The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
--- Quote from: Oblyss on February 09, 2013, 10:44:10 PM ---Edit: I'd also like to take a stab at statting out Noble Phantasms as a power later, which might be of interest to others on the board who mentioned doing games involving servants. These are sorta similar to Reality Marbles in that they are abilities that aren't the same, though they appear in some kind of attack form, weapon form, or beneficial buff abilities and the like.
Some examples of these are
Gae Bulg: A spear that causes wounds that can't be healed.
Exaclibur: A huge light based attack that I'd say is something like 8-14 shifts.
Unlimited blade works as mentioned in above posts. A reality marble attack.
Gates of Babylon: Gates to the user's Treasury Vault containing their vast array of Items of Power. This ability is useless if they have no Items of Power. They can shoot the Items of Power from the gate as projectiles with tremendous force, or take them out and wield them. Unlimited Blade Works is a "cheap imitation" of this ability.
--- End quote ---
I think Gae Bulg is on the IoP list.
There used to be an Item Of Power Collection Power on the Power list, but it's been subsumed into Variable Abilities. So Variable Abilities might be worth looking at for the Gates.
Oblyss:
--- Quote from: Sanctaphrax on February 09, 2013, 11:12:57 PM ---Okay, here's Reality Marble 2.
REALITY MARBLE [-1]
Description: You can travel to a magical sub-universe of your own creation and drag other people with you.
Note: Many characters are more powerful inside their Reality Marble than they are outside of it. Such characters should attach an appropriate version of the Limitation Power to whatever Powers they have while inside the Marble.
Skills affected: Conviction, others.
Effects:
Personal Universe. You have a personal universe called a Reality Marble. Design it when you take this Power. You may give it an Aspect of your choice, and as long as it has at least one zone you may give it any number of zones you want and arrange them as you please. You must designate one zone as the "entry zone" which characters arrive in when you use this Power. Your Reality Marble cannot be inhabited, and its design cannot include anything that gives you a significant advantage.
Reality Marble. As an action, you may spend a Fate Point to enter your Reality Marble. If you wish to bring other people with you, you may roll your Conviction skill. Then every other character in your zone is forced to enter your Reality Marble with you unless they beat your roll with a defense roll using Conviction or Athletics. People drawn into the Marble remain there until you decide to send everyone back or lose consciousness. You can't send people back one by one; it's all or nothing. And you can't keep people longer than the time indicated by adding your Conviction roll to "half a minute" on the time chart.
Different Rules [-varies]. Your Reality Marble has a special rule. Negotiate the effects and costs of this upgrade with your GM. You can only purchase this upgrade once. Here are some examples of possible special rules, with appropriate costs:
[-1] Peaceful World. Inside your Marble, all attempts at physical violence face a block with strength equal to your Conviction. In addition, all characters in your Marble have armour 4 against all physical attacks.
[-1] Random Entry. Instead of entering the Marble through the entry zone, characters are randomly scattered among the zones of the Marble. If the Marble is large enough, this may prevent them from seeing each other when they enter.
[-1] Clinging Marsh. The soft and sticky ground of the Marble imposes a border value of 1 on every zone.
[-1] Heavy Gravity. Might restricts all physical skills inside the Marble.
[-2] Anti-Technology Field. Anything rated 8 or lower on the hexing table fails to function inside the Marble.
[-2] Killing Heat. Everyone faces an accuracy 6 weapon 2 attack against their Endurance each exchange from the extreme heat of the Marble.
[-2] King Of The Hill. You enter your Marble in a different zone than everyone else. A zone border equal to your Conviction blocks entry to your zone, and its fortifications add 3 to whatever armour value its occupants have against attacks coming from outside of it.
[-3] Ocean Depths. The entire Marble is underwater.
PS: Not totally confident in the balance of those rules. Most of the costs are guesses.
--- End quote ---
Hah nice. It's getting really shaped up but yeah, I'm not sure about those costs. They seem a bit expensive but I'm definitely no expert on the rules. Though the format and rules otherwise look great on it so far.
Just talked to my GM and Unlimited Blade Works can replicate item of power weapons temporarily at a fate point cost, with each IoP having its own difficulty level, and some items being unable to be perfectly copied ever. And it must be 'Earthly' items in origin. Nothing from the NeverNever or Outsiders. So at some point replicating a weapon may be possible but not practical.
Sanctaphrax:
On a related note:
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, including Item of Power weapons. The complexity required to create an Item of Power is determined by the GM.
Evothaum: Unlimited Blade Works allows its user to conjure weapons with Evocation's speed and methods.
Extra Benefits: All Unlimited Blade Works spells get two free shifts of duration. Spells with no duration, like Evocation attacks, leave behind conjured weapons that last for two exchanges. (The number of weapons left behind is up to the caster.)
Oblyss:
--- Quote from: Sanctaphrax on February 09, 2013, 11:28:11 PM ---On a related note:
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, including Item of Power weapons. The complexity required to create an Item of Power is determined by the GM.
Evothaum: Unlimited Blade Works allows its user to conjure weapons with Evocation's speed and methods.
Extra Benefits: All Unlimited Blade Works spells get two free shifts of duration. Spells with no duration, like Evocation attacks, leave behind conjured weapons that last for two exchanges. (The number of weapons left behind is up to the caster.)
--- End quote ---
That looks perfect, though any reason you took out the +2 rebate for Evo/Thaum?
Edit: Oh wait, you can't have duration on attacks? Oh well. That still works well with summoned spell blocks.
Sanctaphrax:
You mean the Refresh rebate for having other casting Powers?
It should still be there. I just didn't bother to mention it because I kinda take it for granted. Maybe not wise on my part, I dunno.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version