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Custom Powers Master List (Work In Progress)

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Sanctaphrax:
Okay, here's a new version. It's supposed to take into account the suggested changes while duplicating the Image Breaker Power w&m posted recently.

MIGHT OVER MAGIC [-2]
Description: You can shatter magical effects through physical force.
Skills Affected: Might, Fists, Weapons.
Effects:
Disruptive Strikes. You destroy ongoing spells by hitting them. Doing so requires you to roll your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Parry Magic. You may use your Might skill plus half of any stress bonus you have from Strength Powers in place of your Athletics skill to defend against magical attacks and maneuvers.
Anti-Magic Attacks. You may use Fists in place of Might with this Power, but you receive no benefit from weapons while doing so unless you can wield them with Fists. You may also use Weapons in place of Might with this Power, but only if you are armed with a weapon suitable for use with Weapons.
Skill Over Magic [-0]. When you use your Might (or Fists, or Weapons) skill to defend against a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll in place of their own. However, you do not benefit from Strength or weapon ratings when using this Power.
Living Counterspell [-1]. When you use your Might (or Fists, or Weapons) skill to defend against a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll in place of their own.
Superior Might Over Magic [-2]. Add four to your Might (or Fists, or Weapons) skill when using it with this Power.

Damn, it's way more complex than I wanted. Any suggestions for simplification?

Mrmdubois:
What's the difference between Skil over Magic and Living Counterspell?

Other than that it's not really complicated, you just put (or fists, or weapons) up multiple times more than you needed to since Anti-Magic Attacks already made it clear you could use those.

Tedronai:
The last clause of Skill Over Magic is not present in Living Counterspell.

Mrmdubois:
Missed that, thanks.

Sanctaphrax:
Okay, I now have time to get back to this.

Gathering up the Powers that have been changed lately.

I added my own version of the eight-gate Power because nobody else said to use theirs.

Also, the Venomous upgrade is now available for Natural Weaponry.

Variable Abilities and the revised Might Over Magic are here too.

I've made minor changes to Dangerous Aura, Feel No Pain, and Incite Effect, so they're also here.

To do:

Make it so that even physical symbiotes merge with their hosts.

Allow people to purchase Limitation multiple times.

Revise Extra Appendages to allow spray grapples, and so Superb Coordination isn't strictly worse than Excellent Coordination.

Prepare the new Powers from the other posts for addition to the list.

Fix or get rid of some of the worse Powers on the list.

(click to show/hide)FEEL NO PAIN [-3]
Description: For some reason, physical injury doesn't even bother you.
Skills Affected: Endurance, Discipline
Effects:
Feel No Pain. You are immune to pain, and suffer no stress from attacks based on upon pain. You automatically succeed at any roll made to endure or ignore your own suffering. More importantly, nobody gets a free tag for inflicting a physical consequence on you.
No Pain, Just Gain. It takes an excessive amount of punishment to put you down for good. You may take an additional mild physical consequence.

DANGEROUS AURA [-2]
Description: Standing near you is dangerous.
Effects:
Dangerous Aura. Whenever another character spends any part of their action inside your zone, this Power makes a Fair attack against their Endurance at weapon 0. The attack occurs at the end of the target's action. This power can be turned off and does not affect the user.
Can't Touch This. Add two to the weapon rating of this Power's attacks against characters that spend their actions grappling you. At the GM's discretion, Stunts and Powers that provide odd methods of grappling may negate this effect.
Avoidable Aura [-0]. This Power makes attacks against Athletics instead of Endurance. This upgrade is not compatible with Mental Aura.
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]. (Requires Super-Dangerous Aura) 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.

INCITE EFFECT [-1]
Description: You can do a thing. A special thing, that cannot be done by most people. Maybe you can control clouds of smoke, maybe you can inflict fear by shouting. Or maybe you can summon the aid of two thousand invisible squirrels. Whatever.
Skills Affected: Any.
Effects:
Incite Effect. Pick a type of effect and a skill that's related to that type of effect. You can use that skill plus two to perform maneuvers and blocks related to that type of effect against anything you can touch. At the GM's discretion, this may also enable Declarations.
At Range [-1]. You may use Incite Effect on anything within your line of sight.
Incite Limited Effect [+1]. (Requires At Range) Do not add two to your skill when using Incite Effect. This upgrade is not compatible with Incite Physical Effect or Incite Mental Effect.
Incite Physical Effect [-1]. You may use Incite Effect to perform attacks that inflict physical stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Endurance to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Avoidable Physical Effect [-0]. (Requires Incite Physical Effect At Range) The targets of your Incite Physical Effect attacks defend with Athletics.
Incite Mental Effect [-1]. You may use Incite Effect to perform attacks that inflict mental stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Discipline to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead. This upgrade does not allow mind control; characters taken out with it are generally overwhelmed with emotion or driven insane.
Incite Potent Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) Attacks that you make with Incite Effect are weapon 4.
Incite Protective Effect [-1]. You may use your the skill that you use for Incite Effect to defend against physical attacks.
Incite Restrictive Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may use Incite Effect to grapple targets within the range of this Power, using the skill that you use for Incite Effect. Grappling with a physical effect inflicts physical stress, while grappling with a mental effect inflicts mental stress.
Incite Mass Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may make spray attacks and zone-wide attacks with Incite Effect. If you attack your own zone, then you are affected normally by the attack. Even if you lack the At Range upgrade, targets defend against your zone attacks as though you had it. This upgrade does not affect your ability to maneuver, and no penalty is incurred when attacking a zone with it.
Incite Explosive Effect [+1]. (Requires Incite Mass Effect) You may not make non-zone-wide attacks with Incite Effect.
Incite Selective Effect [-1]. (Requires Incite Mass Effect) You do not harm yourself when attacking your own zone.
Incite Persistent Effect [-1]. (Requires Incite Mass Effect) When attacking a zone with Incite Effect, you may take an accuracy penalty (before rolling) in order to extend the duration of the attack. For each point of accuracy sacrificed this way, the attack is reapplied at the beginning of another exchange. You may take actions to extend this effect as though you were an evoker extending an evocation.
Incite Additional Effect [-1]. You may select another effect to create with this Power. You may also select another skill to use that effect with. If the other upgrades that you have are appropriate for the new effect, you may use them with it. You may also upgrade the new effect separately.

NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to define what your natural weapons are when you take this power.
Skills Affected: Fists, Weapons, Guns, Discipline
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1]. (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
Venomous Weaponry [-2]. You may use your natural weapon to perform special maneuvers. These maneuvers may only inflict one specific Aspect; usually it's POISONED, but it can also be something like ON FIRE or ACCELERATED AGEING if that fits your character better. You may not tag that Aspect, but during your turn in each exchange after the one you performed the special maneuver in each character with that Aspect suffers a weapon 0 physical attack against Endurance with an accuracy equal to the roll you created the Aspect with. You may perform these special maneuvers against every character in a zone, including yourself, if you possess the Area Weaponry upgrade. Outside of a conflict, the effects of these maneuvers are adjudicated by the GM. But as a general rule, they're quickly fatal.

MIGHT OVER MAGIC [-2]
Description: You can shatter magical effects through physical force.
Skills Affected: Might, Fists, Weapons.
Effects:
Disruptive Strikes. You destroy ongoing spells by hitting them. Doing so requires you to roll your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Parry Magic. You may use your Might skill plus half of any stress bonus you have from Strength Powers in place of your Athletics skill to defend against magical attacks and maneuvers.
Anti-Magic Attacks. You may use Fists in place of Might with this Power, but you receive no benefit from weapons while doing so unless you can wield them with Fists. You may also use Weapons in place of Might with this Power, but only if you are armed with a weapon suitable for use with Weapons.
Skill Over Magic [-0]. When you use your Might (or Fists, or Weapons) skill to defend against a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll in place of their own. However, you do not benefit from Strength or weapon ratings when using this Power.
Living Counterspell [-1]. When you use your Might (or Fists, or Weapons) skill to defend against a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll in place of their own.
Superior Might Over Magic [-2]. Add four to your Might (or Fists, or Weapons) skill when using it with this Power.

THE EIGHT INNER GATES [-3]
Description: You are able to push your life force through your muscles. This makes you faster and stronger, but damages your health rather badly.
Note: Consequences taken to fuel this Power are not affected by Recovery Powers. You may take any number of supplemental actions with this Power in a single exchange. Powers granted by this Power do not stack with other Powers of the same type.
Skills Affected: Endurance, Fists, Might, Weapons, Athletics, Alertness
Effects:
Opening And Healing. As a supplemental action, you may take a mild (or worse) physical consequence to open the Gates of Opening and Healing. For the rest of the scene this gives you Inhuman Speed and Strength.
Life And Pain [-1]. As a supplemental action, you may take a moderate (or worse) physical consequence to open the Gates of Life and Pain. For the rest of the scene this gives you armour 2 against all physical stress and either Supernatural Speed or Supernatural Strength. You may not open the Gates of Life and Pain unless the Gates of Opening and Healing are open.
Limit And View [-1]. As a supplemental action, you may take a severe (or worse) physical consequence to open the Gates of Limit and View. For the rest of the scene this gives you Supernatural Strength and Speed, wreathes your hands in weapon 4 fire, and allows you to attack entire zones with melee attacks without risk of harming yourself. You may not open the Gates of Limit and View unless the Gates of Life and Pain are open.
Wonder And Death [-1]. As a supplemental action, you may take an extreme physical consequence to open the Gate of Wonder. For the rest of the scene this gives you Mythic Speed, Mythic Strength, and armour 4 against all physical stress. You may not open the Gate of Wonder unless the Gates of Limit and View are open. Furthermore, while the Gate of Wonder is open you may take a supplemental action to open the Gate of Death. This gives you +2 to all physical rolls and makes you immune to all stress, but kills you in four exchanges (or roughly one minute outside of a conflict).

VARIABLE ABILITIES [-varies]
Description: You have some method of changing what Powers are available to you at any given time.
Note: Variable Abilities is not one Power; it's a whole collection, with each list being a different Power. If you don't trust your ability to create new Powers, stick with the lists provided here. If you do feel capable of writing new Powers, feel free to create your own lists using the ones here as a guide. Remember that if the abilities on the list are all useful in different situations it makes the list more powerful.
Skills Affected: Many.
Effects:
Option List. You have a list of Powers and upgrades and Stunts that you can give yourself with this Power. Your list may be of any length, and it may contain conditions like "Power X and Power Y must be taken together" or "Stunt X can only be taken if Power Y has been taken". Each list has a Refresh surcharge. A list's surcharge is proportional to its length, its flexibility, and the amount of variation among the Powers on it.
Form Points. Once you've paid the Refresh surcharge of your list, you may spend as many additional points of Refresh as you want. For each additional point of Refresh you spend, you get a form point.
Function Follows Form. As a full action, you may allocate your form points to abilities on your list. Each form point is worth 1 Refresh worth of abilities. You must abide by the conditions of your list, but you are under no obligation to keep all (or any) of your form points invested at any time.

1 Refresh:

Multi-Purpose Robot Minions
-Any configuration of upgrades you want for Incite Effect (Robot Command). You may also change which skill you use Incite Effect with, within reason. Not sure why you'd want to though.

Masks Of The Human And The Divine
-Incite Protective Restrictive Physical Effect (Flesh Control, with Discipline) [-4]
-Incite Mass Mental Effect At Range (Awe, with Discipline) [-4]

Shrink And Grow
-Diminutive Size [-1]
-Hulking Size [-2]
-Titanic Size [-4]
-Unthinkable Size [-6]
-Inhuman, Supernatural, or Mythic Strength (Requires Hulking or larger size)
-Inhuman, Supernatural, or Mythic Toughness (Requires Hulking or larger size)
-Long Reach (Requires Hulking or larger size)
-Inhuman Speed (Requires Diminutive Size)

Fire And Ice
-Channelling (Fire) [-2], Refinement [-1] (staff focus, +2 offensive control and power), Immunity (Fire) [-2].
-Channelling (Ice) [-2], Refinement [-1] (staff focus, +2 defensive control and power), Immunity (Cold) [-2].

Omni-Weapon
-Whatever variant of Natural Weaponry you want, with whatever upgrades you want.

2 Refresh:

Discount Omnipotence
-Any Incite Effect you want, with whatever upgrades you want.

General Shapeshifter
-Up to two levels of Strength.
-Up to two levels of Speed.
-Up to two levels of Toughness.
-Up to two levels of Recovery.
-Natural Weaponry, with or without Potent, Venomous, and Ranged upgrades.
-Diminutive, Hulking or Titanic Size.
-Spider Walk [-1].
-Wings [-1].
-Aquatic [-1].
-Extra Appendages, with or without upgrades.
-Damage Shield, with or without upgrades.
-Feel No Pain [-3].
-Amorphous Form [-1].
-Swarm Body [-3].
-Superhuman Acrobatics [-1].
-Magical Compartment [-1].
-Cloak Of Shadows [-1].
-Superior Hold [-2].
-Any Echoes Of The Beast, within reason [-1].
-Supernatural Sense, possibly with Strange Senses, from a pool of 3 possible senses.

Werebat Werebear
-Beast Change (Bear) [-1], Echoes Of The Beast (Bear) [-1], Limitation (Strength, Toughness, and Claws, only when transformed) [+1], Inhuman Strength [-2], Inhuman Toughness [-2], Claws [-1].
-Beast Change (Bat) [-1], Echoes Of The Beast (Bat) [-1], Limitation (Size, Wings, Cloak and Speed, only when transformed) [+1], Diminutive Size [-1], Inhuman Speed [-2], Wings [-1], Cloak Of Shadows [-1].

3 Refresh:

Wannabe Listens-To-Wind
-True Shapeshifting [-4], Variable Abilities (General Shapeshifter) [-6].
-Evocation [-3], Thaumaturgy [-3], The Sight [-1], Soulgaze [-0], Wizard's Constitution [-0], Refinement [-3], with fixed focus slots and specializations.

Talismans Of Shendu
-Item Limitation (all variable abilities, you need a little rooster trinket) [+1], Telekinesis [-3], Wings [-1].
-Item Limitation (all variable abilities, you need a little ox trinket) [+1], Inhuman Strength [-2], Inhuman Toughness [-2].
-Item Limitation (all variable abilities, you need a little snake trinket) [+1], Cloak Of Shadows [-1], Enhanced Invisibility [-3].
-Item Limitation (all variable abilities, you need a little sheep trinket) [+1], Projected Spirit Form [-4].
-Item Limitation (all variable abilities, you need a little rabbit trinket) [+1], Supernatural Speed [-4].
-Item Limitation (all variable abilities, you need a little dragon trinket) [+1], Potent Ranged Area Natural Weaponry [-4].
-Item Limitation (all variable abilities, you need a little rat trinket) [+1], Incite Restrictive Physical Effect At Range (Object Animation) [-4].
-Item Limitation (all variable abilities, you need a little horse trinket) [+1], Supernatural Recovery [-4].
-Item Limitation (all variable abilities, you need a little pig trinket) [+1], Supernatural Sense (Thermal Vision) [-1], Potent Ranged Natural Weaponry [-3].
-Item Limitation (all variable abilities, you need a little monkey trinket) [+1], Sponsored Magic (Transformation) [-4].
-Item Limitation (all variable abilities, you need a little dog trinket) [+1], Undying [-0], Supernatural Toughness [-4].

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