The Dresden Files > DFRPG Resource Collection

Custom Powers Master List (Work In Progress)

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Sanctaphrax:
I'm a bit sad to see Gambler picked out for elimination, since I wrote it. But I see your point. It's gone.

Power level editing will be done later.

A version of Multi-Headed has already been added to the word document from which this list is copied.

Size Doesn't Matter will be added soon, as will some other newish powers.

I disagree entirely about Rapid Strike and Kulan-Do. If they're too powerful, I'll make them more expensive.

But for what it's worth, I don't think they're all that impressive.

Kulan-Do only works if you get missed. Intelligent opponents will stop attacking and start maneuvering once they realize you have it.

Rapid Strike costs a Fate Point to use in addition to its cost to buy. And it imposes a pretty large penalty. So it really won't be useful except against opponents with lousy defences that are somehow still threatening enough to spend FP against.

Anyway, thanks for the input.

Belial666:
Gambler: Bets with the GM in real life can be handled just like normal bets, no powers needed. Bets with the GM in-game are rather impossible, seeing as he controls most things in the game.

Quick Shifting: Rather balanced.

Fomor Magic: It should say something about extra hexing. Otherwise OK.

Incite Emotion trappings: Balanced.

Rune Magic: losing bonuses if you already got evocation and thaumaturgy makes this weaker than other sponsored magics though still useful.

The lord is my Shepard: Overpowered as it does defensively what Incite does on attack AND gives mental armor AND possibly improves other powers.

Force Field: A block of 2 is mostly useless - it would only prevent attacks of Average or less. Not to mention that blocks are usually broken when you bypass them once.

Sparkle: Comparable to Flesh mask so it's balanced. Beware of stacking with other social powers and of the lameness factor.

Danger Sense: Underpowered. A -2 power gives a bunch of +2 bonuses without the need for a FP. Reduce it to -1.

Uncontrolled Power: Uncontrollable trigger for a power already exists and is a +2.

Telepathy: Rather weird power. That said, it is mostly balanced except for Psychic Strike causing mental stress to the attacker too. If you pay 4 refresh for a power that does mental attacks with no extra weapon rating, no skill bonus and that also requires mental stress, ask for a refund from the GM. Violently-like.

Lesser Immortality: Balanced much like Wizard's Constitution is.

Immortality: Physical immunity limited to metabolic hazards. No need for an extra power.

Gifted With Soul: Cost is rather weird. It begins at +1 and then goes on to +0 when made whole. I'd prefer it were a +0 to start with.

Fountainhead of Blood: Make this a generic power that applies to any court or vampire type. After all, the White Court is where we see multiple flavors, not the Reds. All that needs a bit of changing is Improved Feeding.

Red Hot Knives: Stunt, as others said. It even is underpowered for a stunt.

Home is Where You Make It: Balanced.

Undying: Underpriced. A form of Physical Immunity to permanent takeout would be -3. This should be around -2.

Dream or Reality: Mostly Balanced, considering you already need Demense. Illiteracy makes no thematic sense here though.

Unthinkable Size: For twice the bonuses/penalties I use titanic size; that would include things like the larger whales and dinosaurs as they tend to be larger than a small house (and thus larger than Hulking). I'd use Unthinkable for triple the penalties/bonuses; the example creatures are larger than any buildings after all.

Telekinesis: Unlike mind-reading, true telekinesis violates natural laws. It can't be non-supernatural. However, it can be non-magic much like Incite Emotion. As such, no Lawbreaker is OK. Other than that, it's balanced or even a bit underpriced.

Stoicism: This power is balanced mechanics-wise. I still dislike it, preferring various types of mental immunity.

Impossible Jumps: Totally underpowered, especially with the Double Jump upgrade. Flying costs only -1 and does everything better.

Hyperspace Arsenal: What happens to creatures put into Hammerspace? Also, what action is required to put in and recover items?




I'm gonna comment on the other powers as time allows. I plan to get them all; this probably says something weird is going on somewhere between my ears.

devonapple:

--- Quote from: ways and means on May 15, 2011, 08:56:21 AM ---This power needs to be another refresh at least possibly three

Displacement [-1]
Description: You are not where you appear to be. A glamour 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.

--- End quote ---

I'm not sure it needs to be any more expensive, but I admit it hasn't been playtested yet. This sort of thing is a minor nuisance in the D&D game when it appears, and I find it roughly comparable to Cloak of Shadows. But I also consider it a monster ability, and I wouldn't mind paying more to place it on a creature.

devonapple:

--- Quote from: Sanctaphrax on May 14, 2011, 02:25:06 AM ---Here's what I intend to get rid of, and why:
Embodiment Of The Living Tempest (Seems like a whole bunch of powers stapled together.)

--- End quote ---

I'm not sure that is necessarily a sufficient reason to remove it. It could help form the basis of other elemental-themed power suites, like a package.

Silverblaze:

--- Quote from: ways and means on May 15, 2011, 08:56:21 AM ---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.

--- End quote ---

Our group play tested Displacement and it seemed very abusable as is, but then again, our group seems to find a lot of thigns abusable others do not...so to each their own.

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