The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
computerking:
--- Quote from: Sanctaphrax on April 13, 2012, 04:07:43 AM ---PS: Just out of curiosity, why did you post to this thread rather then to the custom powers thread on the Resources board?
--- End quote ---
Didn't want to disrupt the flow of (more or less) complete ideas with my odd, possibly untenable attempt at an anti-threshold power.
Sanctaphrax:
You have a much higher opinion of the Resources board thread than me.
Sanctaphrax:
Alright, now to revise telepathy powers. Here's the material I worked with:
Telepathy [-2]
Description: Maybe you access a part of the brain most people never use, maybe your a genetic aberration or scientific experiment; regardless of the exact biological explanation, the effect is the same... you can read minds. You are not a minor talent, focused practitioner, or any other form of magic wielder, your ability is biological. Despite this fact, some crazy zealots calling themselves "wardens" may not give you time to explain that fact before attempting to remove your head.
Musts: Either a template or aspect denoting your ability with the non-magical psychic arts is required. Magic and Psychic powers (the real ones, not the magical imitations) don't play well together. In the event that any mortal magic power (Evocation, Thaumaturgy, Channeling, Ritual) is taken, the character must remove the Telepathy power and regain all refresh spent on it. It is recommended that Sponsored Magic follow the same rule, although the final decision for any specific sponsor is left to the group.
Skills Affected: Conviction (page YS:124), Discipline (page YS:127), and Empathy (page YS:129)
Effects:
An Open Book. People are easy to understand when you can hear the thoughts they project into the world. Gain a +2 to Empathy and any time requirements are decreased by one shift. Where appropriate targets defend with Discipline instead of the normal social skill.
Dig A Bit Deeper. Some say a person's trash is the best way to learn about them, they're wrong. When using this ability you connect your mind to that of your target, allowing access to thoughts below the surface. At the same time, some of your thoughts and emotions will bleed over into their mind. You may spend a fate point to stop your thoughts from entering the targets mind; however, the target may also spend a fate point, in which case you will not gain any of their thoughts. In the case of NPCs that have no fate points, roll Empathy defended by the target's Discipline to determine if the player gains any information. This skill can not be used more then once per scene. A fate point must be spent on any attempt against a target after the first.
Mind Trick. These are not the droids you are looking for. By rolling Empathy defended by a target's Discipline, you may place a simple suggestion into their unconscious mind. There is no explicit limit to the number of times this ability may be used on a single target, but it is highly recommended that NPC targets receive an increasing bonus to their defense roll on each attempt after the first.
Mental Fortitude [-1]. Taking this upgrade will grant two additional boxes of mental stress capacity (page YS:201).
Mental Fortress [-1]. If this upgrade is taken, you naturally have Armor:1 against all mental stress.
Psychic Strike [-2]. Purchasing this upgrade turns your mind into a weapon. Discipline may be used to make a direct psychic attack, dealing mental stress and consequences. The victim may defend with Discipline, however counter-attacks are not generally possible. Regardless of the success or failure, the attacker takes an automatic point of mental stress each time this ability is used.
Reading the Surface [-1]
Description: You are a natural psychic, and can read the surface thoughts of individuals around you. This is not a violation of the laws of magic, as the thoughts "radiate" out from the thinkers mind.
Effects:
Parsing the Waves. You may use discipline to defend against deceit attacks and maneuvers instead of the usual skill, and possibly in place of other skills whenever the GM deems it appropriate. On a successful defense against a social attack while using "Reading the Surface" you may place the aspect "Open Book" on the attacker. This aspect lasts for one exchange (not sticky) and may be tagged for a bonus on any other social roll.
And here's what I made:
TELEPATHY [-2]
Description: For whatever reason, you can read minds and communicate mentally.
Skills Affected: Discipline, Empathy
Effects:
Mind Reading. You may use your Discipline or Empathy skill to read people's minds. This functions similarly to the Reading People trapping of Empathy, but unlike that trapping it does not require any kind of personal interaction. It can be used on anyone in your line of sight, and it's fast enough to be used in combat. Defending against this effect uses the Discipline skill.
Mental Communication. You may communicate silently with anyone in your line of sight. This renders eavesdropping impossible and bypasses all language barriers. It also allows the transmission of pictures, memories, and other information that cannot easily be put into words. This does not make deception impossible or even noticeably more difficult.
Weaponized Telepathy [-1]. You may make mental attacks with your telepathy against anyone in your line of sight. These attacks have no weapon rating and use either the Empathy skill or the Discipline skill. The Discipline skill is used to defend against them. In physical combat or another situation where you have only moments to act, these attacks simply overload the target's brain and knock them out. Outside of such situations, these attacks can inflict compulsions equal in effect to a successful social attack. If such an attack takes its target out, that target is unaware that anything compelled him. But unsuccessful attempts are obvious.
Greater Weaponized Telepathy [-1]. Your telepathic attacks are weapon 2. You may set aside this bonus to perform a compulsion-inflicting attack in combat or another similar situation.
Superior Weaponized Telepathy [-1]. All of your telepathic attacks inflict 2 additional stress.
Really not sure about this one. Please rip it to shreds if it's bad.
Gatts:
Have you considered a potential upgrade for the Mental Communication trapping that increases the range? It would make the power much more appealing, though it's fairly cool as is.
Sanctaphrax:
Good idea. I'll slap something like that on later.
So...does anyone have any biting criticism?
I didn't get the feeling of accomplishment that writing a properly-balanced power normally gives me from this one, so I expect there's probably something wrong with it.
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