The Dresden Files > DFRPG Resource Collection

Custom Power List

<< < (183/184) > >>

Sanctaphrax:
Of course they can go on the wiki. Everything can go on the wiki. There's no barrier to entry.

BigMrE:
Any way these could be posted as a downloadable text file?

Taran:

--- Quote from: BigMrE on June 07, 2016, 12:21:08 PM ---Any way these could be posted as a downloadable text file?

--- End quote ---


There are links in the first post here:

http://www.jimbutcheronline.com/bb/index.php/topic,25794.0.html

Fenix Wulfheart:
I rewrote the Healing power and added some things, trying to make it a workable and balanced ability that does not have to be supernatural. I also made it so a character could be entirely based around it.

I suspect it may not balance. It is my first attempt at writing a power this complex, so only hit me with the beat-stick at half force, I beg you! *cowers*

Healing [-1 or more]
Description: You possess the ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith. When taken with no Upgrades (or few, in some cases) this can also be treated as a Mortal Stunt that requires some Tools of the Trade - such as a first aid kit and supplies to treat a battlefield injury (touch range, Swift Healing 1, so activation time one scene that takes place after - or during! - the combat scene and completes at the end. Or a Ranged Zone wide musical healing of Mental Consequences could be a Mortal Stunt series).
Note: This power uses one skill and applies to one stress track. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it.
Requirements: Appropriate Aspects or justifications for Upgrades that make the power supernatural in some way. All versions of Healing are subject to GM approval.
Skills Affected: Pick one.
Effects: You may use your chosen skill to heal consequences of your chosen stress track. Healing requires the target character to be in the same zone as the source character for the duration of the attempt. Healing takes one full scene to complete by default. This means that if it is activated mid scene, it won’t complete until the middle of the next scene, or it will need a full scene of its own to take place (such as going home and resting on a couch for an hour or two). In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is four better than it needs to be, or by three steps if your roll is eight better than it needs to be. A given Consequence can only be affected by Healing once, although multiple attempts from different characters or sources of Healing are permissible. Only the best use of Healing applies. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis. This cannot erase the Aspect-changing effect of an Extreme Consequence. My personal view is that Extreme Consequences always take at least one full Story to heal AFTER the recovery period begins, minimum, and getting it that good is a roll of Legendary+8 (16).
   Swift Healing [-1]. Your Healing does not take a full Scene to complete. With one application of this Upgrade, the time required becomes "until the end of this scene” (or about half a scene). With another, it becomes “immediately at the end of this exchange”.
   Stressless Healing (Requires Swift Healing 2) [-2]: Normally, healing is a painful, teeth gritting, stomach churning experience full of physical and mental challenges. Except for when Stressless Healing is applied. Stressless Healing bypasses all that. Your Healing can cure marked off stress boxes as well as consequences. To heal a stress box requires a roll of the value of that stress box. So the third box of stress on a character's stress track is a Good (+3) skill roll to cure. Multiple stress boxes can be healed at once. Doing so requires a roll equal to the value of all the stress boxes being cured added together. Consequences can also be cured in combination with stress. For example, Johnny Appleseed is in a bad way, having marked off three boxes so far and taken a Mild Consequence of Bruised Ribs: XXOX. To heal all of his injuries at once, a roll of 1 + 2 + 3 for the stress + 2 for the consequence, or a result of Legendary (+8), would cure all his ills at once. A roll of Legendary+4 (+12) would even shorten the time for the consequence to recover to the end of the scene, and a roll of Legendary+8 (+16) would cause Johnny to be fully healed at the end of the turn! Alternately, the consequence could be healed all the way at the end of the turn and the stress left untouched with a roll of Legendary+2 (+10). Any combination of effects is allowed with the shifts to cover it.
   Versatile Healing [-1]. You may use your chosen skill to heal consequences from another stress track of your choice. This Upgrade may be chosen multiple times.
   Ranged Healing [-1]. You may heal any target within 1 Zone away from yourself. The target must remain within that distance for the duration of the power activation. This Upgrade can be taken again to increase the range of Healing to 3 Zones distance, and again to make it line of sight. Whatever the case, unwilling targets or targets which are obscured/on the move may require a roll to “hit” them with the power, depending on the circumstances.
   Unhindered Healing [-2]. Your Healing works even through objects. If the power is ranged, all penalties from intervening objects, anti-Healing barriers, Blocks, and other obstacles, are all reduced by up to 2. The power grants +2 to Diagnostic rolls to determine what ails a patient, and penalties for difficult surgery, trauma, or other obstacles appropriate to the situation (such as a mental Block when Healing mental trauma in a psychiatric patient) are likewise reduced by 2. To Heal through objects that completely hinder line of sight, some other means of accurately reaching or detecting the target is necessary.
   Area Healing [-1]. Your Healing works on all targets in a Zone. This ability can be taken multiple times; each time the Healing affects an additional two Zones at once.
   Selective Healing [-1]. Your Healing can be modified to not work against given targets; when your power would affect a target you do not wish to affect, you can declare it fails against that target. This Upgrade is most useful with Area Healing or misses of Ranged Healing.
   Effective Healing [-1]. Your Healing rolls count as 2 points higher for determining if a successful heal shortens the time to recover as discussed above. The roll must succeed in the first place before this bonus can be applied. This variable can be taken twice; the second time, the bonus becomes 4 points of effective increase.

Fenix Wulfheart:
I also rewrote Anti-Magic Bullets into a broader context that treats the attack as a special attack type, separate from normal attack types, but with provision for the attack still potentially striking the foe; it uses supplemental action rules.

Anti-Magic Attack [-2]
Skills: Choose one of Fists, Weapons, Guns, or some other reasonable skill you can use for attacking. The attack only can be used with this chosen skill.
Effect: Your attack destroys magical spells that it touches, causing them to be partially or wholly released as either Backlash or Fallout (caster’s choice if the caster is present; default is Fallout). You must declare that your attack is an Anti-Magic Attack before rolling. When your attack strikes the spell, treat the spell as the defender with a Defense roll of Mediocre (+0). If the spell is on a character and the character attempts to dodge, the spell uses that defender’s defense instead. If it hits, determine damage inflicted to the spell, treating the spell’s active Shifts of Power as a stress track (no consequences are available)(The spell has Armor: 2 if it has reasonable cover in the GM’s estimation). When damage is fully calculated, release a number of Shifts of spell Power equal to half the damage done, which are immediately treated as Fallout or Backlash as discussed before. The caster determines which Shifts are released if present. Otherwise, the shifts are determined by the GM, using reason as a guideline. If the damage achieves a Taken Out result on the spell, ALL of the spell’s energies are released in one burst.
   Anti-Magic attacks which strike the spell and take the spell out entirely with leftover damage may travel on to strike other objects or characters. Treat this as a supplemental action attack with shifts equal to half the remaining damage, using standard attack rules for the attack type.
   Users of the Anti-Magic Attack should beware the Fallout of the spell if they are unprotected against magic and are in close range. Sometimes unleashing the hell of a powerful spell on the world is worse for the destroyer than the destroyee.
   Versatile Spell Destroyer [-1]: Choose another Skill that you can unleash Anti-Magic Attacks with. This can be taken multiple times as long as applicable Skills remain to apply it to.
   Immobile Spell Destruction [-1]: Your Anti-Magic Attacks have Weapon 2. This ability can be taken up to 4 times, each time gaining an additional Weapon: 2. This bonus does not apply if a spell is on a target which is dodging your attack (but it does work on a Sneak Attack or Sniping or some other situation with an Unaware Defender).

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version