The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Mrmdubois:
Telekinesis looks way better.
Mrmdubois:
I just had a random thought. How would wards interact with that Thresh hold power that got put put up just recently?
Tedronai:
--- Quote from: Sanctaphrax on January 17, 2013, 12:22:48 AM ---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.
--- End quote ---
I see no plausible justification for the mandatory nature of Mind Over Matter.
Recommend: insert 'you may' before 'use your Conviction'
The second clause of Mind Over Matter is phrased in such a way that it might create unintended side-effects (particularly the trapping modifying the rules of other skills being modified by might). I'm not entirely sure how to solve this without creating further difficulties, but I'm also away from books at the moment. I might have some insight later.
Telekinetic Reach should be clarified to apply only to physical interaction, not 'anything you could normally do'. Telekinesis should not inherently provide an upgrade to Incite Emotion, object reading, or perception.
Telekinetic Attacks, 1st clause: I would amend with a clarification that these be treated as melee (either fists or weapons) attacks except as specified, or that they be treated in some other fashion if that is the intent (which I suspect might very well be). Currently, their treatment (for instance, with defense skills) is ambiguous.
Overall, though, it looks to be a significant improvement from what I remember.
Sanctaphrax:
Glad to hear I wasn't wrong to be happy with this rewrite.
Somebody with Living Threshold treats Wards as though they were (Conviction) shifts weaker than they are. So if Conviction > Ward strength, they can just walk through.
Plus they can try to counterspell Wards by punching them. But that's not likely to work because Ward complexity tends to be much higher than a single skill roll can be.
Tomorrow...
I will make Mind Over Matter optional.
I'll take a look at the Strength interaction, too.
I'll do something with Telekinetic Reach. Not sure what. I want it to work with Incite Effect, because Incite Effect and Telekinesis can be used to represent two parts of the same ability. Like in the Shadowcaster template, which lets you do Incite Effect maneuvers with your shadow or move stuff with it. But it certainly shouldn't negate ranged perception penalties, and there might be some Powers that shouldn't work with it.
I'll try and clarify Telekinetic Attacks.
Mrmdubois:
I should have been more clear, can wards be built on them?
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version