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Custom Powers Master List (Work In Progress)

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Sanctaphrax:
Numerical Prodigy sounds pretty good to me, I think I'll go with that. (Polymath sounds neat, but the meaning isn't math-y enough in my opinion.)

Anyway, here's a Natural Weaponry update and some new Powers that are intended to replace the "attack to an IoP" Powers.

Natural Weaponry hasn't changed much. I just added a note saying that some of the upgrades were suitable for items and edited Venomous Weaponry so that it's clear that the poison effect can be cured.

(click to show/hide)NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to define what your natural weapons are when you take this power. Some of the upgrades for this Power, like Potent, Venomous, and Area Weaponry, may be appropriate as stand-alone Powers that are attached to an Item of Power.
Skills Affected: Fists, Weapons, Guns, Discipline
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1]. (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
Venomous Weaponry [-2]. You may use your natural weapon to perform special maneuvers. These maneuvers may only inflict one specific Aspect; usually it's POISONED, but it can also be something like ON FIRE or ACCELERATED AGEING if that fits your character better. You may not tag that Aspect, but during your turn in each exchange after the one you performed the special maneuver in each character with that Aspect suffers a weapon 0 physical attack against Endurance with an accuracy equal to the roll you created the Aspect with. This effect ends if the Aspect is removed. You may perform these special maneuvers against every character in a zone, possibly including yourself, if you possess the Area Weaponry upgrade. Outside of a conflict, the effects of these maneuvers are adjudicated by the GM. But as a general rule, they're quickly fatal unless countered by another maneuver.

SPIRITUAL ATTACK [-2]
Description: You have the ability to strike people's souls, hurting or killing them without leaving a mark on their bodies.
Skills Affected: Fists, Weapons, Guns
Effects:
Spiritual Attack. When you attack someone unarmed or with a personal-scale weapon, you may choose to inflict mental stress instead of physical stress. If you do so, the attack does not inflict bonus stress due to Strength Powers. You may not use this Power with attack spells or with indirect attacks like landmines.

MANIFESTED ITEM [-varies]
Description: You may summon your Item of Power out of thin air.
Musts: You must attach this Power to an Item of Power.
Skills Affected: None.
Effects:
Manifested Weapon. You may call the attached item to to your hand as a supplemental action. When you're not using it, you may have it disappear until you call it again.
No Rebate. Because this Power negates the drawbacks of Item of Power, it negates the Refresh rebate provided by Item of Power.

SHAPESHIFTING ITEM [-varies]
Description: Your Item of Power can change shape slightly.
Musts: You must attach this Power to an Item of Power.
Skills Affected: None.
Effects:
Shapeshifting Item. You can make the attached item grow, shrink, and change its shape somewhat. This effect is limited; a sword could change into an axe but not into an item that's significantly mechanically different from a sword. The size changes are also limited; as a general rule you can't go smaller than a coin or bigger than a person, but the exact limits will depend on the original size of the item.
Reduced Rebate. Any item with this Power will always be easy to conceal. As such, the Item of Power rebate for any item with this Power is limited to +1.

If these pass muster with the forum, I'll add them to the list.

S1C0:
At Sanctaphrax

do you think poly-math could be an upgrade to Numerical Prodigy

it would make sense for a basic increase to the powers versatility and could account for the brilliance of the old school

poly-maths, perhaps make it an ability that some pure mortals could take if their aspects reflext the importance of this ability (like the guy from the show Numb3rs)

Sanctaphrax:

--- Quote from: S1C0 on May 21, 2013, 02:09:27 AM ---do you think poly-math could be an upgrade to Numerical Prodigy
--- End quote ---

Sure.

What would it do?

Anyway, a character can have Powers and still be narratively mortal. They just won't get +2 Refresh.

S1C0:
perhaps let it encompass kinetics (more specifically the study of how people move) with higher bonuses for a particular field of

mathematics kinda like a magical refinement. further bonus could be advanced probability manipulation....

just some starter thoughts for an intelligent (n)pc it would be awesome to fight a True Mastermind with math related combat

skills, any thoughts ser

Sanctaphrax:
Okay, the update's almost done.

Here's what I did:

-Added Numerical Prodigy, Manifested Item, Shapeshifting Item, Spiritual Attack, and Mastery Of Spellcasting.
-Removed Manifested Blade, Spiritual Weapon, Shape-shifting Weapon, Giant Weapons, Mega Weapons, and Giga Weapons.
-Replaced the old versions of Alternate Magical Paradigm and Natural Weaponry with the new versions.

Here's what I still need to do:

-Find a better way to sort this list.
-Make a second list with Powers I'd actually let people use.

Stuff I removed:

(click to show/hide)NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to define what your natural weapons are when you take this power.
Skills Affected: Fists, Weapons, Guns, Discipline
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1]. (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
Venomous Weaponry [-2]. You may use your natural weapon to perform special maneuvers. These maneuvers may only inflict one specific Aspect; usually it's POISONED, but it can also be something like ON FIRE or ACCELERATED AGEING if that fits your character better. You may not tag that Aspect, but during your turn in each exchange after the one you performed the special maneuver in each character with that Aspect suffers a weapon 0 physical attack against Endurance with an accuracy equal to the roll you created the Aspect with. You may perform these special maneuvers against every character in a zone, including yourself, if you possess the Area Weaponry upgrade. Outside of a conflict, the effects of these maneuvers are adjudicated by the GM. But as a general rule, they're quickly fatal.

-0 Manifested Blade (As the blade is not truly of the mortal world keeping it in this world requires mental effort, summoning the item for a scene requires a point of mental stress at the end of the scene unless another point of stress is taken the item will disappear until summoned again.)

-2 Spiritual Weapon ( As a weapon designed to sever the soul from the body its blows do more than physical harm, the blade can cause mental stress instead physical stress, anyone taken out this way will die as their soul is separated from their body leaving no signs of physical harm.)

Shape-shifting Weapon [-1] Your weapon is weightless in your hands and can change its shape either remaining the same size or shrinking. (attache to a IoP)

Giant Weapons [-1] (requires shape-shifting weaponry) Your weapon can now be made much bigger (add +2 to base weapons rating) Giant Weapons are very large and noticeable (at least person sized).

Mega Weapons (requires giant weapon) [-2] Your weapons can become obscenely over sized (car sized or Bigger) they hit for an extra 4 stress and have a zone wide radius of damage.

Giga Weapons (requires mega weapons) [-2] Your weapon can become unbelievably massive (house sized or bigger) they hit for an extra 6 stress and have a two zone radius.

ALTERNATE MAGICAL PARADIGM [-1]
Description: Your magic is different from everyone else's. Where most practitioners cast spells with mental strength and magical knowledge, you use other methods.
Musts: You must possess at least one spellcasting power in order to take this one.
Skills Affected: Any three.
Effects:
Alternate Magical Paradigm. Pick three skills. For the purposes of any spellcasting powers you possess, use the first in place of your Conviction, the second in place of your Discipline, and the third in place of your Lore.
PS: It's not too late to criticize the stuff I just added to the list. If something is bad, it can still be changed.

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