The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
--- Quote from: Taran on August 31, 2013, 02:42:47 PM ---TELEPORTATION [-2]
Description: You can teleport from one space to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement.
- You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground.
- If you are being grappled or otherwise grabbed you may make a supplemental move or Sprint action even though a grapple does not normally allow it. The character holding onto you must roll Might against your movement roll. If they succeed they can choose to come with you or to disrupt the teleport attempt; if they fail, their grasp is broken and you may perform your move action as if there was no block or borders, as normal.
--- End quote ---
Looks good apart from the odd formatting.
--- Quote from: Taran on August 31, 2013, 02:42:47 PM ---- You may teleport with another willing subject but if the result of the teleport would cause injury(stress or consequences, drowning, falling) to the passenger, the teleport fails completely and your action is lost.
--- End quote ---
I'm not such a fan of this. Since the passenger already has to be willing, the no-damage clause seems unnecessary. Anyone who agrees to teleport with you can just deal with the risks.
Besides, it feels arbitrary. The Power is not by default intelligent, how can it tell if you're gonna do damage?
--- Quote from: Taran on August 31, 2013, 02:42:47 PM ---Long-Distance Teleportation [-1].
(Requires Rapid Teleportation) You may teleport to any place in the world given a few minutes. At the GM's discretion, this effect may be limited by the speed of light.
--- End quote ---
This has nothing to do with you, but in retrospect...a few minutes feels too long. Maybe just make it a moment to concentrate?
IIRC the intention was to prevent this from being used to escape combat, but I'm not really sure that's necessary any more. Someone with Rapid Teleportation is probably so fast that they can leave whenever they feel like it anyway.
And a full few minutes is kind of long even if we're trying to prevent combat escapes.
On a semi-related note, an upgrade like this for Mythic Speed might be cool.
--- Quote from: Taran on August 31, 2013, 02:42:47 PM ---Weaponized Teleportation:[-1] Range: touch
You may use your teleportation ability to damage and/or transport unwilling targets. Narratively, this can be teleporting high and dropping them, teleporting them half-way through an object or teleporting them into another person. Mechanically, this is an attack using your Athletics as an attack.
This is a Weapon 0 attack and is defended against using Athletics. If you succeed, you may choose how many shifts go towards damage and how many go towards movement. For instance, if you succeed by 5 shifts, you may transport someone 2 zones and do 3 stress. You may choose whether or not you teleport with the victim. You may make spray attacks with this ability to represent teleporting people into others. Narratively, you may have to dodge your own attack (ex: if you choose to teleport yourself and a victim into the air but you, yourself, cannot fly.) Note: Teleporting someone could have side-effects, beyond the attack, in subsequent rounds (teleporting them into a zone that has no air, or under water or into a burning building).
--- End quote ---
I think this is probably too good. First of all, it switches your unarmed attack skill. Second, it lets you use Speed bonuses to attack. Third, it lets you add forced movement to your attacks. Fourth, it lets you "double-dip" on attacks by putting someone in a hazardous place like the sky or deep underground.
Also, that spray attack thing seems hinky. If you're within arm's reach and bobjob is a zone away, can I make a spray attack against both of you? What if I miss you, then do I automatically miss bobjob? Do I have to move you into bobjob's zone to hit him?
--- Quote from: Taran on August 31, 2013, 02:42:47 PM ---Mass Teleport [-1]
You may teleport a number of willing targets up to your Athletics skill plus bonuses (Including the +4 bonus from Rapid Teleportaion)
--- End quote ---
Seems weak. This might let me take 6 people at once, but how often am I going to need to move 6 people in a situation where I can't just make 6 trips? I wouldn't buy this.
--- Quote from: Taran on August 31, 2013, 02:42:47 PM ---Weaponized teleportation:
- I'm not sure if it's too powerful to let it stack with the +4 from Rapid Teleport. But it is a weapon 0 attack, so maybe it's o.k
- I'm not sure if it's balanced to let the teleporter choose whether or not he teleports with the defender.
--- End quote ---
Don't think it's a good idea to let people use the Rapid bonus. A +4 bonus to attack for 1 Refresh is a no-brainer.
Not sure about whether the teleporter should have to follow either.
You've given me some ideas. Mind if I post my version of what you've got there?
Taran:
Go for it. I agree with your comments for the most part. I think the teleporter should aways go with the person they're teleporting, now that ive considered it.
The only thing i don't really agree is the spray attack. How else would you model teleporting someone onto someone else?
Regarding the willing passenger, im fine if you want to get rid of that last part. I just didn't want people abusing it somehow to avoid taking the weaponized version.
ways and means:
Well back when it was 3 refresh I thought teleport should just allow you to ignore grapple but I suppose for 1 more refresh than flying ignoring grapples is a bit too much.
As for carrying other people I always thought it should be limited by how many people you could physically carry (might/strength powers).
Also we should have included some proviso that the movement ends early if you attempt to teleport into something solid.
As for using the ability as a weapon I always assumed the only way to do it was via grappling an opponent, moving them, then dropping them from above which you can already do with wings (the should get a might roll to hang on). So I didn't see much of a problem.
Taran:
Limiting it to carrying capacity is a smooth way of doing it. Limits how far and how fast you can move
--- Quote ---Keep in mind that each level represents
what a character can lift by expending all
of his effort; he isn’t really going to be able to
move much more than a zone carrying something
that’s equal to his base Might. A character
can carry something two levels below his Might
for a short distance (allowing him to make a
sprint roll restricted by Might, with the item’s
difficulty as a border value). He can carry something
four levels below his Might with no real
penalty or can toss it a distance of one zone.
Something six levels below his Might could be
used as a thrown weapon
--- End quote ---
So you could only go one zone if you teleport someone who's weight is equal to your might.
You can only make a sprint roll if you want to move someone 2 level lower - restricted by might -(and I'd say the block should apply in this instance)
4 levels lower, you'd have no issues...
6 levels lower you could teleport other people without having to teleport with them maybe??? (the equivalent of throwing them)
It makes the power less useful for teleporting the party everywhere unless you're strong and it makes the Mass Teleport Upgrade much more useful.
As for ignoring a grapple, the power allows you to make a Sprint or supplemental move while grappled, which wings wouldn't allow, so I think that's a good upside.
Sanctaphrax:
Hey, ways. Long time no see.
I'm inclined to leave spray attacks out, because do you really need to be able to teleport people into each other?
Anyway, here's my take. I meddled with a bunch of stuff. If this meets with your approval (and Taran's) then I'll add it to the list, if not then we can revise it further.
(click to show/hide)TELEPORTATION [-2]
Description: You can teleport from one place to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement. You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground.
Hard To Hold. If you are being grappled you may make a supplemental move or Sprint action even though a grapple does not normally allow it. Compare your movement roll (assume you rolled -4 when moving supplementally) to the grapple strength. If it's lower your opponent can choose to come with you or to disrupt the teleport attempt; otherwise their grasp is broken and you may move as if there was no block or borders, as normal.
Carrier. When you teleport, everything you're carrying teleports with you. This can include other willing characters. Moving unwilling characters is more difficult; you can only do so when grappling them. When you take a supplemental action to move an opponent in a grapple you may teleport with them. Furthermore, you may teleport your opponent around in damaging ways when you do so. This allows you to combine the movement and stress-infliction supplemental actions in a grapple into a single supplemental action.
Rapid Teleportation [-1]. Add four to your Athletics when using it to move with this Power. You may also move an additional zone when taking a supplemental action to move with this Power, whether normally or in a grapple.
Long-Distance Teleportation [-1]. (Requires Rapid Teleportation) You may teleport to any place in the universe given a moment to concentrate in peace. At the GM's discretion, this effect may be limited by the speed of light.
Sight-Affirmed Teleportation [+1]. Your movement is impeded by anything that blocks your vision. Apply blocks and penalties that apply to your vision to your movement, and do not ignore them with the base effect of this Power.
I decided to leave out Mass Teleportation, since it's pretty niche and you can always take Strength with a Limitation to get the same effect.
Dunno whether that was the right decision. Taran, ways, I'll put in back in if you think I should.
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