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Custom Powers Master List (Work In Progress)

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Sanctaphrax:
True Faith

Home is Where You Make It [-1] This character carries his threshold with him, he may, with or without any special objects, setup a threshold with a value of two given adequate time to prepare (5-15 minutes). If the threshold is being setup in the open, then the size is up to the GM. It can be used to strengthen the existing threshold of a building by one. This power stacks with "Bless this House".

Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

Holy Magic -1
Musts:  At least one aspect, preferably the High Aspect, has to explain the innate holiness of your magics
Must have Holy Touch, Righteousness, and either channeling, evocation or sponsored magic.
Your evocation attacks, maneuvers, blocks and defenses are treated as "Holy", as in the Holy Touch ability.

Holy Weaponry [-1]
Description: Your sacred power extends beyond your body to envelop the weapons you wield.
Musts: You must have the Holy Touch power in order to purchase this one.
Effect:
Holy Weaponry. You may apply the effects of Holy Touch to weapons that you wield.

Miracle Man [-1]
Description: You are able to perform old school miracles, but at great cost.
Effect:
Bargain For Miracle. Negotiate with your gm for an appropriate cost in fate points for each miracle you perform. This power is potentially limitless in scope, given enough fate points.

[-2] Aegis Daemon Shield - Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; The Emperor Protects. You may spend a Fate Point to create a shield of True Faith around yourself and your zone. This shield functions as a zone border with a value equal to the user's Conviction against all supernatural creatures that oppose the user, reduces the power and control of evocations that target characters inside of it by the user's Conviction, and reduces all stress inflicted by the natural attacks of supernatural creatures that oppose the user to characters inside of it by the user's Conviction. This effect only lasts one exchange, but it can be extended indefinitely at the cost of a supplemental action each exchange.

Vampirism

Fountainhead of Blood [–2]
Description: You've somehow managed to cut the metaphysical ties that exist between master and servant. You are no longer beholden to the Red King, and are a sovereign in your own right.
Musts: When you gain this power, you must change your High Concept to reflect your new status as the fountainhead of a new bloodline of red court vampires.
Skills Affected: Discipline, Social Skills.
Effects:
Self Control. Your control over the thirst is unparalleled, you gain +1 to your Discipline when using it defensively.
Deeper Reserves. You are the most powerful vampire in your bloodline. Add two boxes to the length of your hunger stress track.
Liege Lord. You are the fountainhead of a new bloodline of red court vampires. Any social skills used against other vampire courts or bloodlines gain a +1 bonus. Increase this to +2 when dealing with members of your own bloodline.
Improved Feeding [-1]. If you purchase this upgrade you gain a +2 (instead of a +1) on subsequent attacks after causing your enemy to bleed, in a grapple you do two extra stress instead of just one. You may also use the Taste of Death of effect of the Blood Drinker power twice per scene instead of only once, however you must spend a fate point to use it the second time.

Mana Locust (Vampirism; -2)

Detect Magic: Within your zone, you may attempt to detect the presence of magic (defined as effects created by or individuals possessing Spellcasting Powers) via an Alertness or Investigation roll. Success provides awareness of the presence of magic, and identifies individuals with Spellcasting Powers if you are already aware of them.

Magic Drain: Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts.

Mageslayer: Add +1 to close personal combat attacks made against characters possessing Spellcasting Powers.

Mana Plague (Vampirism; -1)

Musts: Mana Locust

Magic Drought: Magic Drain reduces three shifts of power.

The Taste of Death: Once per scene, if you inflict enough stress and consequences from feeding to kill a character with Spellcraft Powers, you may take an immediate "free" recovery period equal to an extra scene.

Area Drinker -4

The character leeches upon the vitality of their surroundings as a whole:  people, animals, plants, and all.  Each day, they roll Conviction to feed - this affects a radius in zones equal to ten times the numberical value of the numerical value of the result on the ladder (and the character must remain within this area for the whole day) - the affected area takes on an Aspect of "Depleted," which can be compelled and invoked to cause illness and decreptitude, and against the healing of physical consequences suffered by inhabitants (inhabitant being defined as someone who last slept in the affected area).  The effect is cumulative if multiple characters with this power feed.


Manipulate Dream -2

This power allows the character to incite or alter a target's dreams. In general, this is a contest of Deceit vs the victim's Discipline - success allows the character to lay an Aspect on the dreamscape, which can be tagged or invoked to ease further manipulations, or the use of other powers such as Dream Vampirism. Aspects on dreams can be environmental ("everything grows dark"), emotional ("everything is inexplicably frightening"), or an incorporated element or monster ("beware the jabberwock"). [Mortals can take a Lucid Dreaming stunt for Discipline, which allows them to use this power on their own dreams, which counters the manipulations of others]


Dream Vampirism -1

This is carried out using the same system as Emotion Feeding, using the vampire's Decit vs the victim's Discipline - as the name implies, it can only be used on a target who is currently dreaming - however, any Aspects laid on a dream by the Manipulate Dream power can be tagged or invoked to benefit feeding. Some Dream vampires draw on emotional energy, while some siphon life force more directly - the only mechanical difference is that the former inflicts psychological stress and the latter physical - decide which one this character does (they can't pick and choose).

crusher_bob:

--- Quote from: Sanctaphrax on May 16, 2011, 07:53:33 PM ---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.

--- End quote ---
My main concern with dangerous aura is how it doesn't seem to cost an action to do.  Being able to punch everyone in your zone when you make a fists attack is probably only a -1 upgrade.  Being able to punch everyone in the face without taking an action is probably exploitable.



--- Quote ---What's the problem with Kulan-Do?

--- End quote ---
Probably just that I was tired while reading it, and couldn't actually figure out what it did.  Wrapping rules text and 'fluff' together like that can lead to extra confusion.  Will take another crack at it later.


--- Quote ---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.

--- End quote ---
My impression was that it set the other guys defense to zero as long as he couldn't beat your deceit roll, which could last a lot longer than a single ambush attack.  It it only let you get off a single attack, then it probably wouldn't be that bad.

crusher_bob:
Extra Appendages [-2]
Think it's slightly underpowered for -2.  Just gaining the ability to make spray attacks with anything is probably only -1, since spray attacks give their own disadvantages.  

Mana Locust (Vampirism; -2)
May be slightly overpowered.
Detect magic seems to be an upgrade of what you can normally do with lore (am assuming the range is one zone) in that you can both use it at range and you don't reveal yourself when you use it, like you do when you are a practitioner and you touch someone, so it's probably worth [-1] by itself.

Area Drinker -4
May be too expensive.  It lets you place a maneuver on a very large area, on the other hand, it takes you a whole day to do.  As a way of making the place you hang out have favorable aspects, I could just take a day to make mundane use of my skills to give me some aspects to use.  And it's probably not useable offensively,  Even if I can reliable get, say, a +7 result on conviction, that's only around a few hundred feet in radius.  That's pretty big, but not, say, enough to effect a whole small town or something.

Kulan-Do
OK, trying to figure out this one again.
Is this what it is supposed to do?
Lvl 1 [-1]
Musts:
Inhuman or better speed
Effect:
Once per exchange, when you defend against a melee attack, you can choose to roll your defensive skill at penalty -2.  If you successfully defend, despite the penalty, you are able to make a riposte style attack with fists, using your reduced defense roll as the base without needing to expend your normal action

Lvl 2 [-1]
Musts:
Supernatural or better speed, Lvl 1 Kulan-Do
Effect:
You no longer take the -2 penalty to defense.

lvl 3 [-1]
Musts:
Mythic speed, Lvl 2 Kulan-Do
Effect:
You are no longer limited to one 'free' riposte per exchange.  You can attempt to make a (fists) riposte attack for every melee attack you receive in the exchange.

Elemental Weapon [-2]
Heh, this feels a bit more like what breath weapon should have been.  Weapon: 3. range one zone, gets bonus damage from strength powers.  

Not sure about the worth of the Elemental Mastery upgrade, but the other two look OK to me.

A note on Wings
Now that I've seen other movement powers, flight is actually probably a bit too cheap.  It might be worth it to add a small disadvantage to flight, so that the other -1 movement powers won't come off so badly in comparison.  How about making flying be a supplemental action?

Hvíturgaldur
Putting enchanted items or foci into items of power should probably mean that the other players should force you to pay for more than your share of the pizza, or something.

But as for other ideas of what the hammer could do:
Mr Wednesday’s (Odin) 18 charms  For general magicyness
The Rígsþula for some possible ideas about guiding and protecting mankind.

You can also take a look at the different swords (Balmung, Cortana, Durandal, etc) forged by Wayland Smith and see if there's anything worth mining in there.

Sanctaphrax:
About Extra Appendages: would the ability to make spray attacks with only one target balance it out? By the way, I'm starting to wonder about the fairness of Excellent Coordination when purchased multiple times and used on massive spray attacks. Thoughts?

I don't think that your impression of Kulan-Do is accurate. However, it might just be a better idea than what's actually written.

And thanks for the links.

InFerrumVeritas:
Extra Appendages [-2]:
Requirements: Appropriate High Concept.
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 maneuvers as part of a spray attack.
Excellent Coordination [-1]. For each purchase of this power, 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.
Coordinated Attack [-1].  When attacking a single target, you add 1 to the accuracy your attack or maneuver. 

I think when done this way, it is worth -2 (because you can maneuver and attack in the same round albeit vs. different targets).  I think the ability to make spray attacks against only one target would be fine.  However, Excellent Coordination shouldn't be able to be used that way.  I think the exorbitant cost of it (-3 is expensive for a very situational +3) balances it out (and am okay with this as cheaper would be overpowered). 

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