The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
I'm afraid not. I actually don't know how to do that.
Sanctaphrax:
Bump.
I admit, I've been procrastinating. It's easy to forget about a thread when A) you're waiting for a response and B) you've reached the least pleasant part of it.
Anyway, here are some more powers from the other thread:
[-1] Covenant Bond - You have a contract that connects you to a supernatural creature of some sort or another. This link allows for a level of unparalleled teamwork boardering close to the impossible. When maneuvers one of the pair has created, the other can tag it for +3 instead of the ordinary +2.
[-2] One of Mind - Your contract with each other has brought you close together, so much so you have trancended self to become more then the sum of your parts. When in the same zone as each other maneuvers taken to benefit your partner are rolled at +2. Additionally you may communicate mind to mind with your other half, staying in sync with each other regardless of distance. Mechanically when one succeeds in a relevant roll (such as Lore, Scholarship, or Alertness) the other shares in that success.
Absorption [-3]: You can feed off the energy of your enemies attacks.
Anytime an Enemy physically hits you in combat (he succeeds his attack roll) you gain a temporary aspect relating to being charged which can be freely tagged once.
Elemental Absorption: [-2]; You can feed off a certain element. (fire, air, earth, spirit, water)
Anytime someone attacks you or you come into contact with your element you can gain a temporary aspect relating to being charged up which you can freely tag once.
Mind Scape Battlefield [-3]: You can drag an opponent stupid enough to look you in the eyes to mental battlefield (after a conviction contest) whilst you are fighting in this mental battlefield both you and your target lie prone. In the mental battlefield you no access to powers that require you body, but can fight with your conviction and discipline rather than fists, weapons and guns. Attacks in the mindscape battlefield do mental stress and if an opponent is taken out this is justification for posession if a person has the power.
Blink Fighter [-2] - Becuase of your inhuman speed you attacks are much harder to avoid.
Add your athletics bonus from Speed Powers to your phsyical attack accuracy. (Dosen't stack with any other forms of accuracy boost.)
The Catch and Only the Catch (-3)
Life for Mortals is not fair, get over it!
Must: 1 Toughness Power
World Don’t Work That Way!: Your Toughness Powers can only be overcome by the Catch and only the Catch. This Power counts as a Toughness Power for determining total cost.
(Designer Note: If the Catch for the Toughness Powers are too unreasonable a Game Master can disallow a Player from choosing this Power; so as to prevent some super-munchkin from taking an absurd Catch and making it the only way to harm them.)
Void of Faith (-4)
Believing against Belief is a funny and frightening thing.
Must: Must have a High Concept that rejects the faith entirely, and can never have or take any True Faith or Spellcraft Powers.
“I Care Not for Your Superstitious Beliefs!”: You ignore the effects of Bless This House has on Thresholds.
“I Reject Your Faith!”: You gain Physical Immunity to all Holy/Unholy damage that ignores the general rule of “Faith Trumps All”.
Composite Personality [-2]
You are not alone in your mind, you have access to dozens of other minds, memories and skills.
Skill Shuffle.You may shuffle around your skills for a different configuration while changed (using the same number of skill points and following the same rules as during character creation, page 65), so long as any purely physical skill are not given a higher value by the change. (Might, Endurance, Athletics)
See-Saw Mentality (Requires Composite Personality) [-2] When one personality is pushed down another is pushed up.
You are immune to unnatural mental stress but any mental damage greater than your mental stress track forces you to change personality.
The Power of the Blood- [-4]
Description: A true blooded elder vampire can draw a form of magical power from the life in the blood they have stolen. This power can be used to manipulate the blood of others and the blood of the vampire itself. The power of the blood works like evocation though cause hunger stress rather than mental stress.
+2 Focus Item Slots etc
Potential uses of Power: [evocation examples]:Controlling blood flow, causing internal injury, blood projectiles, [thaumaturgy at the speed of evocation examples]: blood chemistry alteration, blood binding (mental control) and blood tracking.
UmbraLux:
--- Quote from: Sanctaphrax on July 24, 2011, 02:41:53 AM ---The Catch and Only the Catch (-3)
Life for Mortals is not fair, get over it!
Must: 1 Toughness Power
World Don’t Work That Way!: Your Toughness Powers can only be overcome by the Catch and only the Catch. This Power counts as a Toughness Power for determining total cost.
--- End quote ---
How does this differ from Physical Immunity? Other than the price.
--- Quote ---Composite Personality [-2]
You are not alone in your mind, you have access to dozens of other minds, memories and skills.
Skill Shuffle.You may shuffle around your skills for a different configuration while changed (using the same number of skill points and following the same rules as during character creation, page 65), so long as any purely physical skill are not given a higher value by the change. (Might, Endurance, Athletics)
--- End quote ---
I'd recommend basing this off of Mimic Abilities's "Mimic Skill" cost.
Sanctaphrax:
The Catch And Only The Catch is not even slightly close to similar to Physical Immunity.
It just seems that way because of unclear writing.
Really, all it does is negate All Creatures Are Equal Before God.
Composite Personality was modeled off of Beast Change, I think. But I suppose that could be changed.
KOFFEYKID:
On Dream or Reality:
People seem to be confused as to why, when I originally wrote up the power, there was the Illiteracy and Rapid Eye Movement sections.
The answer is simple, I wrote it up for a specific character. These things made sense for the character, and so they went in with Dream or Reality.
On Red Hot Knives:
The original version is more than stunt powerful, it only doesn't seem like it because you are doing your order of operations incorrectly. It is Red Hot Knives, meant for somebody with Off-Hand training. In that Situation it works like this:
(Weapon 2 + 3 Red Hot Knives)*1.5, rounded up. That means a dual dagger wielding red hot knives user casts a fire evocation and the next exchange he is attacking at Weapon 8, a +5 Stress increase. The formula without Red Hot Knives would have been (Weapon 2)*1.5, rounded up.
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