The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
crusher_bob:
Finally, at fantastic skill and weapon 6, vs fantastic defense
For comparison:
1 attack: (damage 4.41)
1 attack with weapon 14: (damage 9.08)
Your version:
1 action at +6, 2 actions at +3 (damage; 6.28)
1 action at +5, 3 actions at +3 (damage 5.79)
1 action at +4, 4 actions at +3 (damage 5.54)
6 actions at +3 (damage 5.62)
My version (total pool 10, max +6)
1 action at +6, 1 action at +4 (damage 6.20)
2 actions at +5 (damage 5.96)
1 action at +4, 2 actions at +3 (damage 3.66)
5 actions at +2 (damage 1.65)
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Now, for a look at whether maneuver stacking is unbalanced.
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For comparison, equal skills
1 maneuver, base chance: .58
1 maneuver, with +2 (example: incite emotion): 0.86
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Great skill:
your version
1 action at +4, 2 actions at +3 (~ 1.41 aspects placed)
4 actions at +3 (~ 1.66 aspects placed)
To mine (total pool 8, max +4):
2 actions at +4 (~ 1.17 aspects placed)
4 actions at +2 (~ 1.04 aspects placed)
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And fantastic skill:
Your version:
1 action at +6, 2 actions at +3 (~ 0.867 aspects)
1 action at +5, 3 actions at +3 (~ 0.84 aspects)
1 action at +4, 4 actions at +3 (~ 0.83 aspects)
6 actions at +3 (~ 0.85 aspects)
My version (total pool 10, max +6)
1 action at +6, 1 action at +4 (~ 0.85 aspects)
2 actions at +5 (~ 0.83 aspects)
1 action at +4, 2 actions at +3 (~ 0.54 aspects)
5 actions at +2 (~ 0.32 aspects)
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So, at the higher end, not really any more effective that incite emotion, which is only -1. But make a note to not let characters do things like stack incite emotion with the multiple limb bonus, or like an anime into which tentacle monsters have been introduced, things will quickly get out of hand.
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So it looks like your version of the power is probably closer to being worth -4, though the math of my solution is more elegant. Hmpf.
Sanctaphrax:
I'm quite happy with all of these except where grappling is concerned. They need work there.
AMORPHOUS FORM [-1]
Description: 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.
Skills Affected: Might
Effects:
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.
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, or maybe it's something else along those lines.
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 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.
Effects:
Dangerous Aura. This power makes a Fair physical attack against Endurance (or Athletics, as decided when this power is taken) at weapon 0 against each character in your zone each turn. 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]. (Requires Extra-Dangerous Aura) 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.
Large Aura [-1]. This power affects everyone within one zone.
Vast Aura [-1]. (Requires Large Aura) This power affects everyone within three zones.
Sanctaphrax:
Alright, I think crusher_bob has shown that the power more or less works either way. So Extra Appendages will ultimately be a compromise of sorts mechanically.
LONG REACH [-1]
Description: You have very long arms or some other advantage that lets you punch someone from the other side of a room.
Skills Affected: Might, Fists, Weapons
Effects:
Long Reach. Your unarmed and melee weapon attacks, maneuvers, blocks, and grapples have a range of one zone.
Sanctaphrax:
Semi-final draft of Extra Appendages. Hope it works for everyone.
I'm thinking of tacking a restriction onto Excellent Coordination, in order to balance it against Superb Coordination. (Because it's more powerful as-is.) This restriction would force the user to divide their spray attack evenly or as close to evenly as possible.
Thoughts?
Oh, and one other thing: I think that this is it for Creature Features.
EXTRA APPENDAGES [-2]
Description: You have some extra arms (or other limbs) which make you pretty darn good at multasking in combat.
Skills Affected: Fists, Weapons, Guns
Effects:
Multiple Targets. You may make spray attacks with anything, within reason.
Mix And Match. You may use multiple different weapons in a single spray attack. Use the lowest applicable skill. You may also make attack-like (offensive, not navel gazing) maneuvers as part of a spray attack.
Flurry Of Blows [-1]. You may direct multiple attacks (or maneuvers) within a single spray at one character.
Excellent Coordination [-1]. For each purchase of this trapping, add 1 to the accuracy of each attack or maneuver within spray attacks that you make. This cannot increase accuracy beyond the number of shifts that you had to split up between attacks in the first place. This trapping may be purchased up to twice and is mutually exclusive with Superb Coordination.
Superb Coordination [-1]. For each purchase of this trapping, add 2 to the total pool of shifts that you may divide among attacks and maneuvers when making a spray attack. You may not apply more shifts to any one attack or maneuver than you had to split up before the bonus from this trapping. This trapping may be purchased up to twice and is mutually exclusive with Excellent Coordination.
Sanctaphrax:
New powers. I'll add them to the list later.
But first, I intend to write up the Item Of Power section with decent formatting.
No Matter The Strength [-2]
The Might bonus from strength powers and the Athletics bonus from speed powers do not aid characters in escaping your grapples.
No Matter The Power [-2] (Requires No Matter The Strength)
Your grapples automatically satisfy the catch for all toughness powers other than Physical Immunity.
Conceptual Killer:
[-2] Description: You can kill anything no matter what it is even if it does not have a body
For a fate point you can attack anything with weapons, this can be a song, a disease, a concept or even a memory. The more entrenched a concept the harder it is to kill.
Vacuum Air Blade [-1]
Your speed with the blade is so fast you can create a current of wind to hit your enemy in the distance
Description: When wielding a sword you now have a range of up to three zones
Infinity Chain - [- 2]?
Description:You carry a weapon with a range only limited by your perception
Your attacks have a range of your alertness (someone with good alertness has an effective range of three zones)
Manifest Bloodlust [-0]: +1 to attacks on an opponent you have already hit, free recovery after a kill one time a scene, feeding Dependency: so a Discipline Hunger track etc
Perfected Killing Intent (require manifest bloodlust) [-1] you can boost your swordsmanship by surrendering to your killing intent.
Re-skinned Holy Guardian except instead of using mental stress you use your hunger stress track all other rules apply.
Scarlet Sword Form [-2] - You burn your life force to push your body to its true potential, this causes a real change in a person anatomy as their muscles bulge and blood fills their eyes turning them scarlet.
You must take a minor consequence or higher (if the slot is filled) to activate the warp spasm in which your Weapons Roll is increased by 2 and gives you access to the powers below.
Crimson Blade (requires Scarlet Sword Form) [-3]: You project life energy into your sword this manifests as a red energy surrounding the blade allowing the blade to parry anything and increasing its weapons rating by your conviction.
Scarlet Wave [-1] Requires Crimson Blade, you can attack everyone in an area with your sword by reducing its weapon rating by 2. This manifests as a line of red energy forming out of the end of your blade.
Curved Cut [-1] Requires Crimson Blade: You can curve your attack so that they do not come from where they appear to come from this allows you to make ambush an opponent with your weapons attack for a fate point.
Minor Magic [-1]
Magical talent is primarily gained through maternal bonds, but what about the paternal bonds? In some people whose fathers have gross magical talent, a faint spark of magic appears.
Minor Rituals: You can use rituals with 5 shifts or less of effect
Minor Evocation: You can create evocations from any element of 1 shift or less
The Mist Control[-2]
You can control and create mist
Obscure: With a moment of concentration, you may draw or create a large amount of mist into an area obsuring the vision of everyone but you. This counts as a zone wide block at discipline +2 against perception which is not necessarily pierced when discovered. The block last until it's summoner banishes it or it is dispersed (by magic or a very big fan etc).
Decieve [-1]: Perception is warped in the mist friends can see enemies where friends should be and many an army have torn itself a part under its thick blanket, you can make manouvres at discipline +2 on anyone in your mist.
Nightmare (requires Decieve) [-2]: Those in your mist may see monsters and horrors floating in the mist that may scar them for life, you can make mental attacks on anyone in the mist at discipline +2.
No way out [-1]: Once you have entered the mist it is nearly impossible to leave, attempts to leave the mist are blocked at discipline +2 this is part of the main block on perception.
Deep Mists [-1]: Your mist can cover up too three zones
Spiritual Disruption [-2] Your attacks satisfy the catch of Ghost, also If you succeed in hitting a spirit as well as dealing normal stress you also inflict the aspect 'extreme pain'.
Reality Warper [-2]
You are able to shape reality to your whim, as if the entire world was simply a dream of yours.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can always alter reality as if you were in your personal Demesne, though with slightly reduced effectiveness. This allows you to make declarations and maneuvers related to the nature of the local reality with your Discipline skill. The duration of the changes created by this power is variable, but it's generally at least one scene.
Offensive Sculpting. You may use the world around you as a weapon. This allows you to make Weapon: 0 attacks with your Discipline skill against anything within your line of sight. You may make spray attacks with this power. You may also attack entire zones with this power, although you suffer a -2 penalty to do so.
Improved Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon: 2.
Powerful Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon: 4, and any scene aspect you place with Sculpt Reality is automatically made Sticky.
Counter-Conceptual Interposition [-1]. You may use your Discipline skill to defend against physical attacks.
MAGICAL WORKSHOP [-1]
Description: You don't need tools to make things. Your magical powers/your communion with the small gods of the world/the toolkit implanted in your stomach/something else will suffice.
Skills Affected: Craftsmanship
Effects:
Magical Workshop. You are always considered to have access to a workshop with a rating equal to your Craftsmanship skill.
Magical Worksite [-2]. Your workshop expands in scale, allowing you to handle the construction of entire buildings single-handedly. You are always considered to have the assistance of a full team of workers with all appropriate tools and machinery when attempting to build or repair stuff.
[-3] There Is No Salvation
There are many powers in the world that make it their business to level the playing field and give inferior creatures a "fair" chance by rewarding their inferiority.
Sometimes though, rejoice, despair, Fate does not care. This is where you come in; removing all external crutches you put all creatures in their rightful place in the world.
Effect: Pay a Fate point. For the duration of the scene, only your actual catch can negate your toughness and recovery powers.
FLOATING EYES [-3]
Description: Your eyes aren't in your skull: instead, they fly around under your psychic control.
Note: Taking this power means that you don't have normal eyes.
Skills Affected: Alertness, Investigation, Lore, (Discipline)
Effects:
Faraway Eyes. Your eyes can move around independently of you, although they must stay roughly within a mile of your main body. You can see through them, making appropriate skill checks as normal. They do not have access to any of your powers (except for appropriate Supernatural Senses) but they act as though they had Wings and Diminutive Size. Their skills are equal to your skills. They cannot attack or maneuver. It requires a supplemental action to direct them. If they are damaged, you take the damage in the form of mental stress.
Eyes Above Me. You get +2 to your Alertness skill and to the perception trapping of Lore when both of your eyes are nearby. However, you take a -2 penalty to those rolls when both of your eyes are away from you. Also, you are blind when your eyes are not present.
Power Channel [-1]. Pick one of your other powers. Your eyes have access to that power. If that power requires you to take an action, then you must take an action in order to have your eyes use it.
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