The Dresden Files > DFRPG Resource Collection

Custom Powers Master List (Work In Progress)

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crusher_bob:
Focused Study [–0]
Of course, you'll only be limited to around 1.5 points of specializations, since you only have 2 places for you 'tree' to go.  Is probably not a very good idea.

Focused Mastery [-1]
No, just no.  The high base refresh cost before you can start stacking on the specialization bonuses, plus the fact that you have to build them in a tree goes at least some way towards keeping poeople honest. 

Rote Reliance [+1]
Not sure this is enough of a drawback.  In theory, an attack, a defense, and a maneuver will cover maybe as much as 90% of your spell casting needs

Signature Spell [-1]
This one, I don't have any problems with.

Spell-like Abilities [-3]
Seems too expensive at -3.

Dangerous Aura [-2]
Looks OK, except maybe for the Mental Aura enhancement.  While thematically appropriate, the lack of normal enhancements to metal defense may make this overpowered.
The aura should probably take a supplemental action to maintain, though. 

The Hidden Voice [-1]
What does this power do rules wise?  Does it let you 'speak' to anyone, regardless of language barriers?  If so, is probably worth 1 point, or slightly more.  Otherwise, doesn't seem to be worth anything.

Thought Mimicing Voice [-2] [sic]
Powers that let you outright ignore the stuff written down on the other guys character sheet probably shouldn't exist.

Kulan-Do
Um, what?

Shadow Manipulation [-1], second posted version with the same name
Doesn't look to bad.  Should probably have an explicitly range limit though, maybe 2 zones?

Inhuman Balance [–1]
Considering that outright being able to fly is also -1, I'd say this version should let you stant on things that normally wouldn't be able to bear your weight, like this tips of bamboo plants or a piece of string strung between two buildings.


BumblingBear:

--- Quote from: Sanctaphrax on May 14, 2011, 02:25:06 AM ---

Red Hot Knives (I don't see the point of this. You can do the same thing with a stunt.)



--- End quote ---


--- Quote from: Belial666 on May 15, 2011, 10:00:16 PM ---

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



--- End quote ---

What would a better balanced power version of Red Hot Knives be?

Sanctaphrax:
@BumblingBear: There can't be one. It's a decent-ish stunt with a magical justification. Making it stronger would be creating a power that's "like a stunt, but better". And you know how I feel about that.

@crusher_bob:

Gambler is dead. Gone. Vaporized.

I like your version of Force Field much better. I suppose I'll keep that power, with a rewrite much like yours.

All right, let's get rid of Danger Sense and Lucky Dodge.

Immortality might overlap somewhat with Physical Immunity, but I feel that the thematic and mechanical differences are large enough to justify its existance.

Telepathy and Dream Or Reality need rewriting. But they're not unsalvageable. I'm pretty sure that the illiteracy is because you supposedly can't read in dreams.

Flesh Forgery, Displacement, Haruspicy, and Projectile all need to be rewritten for power level adjustments.

devonapple:

--- Quote from: crusher_bob on May 16, 2011, 06:59:15 AM ---Displacement [-1]
Rubs me the wrong way.  Basic version is probably slightly overpowered.  The upgraded version, especially with it's ambush setup ability is pretty horrible.  IMHO, attacking someone who is not expecting an attack vs attacking someone who is already in a fight, but just doesn't anticipate your attack specifically are two different things.  Possibly change to a bonus to attack (+1 or +2)? instead of the ambush trapping.

--- End quote ---

Powers should be somewhat better than Stunts, as folks should recall.

That said, I can accept charging 2 refresh for the basic ability. Would removing the stacking bonus to Full Defense be enough to drop it down to 1 Refresh again? +6 is, in retrospect, quite a boost to Defense.

I'd also be fine with the Blinking add-on providing a simple bonus to attack rolls.

Edit: How does this updated version look?

Displacement [-2]
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: Athletics, Fists, Guns, Weapons.
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, mislead or disorient an opponent. If you take a Full Defense action, this bonus stacks with the existing benefits of Full Defense (for a combined bonus of +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 gain a +2 to any attack roll. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect.

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.

If someone made this into an Item of Power (traditionally a Cloak of Displacement), would you vote that a Cloak be considered +1 or +2 Refresh?

Sanctaphrax:
Your points concerning the power levels of various powers are noted. The only ones I feel the need to address are the ones about Focused Mastery and Dangerous Aura.

Would you feel better about Focused Mastery if it removed your ability to use foci?

I actually think it might be balanced for -0, then. Especially if you removed the Lore bonus.

I think that Dangerous Aura, as written, is underpowered if anything. It requires a huge amount of refresh to make it into a real threat. And I like it that way.

I'd love to hear how it worries you, though.

What's the problem with Kulan-Do?

"Um, what?" isn't very helpful, if you don't mind me saying so.

My reading of the Hidden Voice is that it defeats language barriers and eavesdropping. My reading of Thought-Mimicking Voice is that it allows social ambushes.

Revised list will be up soon. Then I'll start rewriting Items Of Power and Creature Features.

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