The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
Nevernever Powers
Dream or Reality [-2]
For you the lines between Dream and Reality are blurred, so much so they are almost non-existant. You live just as much in the world of fantasy as you do on planet earth. You are able to bring your control of your Demesne into the mortal world. You are able to shape reality to your whim.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can alter reality as if you were in your personal Demesne, though not as freely as you would be able to in the Nevernever. You can roll Discipline to place scene aspects as normal, and can even use discipline to physically attack using the (now) mutable nature of the zone against your opponents. However, your attacks are all weapon: 0. Any change you make is impermanent, and reverts to its original state at the end of the scene, however, you may spend a fate point to make a change permanent (or more, at the GM's discretion).
Rapid Eye Movement. When you use this power your eyes flicker back and forth as if you were sleeping.
Illiteracy. You are unable to read, it is not because you do not know how, it is just that your brain is unable to correctly identify the symbols on the page. If you somehow loose access to this power, you will be able to read (if you were previously able to).
Improved Sculpting -1. Your attacks are now treated as Weapon: 2.
Powerful Sculpting -1. Your attacks are now treated as Weapon: 4, and any scene aspect you place is automatically made 'Sticky'.
Embodiment of the Living Tempest [-3]
Musts: You must have an Aspect that represents your connection to storms.
Description: As someone whose very life force is tied to the wind you can, at need, become the living embodiment of a tempest. You undergo a transformation becoming an elemental being, though the cost is great.
Effects:
Storm Form. Your body becomes insubstantial as a thundercloud. You temporarily gain the ability to fly, and you gain armor 3 against any effect excepting those that might disperse a cloud (ex: air evocations). In addition you place the "Fury of the Storm" aspect within the zone you occupy for the duration of your transformation. Maintaining this form is mentally straining, each round you remain in this form you take one mental stress.
Leashing the Storm Within. Controlling the storm is difficult, and distractions can be deadly. Any effect that causes you physical stress while in this form also shakes your control. In addition to the physical stress taken you also take one mental stress. If you are "taken out" you loose control of the storm, reverting to your physical form and unleashing the storm to run rampant. Treat this as a weapon 3 attack on everyone in the zone (including you) at your conviction rating.
Fury of the Storm. Storms are intensely powerful and majestic events. You may harness the power and majesty of the storm within for your own purposes. Any Air evocation you cast while in this form automatically has two "free" shifts of power (though, you must still roll high enough to control these shifts), and you may roll intimidation checks at +2.
Psychic Abilities
Reading the Surface [-1]. You are a natural psychic, and can read the surface thoughts of individuals around you. This is not a violation of the laws of magic, as the thoughts "radiate" out from the thinkers mind. You may use discipline to defend against deceit attacks and maneuvers instead of the usual skill, and possibly in place of other skills whenever the GM deems it appropriate. On a successful defense against a social attack while using "Reading the Surface" you may place the aspect "Open Book" on the attacker. This aspect lasts for one exchange (not sticky) and may be tagged for a bonus on any other social roll.
Incite Emotion trappings:
Emotion Burst [-1]: Requires At Range trapping. You may take a -2 penalty to your roll in order to have Incite Emotion affect everyone in a zone.
At Long Range [-1]: Requires At Range trapping. You may use Incite Emotion on a target up to three zones away
Resonant Emotion [Incite Emotion Upgrade; -1]
Musts: Lasting Emotion
Attacks and blocks made with Incite Emotion gain a +1 bonus, and aspects placed with Incite Emotion maneuvers are automatically sticky.
Heart-String Virtuoso [Incite Emotion Upgrade; -1]
Musts: Resonant Emotion
When tagging an aspect placed with your Incite Emotion power, you gain a +1 bonus, for a total of +3.
Emotional Control [Incite Emotion Upgrade; -1]
Musts: Incite Emotion
You may use Discipline instead of Deceit or Intimidation for your Incite Emotion power, and gain a +1 bonus when doing so.
Incite Crowd [-1], upgrade to Incite Emotion
You may use Incite Emotion against multiple targets simultaneously, as per the Spray Attack rules, splitting effort between targets, or, for a -2 penalty, against everyone in the zone you occupy, excluding yourself if you wish. The benefit of this upgrade cannot be used in conjunction with the benefit of At Range. Though you may possess both and use them both, you cannot use them both in the same action.
Telepathy [-2]
Description: Maybe you access a part of the brain most people never use, maybe your a genetic aberration or scientific experiment; regardless of the exact biological explanation, the effect is the same... you can read minds. You are not a minor talent, focused practitioner, or any other form of magic wielder, your ability is biological. Despite this fact, some crazy zealots calling themselves "wardens" may not give you time to explain that fact before attempting to remove your head.
Musts: Either a template or aspect denoting your ability with the non-magical psychic arts is required. Magic and Psychic powers (the real ones, not the magical imitations) don't play well together. In the event that any mortal magic power (Evocation, Thaumaturgy, Channeling, Ritual) is taken, the character must remove the Telepathy power and regain all refresh spent on it. It is recommended that Sponsored Magic follow the same rule, although the final decision for any specific sponsor is left to the group.
Skills Affected: Conviction (page YS:124), Discipline (page YS:127), and Empathy (page YS:129)
Effects:
An Open Book. People are easy to understand when you can hear the thoughts they project into the world. Gain a +2 to Empathy and any time requirements are decreased by one shift. Where appropriate targets defend with Discipline instead of the normal social skill.
Dig A Bit Deeper. Some say a person's trash is the best way to learn about them, they're wrong. When using this ability you connect your mind to that of your target, allowing access to thoughts below the surface. At the same time, some of your thoughts and emotions will bleed over into their mind. You may spend a fate point to stop your thoughts from entering the targets mind; however, the target may also spend a fate point, in which case you will not gain any of their thoughts. In the case of NPCs that have no fate points, roll Empathy defended by the target's Discipline to determine if the player gains any information. This skill can not be used more then once per scene. A fate point must be spent on any attempt against a target after the first.
Mind Trick. These are not the droids you are looking for. By rolling Empathy defended by a target's Discipline, you may place a simple suggestion into their unconscious mind. There is no explicit limit to the number of times this ability may be used on a single target, but it is highly recommended that NPC targets receive an increasing bonus to their defense roll on each attempt after the first.
Mental Fortitude [-1]. Taking this upgrade will grant two additional boxes of mental stress capacity (page YS:201).
Mental Fortress [-1]. If this upgrade is taken, you naturally have Armor:1 against all mental stress.
Psychic Strike [-2]. Purchasing this upgrade turns your mind into a weapon. Discipline may be used to make a direct psychic attack, dealing mental stress and consequences. The victim may defend with Discipline, however counter-attacks are not generally possible. Regardless of the success or failure, the attacker takes an automatic point of mental stress each time this ability is used.
Telekinesis [-2]
Description: Not all is magic and mysticism, the human body holds many wonderful secrets of its own. Your secret is the ability to move objects with the power of your thoughts. Regardless of the specifics of your power's source (evolution, chemistry, mutation, technology, etc) magic is not it. Your ability is "natural" and doesn't cause repercussions from the Laws of Magic, although those know as "wardens" generally don't take the time to ask questions if they think you have broken one of the "laws".
Musts: A template or aspect related to your status as a telekinetic is required.
Skills Affected: Conviction (page YS:124) and Discipline (page YS:127)
Effects:
Mind Over Matter. Why use muscles when your brain can do the heavy lifting. Might is replaced by Conviction for the purposes of lifting things with your mind. When attempting to throw an object or make a direct kinetic attack with this ability, Discipline replaces Weapons and Fists respectively.
Thoughts Take Flight [-1]. You may not have wings, but that doesn't mean you can't fly. Many kinds of borders (page YS:212) are reduced or eliminated and you are able to travel through zones (page YS:197) vertically. The Discipline skill is used to govern flight in the same way that Athletics is used for running.
Kinetic Defense [-2]. Your telekinetic power is great, manifesting in a persistent shield around you granting Armor:1 against physical attacks. When performing a Full Defense (page YS:199) this bonus becomes Armor:2.
Siren Song [-2]
The voice of a Siren, or those of their lineage, captivates unerringly - with song or no. Those within earshot of the character's voice (non-amplified) have their attention diverted to the character - or in their direction, if the character cannot be seen. The character may then continue to keep those diverted enthralled to her voice with a mental challenge (based on Deceit), although no action other than keeping the victim's attention may be compelled.
Haruspicy [-2]
Reading the entrails of sacred animals (dependent on cultural or supernatural heritage) is more of an art than a science. The ability to divine omens from the liver, heart, etc. functions like Cassandra's tears - without the Catch, but with much more viscera.
Holistic Sense [-1]
Description: You are in tune with the fundamental interconnectedness of the universe. You can draw accurate (if bizarre) conclusions from seemingly random phenomena that bear no obvious relation to the matter you are considering.
Musts: You must have a high concept that would justify this power, such as Holistic Detective, Zen Master, or Protector of the Balance.
Skills Affected: Scholarship, Investigation, and others as appropriate.
Effects:
The Butterfly Effect. You can make an Assessment check using any skill you possess, with only a tenuous justification. The only requirement is that you vary your skills, selecting a different skill with each Assessment. If you opt to use the same skill a second time in a row (presumably your best skill), you get a -2 to your check.
Mind Meld [-1]
Description: You have the ability to possess someone in a benevolent way. Having you in one's head is a good thing, since you can help but not exert control.
Musts: You need some way to become insubstantial in order to enter the target's body.
Effects: When someone is possessed by you, they gain the full effect of any powers or stunts you have. What's more, they may use your skills instead of their own.
Co-Pilot [-1]: The person possessed by you gains the effects of the Demonic Co-Pilot power with you as the demon.
Gaze of Lost Emotion [-1]: The owner of this power merely has to look at someone to drain all of their emotion away. Mechanically once per round as a free action the owner my gaze at one person in their zone placing the aspect Emotionless on the person. This aspect persists until She Who Devours Emotions looks away or departs the zone.
Mnemosyne's Shadow [-2]
Description: Normally filed beside similar abilities like Cassandra's Tears and Prescience, with Mnemosyne's Shadow you learn things without previouse experience or exposure to the subject matter. You literally pull knowledge out of thin air. You Know things....
Billy: "Where does their knowledge come from Bob? "
Bob: "That's still being debated. Mnemosyne is just the popular theory. It could be any number of things including a form of ranged Psychometry or a version of The Sight."
Skills Affected: Lore
Musts: Must have a High Concept or Trouble that reflects the ability and can be compelled frequently. Examples: The High Concept Mnemosyne's Errand Boy or the Troubles Knows Way Too Much or Insufferable Know-it-all.
Effects:
Strange Knowledge: You can use your Lore Skill to get Answers about a subject for a Scene. The difficulty of the Lore check set by the GM should reflect not just how general the knowledge is, but also how secret it is. However, you can't control the breadth or the accuracy of the information gained. You almost always get fairly random knowledge in addition to what is being looked for. For example, if you use the Shadow to gain knowledge about a Clued-in Mobster you may get information about not only his known aliases, but also his shoe size, favorite foods, number of sexual conquests, etc. If using it to find out the combintation to the safe, you might get every combination the safe has ever used and the significance of the digits to the safe's owner.
Dangerous Knowledge: For a price, you can get potentially "Game-breaking" pieces of knowledge such as the Dark Sorcerer's True Name. The Price is negotiated with the GM the same way as an escalated compel. Information such as this that could potentially break a storyline could be worth as little as a few Fate Points or as much as a Serious Mental Consequence.
The Hidden Voice [-1]
You can speak directly in to the mind of anyone you see as long as you have eye contact with the target and it is capable of thought.
Disembodied Voice [-1]
You may use this power on targets up to one zone away without looking them in the eye.
Thought Mimicing Voice [-2]
You can mimic the a persons internal voice, unless they realise the deceit (empathy roll) there defense against
your social attack defaults to 0.
Prophetic Visions [-1]
Bits and Pieces: Once per scene, this character may roll Lore against a target of Good (+3) to make an assessment or declaration regarding the scene or a character in it. This represents flashes of insight and relevant info being pulled out of the character's otherwise difficult to interpret visions. For an Assessment, the GM determines what aspect is revealed, while for a Declaration, the player may invent a suitable aspect, so long as the GM and other players approve. These aspects may be tagged/invoked as usual. This ability may not be used repeatedly to assess/declare aspects regarding the same character encountered across multiple scenes.
I've Done This Already: In exchange for a Fate point, this character may roll Lore in place of any other skill, except as an attack in combat. This represents a vision in which the character sees himself performing the action in the future, so he already knows what to do.
Major Prophecy: The GM has license to give this character a major vision, usually about once per session, describing its contents and possibly asking for a Lore or other roll to interpret it. These visions tend to reveal one or more important but vague aspects that exist in every scene until the prophecy is fulfilled. The player is encouraged to remind the GM of this power, as it can provide good plot hooks and potentially compels on the character's reactions to these visions.
Short-term precognition -2
Description: Your can see a few a moments into the future
Must: You must have Cassandra’s Tears
Pre-emptive Evasion: your dodging checks are made at a +2
I saw you coming: you have a + 4 to alertness check to avoid ambush
Skills Effected
Athletics, Alertness and some other physical skills
[-3] EYE OF PROVIDENCE
Description: You see all things as they really are, within limits.
Type: faith powers, order powers, supernatural heavyweights within their domains
Musts: A high concept that relates to knowledge and/or limited omniscience.
Effects:
True Sight You have The Sight. You are immune to mental stress induced or transmitted through vision such as observing the true form of eldritch horrors, seeing horrendous nightmares or facing the gaze of Black Court vampires.
[-2] Farseer: Your vision gets a lot fewer penalties with distance. If the "Eye of Providence" ability costs a total of 3 points, you can see as well as small, amateur telescopes and strong binoculars; observing people a dozen miles away is easy. If it costs 5 or less, you can see as well as most optical telescopes; observing things at the other side of a country is easy - seeing astronauts on the surface of the moon is a bit harder. If it costs 7 or less, you can see as well as the best mortal technology. If it costs the full 9 points, you take no distance penalties at all.
[-2] You Cannot Hide: Your vision penetrates normally opaque objects such as walls; they appear transparent to you.
[-2] See Past The Currents of Time: You can observe events without lightspeed delay, as if the light did not have to cross the intervening distance. Maybe your vision picks up magical or cosmic signals. Maybe your power snatches images as soon as they are generated. Whatever the reason, your sight is always realtime.
The Catch: Most beings with this ability are somehow limited in what they can perceive either in amount or nature. +2 rebate if you can observe only one event or location at the same time - such as a clarvoyant seeing a single room in the next continent or a Dark Lord being able to see only one battle at a time despite having unlimited range and being able to see through objects. +1 rebate if you can observe up to 100 events or locations at a time. If you can see more than 100 things at a time, you get nothing. +2 rebate if the nature of what you can see is very narrow or unimportant - like being able to see for only 1 minute each day, or only observe one bloodline or see all people that are currently scratching their nose. +1 rebate for less narrow sight or greater importance - like being able to see for many minutes each day, or only observe a major city or small country or see all mischief done by young children. More open sights or greater importance give you nothing.
The Catch is usually a +0 instead of no catch at all for very broad or still existent limits such as seeing all things ever written by man, or seeing all enemies of Asgard or seeing all deaths. Only major supernatural heavyweights whose powers are Knowledge, Foresight and the like (such as the Fates, a major deity of Wisdom or the Archangel known as the Watchman) have near-omniscience, even omnisciense limited to the present.
Sanctaphrax:
Shapeshifting
Quick Shifting [-1]. You can modify your form pool as a supplemental action instead of a full action (see Supplemental Actions, p 213). Musts: Modular Abilities.
Flesh Forgery [-2]
Musts: True Shape Shifting
Key Skill: Weapons, Fists
You are a Sword and as weapon you come with your blade pre-attached you can use the Material of your body to make any simple +3 weapon or less, the weapons you create other than being made out of your Hardened Flesh act exactly the same way as normal weapons except you can use either fists or weapons to wield them and changing the shape of your weapon can be done as a Supplementary action at the Usual Penalty of Minus 1.
Symbiosis of Spirit -0 (requires Demonic Co-pilot)
Description: You and the demon possessing you are no longer two separate individuals but are instead a symbiosis of man and demon neither truly one thing nor the other, this requires a apropriate High Concept. You no longer have to take mental stress when acting according to your co-piolot's agenda as it is now your agenda, but any action that actively goes against your co-pilots agenda also threatens your gestalt, when doing so, you must roll Discipline against the result as if you were defending against an attack. Failure to succeed in this roll means you take mental stress and any consequences are chosen by the GM showing the friction between you and your co-pilot.
Speed
Kulan-Do
You know the secret martial art of Kulan Do. (riposte for fists). This requires inhuman speed or better, and cannot be identified by martial artist, unless the person with martial artist also has Kulan-Do.
Advanced Kulan-Do
You have mastered the upper levels of Kulan-Do. You may riposte by rolling against the opponents athletics (or other physical damage taking stat) -2, and afterwards still take your action. This requires supernatural speed and Kulan-Do, and cannot be identified by martial artist, unless the person with martial artist also has Kulan-Do.
Master Kulan-Do
You are a master of Kulan-Do, and may riposte with fists normally, and then take your action. This has all the trappings of Advanced Kulan-Do, and requires it.
Secrets of Kulan-Do.
You know the deepest secrets of this art, and can make a redirected force style manuever, a riposte-style attack, and then a normal attack. Requires mythic speed, all three Kulan-Do skills, and a very high position in the Jade Court. No outsider can learn this, and if any does, the Jade Court will hunt him/her down. To take this ability, one must also rename one of their aspects to reflect, to reflect their mastery of this art. If they are not jade court, they must rename it to reflect the fact that they are hunted by the Jade Court (unless there is a very special exception made by the Jade Court Leader).
Sanctaphrax:
Spellcraft
Fomor Magic [-0]
Description: You're a Fomor, not a human. Your magic reflects that.
Effect: Your magic is never impeded or removed by the presence of running water. Instead, you suffer penalties when casting magic in areas that lack water almost entirely, like deserts or indoor areas without running water.
Red Hot Knives [-1] You may increase the weapon rating of your knives by two by filling in one mental stress box, this lasts for a number of exchanges equal to the value of the stress box you've filled in. Increase the bonus to three if you've cast a fire evocation in the last exchange.
Blood Magic [Spellcraft; -1]
Musts: The ability to perform evocation
Blood Magic: You may substitute physical stress for mental stress inflicted by your own evocations. When using this power, it's all or nothing; you must choose to take all mental stress as physical stress, or none.
Focused Study [–0]
Musts: Channeling and/or Ritual.
Description: Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Intense Focus. You have chosen to focus heavily upon one particular application of spellcraft. When you take this power you forever give up the ability to upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
Focused Specialization. You may now choose to gain specialization bonuses when buying the Refinement power.
Focused Mastery [-1]
Musts: Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
Esoteric Lore. You roll Lore at +1 when dealing with magic particular to your area of focus (as determined by your element, ritual, or theme).
Potent Specialization. You no longer need to structure your specialization bonuses for each ability according to the same “column” limits for skills (see page 65). You still cannot have any specialization bonuses higher than your Lore skill.
Rote Reliance [+1]
Musts: At least one rote spell.
Description: You aren't very good at improving with your magic, preferring to stick to a few well rehearsed and known spells.
Skills Affected: Conviction, Discipline, Lore
Effects:
Improvisational Block. You suck at casting any spell you haven't worked out ahead of time. When casting non rote spells, consider your Conviction and Discipline to be 2 steps lower than the actual ratings.
Total Reliance [+1]. You are totally reliant upon a few well rehearsed spells. The only spells you can cast are rote spells. When casting such spells you must roll to control the power as if you were casting them normally.
Signature Spell [-1]
Musts: At least one rote spell.
Description: You are well known for one spell in particular. You might be a one trick pony, but it's a damn good trick!
Skills Affected: Discipline, Conviction, Lore.
Effects:
Choose one of your rote spells when you buy this power. This spell then becomes your signature spell and gains the benefits listed below when you cast that spell by rote. You may only have one signature spell at a time. At the game masters discretion you may be able to change your signature spell after a Significant or Major milestone.
Efficient Spellcraft. You've refined one spell so greatly that you can cast it with incredible efficiency. When determining the mental stress cost (page 250) of your signature spell, consider your Conviction to be 1 step higher than its actual rating.
One Last Spell. You've learned to keep a little bit of energy in reserve for your favorite spell. You may spend a Fate Point instead of taking metal stress when casting your signature spell.
[-3] Spell-like Abilities
You have 2 spell-like abilities you can use twice per day each - or you may use one by taking a 1-point mental stress hit. You aim SLAs with Discipline or an other thematically appropriate skill. Their power is equal to your Conviction or your Lore, whichever is higher, and you can have any Evocation or Thaumaturgy effect as an SLA. However, once chosen those abilities are fixed and cannot be changed. You may lower the Power of an ability when initially chosen by a number to increase its number of uses by the same number - though it still costs 1 point of mental stress to use.
[-1] Improved Innate Magic
You have more varied spell-like abilities available than normal. Each time you take this ability, you get four new SLAs, each one following the same rules as your original SLAs. Instead of new SLAs, you may take an existing SLA more than once, adding up the total number of uses.
[-1] Potent Innate Magic
Your innate magic is stronger than normal. Each time you take this ability add 1 to the Power and number of uses of each SLA you have. You may take this ability a number of times equal to your Lore or Conviction.
Spell-Like Ability [-1]
Description: You have the ability to cast one spell.
Musts: Nothing more than any other power requires.
Effect:
Spell-Like Ability. Design a spell with complexity or power equal to the higher of your Conviction skill and your Lore skill. You may cast that spell as an evocation rote.
Potent Spell-Like Ability [-1]. Add two to the power of one of your spell-like ability. This does not increase the difficulty to control it.
Healing Light [-2]
Description: By channeling your supernatural energy into somebody else you allow them to begin the healing process, and may even help them recover to perfect health.
Skills Affected: Conviction, Scholarship
Effects:
Starting Recovery. You may use this power to make scholarship declarations to justify the start of natural recovery from physical consequences, just as if they'd gone to a doctor or the hospital.
Healing Pool. You have a pool of healing power equal to your conviction.
Healing Surge. You may spend a fate point to allow somebody to recover from all of their physical consequences up to severe as if they where a mild. Subtract the value of the highest consequence so affected from your healing pool.
Healing Backlash. At the end of the scene you must roll against a hunger attack with a value equal to the number of negative points in your healing pool. If you have used other powers attached to your feeding dependency during the course of the scene, this (positive) value is added to the overall strength of the hunger attack you would suffer from use of your powers instead.
Natural Channel [Spellcraft, -1]
Musts: Channeling; taking this power prevents upgrade into Evocation
Natural Channel: Your magic is more then your soul's expression; it soaks into your bones, flows through your blood. You may use Endurance in place of Conviction and Fists in place of Discipline for spellcasting. This physical harmony is not without danger, however; the mental stress of spellcasting becomes physical stress, bypassing any Toughness powers or similar defenses
Expansive Magical Repertoire: Your Lore skill is considered 2 steps higher when factoring in how many rotes your character knows. -1
Toughness
Inhuman Stoicism [-2]
Description: Your mind is abnormally stout, withstanding far more abuse then the average human.
Musts: No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).
Skills Affected: Conviction (page YS:124), other mental skills.
Effects:
Hard to Twist. You naturally have Armor:1 against all mental stress.
Hard to Break. You have two additional boxes of mental stress capacity.
Supernatural Stoicism [–4]
Description: Your mind can handle trauma that would normally destroy a person.
Musts: This ability replaces Inhuman Stoicism. No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).
Skills Affected: Conviction (page YS:124), other mental skills.
Effects:
Harder to Twist. You naturally have Armor:2 against all mental stress.
Harder to Break. You have four additional boxes of mental stress capacity.
Mythic Stoicism [–6]
Description: The durability of your mind is beyond the mortal scale.
Musts: You must have permission to purchase this ability. This ability replaces Inhuman or Supernatural Stoicism. No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).
Skills Affected: Conviction (page YS:124), other mental skills.
Effects:
Nearly Impossible to Twist. You naturally have Armor:3 against all mental stress.
Nearly Impossible to Break. You have six additional boxes of mental stress capacity.
Inhuman Mental Resilience (-1)
You add 1 to your mental stress track. There is no catch vs this power, and you can not take other powers that would increase your mental stress. (Stoicism for instance.)
Supernatural Mental Resilience (-2)
Add 2 boxes to your mental stress. This power otherwise acts like Inhuman Mental Resilience.
Mythic Mental Resilience (-3)
Add 3 boxes to your mental stress. This Power otherwise functions like inhuman mental Resilience.
True Faith
The lord is my Shepard [-1]
Description: Due to your deep held beliefs in your faith and in a higher being your mind is shielded from those who wish to do you mental harm
Musts: Must have a supernatural high concept related to faith (i.e "mortal child of a Celestine", High Shaman of Mother Earth etc").
Effect: As long as you have been true to the tenants of your belief system use Conviction +2 to ward off mental attacks/stress. In addition gain 1 mental armor. At the GM discretion, Glamors, illusion's and the like that affect the mind can also use this power.
Home is Where You Make It [-1] This character carries his threshold with him, he may, with or without any special objects, setup a threshold with a value of two given adequate time to prepare (5-15 minutes). If the threshold is being setup in the open, then the size is up to the GM. It can be used to strengthen the existing threshold of a building by one. This power stacks with "Bless this House".
Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.
Holy Magic -1
Musts: At least one aspect, preferably the High Aspect, has to explain the innate holiness of your magics
Must have Holy Touch, Righteousness, and either channeling, evocation or sponsored magic.
Your evocation attacks, maneuvers, blocks and defenses are treated as "Holy", as in the Holy Touch ability.
Holy Weaponry [-1]
Description: Your sacred power extends beyond your body to envelop the weapons you wield.
Musts: You must have the Holy Touch power in order to purchase this one.
Effect:
Holy Weaponry. You may apply the effects of Holy Touch to weapons that you wield.
Miracle Man [-1]
Description: You are able to perform old school miracles, but at great cost.
Effect:
Bargain For Miracle. Negotiate with your gm for an appropriate cost in fate points for each miracle you perform. This power is potentially limitless in scope, given enough fate points.
[-2] Aegis Daemon Shield - Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; The Emperor Protects. You may spend a Fate Point to create a shield of True Faith around yourself and your zone. This shield functions as a zone border with a value equal to the user's Conviction against all supernatural creatures that oppose the user, reduces the power and control of evocations that target characters inside of it by the user's Conviction, and reduces all stress inflicted by the natural attacks of supernatural creatures that oppose the user to characters inside of it by the user's Conviction. This effect only lasts one exchange, but it can be extended indefinitely at the cost of a supplemental action each exchange.
Vampirism
Gifted With Soul [+1]
Description: You are different from other Red Court Vampires. Normally your kind do not have a soul, for it is antithesis to your being, and destroyed once you have had your first killing feed. You however have somehow managed to store your soul in an item, making a phylactery of sorts.
Musts: You must be a red court vampire, must have an aspect that reflects this power.
Effects:
Silence the Beast. You loose your Echoes of the Beast power. As a Red Court Vampire with a Soul your beast is suppressed by the morals other Red Court Vampires lack. You are reimbursed for the refresh cost of Echoes of the beast, since you no longer have it.
Refresh Bonus. You have somehow maintained your soul, keeping free will. Add +1 to your refresh level.
Phylactery. Your soul is stored in an item that you must keep on your person at all times. If it leaves your person, you loose the above benefits, becoming an NPC. You may spend one fate point to give you one days time to retrieve the item.
Altered Catch. You are no longer burnt to a cinder in sunlight, but you are weakened in it. In sunlight your catch is automatically satisfied for any attack. In addition add a new condition to your catch: "Phylactery Damage."
Made Whole [-1]. If you take this upgrade your soul no longer resides in your phylactery, which becomes a mundane item, it has been restored to your body. You loose the "Phylactery" portion of this ability, and the "Phylactery Damage" condition on your catch.
Fountainhead of Blood [–2]
Description: You've somehow managed to cut the metaphysical ties that exist between master and servant. You are no longer beholden to the Red King, and are a sovereign in your own right.
Musts: When you gain this power, you must change your High Concept to reflect your new status as the fountainhead of a new bloodline of red court vampires.
Skills Affected: Discipline, Social Skills.
Effects:
Self Control. Your control over the thirst is unparalleled, you gain +1 to your Discipline when using it defensively.
Deeper Reserves. You are the most powerful vampire in your bloodline. Add two boxes to the length of your hunger stress track.
Liege Lord. You are the fountainhead of a new bloodline of red court vampires. Any social skills used against other vampire courts or bloodlines gain a +1 bonus. Increase this to +2 when dealing with members of your own bloodline.
Improved Feeding [-1]. If you purchase this upgrade you gain a +2 (instead of a +1) on subsequent attacks after causing your enemy to bleed, in a grapple you do two extra stress instead of just one. You may also use the Taste of Death of effect of the Blood Drinker power twice per scene instead of only once, however you must spend a fate point to use it the second time.
Mana Locust (Vampirism; -2)
Detect Magic: Within your zone, you may attempt to detect the presence of magic (defined as effects created by or individuals possessing Spellcasting Powers) via an Alertness or Investigation roll. Success provides awareness of the presence of magic, and identifies individuals with Spellcasting Powers if you are already aware of them.
Magic Drain: Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts.
Mageslayer: Add +1 to close personal combat attacks made against characters possessing Spellcasting Powers.
Mana Plague (Vampirism; -1)
Musts: Mana Locust
Magic Drought: Magic Drain reduces three shifts of power.
The Taste of Death: Once per scene, if you inflict enough stress and consequences from feeding to kill a character with Spellcraft Powers, you may take an immediate "free" recovery period equal to an extra scene.
Quackerjack:
--- Quote from: Sanctaphrax on May 12, 2011, 01:00:35 AM ---Do you think I should include Items Of Power and Sponsored Magic variants?
--- End quote ---
Yes.
Sanctaphrax:
You are impressively laconic.
Items Of Power:
Item of Power: The Lamp of Diogenes [-3]
One Time Discount: [+1]
It Is What It Is: The Lamp of Diogenes is just that: an old clay oil lamp.
Unbreakable
Imparted Abilities:
The Soulgaze [-1]: Diogenes carried this lamp in the daytime, claiming to be looking for an honest man.
Master of the Soulgaze: You are remarkably good at seeing the souls of others. Increase your Discipline and Lore skills by one when using them to interpret or defend in a soulgaze.
On A Mission Of Honesty And Cynicism: Your soul has a truly profound effect on those who see it. Add two to your Conviction skill when using it to make mental attacks in a Soulgaze.
Searching For An Honest Man: People's emotions are pretty damn obvious to you. Add two to your Empathy skill when using it to read people.
My offering: The Gallows Eye (for a pirate-themed game) (-2 to -3)
A carved wooden false eye, worn smooth, with a twisted grain running throughout. This eye was carved from a used gallows tree, upon which the character's trusted captain had been hung. Now, the character wears the eye as a macabre memorial... and to make use of the spirit-sight it grants.
It Is What It Is: A false eye. Thus, in order to make use of the Gallows Eye, a character must lose an eye and place the Gallows Eye in its stead. The eye does not grant standard binocular vision - it is, after all, a false eye - and thus the Aspect associated with this Item will be compelled quite often for situations requiring depth perception.
Unbreakable: The Gallows Eye cannot be destroyed save by the use of a necromantic ritual similar to a ghost-binding or the Darkhallow.
Imparted Abilities:
One-Time Discount [+1]
Ghost Speaker [-1]
The Sight with a leaning toward death, ghosts, and spirits [-1]
Spirit Sensitivity (as the Stunt Finely-Tuned Third Eye) [-1]
Psychometry [-1] can also be added, at sight rather than touch.
The Sword of the Revolution [-3]
• One-Time Discount [+2]
• It Is What It Is: George Washington’s exquisitely made hanger-type battle sword that functions at Weapon: 3.
• Unbreakable: The sword cannot be broken except through a ritual dedicated to perverting its purpose or preventing the freedom of a being possessing freewill.
• Let Freedom Ring [-2]: The wielder may draw the sword from its sheath to create a sound like a ringing bell clearly and audibly in an area including its current zone and all adjacent zones. The radius may be doubled for each point of mental stress the wielder takes when drawing the sword. Those within the affected area are protected from mind-clouding supernatural effects by a block based on an Intimidation roll made by the wielder. This same roll is used as a maneuver against any non-corporeal entities to startle them and drive them off.
• True Aim [-1]: When swung in keeping with its purpose, the Sword of the Revolution grants a +1 to the wielder’s Weapons skill.
• All Beings Are Created Equal [-2]: When facing an opponent, the wielder may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily), as well as any mundane armor the foe has, for the duration of the scene. In essence, the Sword of the Revolution may take the place of whatever it is that a creature has a weakness to (whatever “the Catch” is on their Toughness powers), on demand, so long as the wielder can spend that fate point - particularly handy when facing ultra-tough Denarians or true dragons. Whatever abilities a creature may have, the job of the Sword of the Revolution is creating a mostly even playing field – or something very much like it – between mortal and monster.
Cloak of Midwinter Night [-2]
One Time Discount [+2]
It Is What It Is: As named, it is a heavy, floor length cloak woven of a thread so deep blue as to be practically identical to the night sky. When worn by its owner under the stars, they are reflected in its threads as if it was a mirror. The interior is lined with pure white fur from what seems to be a polar bear, which never stains.
Unbreakable: The Cloak cannot be destroyed except through a ritual dedicating it to summer and in the presence of the summer wellspring, or at the will of its weaver, Mother Winter herself.
Faerie Glamours [-2]: The wearer of the cloak may use the Glamours power. Of note, when the power of Winter or any other true magic is used, any Seemings will vanish, revealing the cloak and wearer for what they are, and cannot be reapplied for the remainder of the scene, though veils made with this power will still work.
Winter's Blessing [-2]: The owner of the cloak is granted Inhuman Toughness. The Catch is the Seelie Magic [+1].
Flight [-1]: The owner of the cloak is granted the Wings power, as the cloak billows out, spreading into an enormous (think almost 30ft) pair of Raven's Wings, reversing to white above and black below. This may not be disguised by a Seeming, though the wearer may still be Veiled.
Sealskin Selkie Robe
Hexenwulfen-style IoP, it allows the owner to transform into a seal.
Appearance: a long, floor length fur robe, with the hood being the head of a seal.
It Is What It Is: This is a fur robe, made from the complete skin of an adult harbor seal. Watch out for PETA.
Item of Power: Seal-Fur Robe, [+2] affecting:
Echoes of the Beast [-1] +1 hearing, see in the dark, talk to sea life.
Beast Change [-1]
Human Form [+1]
Aquatic [-1]
Demonic Co-Pilot: [-1] The Co-pilot is an animal spirit, not a demon of rage or hunger. However, it creates a link to the wearer; if another possess the robe, it functions as a potent material link to her, as strong as her True Name and thus can be used to bind her. Loaning the robe to someone else bonds the spirit to them.
Total refresh cost: -1.
Ring of Anubis
A ring of black obsidian set in the shape of an open eye
The wearer of the ring carries the Mark of Anubis and has his power over things dead
Grants [+2]
[-1] Ghost-Speaker
[-1] Marked by Power
[-1] Refinement (Ectomancy Control +1, Ectomancy Power +1)
(total cost -1)
Tin Foil Helmet
+2 Discount
-8 Physical Immunity: Mind control magic
+5 Catch: Only protects against magic or powers that would affect the mind or emotions.
-1 = Total cost
Christ's Bloodwhip [-3]
The whip used to torture Christ on the cross. The blood of the White God's son has soaked into it and imbued it with the power of holy pain.
+2 discount
-1 Holy
-1 Incite Emotion (Pain)
-1 Lasting Emotion
-1 Potent Emotion
-1 It's A Whip (Use Weapons for Incite Emotion)
The Shifting Destiny
The Shifting Destiny is an ancient artifact that takes the form the most suits the wielder, even if the wielder doesn't know it suits them. The only thing that remains constant throughout the many incarnations of the artifact is that somewhere on the artifact is a triangle. Those that know of item or seek to take it often refer to it as "The Destiny" or "The Gift". Those that come to wield artifact often give it a nickname that symbolizes it's current incarnation.
Unbreakable
Modular Item; As Modular Abilities without the -2 surcharge, this item takes the form the most suits the wielder the first time they touch the item and the item shape may never be changed thereafter. The form The Shifting Destiny takes could be anything: a bow, shield, or even a pen. Once the form is changed, it remains locked until it has a new wielder. The abilities of The Shifting Destiny can grow and evolve for the wielder.
The Price of Change; The Shifting Destiny only changes when it is “rightfully acquired,” traditionally this means when it is given to a new wielder or taken from a deceased wielder (taking it from a living wielder by thievery or force will not change the artifact until the current wielder is dead). Temporarily loaning The Shifting Destiny does not change the item, but all subsequent rolls made with the The Shifting Destiny by the loan-ee are at -1 as the item’s current form is not meant for them.
Affecting the following for Nicholas:
It’s a Sword; For Nicholas, The Shifting Destiny takes the form of perfectly made Weapon:3 longsword.
True Aim
Flaming; as Holy, except with Fire.
Flare; as Breath Weapon (Fire). Note: The attack comes from the sword, not from Nicholas.
Nova Flare; Flare is now Weapon:4
One Time Discount: +2
Total Cost: -3
Mjolnir
"The Bigger They Are...": as All Creatures Equal Before a God with a Hammer
It's a BIG Hammer: Weapon:3, reasoning is that it was intended to be a two handed weapon.
The Weight of Responsibility: as Divine Purpose. When not being properly wielded, Mjolnir becomes an unwieldy weight.
True Aim
Unbreakable
Never Far From Reach: Mjolnir can be thrown as a weapon up to 2 zones away (instead of the standard 1). Upon striking or missing, it returns to its owner's hand on the following exchange. This ability only works when the hammer is thrown. If the hammer caught, stuck, or taken from the bearer the hammer will not magically return.
One Time Discount: +2 (It's awkward to hide, thus fairly easy to detect)
Total Cost: -3 (including +2)
Megingjoro
It's a Belt: Megingjoro takes the form of a wolf-hide belt.
Thunder's Strength: grants Inhuman Strength.
Note 1: The bearer loses access to Inhuman Strength when not in physical contact with Megingjoro.
Note 2: If the bearer already possess a Strength power, increase it one step (e.g. Inhuman to Supernatural or Supernatural to Mythic).
Note 3: Those with Mythic Strength can Lift an object as if it were 2 shifts lighter and gain an additional +1 bonus to Breaking.
Unbreakable
Note: Megingjoro is not required to wield Mjolnir
Total Cost: -1
Jarngreipr
It's a Gauntlet: Jarngreipr is a single gauntlet.
Physical Immunity (Electricity)
The Catch (Not Electricity)
Note: The bearer loses access to Physical Immunity (Electricity) when not in physical contact with Jarngreipr.
Unbreakable
Note: Jarngreipr is not required to wield Mjolnir
Total Cost: -2
Armageddon Sign
-0 Cassandra's Tears
-4 supernatural toughness (mainly used to protect from elements and exhaustion): Catch: only works while wielder is hollering
+3 item of power rebate
-1 total cost
0: it is what is is: this object consists of two large wooden boards, attached by two ropes, and must be worn over the shoulders to work. The boards are painted with appropriate doomsday signs. Due to the supernatural toughness, the user suffers no real ill effect from shouting at the top of his lungs for hours at near-zero temperatures.
Note: when worn with tinfoil hat, only one item of power rebate applies.
[-2] Vitamin W
A combat drug that causes the body of the user to create a number of chemicals. These chemicals are useful, but likely to harm the user.
[+1] Rebate
[+1] Side Effects (Treat as Feeding Dependency, but use Endurance and the physical stress track)
[-1] Synthetic Adrenaline (Treat as Demonic Co-Pilot, but use Endurance and the physical stress track)
[-1] Addictive Saliva
[-2] Venomous Sweat (Like Venomous Claws, but without the claws)
[-1] Crown Of The Iron Spires
An ornate iron crown that grants rulership of the Iron Spires, which is a region of the Nevernever.
[+2] Rebate
[-1] Demense
[-1] Improved Demense (Attacks with Demense power are weapon 2)
[-2] Swift Transition (From anywhere to the Iron Spires, and then back where you came from)
[+1] No Mortal Home (It sends you to the Iron Spires if you fall unconcious)
[-2] Temporal Accelerator
A small gadget that slows down time around the user.
[+1] Rebate
[-2] Inhuman Speed
[-2] Inhuman Recovery
[+1] The Catch (No total recovery, just faster healing)
I'm actually working on a possible item of power for my Son of Thor character (Othmundr Thorson, professor of mythologoy). Since his trouble is that he freed Loki and he has a bit of a magical bent, I was thinking he was prophesied to be someone that battle evil magic. It was crafted by Brokk and Eiti, the dwarves that crafted Mjolnir and other artifacts. Thor gave a lock of his hair, which was fashioned into the handle, Odin blessed the iron used for the head of the hammer with good magics. The dwarves toiled for three days crafting the hammer, which is known has Hvíturgaldur (that means White Magic in icelandic).
I'm kinda limited in how many points I can put into it, so I was thinking the following:
-2 (It's a two-handed warhammer).
Skills Affected: Weapons, Others
Musts: You must have a destiny or calling to use the Hammer, represented by a template or aspect. You must be able to craft magical items or use magic that protects, dispels, heals and use wind and lightning. (You do not have to be GOOD at all of these things just capable).
Effects:
Protector of White Magic: Hvíturgaldur purpose is to oppose black magic and defend white magic. If it is ever attempted to be used to break any of the laws of magic, harm an innocent, destroy good magical works, and empower evil magical works, then the act automatically falls and the bond between the wielder and the Hvíturgaldur is broken. It can only be restored by a magical ritual wherein the wielder cleanses and purifies his body and soul.
It's a Warhammer: Hvíturgaldur is a large, two-handed warhammer (weapon 3).
True Aim: When used in keeping with its purpose, Hvíturgaldur grants a +1 bonus to the user's weapon skill.
Unbreakable. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.
Inscriptions: Hvíturgaldur is designed to carry and wield magical enchantments. It has 4 enchanted slots that may be used for the same or different abilities as the user wishes (including one-use effects as per potion rules). These effects are limited to ones involving some aspect of storms (due to Thor's infleunce), or protecting, dispelling, or healing.
Potential Focus: Focus Slots may be used to turn the hammer into a focus. It can only be used as a focus for magics relating to storms, protection, dispelling, or healing.
Something Else:
I figure the focus thing is essentially a 0, Inscription is -1 (a type of refinement), and True Aim is -1. Seems like it should having something else, but another level of Inscription seems a bit much, so I am not sure.
Maeve's Locket +1
granting
Unseelie Magic -4*
World Walker -2
Total Cost -5*
Notes: I made this for a friend that wanted a were-(polar)bear emissary to Maeve and wanted an IoP to go along with his deal
Hunter's Spear +2
granting
inhuman speed -2
The Magic of The Hunt -4*
Total Cost -4*
Seven League Boots
A pair of ancient and battered leather horseman’s boots, worn butter-soft. Tooled leather is readily apparent on the leg, sides and cuff. It was obviously an expensive pair of boots, and well loved and lived.
The Seven League Boots are a well known piece of European lore, about a pair of boots that enable the wearer to take strides of seven leagues—or 21 miles. The origin of the legend is thought to have come from horse-couriers, whose feet only touched the ground when they swapped out their tired horse for a fresh one.
One Time Discount [+1]
It Is What It Is. The boots are just that: a nice pair of old-style horseman’s boots, possibly belonging to a noble cavalry officer or courier. They are soft, snug and oh-so-comfortable.
Unbreakable: The boots are indestructible save through a dedicated magical ritual that would pervert their purpose—probably something along the lines of binding or imprisoning.
Imparted Abilities. There are two different versions of the Seven League Boots abilities: Speed and WorldWalking. A combination of the two is also distinctly possible.
Version One: Speed
Mythic Speed [-6]
The Boots grant Speed such as is only known in myth—myths often featuring the boots themselves.
Total Refresh Cost -5
Version Two: World-Walking
Swift-Transition [-2]
World-Walker [-2]
This version of the boots is a tad more literal to the legend of 7 League strides, as short hops through the Nevernever are easy to accomplish, and crossing the globe in a short walk is also simple.
Total Refresh Cost -3
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