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Custom Powers Master List (Work In Progress)

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Sanctaphrax:
Looks interesting, but your formatting and wording are giving me trouble.

Is this the same as what you wrote?

UNLIMITED BLADE WORKS [-4]
Description: You can call up weapons from a magical realm inside your soul.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda. Compels from its debt generally involve brutal headaches or one's magic going haywire.
Evocation: Unlimited Blade Works Evocations take the the form of spectral swords that appear from nowhere.
Thaumaturgy: Unlimited Blade Works rituals can be used to conjure weapons.
Evothaum: Unlimited Blade Works allows its user to conjure weapons with Evocation's speed and methods.
Extra Benefits: Unlimited Blade Works allows its user to use rituals to create temporary Items of Power. The complexity of such rituals is set by the GM.

If so, seems kinda weak.

I think it might be fair to include the Reality Marble in Unlimited Blade Works.

Reality Marble would make a pretty cool stand-alone Power though. We'd just need to define the process of entering the world and its duration a bit more. Might be worth including some clear advantages for being in your own marble too.

PS: If anyone has any ideas for making Limitation clearer, I'd like to hear them. I'm mostly talking to Lavecki, but everyone's welcome to contribute.

Lavecki121:
Ok. If a link could be put up to the original power or the power as it stands I would be glad to help

Sanctaphrax:
LIMITATION [+varies]
Description: Your abilities are limited in some way.
Note: You may take this Power multiple times. Suffering from the negative consequences of taking this Power will often, but not always, be a Compel. If the importance of this Power changes during play, it might be necessary to change its cost or compensate with Compels.
Skills Affected: None.
Effects:
Limited Powers. Attach this Power to at least one other Power that you possess. Then, select a circumstance. Whenever that circumstance applies, you are treated as though you did not possess the attached abilities. You may not select Powers with drawbacks unless the GM approves, and even if the GM does approve they may rule that you do not receive any rebate for the cost of the Powers in question.
Rebate. This Power reduces the Refresh cost of the attached Powers. The percentage that the cost is reduced by depends upon how commonly the limitation on your Powers will cause problems for you.

* If it will matter rarely (perhaps once every 6 sessions or so), reduce the cost by one-sixth.
* If it will cause problems from time to time (in some, but not all, sessions), reduce the cost by one fourth.
* If it will be a frequent impediment (once a session on average), reduce the cost by half.
* If it will prevent you from using your Powers except in unusual situations (no more than once a session on average), reduce the cost by three fourths. At the GM's discretion, difficult-to-classify limitations might grant a rebate in between two of the suggested ones. Decimal costs should be rounded to the nearest integer, with GMs rounding halves based on what cost seems more appropriate.
Item Limitation [-0]. You may transfer Limitation and the Powers attached to it to another character, causing you to lose them and causing the other character to gain them. They may then transfer them freely, but if another character has your Powers when a Milestone occurs, they must pay for them. Note that though the Limitation will be the same, it might be valued differently owing to the other character's differing circumstances. Similarly, if you do not have your Powers when a Milestone occurs the Refresh invested in them is refunded. Whenever the Limited Powers trapping causes you to lose access to your Powers it is possible that another character will steal them. If they do so, it is as though you had voluntarily transferred the Powers to them. You may choose the process by which your Powers are transferred or stolen, but both processes should be roughly equal in difficulty. This upgrade is usually used to represent items that grant Powers, and the process for acquiring Powers through it is generally just picking up the item in question.

Lavecki121:
Well, right of the bat, I feel that item limitation should be its own power (coincidently that is a lot like that transfer power we were talking about a while ago).

crusher_bob:
What utility effects that you can't 'copy' rules wise with evocation/thaumaturgy did you want out of unlimited blade works?

For example, can I generate several weapons, give them out to all my friends and stage the most well armed prison break in history?

That's something that 'sword themed evocation' can't accomplish.  Then, the next question to ask is, "is this usage of the power going to be a one off thing, which could be modeled by using fate points for temporary access to a power, or something that happens often?"

So, as an example, White Court vampires technically have access to some sort of domination/long term mental control through their powerset.  If we look at Tomas as a PC, how often has he used this?  Never.  So it probably shouldn't appear on his character sheet.

So, when writing up a custom power, you should be thinking along the lines of, 'what will it be used to do 90% of the time?'  Then, you can add expansions of the power-set that are there for people who use uncommon applications of the power on a regular basis.

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