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Custom Powers Master List (Work In Progress)

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Sanctaphrax:
No matter how well you rationalize, you don't get to perform summonings or wardings or divinations (etc) with Evocation. You get blocks, maneuvers, attacks, all counterspells, and that is all. Bibliomancy does not circumvent that restriction except as detailed in the evothaum section.

If something about its writing indicates otherwise, I'll change it. But I'm not really sure what ought to be changed here.

PS: The sidebar says there are areas of non-overlap. I think it understates their size.

Sanctaphrax:
Not sure if we're really done with Bibliomancy, but I don't see any reason to let that stop us from moving on. It's Super-Science! time.

SUPER-SCIENCE! [-4]
Description: Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology. You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.
Sponsor: Super-Science! is sponsored by Science! itself. Science! is a semi-aware entity formed out of the scientific method and the collected knowledge of the human race.
Agenda: Science! desires to grow through the continued collective accumulation of knowledge and through the propagation of the scientific world-view. Beware, for the cold logic of Science can be used to justify any action...the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.
Evocation: Super-Science! evocations consist largely of the activation of supernatural weapons. As a result, they tend to be similar to exaggerated versions of real-life weaponry. Examples of Super-Science! evocations include homing missiles, laser blades, acidic bullets, and the like.
Thaumaturgy: Super-Science! rituals work through building machines and solving equations. If a ritual could conceivably be completed by those means, it may be cast with Super-Science!.
Evothaum: Super-Science does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: Super-Science! does not use the usual set of spellcasting skills. Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!. In addition, a character with Super-Science receives one free specialization in either Crafting power or Crafting frequency. Finally, a character with Super-Science! never accidentally hexes anything.
Drawbacks: Unlike most Sponsored Magic, Super-Science! is not compatible with the normal thematics and mechanics of Evocation and Thaumaturgy. A character with Super-Science! may not cast spells that fall outside of its restrictions and must use its modified casting skills regardless of what other powers they may possess. Furthermore, Super-Science! evocations may not be cast without foci. Finally, Super-Science! foci and enchanted items are vulnerable to hexing. The difficulty is equal to Scholarship + twice the number of Enchanted Item slots invested in the item.

Two questions.

1. How does this look?
2. With this done, do we really need to write up Magic-Tech?

Tedronai:
The second sentence of drawbacks seems unnecessarily restrictive.
I see no reason to inherently disallow a character from possessing the independent 'spellcasting' abilities represented by this power, and, for instance, Evocation.

I would recommend instead stating that this power is not subject to the usual combining of normal spellcasting powers with sponsored magic (ex. discount on sponsored magic, adding sponsored magic as an additional 'element', allowing purchase of specialization, etc)

Sanctaphrax:
You know, I'm actually not sure a special interaction with Evocation and Thaumaturgy is needed at all, mechanically speaking. But I think that it's important to the fluff somehow. I dunno, ask Pbartender.

Tedronai:
Given the special skill usage, a special interaction would seem to be mandatory.

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