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Custom Powers Master List (Work In Progress)

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Sanctaphrax:
Sponsored Magic:

Rune Magic [-4]: Standard Sponsor Benefits, 12 Rune Item Slots (equivalent of Enchanted Item Slots) if paying at -4 (If given a cost discount for Evocation or Thaumaturgy, it loses four Rune Item Slots for each point). These slots can be used to emulate any Evocation or Thaumaturgy effect, but may only be used for Rune Magic Items or Consumable Runes (although Enchanted Item Slots may also to pay for Rune Magic Items or Consumable Runes). A Rune Magic Item works and functions the same as an Enchanted Item (pre-prepared items) and a Consumable Rune works and functions the same as Potions or other Consumables (one-use runes). No channeling (all magical effects are done by using the Rune Item Slots). Others may use Rune Magic Items without using an extra slot to make it usable by others.

Rune Item Slot = Enchanted Item Slot
Rune Magic Item = Enchanted Item
Consumable Runes = Potions/Consumables

Yuletide Magic [-4 Refresh]

Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of it will inevitably catch his notice.

Cost: As normal Sponsored Magic

Effects: Standard Sponsored Magic benefits, including counting as an Evocation element, allowing evocation spell effects that encourage or make use of warmth or coldness, charity, protection, travel, and a power over secrets. In addition, Yuletide Magic may be used to duplicate Conjuration or Warding effects at Evocation speeds and methods, and receives a +1 bonus to Control and Complexity on Conjuration. Yuletide Magic’s Evocations always includes either warmth or cold in some way, depending on the element being used.

Boon of the Fisher King.
Though today he seems to be little more than a senile old man, the Fishers King is in fact a very old and very powerful faerie. He is remembered in the mortal legends of Bran the blessed and king Arthur - the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Later the title fisher king was tied into the Christian idea of Jesus as the fisher of men, and the legends interwove into the tales of Joseph of Arimathaea and christianised. All things considered it's not surprising the poor guy doesn't really know who he is any more.

In the legends with his vitality curtailed by his wound, the monarch is surrounded by a wasteland. The return of the cauldron (or grail) by his questing knights allows him to hold back the decay and the land live again once more. But it is a never ending battle and can only be achieved with the help of those who can share his vision and enact it- alone he is still the wounded impotent king.

The Fisher King is fond of sending his people on quests which allow them to test themselves and discovered powers, skills and talents that have been lying dormant with in them. Thus he assists them to learn more of themselves and fulfil their full potential. As a result the creative powers of the king are now focused on inspiring the people around him - consider it similar to the Greek muses. And this is the power he gifts to those of his court,

Sponsored magic
Description: The spells performed under the power of the Fisher kings boon derive from the questing and 'muse'. They also have a certain level of healing that is drawn from the cauldron of life; though most of that power is being used elsewhere (see the pool of LIFE section)

Cost: 4 (- the usual reductions if you have evocation or Thaumaturgy but most of those using this magic are Faerie or changelings and thus won't benefit from the discount.)

Benefits: Where as the powers of the courts of the queens focus on evocations, the Fisher king is more Thaumaturgy orientated. For example;

•Conjurations to allow the 'visions' to be shared and ideas to be prototyped,
•Divination to assist in the quests,
•Crafting of items of power so chosen mortals can be gifted the ability to excel.
There is also a massive amount of psychomancy going on, as the mortal artists and scientists that attract the attention of the Faerie are 'inspired' to greater achievements in the goal of driving back the wasteland.

Limitation:  The power is derived from the Fisher King, it is essentially creative, any attempt to carry out an activity that would expand the wasteland, or discourage a mortals creativity would clash. Destructive spells would only be appropriated as 'self defence' -or defending a protected mortal, or one of their creations.

Quackerjack:
You are my hero. Really.

Sanctaphrax:
Thank you. I will strive to live up to that role.

Anyway, I took a look at what I have here. Most of it needs reformatting, some of it needs rewriting, some of it should just not exist.

Here's what I intend to get rid of, and why:

Red Hot Knives (I don't see the point of this. You can do the same thing with a stunt.)

Expansive Magical Repetoire (This is a stunt, in my opinion.)

Reading The Surface (Too similar to Telepathy.)

Gifted With Soul (This is basically an aspect. I think that a more general phylactery power might be a good idea.)

Danger Sense (Too similar to Lucky Dodge.)

It's All In The Cards (Too similar to Breath Weapon.)

Time Is My Friend (Very weird and very overpowered.)

Embodiment Of The Living Tempest (Seems like a whole bunch of powers stapled together.)

Siren's Song (I'm not sure what this does. Also, it seems like this would be better handled with Incite Emotion or Superlative Musician.)

Gaze Of Lost Emotion (Just get Incite Emotion: Apathy.)

Force Lightning of Lolz (Too similar to Breath Weapon.)

Sparkle (Lame joke.)

Force Field (I can't tell what this is supposed to do.)

IP?... Please, Dirty Little Secrets, Handle Aura (These are just Supernatural Senses.)

Disability Super(natural) Power (Seems like a trouble aspect to me.)

Roll The Dice (I have no idea what this is supposed to do.)

Please tell me if something is missing from this list or on it when it shouldn't be. Give reasons.

ways and means:
I would add this too the get rid of list

Gambler [-1]
Description: You have the ability to manipulate probability in a limited way. But it's far from risk free; in fact, the risk is the reason that it works.
Effect: At any time you may pay any number of fate points to make a bet with the GM. If the GM rejects the bet, you get your fate point(s) back. If he accepts and you win, you get back twice the number of fate points that you paid. Some GMs may allow odds other  than double or nothing, but they are in no way obliged to.

Any power that has no in character effect seems a bit stupid, if the gm wants to bet fate points  he can do so power or not.

This power needs to be another refresh at least possibly three

Displacement [-1]
Description: You are not where you appear to be. A glamor or other optical effect obscures your true location, making it difficult for opponents to properly target you.
Musts: You must have a high concept that would justify this power, such as Cloaked Malk, or Nevernever Mugger.
Skills Affected: Athletics.
Effects:
Missed Me, Missed Me. You gain a +2 bonus to your Athletics for the purpose of defending against attacks. This bonus does not require your attention or concentration: should you be successfully ambushed, this bonus will remain, granting you a minimum Athletics of Fair (+2). You may also use this bonus to any Athletics check to perform a maneuver intended to confound or disorient an opponent. If you take a Full Defense action, this bonus is increased to +4.
Blinking [-1]. When you purchase this upgrade, your power is not an optical effect: you are actually changing positions rapidly during combat, by stepping back and forth between the Nevernever and the real world. In addition to the Missed Me, Missed Me effect, you may set up an Ambush (page 142) as a supplemental action every round. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect.

Silverblaze:
Rapid Strike. You can make a number of attacks up to your skill with one action. Each attack suffers a penalty equal to the number of extra attacks made.

Likely way too powerful for PC's to have.  The system was not designed with multiple attacks/actions per PC per round in mind. 

Kulan Do: NPC only for similar reasons.

I was curious about the Multi Headed Creature feature...will it be added?

Will Size Doesn't Matter... and ...But It Sure Helps be added to this list or the stunt list?...if they need refined give me opinions on how and they'll be retooled.

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