The Dresden Files > DFRPG Resource Collection

Custom Powers Master List (Work In Progress)

<< < (58/204) > >>

Tedronai:

--- Quote from: Sanctaphrax on December 26, 2011, 07:19:38 AM ---I'm not really sure of much yet, except that spending 3 refresh in order to have an excuse for a Compel is really not worth it. If you take Possession, you should get the mental attacks.

--- End quote ---

My interpretation of that trapping, on the other hand was merely that Bound Spiritual Entity qualified a character to upgrade their existing Domination power with Possession.  Not that it allowed a character to take Possession without having Domination.
It is important to note, in that instance, though, that Domination's 'helpless victim' clause is in no way overridden by either this power or Possession, so those mental attacks, while devastatingly powerful, are difficult to achieve in the first place, probably requiring a concession in their own right.

KOFFEYKID:
This is my attempt at making a power which would allow one to play "Lasciel", the general idea is that temptation and bargaining grant the character access to a physical body, and allow them to further their agenda.

Sanctaphrax:
Side note: non-restricted Super-Science!.

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: Super-Science! evocations may not be cast without foci. Furthermore, 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.

KOFFEYKID:
I didn't see this when I did a thread search. This is my attempt at Hunger based magic:

Hunger Magic [-1]
Description: You can channel the life force you've stolen to sate your hunger in order to bolster your spells.
Musts: Feeding Dependency, Some sort of Spellcasting
Skills Affected: None
Effects:
Reach Into the Well. You may invoke one spellcasting related aspect for the cost of two hunger stress without paying a fate point.
Deeper Reserves. Since you've learned to use stolen life force for other purposes, you've also had to expand your capacity to store it. You gain one mild hunger consequence.

A Few Things, and Explanations

So the major concern with most Hunger Magic attempts we see on the boards is opening up a whole new track to evocation use, adding two to four extra evocations to a spellcaster's endurance. I've (at least I think so) cleverly avoided this by treating hunger based magic as a weaker type of sponsored magic. Treating your inner hunger as a sponsor allows you to "burn" feeds for extra oomph on your spells in the same way that you would get for taking a sponsor debt and invoking an aspect.

On the flip side taking hunger stress drops a like amount of Feeding Dependency attached powers, so I think that giving one "free" bit of extra oomph every so often isn't so bad, hence the extra mild consequence.

Sanctaphrax:
Are we assuming that all hunger stress costs you powers here?

I thought that the prevailing interpretation was that only hunger stress that exceeded your track costed powers.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version