The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
Changed the name on this one. I wrote it originally, so I feel pretty confident in my right to do so.
CRUCIFIXION WHIP [-3]
Description: An ancient Roman flagrum. In other words, a heavy leather whip weighted with small balls of lead. It was used to whip Jesus Christ before his execution, and as a result it has acquired a great deal of magical power.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The Crucifixion Whip's powers come from the White God. It is only magical when used by a Christian. The bearer doesn't have to live up to any moral standard, though: this item was once used by the Spanish Inquisition.
[-0] It Is What It Is. It's a heavy whip. Weapon 1 when the Touch Of Agony power is not in use.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. Whips are conspicous things.
[-1] Holy. As one might expect from an item that draws its power from the blood of Christ, the Crucifixion Whip is holy. Its touch is like that of holy water.
[-4] Touch Of Agony. This item is an instrument of torture, and its powers reflect that. Anyone struck by the whip suffers intense agony, like that suffered by Jesus on the cross. The Crucifixion Whip is weapon 4, is wielded with Weapons, and attacks the mental stress track. It may also be used to make Weapons maneuvers based around the infliction of pain at a +2 bonus.
d_black_se:
--- Quote from: Sanctaphrax on May 18, 2011, 07:26:02 PM ---But I either don't agree with or don't understand your second issue. It seems that there are two possible problems here:
1. You're concerned about the setting's consistency.
2. You feel that the existance of this power is unfair to Pure Mortals.
Now, just because something's on this list doesn't mean anyone has to use it. I personally I like the idea of technomancy, so I might give Noob Security Systems a try. While I understand that it's out of place in the default Dresden game, I feel that it'll be useful to enough games that it's worth putting on the list.
--- End quote ---
Partially both. How does it bypass the passive hexing rules? I tend to play Pure mortals, so there's likely a bias there. Technology is pretty much the one "edge" pure mortals have. The setting (as it's written in the rules and books) also points quite strongly to technology and magic being very seperate.
You may certinly see differently, and want to have technomancers in your game (I Admit to loving the concept a bit myself) so I can see it's inclusion on a list of "possible powers" such as this.
I actually play one of two characters in a game (Twins) where one of them is tech gifted, and the other magically gifted. My character is constantly trying to both codify the "hexing effect" and circumvent it / protect against it, as well as trying to duplicate magical effects using technology. The brother (played by a friend) is jealous of "tech boom" and is constantly trying to duplicate technology using magic. neverminding the fun with the dichotomy.. the inter charater roleplay is Hysterical.
For me.. giving mages access to technology takes away one of their major disadvantages, and reduces the value of a "pure mortal" in many games (plus it squashes my entire concept)
crusher_bob:
Why's Touch of Agony (-4)? It looks like incite emotion with the lasting and potent add ons (and with the rules reading that the attack trapping doesn't get the +2 bonus), but what's the other point for?
Sanctaphrax:
Touch of Agony includes a stunt moving Incite Emotion to Weapons.
As for magic vs tech:
The only people who need to worry about hexing are mortal spellcasters. Non-spellcasting magic doesn't hex unless it specifically says so.
Anyway, sounds like a fun pair of characters. Powers like Noob Security Systems would certainly screw up that dynamic.
It occurs to me that this list needs a disclaimer.
PS: I'm probably going to drop The Shifting Destiny IoP from the list. It's just too much of a hassle for me.
Sanctaphrax:
MJOLNIR [-3]
Description: Thor's hammer. Enough said.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. If the wielder is not worthy, Mjolnir becomes too heavy to lift.
[-0] It Is What It Is. A weapon 3 hammer.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a big hammer. Not easy to hide.
[-1] 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.
[-1] True Aim. Mjolnir is a superlative weapon. So long as its bearer is worthy, it provides a +1 bonus to all Weapons rolls.
[-3] The Bigger They Come... Even the World Serpent must fear the impact of Mjolnir. When facing an opponent, the wielder may spend a fate point to ignore all of that opponent's defensive powers and mundane armour for a scene.
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