The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
--- Quote from: Taran on September 03, 2013, 08:26:04 AM ---You can't use a supplemental action to cross a zone border because it requires a roll (or that's how I interpret RAW). That being said, if you have a Fantastic Athletics, you don't really need to roll to go over a 1 shift border (since even rolling a -4 would be a success).
--- End quote ---
Yeah, exactly.
--- Quote from: Taran on September 03, 2013, 08:26:04 AM ---Or, in the case of the teleporting guy, would it be -4 to escape, then -1 to attack? or -4 to both actions? I'm wondering if breaking a grapple as a supplemental is too strong and we just limit it to sprinting.
--- End quote ---
-1 to attack, no penalty to escape. But you assume the worst possible roll when escaping supplementally. This reduces the power of a supplemental escape and cuts down on the number of rolls you have to make.
Would it be better if I rephrased the Power to say "you can move supplementally out of a grapple if and only if you could have escaped given the worst possible roll"?
Taran:
--- Quote from: Sanctaphrax on September 04, 2013, 01:24:33 AM ---Yeah, exactly.
-1 to attack, no penalty to escape. But you assume the worst possible roll when escaping supplementally. This reduces the power of a supplemental escape and cuts down on the number of rolls you have to make.
Would it be better if I rephrased the Power to say "you can move supplementally out of a grapple if and only if you could have escaped given the worst possible roll"?
--- End quote ---
Hm...I like this because you can always attempt a sprint but the strength of the grapple impacts the ability to do the supplemental. I like it!
Sanctaphrax:
Alright then, how's this?
(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 Sprint action even though a grapple does not normally allow it. Compare your movement roll 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. You may also move supplementally out of a grapple, but only if you would be able to escape from the grapple given the worst possible Sprint roll.
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.
Sanctaphrax:
A couple more upgrades, which are really just for the Siberian.
I'm a little bit hesitant about the balance of these new upgrades. One seems weak, the other seems strong.
As always, please tell me what you think.
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 Sprint action even though a grapple does not normally allow it. Compare your movement roll 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. You may also move supplementally out of a grapple, but only if you would be able to escape from the grapple given the worst possible Sprint roll.
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.
Unstoppable Teleportation [-1]. Being grappled has no effect on you, and you can break free automatically with any action.
Non-Teleportation [-0]. You don't actually teleport, you just ram through stuff. You can't move freely in three dimensions and you can't ignore borders or blocks with values larger than your Might plus any bonuses you have for breaking things. When you move through a border or block, you smash a hole in it that others can follow through. This upgrade is not compatible with Long-Distance Teleportation.
Locnil:
Sorry if it has already been brought up, but I have been out of the loop awhile.
With regards to Unfettered Movement, how common/easy do you see anti-teleportation measures as being?
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