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Custom Powers Master List (Work In Progress)

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ways and means:

--- Quote from: Sanctaphrax on July 20, 2012, 07:21:54 AM ---
INEXPLICABLE KNOWLEDGE [-1]
Description: You know things. More things than you ought to know.
Musts: You must have an Aspect related to your knowledge.
Skills Affected: Knowledge skills.
Effects:
Inexplicable Knowledge. You can learn or already know absolutely anything by making a successful roll with an appropriate knowledge skill. (If no skill seems appropriate, use Lore or Scholarship.) The difficulty of these rolls is set by the GM. If your knowledge is limited somehow, like by the sum total of all written information, resolve such limitations through Compels.
Dangerous Knowledge [-1]. Whenever you fail a knowledge roll, you may choose to succeed automatically. If you do so, you suffer a weapon 0 mental attack with an accuracy equal to the difficulty of the knowledge roll that you failed. Use your Discipline to defend against this attack. At the GM's discretion, you may be able to pay some other cost (in Fate Points, consequences, or something else) in order to know something without an attack.
Mental Library [-1]. Your memories constitute a library on every subject that you are familiar with. The rating of the library on a given subject is equal to the skill that is used for knowledge of that subject. You may access this library freely, and other characters may use it by questioning you in detail.
Superior Mental Library [-1]. (Requires Mental Library) Increase the rating of each of your mental libraries by two.
Searchable Mental Library [-1]. (Requires Mental Library) All research using your mental library is two time increments faster.

--- End quote ---

This seems pretty good I can't really comment on the library part because I never read the rules on research (I just picked a difficulty and had PC roll against it).


--- Quote from: Sanctaphrax on July 20, 2012, 07:21:54 AM ---SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:
Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. You must declare technique use before rolling. You may only use any given technique once per roll.

* Enhanced Offence (1 stress): Add 1 to a physical attack roll.
* Enhanced Defence (1 stress): Add 1 to a physical defence roll.
* Holy Strike (2 stress): The enhanced attack is Holy, and satisfies all appropriate Catches.
* Brutal Strike (2 stress): The enhanced attack inflicts 2 additional stress.
* Resist Strike (2 stress): Add 2 to your armour against a physical attack.
* Whirlwind Attack (3 stress): You may apply your attack to an entire zone within its range, without risk of hitting yourself.
* Pierce Armour (4 stress): The enhanced attack ignores all armour.
* Distant Target Technique (X stress): Add X zones to the range of the enhanced attack.
* Rapid Flurry Technique (X stress): Replace the enhanced attack with X attacks. Each of those attacks suffers a -X penalty, but all of them benefit from whatever techniques enhanced the original enhanced attack.More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once.


--- End quote ---

Holy strike seems a bit odd but I suppose that was trying to emulate sacred guardian.
Does Resist Strike Stack with other Armour, does it just last for the one roll?
I would probably make pierce Armour cost 2 stress as the max Armour people get is around 3.
Rapid Flurry seems broken for the cost of 3 (flurry 2 + enhanced offense) stress a supernatural martial artist can get two attacks at  -1 penalty (or for 4 stress, 3 attacks at a -2 penalty) for  high skill levels the penalty is negligible but the extra attacks aren't.

Your prophecy powers seem fine though I personally don't like them as a gm because using them requires more forethought than I usually put into my games.



Apollishar:
The main reason a lot of GM's(in my experience) discourage min-maxing is because the characters tend to be one dimensional. As said in WoJ "When all you have is a hammer, every problem is a nail"

UmbraLux:

--- Quote from: Sanctaphrax on July 20, 2012, 10:47:33 PM ---PS: What do you think of the new Powers?
--- End quote ---
Re: Inexplicable Knowledge - seems interesting though probably oriented towards campaigns moving beyond a single city / location.  In the right campaign it would be a good power.

Re: Mnemnosyne's Shadow - this looks a bit expensive, is it more than a stunt allowing you to use Lore in place of Investigation?  It is more with the 'dangerous knowledge' piece but not really sure how that would work out in play.

Re: Akashic access - Meh...I like the investigative nature of the game too much to enjoy such shortcuts.

Re:  Mental Library - Not sure I get this one.  Declarations are player actions not character - so you can already do this for free.

Re: Alt Ment Para - Don't think the name fits if you're moving away from mental skills.  ;)  Not entirely sure I'd charge for simply reflavoring an existing power in any case.

Re:  Sup Martial Arts - Not sure these are powerful enough to justify the stress.  Also, may want to clarify 'more techniques' - can the same technique be take multiple times for a larger bonus?

Re:  Prophecy - Looks good, it's pretty close to a precognition power I wrote up.

---
Re: Min/maxing - can discuss such gaming philosophies some other time in another thread if you like.  Afraid it's been too long a day for me to be terribly interested in it now.  Besides, probably better off keeping it out of this thread.

Sanctaphrax:

--- Quote from: ways and means on July 20, 2012, 11:26:39 PM ---Holy strike seems a bit odd but I suppose that was trying to emulate sacred guardian.
--- End quote ---
Indeed.

--- Quote from: ways and means on July 20, 2012, 11:26:39 PM ---Does Resist Strike Stack with other Armour, does it just last for the one roll?
--- End quote ---
Yes and yes.

--- Quote from: ways and means on July 20, 2012, 11:26:39 PM ---I would probably make pierce Armour cost 2 stress as the max Armour people get is around 3.
--- End quote ---
I was worried that that one would be unfair to the really heavily armoured, and the fact that it stacks with the other techniques made me nervous too. So I erred on the side of weakness. Maybe I'll drop the cost to 3 stress.

--- Quote from: ways and means on July 20, 2012, 11:26:39 PM ---Rapid Flurry seems broken for the cost of 3 (flurry 2 + enhanced offense) stress a supernatural martial artist can get two attacks at  -1 penalty (or for 4 stress, 3 attacks at a -2 penalty) for  high skill levels the penalty is negligible but the extra attacks aren't.
--- End quote ---
I don't think the penalty ever becomes negligible, but I am a bit worried about its power. Any suggestions?

--- Quote from: UmbraLux on July 21, 2012, 02:06:47 AM ---Re: Inexplicable Knowledge - seems interesting though probably oriented towards campaigns moving beyond a single city / location.  In the right campaign it would be a good power.
--- End quote ---
Okay, that's good. Not sure why it especially fits into multi-city campaigns, though.

--- Quote from: UmbraLux on July 21, 2012, 02:06:47 AM ---Re: Mnemnosyne's Shadow - this looks a bit expensive, is it more than a stunt allowing you to use Lore in place of Investigation?  It is more with the 'dangerous knowledge' piece but not really sure how that would work out in play.

Re: Akashic access - Meh...I like the investigative nature of the game too much to enjoy such shortcuts.

Re:  Mental Library - Not sure I get this one.  Declarations are player actions not character - so you can already do this for free.
--- End quote ---
This stuff is supposed to have been absorbed into Inexplicable Knowledge. If that doesn't seem workable, please tell me.

--- Quote from: UmbraLux on July 21, 2012, 02:06:47 AM ---Re: Alt Ment Para - Don't think the name fits if you're moving away from mental skills.  ;)  Not entirely sure I'd charge for simply reflavoring an existing power in any case.
--- End quote ---
It's Alt Mag Para, actually.

I wouldn't charge for reflavouring either, but using different skills goes beyond reflavouring.

This ties into the fleshwarping discussion, actually; a Power that can be used with different skills is stronger than one that can't.

--- Quote from: UmbraLux on July 21, 2012, 02:06:47 AM ---Re:  Sup Martial Arts - Not sure these are powerful enough to justify the stress.  Also, may want to clarify 'more techniques' - can the same technique be take multiple times for a larger bonus?
--- End quote ---
I admit, the balance is pretty much a guess. If you have any suggestions, I'm listening.

And yes, I'll clarify.

--- Quote from: UmbraLux on July 21, 2012, 02:06:47 AM ---Re:  Prophecy - Looks good, it's pretty close to a precognition power I wrote up.
--- End quote ---
Awesome.

--- Quote from: UmbraLux on July 21, 2012, 02:06:47 AM ---Re: Min/maxing - can discuss such gaming philosophies some other time in another thread if you like.  Afraid it's been too long a day for me to be terribly interested in it now.  Besides, probably better off keeping it out of this thread.
--- End quote ---
Don't worry about derailing the thread, I really don't mind.

Sanctaphrax:
Given how many custom Powers have been rewritten, the list should probably come with a disclaimer explaining which ones.

So I'm trying to make one. Please tell me if anything is missing from this list:

Incite Emotion
Holy Touch
Bless This House
The Catch
Human Form
Feeding Dependency
Living Dead
Breath Weapon
Claws
Spirit Form
Pack Instincts
Physical Immunity

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