The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
I agree with Tedronai's most recent post.
--- Quote from: Tedronai on May 31, 2012, 07:22:59 AM ---One of the most common reasons for dice rolls on simple actions is a time constraint. I do not see why having a time constraint would mean automatic utter failure for a mindless being on a task that it is otherwise capable of completing satisfactorily.
--- End quote ---
I suppose that, given time, you could just try everything until something works. Or perhaps time constraints never force a roll, but often make difficulties increase to the point that failure is a meaningful possibility.
Both answers are a bit kludge-y though.
--- Quote from: Tedronai on May 31, 2012, 07:22:59 AM ---No, 'making sense' is not the sole issue remaining. I also believe that the current incarnation of the exception upgrade is substantially overcosted and that the current list of banned trappings is both too large and too fixed.
I do not believe that robots should require either substantially more refresh than golems or their own equivalent power. I believe that this power is capable of representing both equally without bias. Just not in its current form.
--- End quote ---
Aight, I'll see what I can do.
eri:
--- Quote from: Tedronai on May 31, 2012, 12:36:31 PM ---Consequences resulting from an attack on one entity cannot instead place the resulting aspect on another entity.
Social attacks against the creator/owner of a Mindless entity might, in their narrative description, reference the Mindless entity, but they would not mechanically be directed at it, nor defended against by it.
[...]
A power with concrete drawbacks defined at the whim of the GM cannot be balanced outside of a single instance (ie. one particular GM in one particular game for one particular character and even possibly represented by one particular player, in some cases).
--- End quote ---
I didn't mean game-mechanic consequences, just regular ones ;)
...and apparently I didn't read far enough back in the discussion. Sorry. Don't have time to go back now, but might my edit be improved by defining a few lists of forbidden trappings for some different classes of mindless beings and saying pick one? That's sort of what I meant in the first place. (Though I've always been a fan of adapting things on a case by case basis, so maybe that's just my style...) Once the GM's made a list for, say, zombies, he would presumably stick to that list for all other zombies, right?
Sanctaphrax:
--- Quote from: eri on June 01, 2012, 03:07:21 AM ---...might my edit be improved by defining a few lists of forbidden trappings for some different classes of mindless beings and saying pick one?
--- End quote ---
Yes.
That's fairly similar to what I intend to do, actually. I'm going to subtract some trappings from the list, then require people to add a few from a second list.
Unless that turns out not to work. We'll see.
Sanctaphrax:
Aight, took another crack at Mindless. Decided not to add variations because frankly it's complicated enough. So I just shortened the list of banned effects somewhat.
Also, Shadow Manipulation is done. Whoop de do.
SHADOW MANIPULATION [-1]
Description: You can cause your shadow, and the shadows around you, to behave in unnatural and bizarre ways. This allows you to make world-class shadow puppets, cloak yourself in darkness, and even blind people.
Skills Affected: Discipline, Stealth
Note: It's not mandatory, but this Power is generally taken alongside Cloak Of Shadows. Characters who want to carry out physical actions with their shadow should take another Power to represent that ability, like Long Reach or Telekinesis or Channelling.
Effects:
Shadow Manipulation. You may use your Discipline or Stealth skill to control shadows, allowing you to perform maneuvers and create blocks against perception. This effect's range is limited only by your line of sight.
MINDLESS [-0]
Description: You don't have a mind. Either you mindlessly obey others or you simply execute a complex program or you operate entirely on instinct.
Musts: You must take an aspect to represent the thing that you use instead for a mind. For example, THE MERLIN'S PROPERTY or PROGRAMMED TO KILL.
Skills Affected: Mental and social skills
Note: This power requires excellent justification if taken by a character with positive refresh. Not for balance reasons, but for logical reasons. As such, this power is mostly unsuitable for player characters.
Effects:
No Mind. As a mindless creature, you cannot be attacked mentally. Duh. You have no mental stress track and never take mental stress. You are not immune to social stress, but you cannot be persuaded or frightened or otherwise influenced mentally. So unless someone wants to ruin your reputation or credibility, there's no point attacking you socially.
Incapable Of Thought. Not being able to think has its downsides. You may never use the listed trappings of the following skills: Burglary (Casing, Infiltration), Contacts (All Trappings), Conviction (All Trappings), Deceit (All Trappings), Discipline (All Trappings), Empathy (All Trappings Except Social Initiative), Intimidation (Provocation, Interrogation, Social Attacks), Investigation (Examination), Lore (Common Ritual, Magical Versions Of Banned Scholarship Trappings), Performance (All Trappings), Presence (Command), Rapport (All Trappings), Resources (All Trappings), Scholarship (Research And Lab Work, Computer Use, Medical Attention), Survival (Animal Handling, Camouflage). In addition, all of your actions are limited by your brainlessness. Your knowledge rolls are simply the regurgitation of stored data, your ability to build things is simply a matter of following memorized procedures, and so on. This has no mechanical effect, though, and should be handled with Compels.
Superior Instincts/Programming [-1]. The complexity of your program or your instincts is impressive. Select one skill trapping. Ignore the effects of Incapable Of Thought on that trapping. This trapping may be purchased multiple times.
Sanctaphrax:
Should I assume that these are good since I haven't taken any flack for them yet?
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