The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
Phantom Slashes [–2] - You can choose when the damage of your attacks come into effect, this allows you to stack stress so that it all comes in to effect at the same instant or choose that it never comes into effect.
[-3] EYE OF PROVIDENCE
Description: You see all things as they really are, within limits.
Type: faith powers, order powers, supernatural heavyweights within their domains
Musts: A high concept that relates to knowledge and/or limited omniscience.
Effects:
True Sight You have The Sight. You are immune to mental stress induced or transmitted through vision such as observing the true form of eldritch horrors, seeing horrendous nightmares or facing the gaze of Black Court vampires.
[-2] Farseer: Your vision gets a lot fewer penalties with distance. If the "Eye of Providence" ability costs a total of 3 points, you can see as well as small, amateur telescopes and strong binoculars; observing people a dozen miles away is easy. If it costs 5 or less, you can see as well as most optical telescopes; observing things at the other side of a country is easy - seeing astronauts on the surface of the moon is a bit harder. If it costs 7 or less, you can see as well as the best mortal technology. If it costs the full 9 points, you take no distance penalties at all.
[-2] You Cannot Hide: Your vision penetrates normally opaque objects such as walls; they appear transparent to you.
[-2] See Past The Currents of Time: You can observe events without lightspeed delay, as if the light did not have to cross the intervening distance. Maybe your vision picks up magical or cosmic signals. Maybe your power snatches images as soon as they are generated. Whatever the reason, your sight is always realtime.
The Catch: Most beings with this ability are somehow limited in what they can perceive either in amount or nature. +2 rebate if you can observe only one event or location at the same time - such as a clarvoyant seeing a single room in the next continent or a Dark Lord being able to see only one battle at a time despite having unlimited range and being able to see through objects. +1 rebate if you can observe up to 100 events or locations at a time. If you can see more than 100 things at a time, you get nothing. +2 rebate if the nature of what you can see is very narrow or unimportant - like being able to see for only 1 minute each day, or only observe one bloodline or see all people that are currently scratching their nose. +1 rebate for less narrow sight or greater importance - like being able to see for many minutes each day, or only observe a major city or small country or see all mischief done by young children. More open sights or greater importance give you nothing.
The Catch is usually a +0 instead of no catch at all for very broad or still existent limits such as seeing all things ever written by man, or seeing all enemies of Asgard or seeing all deaths. Only major supernatural heavyweights whose powers are Knowledge, Foresight and the like (such as the Fates, a major deity of Wisdom or the Archangel known as the Watchman) have near-omniscience, even omnisciense limited to the present.
[-1] Emperor Blessed Tech - All ritually consecrated tech wielded by a Grey Knight is immune to being hexed.
Transcendent Music [-4]
You can play an instrument with a level of skill and subtlety that you can almost make rocks cry and sooth the hearts of the darkest of people.
Superlative Musician: +4 to normal performance rolls with your instrument of choice
Listen to my Song: you can play an instrument so well that all in the area will stop and listen (a zone wide mental grapple at your performance skill to stop doing anything but listen to the music)
The Soothing Song: Whilst people are listening to your music they recover from mental consequences on step quicker than usual. (Inhuman Mental Recovery)
[-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.
Michael Sandy:
The entry for Holy Magic doesn't include the effect.
"Your evocation attacks, maneuvers, blocks and defenses are treated as "Holy", as in the Holy Touch ability."
Sanctaphrax:
Fixed. Thanks for pointing that out.
Sanctaphrax:
Powers now sorted.
Do you think I should include Items Of Power and Sponsored Magic variants?
Next step is to eliminate all powers that simply should not exist.
Creature Features
AQUATIC [-1]
See YS162
Not Amphibious [+1]. You can't survive outside of the water; when taken from the water, (say on to dry land in the middle of a city) The environment makes a Fantastic (+6) maneuver on you, resisted by Endurance; if successful, you gain a Suffocating aspect.
In each subsequent exchange, you must roll Endurance to defend against a Fantastic (+6) Environmental attack. Once you concede or are taken out (falling unconscious), the attacks stop. However, the damage is already done; without medical attention and re-introduction into your necessary environment, a taken out victim will soon die (within a a score of minutes, an hour at most.)
Re-introduction into the water, will end the effect and remove the aspect.
Unthinkable Size [-4] As Hulking Size, but all effects, positive and negative, are doubled. This applies for creatures larger than whales (Fenrir, Godzilla, Typhon...)
Breath Weapon (-2)
As per YS162
Projectile (-2) Your “Breath weapon” is some form of projectile. Because of this you add increased stress from any Strength powers you possess. In addition, each level of strength increases the range of your breath weapon by 1 zone. (Example, if you have Supernatural Strength you would deal +6 stress with your breath weapon, and you could affect targets up to 3 zones away.)
Strong Breath (-1) You breath weapon is extremely potent. You add +4, instead of +2, to the stress your breath weapon deals. In addition you add +1 to any rolls to perform maneuvers. This power cannot be combined with projectile.
Mighty Breath (-1) Your breath weapon is extremely powerful. Add an additional +2 stress, and a +1 to maneuvers when using your breath weapon, for a total of +6 Stress/+2 for Maneuvers. This Power cannot be taken with Projectile.
Wide Breath (-2) Your breath weapon affects everyone in a single zone.
Ranged Breath (-1) The range of your breath is increased by one zone.
Amorphous Form [-1]
Your body isn't solid the way one would expect. It's made of either a stretchy, rubberlike substance or an out and out liquid.
No Hole Too Small: You can squeeze underneath a door if need be. You may ignore all barriers that aren't sealed.
Difficult To Grab: Your body isn't easy to hold. You get +2 to all attempts to avoid or escape a grapple.
No Internal Anatomy: [-1] You don't have the easily damaged organs that most people rely on. You have armour 2 against all attacks that rely on precision or piercing damage.
Living Rope:[-1] You can literally wrap your body around someone. It's quite helpful when wrestling. You get +1 to all rolls made to grapple or escape a grapple.
Long Reach:[-1] Your arms stretch. You may make melee attacks against targets up to a zone away.
"Force Lightning of Lolz" [-2]
You have the power to make electricity arc between your finger tips and lash out at your target.
This counts as a weapon:2 electrical attack for up to 2 zones targetted with your weapons (or guns) skill.
Damage Shield [-1]
Description: For whatever reason, attacking you isn't safe. Maybe you're covered in spikes, or maybe your body flows with 10 000 volts of electricity.
Musts: Nothing in particular.
Effect:
Damage Shield. Whenever a character makes an unarmed attack against you and misses, they take physical stress equal to the number of shifts by which your defence roll exceeds their attack roll. This might also trigger on some maneuvers, if the GM deems it appropriate.
Conductive Damage Shield [-1]. This power works against against all melee attacks, not just unarmed ones.
Reflective Damage Shield [-1]. (Requires Conductive Damage Shield) This power works against all attacks, not just melee ones.
Dangerous Damage Shield [-1]. This power inflicts two additional stress whenever it triggers.
Lethal Damage Shield [-1]. (Requires Dangerous Damage Shield) This power inflicts a further two additional stress when it triggers.
Mutual Damage Shield [-1]. (Requires Dangerous Damage Shield) This power triggers when you are hit as well as when you are missed. Treat the attacker's threshold shifts as negative shifts for the purposes of calculating this power's damage.
Dangerous Aura [-2]
Description: Standing near you is dangerous.
Musts: Nothing in particular.
Effect:
Dangerous Aura. This power makes a Fair physical attack against Endurance at weapon 0 against each character in your zone each turn. EDIT: Please note that this power can be turned off and does not affect the user.
Extra-Dangerous Aura [-1]. This power makes Great attacks.
Super-Dangerous Aura [-1]. This power makes Fantastic attacks.
Hyper-Dangerous Aura [-1]. This power attacks at weapon 2.
Mental Aura [-1]. This power inflicts mental stress and is resisted with Discipline.
Minor Abilities
Gambler [-1]
Description: You have the ability to manipulate probability in a limited way. But it's far from risk free; in fact, the risk is the reason that it works.
Effect: At any time you may pay any number of fate points to make a bet with the GM. If the GM rejects the bet, you get your fate point(s) back. If he accepts and you win, you get back twice the number of fate points that you paid. Some GMs may allow odds other than double or nothing, but they are in no way obliged to.
Sparkle [-2]:
Anyone of the opposite gender viewing you in sunlight takes a -2 penalty to all social skills used against you.
Force Field [-2]
Description: You are able to create some kind of defense against attacks
Benefit: You gain a block 2 against all physical attacks equal to the results of this check, this lasts as long as you spend a supplementary action per turn.
Unlimited Concentration [-1]: You no longer need to make a supplementary action to maintain your shield.
Danger Sense [-2]:
Once per scene, you may spend a fate point to negate a physical attack.
Uncontrolled Power [+1]
Description: You character cannot control his or her powers. Maybe they react to emotional distress, or some other subconscious cue.
Notes: This is a one time discount applying to however many powers the character cannot control. If the character has more than -4 Refresh in uncontrolled powers, this discount raises to a +2.
[-0] Lesser Immortality: You do not need to eat or drink and do not excrete wastes. If you possess ‘Hunger Dependency’ you must still satisfy it as normal.
[-3] Immortality: As lesser Immortality in addition you cease to age and remain permanently at the age of acquiring this ability (EX: A man in his mid-twenties will always look like he‘s in his mid-twenties even two thousands years later), and cannot be aged magically. You are also immune to all poisons and diseases, both magical and mundane, and do not need to breath.
Undying [-0]
Deathless. Unless utterly destroyed or killed by special means, you will eventually recover from any fatal wound. No "death" result is ever permanent unless special means are used (as determined by your creature type).
Estranged. Most people around you feel uncomfortable, as if they can tell that you are different from others. Take a -1 Penalty on all Rapport and Deceit based maneuvers or attacks you make.
Impossible Jumps [-1]
Description: Gravity doesn't seem to apply to you the way it does to normal people. You can jump like a video game character when you want to.
Skills Affected: Athletics
Effects:
Superhuman Leap. You get +4 to all athletics rolls made to jump.
Limited Antigravity. You are completely immune to falling damage. You never need a running start to jump properly.
Double Jump [-2]. You can jump off of empty air. When rolling for jump distance, you may roll twice and add the results. When jumping during a conflict, you can remain in midair for a full exchange. Furthermore, you can dodge normally in midair.
Goomba Stomp [-1]. You can hurt someone pretty badly by jumping on them. You can use your athletics skill to attack in melee. If combined with double jump, you may skip an action in order to remain in midair for an exchange and reroll the attack.
Hyperspace Arsenal [-2]
Description: You seem to be able to fit an entire warehouse in your pockets. No-one’s really sure where stuff goes when you’re not using it.
Skills Affected: Might
Effects:
Hammerspace. You can carry a full load (as determined by your might) without hindrance in an extradimensional compartment. The compartment exists outside time, so everything in it stays exactly as it was when it was put in.
Improved Hammerspace [-2]. You can carry much more than a full load in your extradimensional compartment. Add 8 to your might to determine the capacity of your compartment.
Secure Hammerspace [-1]. Nobody but you can access your extradimensional compartment. Metal in it doesn’t trigger metal detectors and so on. If you are unconscious or dead, the compartment cannot be opened at all.
Stonewalk [-1]
Description: You can move through rock, stone, and most earth-based substances with ease. Either you are a strong and fast digger, or you can literally pass through stone like a ghost. You are assumed to be able to navigate as you go, but to actually be able to sense through solid substances, you need to take an appropriate Supernatural Sense.
Musts: You must have a high concept that would justify this power, such as Earth Elemental, or Subterranean Behemoth.
Skills Affected: Athletics.
Effects:
Passwall. You can ignore stone, rock or earth-related zone borders of up to 3 shifts. You still need to make a movement or supplemental action to cross the zone.
Death from Below! You can ambush your opponents by hiding below the ground, near the surface of a stone- or rock-based zone border, or even above a tunnel, and springing from your hiding place when they get too close. You get a free +2 to your Stealth roll once per scene to set up an Ambush (page 142). You can usually detect when your target is in position, but if they are using Stealth, you get a +2 to your Alertness roll to feel them approaching if they are in contact with the same surface that is hiding you. You may use a Fate Point to invoke this ability additional times in the same scene, but you must make a movement or supplemental action in order to get in position (per the Passwall effect) to make another Ambush. You can use this ability to Ambush your opponents several times, but if they survive this ploy long enough they may find ways to take advantage of your predictability. To use this ability, you must select zone borders which you would be able to pass using Passwall.
Stonefeint [-1]. If you take this upgrade, you get a free +2 to one Attack roll per scene if there is significant stone or rocky terrain for you to use to your advantage, You may use a Fate Point to invoke this ability additional times in the same scene. To use this ability, you must select zone borders which you would be able to pass using Passwall.
Greater Stonewalk [-1]. If you take this upgrade, you can ignore 6 shifts of stone, rock or earth-related zone borders.
Epic Stonewalk [-2]. Take this upgrade instead of Greater Stonewalk. You can ignore 9 shifts of stone, rock or earth-related zone borders, and you can make an Athletics check to tunnel through any remaining shifts.
Tunnel [+1]. Your ability to move through stone relies on burrowing, and you leave a tunnel behind you as you go. This can be an advantage for allies, but it can also lead pursuers straight to you. You also make noise as you move through the earth, which won't necessarily negate the first use of Death from Below!, but may interfere with any subsequent uses of that ability. You also leave telltale furrows, cracks or lines as you pass. Using this ability places the scene aspect Unstable Tunnels, which can be tagged by anyone. This cannot reduce the total cost of your Stonewalk abilities below -1.
Displacement [-1]
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.
Skills Affected: Athletics.
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 or disorient an opponent. If you take a Full Defense action, this bonus is increased to +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 may set up an Ambush (page 142) as a supplemental action every round. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect.
Edit: 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.
Special Techniques [-varies]
Description: Supernatural martial arts moves, more or less. A staple of any decent fighting manga.
Skills Affected: Fists, Weapons, Guns
Effect:
Special Techniques - When you take this power, choose fists, weapons, or guns. Then pick a number of techniques from the technique list equal to the number of refresh points you spent on this power. Whenever you make an attack with the chosen skill, you may spend a fate point to add the effects of one of your chosen techniques to the attack.
Technique List
Long Range Strike. The range of this attack is increased by 2 zones. (This works for melee attacks).
Armor Piercing Strike. This attack ignores all of the target’s armor.
Area Strike. This attack hits everyone in the target zone (except yourself).
Rapid Strike. You can make a number of attacks up to your skill with one action. Each attack suffers a penalty equal to the number of extra attacks made.
Brutal Strike. The attack suffers a -1 penalty but inflicts 5 extra stress.
"IP?... Please" [-1]
You can hack into the internet and surf with your mind from any wire connected to the grid upon touch.
"Dirty little secrets" [-1]
You can touch an electrical device like an iphone or laptop and mystically know if there are porn pics or other incriminating things on them. This also give you a pretty good idea of what they are.
"Handle aura" [-1]
If you see someone in person who you've interacted with online, they will appear to have an aura to you. The color and feel of the aura will give you a very good idea of what their handle or user name was as well.
"Noob security systems" (requires IP?... Please) [-1]
If you access the network inside of a building using your "IP?...Please." power, you will be able to see the layout of all the security systems. For the price of a fate point, you can temporarily turn them all off as well.
Traceing -2:
You can manifest any non-balistic weapon you have seen as a supplemental action. With this ability you can buy Modular Abilities which can be used to represent the imbued abilites of any items of power you are copying. Like True Seeming’s you are limited to only manifesting one item at time.
Sanctaphrax:
Disability Super(natural) Power [+varies]
Description: You have a disability linked to a supernatural power. Maybe you're blind, but have skill with divination to compensate. Maybe you're inhumanly fast, but not as fast as your biopolarism can make your moods swing. Maybe you're able to move swiftly and silently in the shadows... because you're an albino who is harmed by the sunlight. Maybe you're superstrong... but seizures are a constant threat. Maybe you can shapeshift, but you always are missing that pinkie (or hand!), no matter whose or what appearance you're copying. And so forth.
Skills Affected: None—or any. Skills should be penalized or assigned based on the high concept. For example, a Deaf character should be required to have at least one rank in Scholarship, with the associated language of ASL, or a character with mobility problems should have a cap on their Athletics skill.
Musts: Must have a high concept that is related to both the disability and the power, for example BLIND PSYCHOMETRIC DETECTIVE.
Effects:
Supernatural Disability Power: You have a disability. This grants you a discount on one or more supernatural powers that are linked to it. The cost reduction to those powers is based on how intrusive and problematic the disability is. If the disability is ever cured, healed, or removed, the cost reduction goes away.
If the disability is severe, requiring special accommodation to function in modern society (blindness, serious mobility issues, etc), it's worth a +2.
If the disability threatens you medically (seizures, diseases requiring a strict drug regime, etc) its a +2.
If the disability is an issue that affects your quality of life but can be worked around without extreme cost/effect (missing/paralyzed limbs, deafness, issues requiring moderately expensive drug treatments, etc) its worth a +1.
Disabilities cannot reduce the total cost of linked powers below -1.
Strategist of the Gods [-1]
Description: During battle, you connect to your allies on an almost telepathic level. Under your guidance their actions are like that of a well-oiled fighting machine, flowing from one enemy to another.
Musts: Must have a supernatural high concept related to tactics, battles, or war (i.e., "Son of Ares").
Effect: During combat - and without their input - you may direct the actions of allies. This directed action must be described simply and within their abilities (attack that foe, grapple the large one, trip the fast enemy, etc). Your allies need not follow this action, but if they do they are given the temporary aspect of "Guided by (Player Name)". This aspect may be tagged for free once during the combat; but subsequent uses require the use of a Fate Point. This aspect will be removed if you move out of range of the tactician (greater than 2 zones away).
Bound Spiritual Entity [+3]
Description: You are a spiritual entity imprisoned in a physical object, you have no body, and cannot act in the physical world without a bearer.
Effect:
Unbodied. You cannot take physical skills, you cannot move yourself, and you cannot communicate verbally and other neat things.
Communicate with Bearer. You are able to telepathically speak with the bearer of the object you are tied to.
License to Possession. If you have the domination ability, you qualify for the possession upgrade, and you can possess your bearer.
Called to Bearer [-1]. You have the ability to tie yourself to the bearer of your physical prison, and you can teach them to call your prison to their hand.
Possess Corpse [-2]
Description: You are a spiritual entity, and lack a body, though that does not mean that you can't acquire one (slightly used). You have learned to possess a corpse, allowing you to make use of the former owners skills and abilities.
Musts: You must have a high concept that reflects your predilection for possessing corpses, and you must have a way to become insubstantial (and attach this power to it).
Effect:
Inhabit Corpse. When you inhabit a corpse you gain a limited form of the Mimic Ability power (restricted to what the corpse has to offer). You have a number of form points equal to the amount of refresh you have invested in Possess Corpse and the method by which you become insubstantial in order to Inhabit the body.
Living Dead. The bodies you inhabit are still dead. While Inhabiting a Corpse you gain access to the Living Dead power.
Advanced Inhabitation [-Varies]. You have expanded your ability to take advantage of the corpses you inhabit. Refresh invested in this upgrade is accounted towards your total mimic points as per the Inhabit Corpse effect (see above).
Antimagic Field [Minor Power; -1]
Antimagic Field: Evocation spells cast within your zone inflict one extra mental stress on the caster.
Shadow Manipulation [-1]
This reminds me of some powers I helped set up for a shadow-user I GMed.
Dark Void -1
Effects: You can increase the shadows within a zone. Add the aspect sticky aspect Increased Shadows, by using discipline. This can be opposed by a counterspell.
Myrrk Void: Your shadow-increasing skills rival the Myrrk itself. Give a +1 to attempts to create shadows, and add the aspect Near-Myyrk alongside Increased Shadows.
Shadow Warp -2
You can travel from shadow to shadow with a distance up to one zone. This requires no roll, but in order to escape into the shadows while being attacked use Athletics. When emerging from the shadows, roll stealth against all nearby enemies' alertness. If you succeed, you gain a relevant aspect. If not running away, you may then make an attack as a supplametal action. (Yes, you can warp into an enemy's shadow).
Shadow Manipulation [-1]
Description: You are able to use your shadow to physically manipulate objects, not only that but your shadow is malleable to your will. You can stretch it across great distances or coalesce it into a small area.
Options: This ability costs 1 refresh to start and has several upgrades to it.
Skills Affected: Fists, Might
Effects:
Shadowy Hand. You can manipulate objects with your shadow. You can lift objects in accordance with your might, and attack using fists. Each zone away from you reduces the effectiveness of your might and fists roll by 1. The closer you are, the more effective your shadow is. Using your shadow on something in the same zone as you is easier, and you gain a +1 bonus to any such roll. In addition if you possess inhuman strength or greater your shadow gains those benefits as well.
Deeper Shadows [-1]. Increase the weapon rating of attacks made with your shadows by +2.
Lasting Shadows [-1]. Your shadows take longer to dissipate, allowing you to spread your attention across a battlefield. Any aspect placed with Shadow Manipulation automatically becomes sticky.
Wall of Shadows [-1]. Your shadows have become so dense, so impenetrable that creatures without the cloak of shadows ability are almost utterly incapable of seeing past them. You may use your Shadow Manipulation to create a defensive block opposed by alertness.
Shadows Fall [-1]. Your shadow is capable of growing much larger than it should be, allowing you to attack a whole zone with it (at a -2 penalty).
Inhuman Balance [–1]
Description: You have an uncanny ability to balance on small surfaces.
Skills Affected: Athletics, Stealth
Effects:
You can stand on and walk along ropes, cables, and narrow ledges without a problem. You also take no penalties for running through uneven terrain as you carefully pick your way through the stones and roots over which most others would trip. You aren't a spider, however, and cannot hold your footing against extreme weather conditions or flying demons trying to disrupt you, but you do get a +2 to skill checks to stay situated.
-2 Immaterial Edge (+2 weapons rating, this blade ignores the first 2 points of armour and also counts as the catch for ghosts and other disembodied spirits.)
-0 Manifested Blade (As the blade is not truly of the mortal world keeping it in this world requires mental effort, summoning the item for a scene requires a point of mental stress at the end of the scene unless another point of stress is taken the item will disappear until summoned again.)
-2 Spiritual Weapon ( As a weapon designed to sever the soul from the body its blows do more than physical harm, the blade can cause mental stress instead physical stress, anyone taken out this way will die as their soul is separated from their body leaving no signs of physical harm.)
Vogon Poetry [-1]
Description: Your poetry is so bad that it renders the spirit of all who here it causing extreme agony
Effect: Lethal Poetry Performance When reciting poetry you have written yourself you do mental damage to all in the area including yourself, treat as a performance attack to everyone in the area.
"Roll the dice". [-1]
You have the uncanny ability to make dice roll the way you want them to or to call out what the dice will roll while they are rolling.
In game this comes out to a 50/50 chance - a 50% probability of success.
"Lucky dodge" [-1]
Once per scene, you may use one fate point to completely dodge any one attack.
"It's all in the cards" [-1]
For some strange reason, when you throw a card, it doesn't behave how cards thrown by other people do. It's rather... lethal. Thrown cards are a +2 weapon each, targeted with weapons or discipline, whichever is highest.
"Time is my friend" [-1]
Whenever you wear a quality watch on your body, your amazing luck influences the world around you to the extent that attacks tend to find your watches instead of you.
This power gives you a natural armor:2 for every watch you have on your person.
The number of watches you have on you is determined by a new stress track governed by your resources, to a maximum of 4.
You can buy more watches (clear the track) when thematically appropriate.
*Note, whenever you have more than two watches on you, this gives you the aspect, "WTF is up with all the watches?"
Phantom Slashes [–2] - You can choose when the damage of your attacks come into effect, this allows you to stack stress so that it all comes in to effect at the same instant or choose that it never comes into effect.
[-1] Emperor Blessed Tech - All ritually consecrated tech wielded by a Grey Knight is immune to being hexed.
Transcendent Music [-4]
You can play an instrument with a level of skill and subtlety that you can almost make rocks cry and sooth the hearts of the darkest of people.
Superlative Musician: +4 to normal performance rolls with your instrument of choice
Listen to my Song: you can play an instrument so well that all in the area will stop and listen (a zone wide mental grapple at your performance skill to stop doing anything but listen to the music)
The Soothing Song: Whilst people are listening to your music they recover from mental consequences on step quicker than usual. (Inhuman Mental Recovery)
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