thinking about stealth Powers. So here's one. It's a bit sketchy and grab-bag-ish, and I'd hesitate to let a player use it, but there are some ideas I like in here.

SUPERNATURAL STEALTH [-2]
Description: You are supernaturally stealthy. Seriously, what did you expect?
Skills Affected: Stealth.
Effects:
Imperceptible. Your Stealth is never penalized due to movement, cover, or environmental conditions. You may hide just as effectively while running through a bright hallway as while lurking in a shadowy corner.
Hard To See, Hard To Hit. You may use Stealth to defend against physical attacks. When dodging this way you may add Athletics bonuses from Speed Powers to your Stealth skill. However, you may not use Stealth bonuses from Cloak of Shadows or other similar abilities. Alertness modifies the relevant skills of characters who attack you while you are defending this way.
Perfectly Consistent. Instead of rolling to hide or sneak around, you may simply use your skill as though you'd rolled a 0.
Invisible Attacks [-1]. When you make a physical attack, your target's Alertness restricts whatever skill they use to defend.
Superior Supernatural Stealth [-1]. Add 2 to your Stealth skill when using it for skulking, hiding, and sneaking.

Comments are welcome, of course.

bobjob:

--- Quote from: Sanctaphrax on July 26, 2014, 02:31:33 AM ---Perfectly Consistent. Instead of rolling to hide or sneak around, you may simply use your skill as though you'd rolled a 0.

--- End quote ---

This is the only part I have a question about, and really it's only to make sure I understand it. Basically this says that you're always considered stealthed and if you choose to use this, you never have to roll. Correct?

Hick Jr:
I love it and would use it immediately. It makes ninja-type characters a hell of a lot more viable. Given my whole "incorrigible minmaxer" thing, that probably says a lot about the power. It does seem balanced, though; Imperceptible is probably a [-0] power, the other two are basically stunts.

Sanctaphrax:

--- Quote from: bobjob on July 26, 2014, 03:30:50 AM ---This is the only part I have a question about, and really it's only to make sure I understand it. Basically this says that you're always considered stealthed and if you choose to use this, you never have to roll. Correct?
--- End quote ---

Not really. It just means you can choose not to roll if you're worried about blowing the roll.

I added that trapping because without it, it seems like you're eventually gonna roll -4 and get found out if you try stalking someone long-term.


--- Quote from: Hick Jr on July 26, 2014, 03:33:19 AM ---It does seem balanced, though; Imperceptible is probably a [-0] power...
--- End quote ---

Absolutely not. It's all meaningful upside, that's not fair for 0. And Hard To See, Hard To Hit is probably too much for a stunt. But Perfectly Consistent seems a little weak for a stunt to me, so maybe it balances out.

Still, I'm glad you like the Power.

gojj:

--- Quote from: Sanctaphrax on July 26, 2014, 05:36:10 PM ---I added that trapping because without it, it seems like you're eventually gonna roll -4 and get found out if you try stalking someone long-term.

--- End quote ---
Isn't that the point of rolling though? I think being able to just use your stealth skill without rolling is a bit boring. Flubbing rolls is how things get interesting.


--- Quote from: Sanctaphrax on July 26, 2014, 02:31:33 AM ---Hard To See, Hard To Hit. You may use Stealth to defend against physical attacks. When dodging this way you may add Athletics bonuses from Speed Powers to your Stealth skill. However, you may not use Stealth bonuses from Cloak of Shadows or other similar abilities. Alertness modifies the relevant skills of characters who attack you while you are defending this way.

--- End quote ---
I think this is where most of the balancing of the skill will take place. I'm not fond of the Alertness modifier. Decreasing the attacker's roll by one adds too much defensive power to a stealth power. Increasing the attacker's roll just doesn't make sense to me. If they are alert enough to not be fooled by your Supernatural Stealth, than their attack should be regularly effective, not more effective. Also, after a quick scan of OW, the only generic enemies that have an Alertness equal to or higher than their main attacking skill are Malks, Temple Dogs, Werewolves, and Lycanthropes. This modifier will be decreasing the incoming attack much, much more than it will be increasing or doing nothing to the incoming attack. Instead, I would suggest allowing the user to use this power against all targeted attacks (i.e non spray or zone attacks). I think it would be just as hard to hit Predator with a sword as it would be to shoot him with a fireball. What do you think?

Other than that I think the power is at the very least balanced-ish, opens the door for sneaky scions or Emissary's who don't want to take Channeling: Spirit of Glamours.

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