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Custom Powers Master List (Work In Progress)

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BumblingBear:
I tested out Rapid Strikes last night. 

Against an opponent of similar refresh, it is very, very weak.

Even with a high weapon value, the fact that the defender gets to defend twice with his/her full defensive bonus just makes this power severely underwhelming.

Against the same opponent, using all the tags/invokes I could muster, one attack was highly superior to the rapid strikes attack.  I think if it didn't require a fate point to activate, it would be about right power-wise.

devonapple:

--- Quote from: Sanctaphrax on May 16, 2011, 11:07:55 PM ---The revised list is here. So, we've gotten rid of the stuff that we really didn't need.
...
We may still have to eliminate some powers (Displacement, Focused Mastery, Kulan-Do and Rapid Strike seem to be the most likely to be removed) but I think we've gotten rid of the real deadwood. I think everything on the list right now is at least balance-able, if not balanced.

--- End quote ---

What was the verdict on my revision of Displacement?

Sanctaphrax:
I'm glad to hear that about Rapid Strike. Underpowered is much better than the opposite.

As for Displacement, I don't believe there ever was a real verdict. Truth is, I still don't really like it. Powers usually shouldn't just add to skills in my opinion, and I try to avoid the introduction of accuracy-boosting powers whenever possible.

That being said, I like the way that it lets you retain some of your defense when ambushes. And the idea is pretty cool, too. I think it might work better if it provided a constant block against attacks. So it would protect you from low defence rolls. Plus, an upgrade could simulate invisibility by letting the block work against perception. I dunno how to simulate blinking or the other offensive benefits.

devonapple:

--- Quote from: Sanctaphrax on May 24, 2011, 01:45:48 AM ---As for Displacement, I don't believe there ever was a real verdict. Truth is, I still don't really like it. Powers usually shouldn't just add to skills in my opinion, and I try to avoid the introduction of accuracy-boosting powers whenever possible.

--- End quote ---

Thank you - that's the kind of spur I needed to reframe the power. Should I perhaps reframe it as a variant of the Speed powers?

Until then, how does this updated version look?

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, or at the very least be something other than a Pure Mortal.
Skills Affected: Fists, Guns, Weapons.
Effects:
Missed Me, Missed Me. You are under the constant effect of a Armor:2 against all attacks. This does not require your attention or concentration: should you be successfully ambushed, this bonus will remain. This is an optical effect, and can be ignored by an opponent using The Sight or another appropriate Supernatural Sense.
Enhanced Displacement [-1]. Your protection is upgraded to a Armor:4 against all attacks.
Invisibility [-1]. You are effectively invisible, protected at all times by a Veil of a Strength equal to your Displacement (the Sight is an appropriate countermeasure).

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. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect (the Sight is an appropriate countermeasure). This cannot be purchased in conjunction with Invisibility.
What Wall? With the Blinking upgrade, you are able to pass through most walls and physical barriers, reducing borders (page 212) by the amount of your Displacement value. Thresholds (page 230), however, will act as physical barriers to you. You can still be harmed by physical attacks.
What Bonds? With the Blinking upgrade, you reduce Physical Blocks and Grapples by the amount of your Displacement value.

Note: 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.

Edit: modified "Blink Maneuvering"

Sanctaphrax:
Looks good, except that I can't tell how Blink Maneuvering is supposed to work. I don't even know if you can block defence by the RAW (not that it should stop us if you can't).

Wouldn't go with a Speed reframe, this is more interesting. Maybe allow another upgrade that lets you apply your dodge bonus from Speed to the block strength.

PS: Congratulations on becoming an elite poster. I saved a screenshot.

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