The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
Alright, now for Blood Magic.
Making it optional presents some issues, so I made it mandatory. Which makes it more of a disadvantage than an advantage for most characters. So I dropped the price to 0.
Saw no need for the special consequence interaction, so I got rid of it.
I kinda regret making this not work with Size powers, but this would be kinda silly with Unthinkable Size.
BLOOD MAGIC [-0]
Description: Your magic comes from the energy of your body, rather than from the energy of your mind.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
Blood Magic. If you would take a mental stress hit to power a spell or an enchanted item, you take an equal physical stress hit instead. This physical stress automatically satisfies all Catches and ignores all armour. Furthermore, it bypasses extra stress boxes from Size powers.
Any objections?
ways and means:
--- Quote from: Sanctaphrax on March 26, 2012, 11:02:56 PM ---Alright, now for Blood Magic.
Making it optional presents some issues, so I made it mandatory. Which makes it more of a disadvantage than an advantage for most characters. So I dropped the price to 0.
Saw no need for the special consequence interaction, so I got rid of it.
I kinda regret making this not work with Size powers, but this would be kinda silly with Unthinkable Size.
BLOOD MAGIC [-0]
Description: Your magic comes from the energy of your body, rather than from the energy of your mind.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
Blood Magic. If you would take a mental stress hit to power a spell or an enchanted item, you take an equal physical stress hit instead. This physical stress automatically satisfies all Catches and ignores all armour. Furthermore, it bypasses extra stress boxes from Size powers.
Any objections?
--- End quote ---
But Surely big things have more blood, no objections here.
Sanctaphrax:
Yeah, but maybe they also need more blood to fuel their spells.
Sometimes fluff must be adjusted to suit mechanical necessities.
If you can think of a balanced way to make Blood Magic work with Size, I'm listening.
Sanctaphrax:
Found an old power that I apparently missed when building the master list today. So I'll add it to the list, and when I get around to doing so I'll revise it.
Take a look:
Intellectus Of War [-3]
Musts: High Aspect that Corresponds to this (Scion of a War God, Empowered by a War Spirit)
Key Skill: Fists, Weapons, Gun, Drive
You are a living embodiment of combat. Anything is a weapon in your hands. You could man a tank even if the last time you were on Earth was when gunpowder was considered an innovation.
You may substitute your Fists and Guns skill with Weapons. Furthermore, you can substitute Weapons for any skill roll as long as it could be considered an attack or the vehicle could be considered a weapon (so your Weapons skill could not substitute your Drive skill, unless the vehicle was a tank, a fighter jet, or you were actively trying to run someone over with it). You are considered proficient in any weapon or weaponized vehicle, and you could substitute for other crew, within reason (so you could operate a two-man fighter by yourself, but a battleship is right out). You instinctively know how to maintain weapons and weaponized vehicles, though you cannot teach anyone else how to (so if the item is beyond the capacity for one person to maintain and you're alone or with unqualified people, you're SOL).
You may not gain these bonuses in terms of spellcraft, except for the purposes of aiming an Enchanted Item.
Sanctaphrax:
Now to revise the Mental Resilience chain. The only meaningful change I'm making is the removal of the pointless incompatibility with Stoicism.
INHUMAN MENTAL RESILIENCE [-1]
Description: Your mental strength is beyond human limits - but only slightly. Elder wizards often have this power, which lets them outlast their younger peers in Evocation contests.
Skills Affected: Conviction.
Effects:
Inhuman Mental Resilience. Add one box to the length of your mental stress track.
SUPERNATURAL MENTAL RESILIENCE [-2]
Description: Your mental strength is incredible. Senior Council members and other extremely strong wizards often have this power.
Skills Affected: Conviction.
Effects:
Supernatural Mental Resilience. Add two boxes to the length of your mental stress track.
MYTHIC MENTAL RESILIENCE [-3]
Description: You have more mental strength than perhaps anything else on the planet. This power is generally possessed by the greatest wizards in history and by semi-divine beings.
Skills Affected: Conviction.
Effects:
Mythic Mental Resilience. Add three boxes to the length of your mental stress track.
Any objections?
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