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Custom Power List

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gojj:
They look cool. Is there a reason Additional Knowledge and evothaum aren't available to Druidic Magic? Would a player "upgrade" these to sponsored magics if they wished their characters to become more proficient spell singers, or would you allow them to take upgrades (e.g -X Additional Power)? Do these function as mortal magic in regard to Catches and Hexing?

I love little powers like these that can really add a unique flavor to a character.

Sanctaphrax:
Evothaum and Additional Knowledge are unnecessary for Druidic Magic, since Druidic Magic is modelled after enchanted items. You can already select spells from among the full set of possible spells, and enchanted items can do thaumaturgy stuff normally.

Catch stuff is up to the GM, as usual. But these Powers probably shouldn't allow intentional hexing, and I don't think unintentional hexing is appropriate for them either.

As for upgrades...these are intended to port D&D magic into DFRPG, so they should probably have their own upgrade path. A high-level Druid doesn't use Sponsored Magic, after all.

The best way to do it is probably another upgrade Power that increases the strength of your spells above your skill. But maybe not all of your spells...after all, D&D casters have spells of various levels available.

Sanctaphrax:
Fists versions of Skill. Made these for Goku.

Thoughts?

(click to show/hide)INHUMAN MARTIAL ARTS [-2]
Description: You are incredibly skilled in unarmed combat. In fact, you're more skilled than it's humanly possible to be.
Skills Affected: Fists.
Effects:
Master Of Battle. Add 1 to your Fists skill.
Sword Catch. You may use your Fists skill to defend against melee weapons with a significant reach advantage.
Strike Like The Wind. You may make spray attacks with your Fists skill. Your unarmed attacks are weapon 1.
Superhuman Grace. Your Fists skill is treated as infinite for the purpose of modifying other skills.
(click to show/hide)SUPERNATURAL MARTIAL ARTS [-4]
Description: You are far more skilled at fighting unarmed than any normal human could ever be. Your movements in battle are so fast and precise that any fight you get into looks choreographed.
Musts: This Power replaces Inhuman Skill.
Skills Affected: Fists.
Effects:
Transcendent Martial Artist. Add 2 to your Fists skill.
Arrow Catch. You may use your Fists skill to defend against attacks with melee weapons that have a significant reach advantage and projectiles that are slow enough to see.
Strike Like Lightning. You may make spray attacks and zone-wide attacks with your Fists skill. You don't hurt yourself when attacking your own zone. Your unarmed attacks are weapon 2.
Perfect Grace. Your Fists skill is treated as infinite for the purpose of modifying other skills. Your other skills are treated as infinite for the purpose of modifying your Fists skill.
(click to show/hide)MYTHIC MARTIAL ARTS [-6]
Description: Your combat skill is frankly ridiculous. When you fight, it's as though the laws of physics have temporarily been suspended.
Musts: This Power replaces Inhuman or Supernatural Skill.
Skills Affected: Fists.
Effects:
Divine Martial Artist. Add 3 to your Fists skill.
Bullet Catch. You may use your Fists skill to defend against any attack that could be dodged with Athletics.
Strike Like The Sunlight. You may make spray attacks and zone-wide attacks with your Fists skill. You may choose which characters to affect when attacking a zone, and when you combine a zone attack with a supplemental move you may attack every zone that you move through. Your unarmed attacks are weapon 4.
Perfect Grace. Your Fists skill is treated as infinite for the purpose of modifying other skills. Your other skills are treated as infinite for the purpose of modifying your Fists skill.

Taran:
Huh...I'm running  a chest deep game where they will run into a mystic martial artist.  He's submerged.  I'll test this out for you.  It seems to let me put everything into fists so I'll get to condense my pyramid a bit....

Sanctaphrax:
Cool. Let me know how it goes.

PS: It occurs to me that you can probably break these by taking stunts to move as many random trappings to the boosted skill as possible. Speed has the same issue, but this is still a problem. The skill bonus probably shouldn't always apply.

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