The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Hick Jr:
Accursed special-solstice space elves! Damn you and your Kremlin (note to self- stat up communist goblin sect, use in campaign) agency!
Sanctaphrax:
Okay, slight problem here. There are three custom Powers that could represent using shadows to attack. Telekinesis, Natural Weaponry, and Incite Effect.
And those Powers don't work together as well as they should.
I'm pretty sure I can solve this by editing Telekinesis and Long Reach. I'll post the edited Powers in my next post.
SHADOWCASTER
There is power in shadows. It's a rare and subtle power, but there are people who can use it. Those people are called Shadowcasters.
All Shadowcasters are at home in darkness, and they can all manipulate their shadow to move things and to hit people with. Some of them can also exploit shadows in more esoteric ways, to step through shadows and to attack other people's souls through their shadows.
Musts: A Shadowcaster must have a High Concept that reflects their shadowy nature. In addition, every Shadowcaster must take the following Powers:
Cloak Of Shadows [-1]
Telekinesis [-2]
Incite Effect (Shadow Control, with Conviction or Discipline) [-1]
Options: The shadows of experienced Shadowcasters grow stronger and more versatile, allowing Shadowcasters to purchase Strength Powers, Extra Appendages, and upgrades for Telekinesis.
Some Shadowcasters can see the true nature of the world by looking at its shadows, allowing them to purchase The Sight. Shadowcasters with The Sight can learn to travel from shadow to shadow, allowing them to purchase Teleportation and Worldwalker with the Limitation that neither Power can be used if there is no shadow available to step into or out of.
The most dangerous Shadowcasters can consume, manipulate, and destroy the shadows of others. Such shadowcasters can purchase Ritual (Shadow) as well as reflavoured versions of Blood Drinker and All Creatures Are Equal Before God. The Shadowcaster version of Blood Drinker works through eating shadows rather than blood, and the Shadowcaster version of All Creatures Are Equal Before God works by attacking a shadow rather than a body.
The most powerful Shadowcasters are constantly wreathed in darkness. Any character with at least 9 Refresh worth of Shadowcaster Powers gets a version of the Aura Of Influence Power that creates a darkness-related Aspect.
Important Skills: Discipline, Conviction, Stealth
Minimum Refresh Cost: -4
Sanctaphrax:
Turns out I'm not using Long Reach here at all. But I reworded it, and I think it's better now.
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, other skills
Effects:
Long Reach. You have a basic range of one zone. Anything you could normally only do to things in your zone, you can do from a zone away.
Extended Reach [-1]. You have a basic range of three zones.
Restricted Reach [+1]. (Requires Extended Reach) Your Extended Reach power applies only to a specific type of action, like swinging swords or picking pockets.
Telekinesis is a Power that's been through a lot. I've had plenty of arguments about it, and I've come to realize I was probably on the wrong side of some of them. Its old mechanics made it pricier than I'd prefer, and its wording was needlessly complicated. Those two factors combined to make it hard to use alongside certain other Powers.
But I think I've fixed that. Tell me if I'm wrong.
TELEKINESIS [-2]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. Whenever you would use your Might skill, use your Conviction skill instead. If you have a Strength Power, apply its effects to your Conviction skill whenever they would apply to your Might skill.
Telekinetic Reach. You have a basic range of one zone. Anything you could normally only do to things in your zone, you can do from a zone away. If you use this effect to do something which requires good fine motor control, your Discipline restricts whatever skill you use.
Telekinetic Attacks. You may use your Discipline skill to hit people. Attacks made this way include stress bonuses from Strength Powers.
Enhanced Telekinesis [-1]. Your basic range is equal to your line of sight. In addition, attacks that you make with this Power are now weapon 2 and may be enhanced with any Natural Weaponry upgrade except for Summoned, Explosive, and Ranged.
Defensive Telekinesis [-1]. You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical barriers.
Self-Propelling Telekinesis [-1]. (Requires Defensive Telekinesis) Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.
Magicpockets:
A small question: How are Tracing and Natural Weaponry balanced against each other? I'm interested in playing a character that can pull weaponry out of thin air, and both seem rather interesting, although tracing appears to be rather overpriced when compared to Natural Weaponry.
Sanctaphrax:
Tracing does have some advantages over Natural Weaponry. It lets you create lasting items, it lets you create weapons for other people, and depending on what upgrades you take for Natural Weaponry Tracing beats it either in weapon rating or in range at 2 Refresh.
So there are reasons to take Tracing.
But if you just wanna hit people, I suggest you take Natural Weaponry. Natural Weaponry is 100% about hitting people, so it's better for that than Tracing is.
PS: I'm actually not sure whether Tracing is correctly priced. But I figure it's good enough for most games.
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