The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
Alright, folks.
I gathered up every power I could find, stuck them into a list, and sorted them by type.
I think that this is the third draft of the list so far. It is 40 pages and 73 kilobytes long.
Dropbox link here.
Will post a copy to this thread, too.
Sanctaphrax:
CUSTOM POWERS MASTER LIST (V3)
CREATURE FEATURES
SWARM BODY [–3]
Description: Rather than one entity, your body is made from a multitude of lesser creatures, making you more difficult to harm.
Musts: This power comes with its own specific Catch (see page 185). If you suffer physical consequences, they must take into account the non-singular nature of your body; a demon with a body made from five-hundred-and-two stone crabs is unlikely to suffer a Broken Arm.
Skills Affected: Endurance, other physical skills.
Effects:
Chipping Away. Physical attacks cannot inflict more than one stress on you at a time; no matter how devastating the blow, it can only target a small part of your “body”. The effects of this power are applied after additions and subtractions from weapons and armour; wielding a sword will not appreciably increase one’s ability to fight off a swarm of bees (by the same token, bees do not classically benefit from wearing kevlar).
Specific Catch. Unlike other Toughness powers, Swarm Body comes with its own preset Catch, which offers no discount. The effects of this power are completely bypassed by area attacks; that is, those attacks that encompass a great majority of the target’s body. Diminutive insect swarms would be thus affected by sprayed insecticide, while a human-sized enemy would be vulnerable to flamethrowers or suitable evocations, and even larger swarms might require more extreme measures to seriously damage. Note that a clever maneuver might force a swarm into a confined space or formation, and thereby reduce the size of the attack necessary to harm it.
MINDLESS [-1]
Description: You don't have a mind. Either you mindlessly obey others or you simply execute a complex program.
Musts: You must take an aspect to represent the thing that you use instead for a mind. For example, THE MERLIN'S PROPERTY or PROGRAMMED TO KILL.
Skills Affected: Mental and social skills
Note: This power requires excellent justification if taken by a character with positive refresh. Not for balance reasons, but for logical reasons. As such, this power is mostly unsuitable for player characters.
Effects:
No Mind. As a mindless creature, you cannot be attacked mentally. Duh. You have no mental stress track and never take mental stress. You are not immune to social stress, but social attacks and maneuvers have no effect on your actions even if you are taken out. So unless someone wants to ruin your reputation or credibility, there's no point attacking you socially.
Incapable Of Thought. Not being able to think has its downsides. You may not use any skill trapping that, in the GM's opinion, involves thought.
Superior Instincts/Programming [-1]. The complexity of your program or your instincts is impressive. Select one skill trapping. Ignore the effects of Incapable Of Thought on that trapping. This trapping may be purchased multiple times.
HOLLOW [-1]
Description: You are hollow. There's enough space inside you for a person to curl up in.
Skills Affected: None
Effects:
Hollow. You may hide objects inside your body. This gives a +4 bonus to any attempt to conceal something.
Living Armour. You may place another character inside your body, if they are willing or helpless. While a character is inside you, you make their physical defense rolls for them. In addition, add your physical armour to theirs. Obviously, a character who is inside moves when you do. A character who is inside you may not take any non-mental actions without first escaping.
Size Limit. A normal-sized character with this power may contain up to one normal-sized human or an equivalent volume and mass of other matter. Diminutive size divides storage capacity by 10, while Hulking Size multiplies it by 10, Titanic Size multiplies it by 100, and Unthinkable Size multiplies it by 1000.
Bigger Inside [-1]. Multiply your storage capacity by 10.
Limited Freedom [-1]. Characters inside you may take social actions. This allows them to make maneuvers in combat.
Full Freedom [-1]. (Requires Limited Freedom) Characters inside you may act normally, with one exception: they may not move outside of you without first escaping.
SUPERIOR HOLD [-2?]
Description: For whatever reason, people you grab stay grabbed without any effort from you.
Skills Affected: Might
Effects:
Superior Hold. When you hold another character in a grapple, you may take a supplemental action to apply a Superior Hold to them. If you do so, you may continue to grapple them on subsequent turns without taking an action.
Swallow Whole. [+1] Gulp. You may only apply Superior Holds to characters smaller than you.
FEEL NO PAIN [-3]
Description: For some reason, physical injury doesn't even bother you.
Skills Affected: Endurance, Discipline
Effects:
Feel No Pain. You are immune to pain, and suffer no stress from attacks based on upon pain. You automatically succeed at any roll made to endure or ignore your own suffering. More importantly, your physical consequences cannot be tagged or invoked.
No Pain, Just Gain. It takes an excessive amount of punishment to put you down for good. You may take an additional mild physical consequence.
NOT AMPHIBIOUS [+1]
Description: You are not able to breathe air.
Musts: You must have the Aquatic power in order to take this one.
Skills Affected: Endurance
Effects:
Not Amphibious. You can't survive outside of the water; if at any time you are not submerged you gain a "Suffocating" aspect. This aspect remains until you are once again able to breathe water. So long as you have that aspect, the enviroment makes a Fantastic (+6) physical attack against your Endurance each exchange. Once you concede or are taken out (falling unconscious), the attacks stop. However, the damage is already done; without medical attention and re-introduction into your necessary environment, you will soon die.
TITANIC SIZE [-4]
Description: You are very very very large. You are at least the size of a house, and at the very largest you stand as tall as a skyscraper.
Musts: You must have an aspect related to your size. Almost all characters with this power also have high levels of Strength and Toughness, but it's not actually required. Same goes for Long Reach.
Note: This ability is always in effect unless you can shapeshift.
Skills Affected: Fists, Weapons, Stealth, others
Effects:
Very Easy To Hit, Very Hard To Hurt. You're a pretty big target, giving any attacker +2 to hit you when target size is a factor. But that increase in body mass means that you can soak up more punishment, adding four boxes to the length of your physical stress track.
Everything Is Tiny. You cannot interact meaningfully with any object of any reasonable size. You also cannot enter buildings or other enclosed spaces, with few exceptions. The GM is free to impose arbitrarily large zone borders on you if you try to pass through openings of limited size. However, you get +4 to all attempts to lift or break stuff on top of the bonus from Strength powers. Also, you get +3 to your Athletics when trying to cover distance with your enormous stride.
Big Is Frightening. You get +4 on any Intimidation attempt against a target likely to consider your size an advantage.
Very Easy To Detect Your Stealth is automatically considered to be Terrible -1 (-3) and you can never gain any shifts on a Stealth roll.
UNTHINKABLE SIZE [-6]
Description: You are incredibly, unbelievably, unrealistically large. You are at the very least larger than a skyscraper, and you could be up to city-sized.
Musts: You must have an aspect related to your size. Almost all characters with this power also have high levels of Strength and Toughness, but it's not actually required. Same goes for Long Reach, and for Physical Immunity to human-scale weaponry.
Note: This ability is always in effect unless you can shapeshift.
Skills Affected: Fists, Weapons, Stealth, others
Effects:
Nearly Impossible To Miss, Nearly Impossible To Hurt. You're a pretty big target, giving any attacker +5 to hit you when target size is a factor. But that increase in body mass means that you can soak up more punishment, adding ten boxes to the length of your physical stress track.
Everything Is Miniscule. You cannot interact meaningfully with any object of any reasonable size. You also cannot enter buildings or other enclosed spaces, with very few exceptions. The GM is free to impose arbitrarily large zone borders on you if you try to pass through openings of limited size. However, you get +8 to all attempts to lift or break stuff on top of the bonus from Strength powers. Also, you get +6 to your Athletics when trying to cover distance with your enormous stride.
Big Is Terrifying. You get +6 on any Intimidation attempt against a target likely to consider your size an advantage.
Impossible To Ignore Don't even think about Stealth. You are literally visible from miles away.
AMORPHOUS FORM [-1]
Description: Your body isn't solid the way one would expect. It's made of either a stretchy, rubberlike substance or an out and out liquid.
Skills Affected: Might
Effects:
No Hole Too Small. You can squeeze underneath a door if need be. You may ignore all barriers that aren't sealed.
Difficult To Grab. Your body isn't easy to hold. You get +2 to all attempts to avoid or escape a grapple.
No Internal Anatomy [-1]. You don't have the easily damaged organs that most people rely on. You have armour 2 against all attacks that rely on precision or piercing damage.
Living Rope [-1]. You can literally wrap your body around someone. It's quite helpful when wrestling. You get +1 to all rolls made to grapple or escape a grapple.
DAMAGE SHIELD [-1]
Description: For whatever reason, attacking you isn't safe. Maybe you're covered in spikes, or maybe your body flows with 10 000 volts of electricity, or maybe it's something else along those lines.
Effect:
Damage Shield. Whenever a character makes an unarmed attack against you and misses, they take physical stress equal to the number of shifts by which your defence roll exceeds their attack roll. This might also trigger on some maneuvers, if the GM deems it appropriate.
Conductive Damage Shield [-1]. This power works against all melee attacks, not just unarmed ones.
Reflective Damage Shield [-1]. (Requires Conductive Damage Shield) This power works against all attacks, not just melee ones.
Dangerous Damage Shield [-1].This power inflicts two additional stress whenever it triggers.
Lethal Damage Shield [-1]. (Requires Dangerous Damage Shield) This power inflicts a further two additional stress when it triggers.
Mutual Damage Shield [-1]. (Requires Dangerous Damage Shield) This power triggers when you are hit as well as when you are missed. Treat the attacker's threshold shifts as negative shifts for the purposes of calculating this power's damage.
DANGEROUS AURA [-2]
Description: Standing near you is dangerous.
Effects:
Dangerous Aura. This power makes a Fair physical attack against Endurance (or Athletics, as decided when this power is taken) at weapon 0 against each character in your zone each turn. This power can be turned off and does not affect the user.
Extra-Dangerous Aura [-1]. This power makes Great attacks.
Super-Dangerous Aura [-1]. (Requires Extra-Dangerous Aura) This power makes Fantastic attacks.
Hyper-Dangerous Aura [-1]. This power attacks at weapon 2.
Mental Aura [-1]. This power inflicts mental stress and is resisted with Discipline.
Large Aura [-1]. This power affects everyone within one zone.
Vast Aura [-1]. (Requires Large Aura) This power affects everyone within three zones.
LONG REACH [-1]
Description: You have very long arms or some other advantage that lets you punch someone from the other side of a room.
Skills Affected: Might, Fists, Weapons
Effects:
Long Reach. Your unarmed and melee weapon attacks, maneuvers, blocks, and grapples have a range of one zone.
EXTRA APPENDAGES [-2]
Description: You have some extra arms (or other limbs) which make you pretty darn good at multasking in combat.
Skills Affected: Fists, Weapons, Guns
Effects:
Multiple Targets. You may make spray attacks with anything, within reason.
Mix And Match. You may use multiple different weapons in a single spray attack. Use the lowest applicable skill. You may also make attack-like (offensive, not navel gazing) maneuvers as part of a spray attack.
Flurry Of Blows [-1]. You may direct multiple attacks (or maneuvers) within a single spray at one character.
Excellent Coordination [-1]. For each purchase of this trapping, add 1 to the accuracy of each attack or maneuver within spray attacks that you make. This cannot increase accuracy beyond the number of shifts that you had to split up between attacks in the first place. This trapping may be purchased up to twice and is mutually exclusive with Superb Coordination.
Superb Coordination [-1]. For each purchase of this trapping, add 2 to the total pool of shifts that you may divide among attacks and maneuvers when making a spray attack. You may not apply more shifts to any one attack or maneuver than you had to split up before the bonus from this trapping. This trapping may be purchased up to twice and is mutually exclusive with Excellent Coordination.
FLOATING EYES [-3]
Description: Your eyes aren't in your skull: instead, they fly around under your psychic control.
Note: Taking this power means that you don't have normal eyes.
Skills Affected: Alertness, Investigation, Lore, (Discipline)
Effects:
Faraway Eyes. Your eyes can move around independently of you, although they must stay roughly within a mile of your main body. You can see through them, making appropriate skill checks as normal. They do not have access to any of your powers (except for appropriate Supernatural Senses) but they act as though they had Wings and Diminutive Size. Their skills are equal to your skills. They cannot attack or maneuver. It requires a supplemental action to direct them. If they are damaged, you take the damage in the form of mental stress.
Eyes Above Me. You get +2 to your Alertness skill and to the perception trapping of Lore when both of your eyes are nearby. However, you take a -2 penalty to those rolls when both of your eyes are away from you. Also, you are blind when your eyes are not present.
Power Channel [-1]. Pick one of your other powers. Your eyes have access to that power. If that power requires you to take an action, then you must take an action in order to have your eyes use it.
NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to pick one type of weapon (eg. fire breath, metal claws, three-foot tusks) when you take this power.
Skills Affected: Fists, Weapons, Guns
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Integrated Weaponry [-1]. You may use your Weapons skill to attack, defend, maneuver, and block unarmed or with your natural weapon.
Ranged Weaponry [-1]. Your natural weapon has a range of three zone and is capable of spray attacks. It may be wielded with the Fists, Weapons, or Guns skill. It cannot be used with the defense trapping of Weapons unless you possess the Integrated Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1] (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
Howl:
--- Quote from: Sanctaphrax on November 26, 2011, 06:58:09 AM ---Alright, folks.
I gathered up every power I could find, stuck them into a list, and sorted them by type.
I think that this is the third draft of the list so far. It is 40 pages and 73 kilobytes long.
Dropbox link here.
Will post a copy to this thread, too.
--- End quote ---
Thanks a lot Sanctaphrax. That must have been a lot of work.
Sanctaphrax:
You are very welcome.
And yes, it was a lot of work. But I enjoy this kind of work.
Sanctaphrax:
FAERIE MAGIC
Geis [-1]
An Oath given is an Oath kept: Instead of taking a mild consequence in social combat, you may take an aspect, representing an oath sworn to that person instead. You may never have more than one of these aspects at any given time, so you would have to fulfil your oath before making a new one. The aspect is permanent, until you have fulfilled your oath or reconciled in another way.
I'll take your word for it: If an opponent is taken out in social conflict from your attack, you can place an aspect on him that represents an oath given to you. You may invoke it to enforce that oath or make the target reconcile in some other way. You may never have more than one person bound to you like that.
MINOR ABILITIES
Life Eater [-2] attache to an Item of Power
Every time you kill someone with this blade the life energy is stored (in the form of complexity) which can be used later in a ritual.
Burn Life[-2]: You can take a single physical consequence (or all of them to turn yourself into a death curse styled walking bomb) to add twice its value in weapons rating to your attack that turn as you burn yourself out to become more powerful.
MENTAL LIBRARY [-2]
Description: Your knowledge is so extensive that you have no need for printed libraries. This power can represent a perfect memory, a computer in your head, knowledge of everything ever written down, or a number of other things.
Musts: You must have an aspect reflecting your extensive knowledge.
Skills Affected: Lore, Scholarship, possibly others
Effects:
Mental Library. Your memories constitute a library on every subject that you are familiar with. The rating of the library on a given subject is equal to the skill that is used for knowledge of that subject. You may access this library freely, and other characters may use it by questioning you in detail.
Inexplicable Knowledge. You are no longer bound by the normal human limits on knowledge. You may make assessments and declarations concerning things that you cannot observe directly, either looking back through your memories to examine the thing again or perceiving that thing in mysterious and incomprehensible ways. Players should work together with the GM to work out the exact limits of this power.
Improved Mental Library [-1]. Increase the rating of each of your mental libraries by two.
Instant Recall [-1]. All research using your mental library is two time increments faster.
DUAL NATURE [-0]
Description: You are solid to both ghosts and men, like a cat.
Musts: A character must possess the Ghost Speaker power in order to use this one. This power is not compatible with Spirit Form.
Skills Affected: Many.
Effects:
Dual Nature. Your body is solid to both material and immaterial objects. You may interact normally with characters that have the Spirit Form power and other incorporeal things. This also allows such things to interact normally with you, so be careful around violently-inclined spirits.
True Seeing [-2]
A more specialised form of The Sight allows you to pierce any Power that hides somethings True Appearance from you. Might that be a Veil, Glamour or Shapeshifting.
Imageless
Cost: -1
Description: Just like the Vampires of the olden days, you cannot be photographed. Be it film, digital, or video, you never show up as more than a blur, or a burst of video static. Butters would say it’s a very specialized form of Mana Static, which only affects visual recording devices. Kincaid would say it’s a great way to get past Security devices.
Musts: A suitably vampiric, magical or "Sneaky Supernatural" High Concept
Skills Affected: Stealth
Effects:
Imageless provides a constant “semi-veil” of +4 to Stealth rolls against photographic attempts to detect you, and +4 to all direct attempts to defend against having your picture taken.
When unaware of or not trying to avoid surveillance, attempts to get an identifying picture of you suffer a -2 to the Performance rolls for photo or video quality.
Reflectionless: [-1] Your reflection is similarly prevented from occurring, reducing up to 3 points of penalties on stealth rolls where reflective surfaces could reveal your position.
[-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.
TRACING [-2]
Description: You have the ability to project weapons from your mind into reality.
Skills Affected: Craftsmanship, Weapons, Guns
Effects:
Projection. With a supplemental action, you may create a melee or thown weapon out of thin air. Two-handed melee weapons created this way are capped at weapon rating 3, while thrown weapons and one-handed melee weapons are capped at weapon rating 2. Weapons created this way last until the end of the scene or until you make a new weapon.
Reinforcement. By spending a scene and making a successful Craftsmanship roll, you may cause your projected weapon to become fully real. This means that it lasts indefinitely.
Versatile Tracing [-1]. You may create simple objects other than melee weapons with this power. Armour, simple tools, keys, and levers are all possible.
Complex Tracing [-2]. (Requires Versatile Tracing) You may create complex objects with this power. Firearms, explosives, chemicals, and machines are all possible, although at the GM's discretion a Craftsmanship roll may be required for certain items. Explosives, firearms, and two-handed melee weapons are now capped at weapon rating 5, while thrown weapons and one-handed melee weapons are now capped at weapon rating 4.
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, or at the very least be something other than a Pure Mortal.
Skills Affected: Fists, Guns, Weapons.
Effects:
Missed Me, Missed Me. You are under the constant effect of a Armor:2 against all attacks. This does not require your attention or concentration: should you be successfully ambushed, this bonus will remain. This is an optical effect, and can be ignored by an opponent using The Sight or another appropriate Supernatural Sense.
Enhanced Displacement [-1]. Your protection is upgraded to a Armor:4 against all attacks.
Invisibility [-1]. You are effectively invisible, protected at all times by a Veil of a Strength equal to your Displacement (the Sight is an appropriate countermeasure).
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. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect (the Sight is an appropriate countermeasure). This cannot be purchased in conjunction with Invisibility.
What Wall? With the Blinking upgrade, you are able to pass through most walls and physical barriers, reducing borders (page 212) by the amount of your Displacement value. Thresholds (page 230), however, will act as physical barriers to you. You can still be harmed by physical attacks.
What Bonds? With the Blinking upgrade, you reduce Physical Blocks and Grapples by the amount of your Displacement value.
Note: it will be up to the GM how to handle any complications of the Nevernever aspect of Blinking. The simplest answer is that Blinking creates a sort of proto-Demesne wherever it happens to be, which does not in itself attract (or make it vulnerable to) any of the Nevernever denizens which may be coterminous with that current location.
No Matter The Strength [-2]
The Might bonus from strength powers and the Athletics bonus from speed powers do not aid characters in escaping your grapples.
No Matter The Power [-2] (Requires No Matter The Strength)
Your grapples automatically satisfy the catch for all toughness powers other than Physical Immunity.
Conceptual Killer:
[-2] Description: You can kill anything no matter what it is even if it does not have a body
For a fate point you can attack anything with weapons, this can be a song, a disease, a concept or even a memory. The more entrenched a concept the harder it is to kill.
Vacuum Air Blade [-1]
Your speed with the blade is so fast you can create a current of wind to hit your enemy in the distance
Description: When wielding a sword you now have a range of up to three zones
Infinity Chain - [- 2]?
Description:You carry a weapon with a range only limited by your perception
Your attacks have a range of your alertness (someone with good alertness has an effective range of three zones)
Manifest Bloodlust [-0]: +1 to attacks on an opponent you have already hit, free recovery after a kill one time a scene, feeding Dependency: so a Discipline Hunger track etc
Perfected Killing Intent (require manifest bloodlust) [-1] you can boost your swordsmanship by surrendering to your killing intent.
Re-skinned Holy Guardian except instead of using mental stress you use your hunger stress track all other rules apply.
Scarlet Sword Form [-2] - You burn your life force to push your body to its true potential, this causes a real change in a person anatomy as their muscles bulge and blood fills their eyes turning them scarlet.
You must take a minor consequence or higher (if the slot is filled) to activate the warp spasm in which your Weapons Roll is increased by 2 and gives you access to the powers below.
Crimson Blade (requires Scarlet Sword Form) [-3]: You project life energy into your sword this manifests as a red energy surrounding the blade allowing the blade to parry anything and increasing its weapons rating by your conviction.
Scarlet Wave [-1] Requires Crimson Blade, you can attack everyone in an area with your sword by reducing its weapon rating by 2. This manifests as a line of red energy forming out of the end of your blade.
Curved Cut [-1] Requires Crimson Blade: You can curve your attack so that they do not come from where they appear to come from this allows you to make ambush an opponent with your weapons attack for a fate point.
The Mist Control[-2]
You can control and create mist
Obscure: With a moment of concentration, you may draw or create a large amount of mist into an area obsuring the vision of everyone but you. This counts as a zone wide block at discipline +2 against perception which is not necessarily pierced when discovered. The block last until it's summoner banishes it or it is dispersed (by magic or a very big fan etc).
Decieve [-1]: Perception is warped in the mist friends can see enemies where friends should be and many an army have torn itself a part under its thick blanket, you can make manouvres at discipline +2 on anyone in your mist.
Nightmare (requires Decieve) [-2]: Those in your mist may see monsters and horrors floating in the mist that may scar them for life, you can make mental attacks on anyone in the mist at discipline +2.
No way out [-1]: Once you have entered the mist it is nearly impossible to leave, attempts to leave the mist are blocked at discipline +2 this is part of the main block on perception.
Deep Mists [-1]: Your mist can cover up too three zones
Spiritual Disruption [-2] Your attacks satisfy the catch of Ghost, also If you succeed in hitting a spirit as well as dealing normal stress you also inflict the aspect 'extreme pain'.
MAGICAL WORKSHOP [-1]
Description: You don't need tools to make things. Your magical powers/your communion with the small gods of the world/the toolkit implanted in your stomach/something else will suffice.
Skills Affected: Craftsmanship
Effects:
Magical Workshop. You are always considered to have access to a workshop with a rating equal to your Craftsmanship skill.
Magical Worksite [-2]. Your workshop expands in scale, allowing you to handle the construction of entire buildings single-handedly. You are always considered to have the assistance of a full team of workers with all appropriate tools and machinery when attempting to build or repair stuff.
CHAOTIC FATE [-0]
Description: For whatever reason, the randomness of your life is much greater than normal. Your personal bell curve is pretty flat.
Skills Affected: All
Effects:
Chaotic Fate. All of your rolls are made with six fudge dice instead of the standard four.
Aura Of Chaos [-1]. All rolls made in your presence are made with six fudge dice instead of the standard four.
ORDERED FATE [-0]
Description: For whatever reason, the randomness of your life is much less than normal. Your personal bell curve is pretty pointy.
Skills Affected: All
Effects:
Ordered Fate. All of your rolls are made with two fudge dice instead of the standard four.
Aura Of Order [-1]. All rolls made in your presence are made with two fudge dice instead of the standard four.
CONTROLLED FATE [-1]
Description: You can control probability to a limited extent, making life more or less predictable through magical power.
Skills Affected: All.
Effects:
Fate Control. Whenever you roll, you may choose to roll any number of fudge dice between two and six.
Aura Of Control [-1]. Whenever someone in your presence rolls, you may choose to have them roll any number of fudge dice between two and six.
PROBABILITY MANIPULATION [-3]
Description: God's dice are loaded in your favour. Your luck is literally supernatural.
Skills Affected: All
Effects:
Weighting The Dice. Whenever anyone in your presence rerolls dice, you may "lock down" one of those dice. Doing so ensures that the result of that die is the same on the reroll as it was on the original roll.
Palming The Cards. Whenever you are involved in an opposed roll, you may cause your opponent to reroll by invoking an aspect.
Fixing The Wheel. You may take a point of sponsor debt instead of spending a Fate Point when invoking an aspect in order to cause a reroll. Sponsor debt taken this way represents accumulated bad luck, karmic backlash, or the build-up of paradoxes in the structure of reality.
Blood Bound[-2]
Finishing each other sentences- you are your blood bound have a form of telepathy which allows you communicate without saying a word as long as you can see each other. This allows enhanced cooperation gain a +2 to any non-combat roll where having a perfectly in time partner would help
The Call of Blood - You have an instinctive feel for where your partner is this allows you to find them anywhere in the world with enough time. In the case of an opposed roll you gain a +6 to all investigation rolls to help find your partner.
Perfect Battle Synergy [-1] When in the same zone as your partner you can defend them instinctively and they you, you can make defense rolls for your partner and your partner for you as a free action.
Offensive Combination [-1] When ever tagging a maneuver made by your partner gain an addition +1 to your roll. Also gain a +2 to any maneuvers to help your partners in combat.
Event Horizon Strike [-60] The Sword of Rupture swallows, compresses, and accelerates wind pressure into an artificial space-time distortion capable of pulverizing any opposition before it. The effects of this distortion are catastrophic on the environment around it crushing and warping everything in the immediate area.
When the Sword of Rupture is activated it causes a 40 shift environmental hazard within a 10 zone radius of the sword. ([-40] for the environmental hazard, [-20] for the 10 zone radius)
Expanding Radius [-5]: The Radius of the temporal distortion increases by 1 zone every round that it is active, if activated long enough it could easily consume a city.
User Immunity [-3]: The user of this blade is immune to its effects.
Vibro-Sword [-1] Your sword vibrates at an incredible frequency that allows it to cut through material cleanly but makes the blade pretty unwieldy.
Vibro Cut - Add +4 stress on a successful strike.
Unwieldy Blade - There is a -1 penalty to accuracy when attacking with the blade.
Mystics Eyes of Death Perception/ Shatterpoint [any view weakness power] [-4] You can see creatures deaths these manifest as crimsons lines on your enemies bodies, attacking these lines allows you to bypass any toughness or recovery powers. To use this power you must first spend a turn searching for the lines of death (alertness vs endurance roll to create the aspect 'lined') you can then tag this aspect to bypass all toughness powers or mundane Armour of the opponent for a scene.
Size Doesn't Matter...: -1 (-2)?
Effect: You may wield any weapon regardless of might or endurance requirements. Tripod support weapons? No problem. Zweihanders? Child's play. Boat mounted 6 or 8 gauge shotguns for duck hunting? All are within the realm of possiblities for you.
...But It Sure Does Help: requires above power -1
Effect: Most any weapon you can manage to hold one handed you can wield in combat..also one handed. (likely quite abusable with two weapon training stunt)
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