Author Topic: Custom Powers Master List (Work In Progress)  (Read 163936 times)

Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #855 on: February 12, 2013, 09:37:52 PM »
Well, if you're changing the Power it might well be appropriate to change its cost.

But this change is flawed.

First of all, you should limit Marble design a bit more. So that an Aquatic character doesn't instakill air breathers by making a Marble that's entirely underwater.

Secondly, you should specify how much stress the Marble has.

Thirdly, you shouldn't use those Aspect mechanics. Aspects open only to one character are bad juju, and giving a number of tags equal to the margin of success means that spending a tag on the roll gives back 2 tags. That`s a problem.

Fourthly, you should offer a scaling rebate for Marble-only Powers. Otherwise once you've got 2 Refresh of 'em there's no reason to limit further Powers to use within the Marble.

Offline Crion

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Re: Custom Powers Master List (Work In Progress)
« Reply #856 on: February 12, 2013, 11:34:18 PM »
Well, if you're changing the Power it might well be appropriate to change its cost.

But this change is flawed.

First of all, you should limit Marble design a bit more. So that an Aquatic character doesn't instakill air breathers by making a Marble that's entirely underwater.

Secondly, you should specify how much stress the Marble has.

Thirdly, you shouldn't use those Aspect mechanics. Aspects open only to one character are bad juju, and giving a number of tags equal to the margin of success means that spending a tag on the roll gives back 2 tags. That`s a problem.

Fourthly, you should offer a scaling rebate for Marble-only Powers. Otherwise once you've got 2 Refresh of 'em there's no reason to limit further Powers to use within the Marble.

I basically designed the power with Demesne in mind because, from seeing the power used in the source material, reading about it, and looking over DFRPG, that was the closest baseline I had.

I agree that the Marble Design needs to be limited a bit; I didn't bother to consider the Aquatic Characters (because they never come up). Perhaps I should note that the Marble creates the appearance of the environment, but is not a perfect reproduction (i.e. drowning, airless space, etc). Again, scribbled it in as soon as I was thinking about it and wanted to see what should be fixed. I'll add it to the list.

Determining the stress of the Marble is something that may need more work to consider. In the source material, it takes a special kind of attack to destroy it (the equivalent of a powerful Evocation or a powerful Item of Power), which is why I even mentioned it. I wonder if it should remain in place, or if it should

The concept of the Aspects was in one part due to introducing some elements of Fate Core (the multiple free tags; MoS may be OP, but I think bigger success should mean more potential tags), and one part trying to emulate the Marble without requiring an point expenditure for each minor touch. For example, the Overwhelming Odds or the Memory Suppression aren't used against the creator, as said odds are a personal army and the suppression is a spell effect against invaders.
If you have a suggestion on this point to allow minor advantages to the creator without having to buy a new collection of powers and stunts to emulate it, I'm all ears, but I thought going the Aspect route may be best.

As for the rebate, that is where I hit the wall. I set the 2 Refresh as a baseline cost to create a Marble without adding extra powers/finishing moves. I am not too certain as to how to scale the number of points for such a limitation of additional powers; it can only be used when the Marble is active, but it can theoretically be activated at any time. The activation requires a cost and has a limited amount of time, and it is possible to overcome the requirement with the right knowledge and equipment.
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Offline ways and means

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Re: Custom Powers Master List (Work In Progress)
« Reply #857 on: February 12, 2013, 11:57:58 PM »
If were doing type moon powers we really should do Nero Chaos, obviously psychical immunity with a catch of conceptual weapon (only Swords of the Cross in the Dresden Verse). But how would you stat a man made up of monsters that could leap in and out of him at will.  Multiple creatures with PI or one creature using a weird array of powers.
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Offline Oblyss

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Re: Custom Powers Master List (Work In Progress)
« Reply #858 on: February 13, 2013, 06:26:17 AM »
If were doing type moon powers we really should do Nero Chaos, obviously psychical immunity with a catch of conceptual weapon (only Swords of the Cross in the Dresden Verse). But how would you stat a man made up of monsters that could leap in and out of him at will.  Multiple creatures with PI or one creature using a weird array of powers.
I'm just doing the ones specific to my game, we're not really just doing Type-Moon stuff just for the sake of it. I also am not at all familiar with Nero Chaos outside of hearing about him.

Offline Crion

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Re: Custom Powers Master List (Work In Progress)
« Reply #859 on: February 13, 2013, 04:03:52 PM »
If were doing type moon powers we really should do Nero Chaos, obviously psychical immunity with a catch of conceptual weapon (only Swords of the Cross in the Dresden Verse). But how would you stat a man made up of monsters that could leap in and out of him at will.  Multiple creatures with PI or one creature using a weird array of powers.
I'm just doing the ones specific to my game, we're not really just doing Type-Moon stuff just for the sake of it. I also am not at all familiar with Nero Chaos outside of hearing about him.

Yeah, what Oblyss said. It was mentioned in a thread of mine he was over here working on this, and I figured I'd offer my two cents since I'm prepping for running multiple scenarios of Fate/DFRPG for a convention I'm attending in April.

But, with your description and the Type-Moon wiki (and remembering how many times I got killed by him playing Melty Blood), I'd say I would make it as one character with PI, and the multiple creatures as either a flavoured attack (leap out, attack, return) via Claws/Breath Weapon, a flavoured Evocation, or an EvoThaum summoning of a minion. It should also be noted that he is, technically, a Vampire, so you could probably play with that approach a bit, especially since his description from the Type-Moon Wiki states that he is a bit of a primordial soup, so he may have Shapeshifting.

You could also look into making a whole new power to represent how all of the 666 Beasts that reside within Chaos only manifests when he "releases" them. . .or when he traps someone within that chaos (similar to a Reality Marble, perhaps?). I'm not too keen on that approach since there are already in-game ways of making this happen rather easily.

Just thinking out loud. I hope that helps!
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Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #860 on: February 14, 2013, 12:23:08 AM »
Determining the stress of the Marble is something that may need more work to consider. In the source material, it takes a special kind of attack to destroy it (the equivalent of a powerful Evocation or a powerful Item of Power), which is why I even mentioned it. I wonder if it should remain in place, or if it should

Should what?

The concept of the Aspects was in one part due to introducing some elements of Fate Core (the multiple free tags; MoS may be OP, but I think bigger success should mean more potential tags), and one part trying to emulate the Marble without requiring an point expenditure for each minor touch. For example, the Overwhelming Odds or the Memory Suppression aren't used against the creator, as said odds are a personal army and the suppression is a spell effect against invaders.

Getting multiple tags for a good roll is just fine. But getting a tag for every shift introduces perverse incentives.

Invoking Aspects for effect to represent Powers can work, but it's not reliable.

As for the rebate, that is where I hit the wall. I set the 2 Refresh as a baseline cost to create a Marble without adding extra powers/finishing moves. I am not too certain as to how to scale the number of points for such a limitation of additional powers; it can only be used when the Marble is active, but it can theoretically be activated at any time. The activation requires a cost and has a limited amount of time, and it is possible to overcome the requirement with the right knowledge and equipment.

Have you seen the Limitation Power?

It could handle the rebate just fine.

Offline vultur

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Re: Custom Powers Master List (Work In Progress)
« Reply #861 on: February 14, 2013, 03:38:44 AM »
I find scaling rebates (as for Limitation) tend to get uncomfortably big, given that the biggest canonical rebate is +4 for the worst Catches and even something like a Lycanthrope is just +2.

Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #862 on: February 14, 2013, 05:00:27 AM »
It is a concern. If you've got 18 Refresh of Powers attached to a 9-point Limitation, your character is probably worryingly specialised.

But for what it's worth, Limitation generally gives a lower rebate than The Catch when attached to a normal amount of Refresh.

Offline vultur

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Re: Custom Powers Master List (Work In Progress)
« Reply #863 on: February 15, 2013, 12:42:23 AM »
It is a concern. If you've got 18 Refresh of Powers attached to a 9-point Limitation, your character is probably worryingly specialised.

But for what it's worth, Limitation generally gives a lower rebate than The Catch when attached to a normal amount of Refresh.

Yeah, I was mostly talking about high refresh characters... I remember seeing a -7 Limitation on one of the templates in the Custom Templates thread.

Offline Crion

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Re: Custom Powers Master List (Work In Progress)
« Reply #864 on: February 19, 2013, 12:19:33 AM »
Sorry about being gone for so long. I guess our reality isn't too keen on being replaced. . .

Should what?

Sorry about that. I either lost my train of thought or got zerged at work.

Basically, the Marble can be destroyed, so I'd like to see some way a player can overcome it. Of course, if I can't come up with a mechanic way of doing things, then I'd be tempted to just leave it with a limited time period.

Conversely, I could simply set the stress level to the user's Mental Stress, or even have it tied to said stress track (emphasizing the "extensions" via Mental Stress finally running out). Again, not certain, thus why I ask all of you here on the board.

Getting multiple tags for a good roll is just fine. But getting a tag for every shift introduces perverse incentives.

True. IIRC, Core has it at a margin of success of three (but it could be four). Perhaps use that as our baseline?

Invoking Aspects for effect to represent Powers can work, but it's not reliable.

It all depends on the power, but I can see your point. Would you agree that some Marbles would work better with Aspects (such as the multiple swords in Unlimited Blade Works), while others would require special powers purchased?

Have you seen the Limitation Power?

It could handle the rebate just fine.

I read the power after you posted it, and while it could work, I'm not certain how often the limitation would come in. In theory, with this power as I've written it, has the limitation of Fate Points and Mental Stress (optional unless I link it to the user). While a character may be a bit "hungry" for an FP, they can easily horde one until they need this power each game and can really turn the table around.

So, that being said, where do you think the rebate should lie? I'm thinking it might be sitting around the 1/4 rebate as it can get in the way often, but since it can possibly be every session, you could argue the 1/2. Thoughts?
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Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #865 on: February 19, 2013, 04:17:55 AM »
Basically, the Marble can be destroyed, so I'd like to see some way a player can overcome it. Of course, if I can't come up with a mechanic way of doing things, then I'd be tempted to just leave it with a limited time period.

Conversely, I could simply set the stress level to the user's Mental Stress, or even have it tied to said stress track (emphasizing the "extensions" via Mental Stress finally running out). Again, not certain, thus why I ask all of you here on the board.

Maybe you could give the marble a pretty hefty armour rating. Then when it takes any stress it is instantly destroyed unless the creator chooses to take that stress for it (as mental stress, of course).

True. IIRC, Core has it at a margin of success of three (but it could be four). Perhaps use that as our baseline?

Sure. As long as it isn't 1.

It all depends on the power, but I can see your point. Would you agree that some Marbles would work better with Aspects (such as the multiple swords in Unlimited Blade Works), while others would require special powers purchased?

Yes, it does depend on the effect.

The thing I try to keep in mind is that Powers have defined effects and Aspects don't. So if the effect is something clear and consistent it should be a Power, if it's vague and variable it should be an Aspect.

I read the power after you posted it, and while it could work, I'm not certain how often the limitation would come in. In theory, with this power as I've written it, has the limitation of Fate Points and Mental Stress (optional unless I link it to the user). While a character may be a bit "hungry" for an FP, they can easily horde one until they need this power each game and can really turn the table around.

So, that being said, where do you think the rebate should lie? I'm thinking it might be sitting around the 1/4 rebate as it can get in the way often, but since it can possibly be every session, you could argue the 1/2. Thoughts?

I'd usually give 1/2, since successfully using a Reality Marble every time a Power would be useful is kind of a tall order. Situations where the Limitation matters ought to be common.

But Limitation's value varies a lot, so I can't say much for sure.

Offline Crion

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Re: Custom Powers Master List (Work In Progress)
« Reply #866 on: February 19, 2013, 11:21:29 PM »
Maybe you could give the marble a pretty hefty armour rating. Then when it takes any stress it is instantly destroyed unless the creator chooses to take that stress for it (as mental stress, of course).

That doesn't sound like a bad idea. The real question is: how "hefty" are we thinking here? Go with an Armor Rating equal to a skill (Discipline or Conviction, for example), or a set, already defined number (let's say a 4-5 to show that it takes something big to hit it)?

Now, if it the armor is overcome, with your idea of mental stress, would the overflow simply go to the user's Mental Stress if they wish to keep it up (allowing for Consequences like "Straining Against Reality" to be used)?

Also, do you think there should be an Aspect tied to the Marble that has to be tagged/invoked in order to make the attack, or require the attack have trappings to target immaterial/mental/"reality structures"? Not certain if that would reduce the need of armor or not. Just thinking out loud, here.

Sure. As long as it isn't 1.

I'll set it to 3 for the time being and see if that breaks gameplay if it ever hits my table.

Yes, it does depend on the effect.

The thing I try to keep in mind is that Powers have defined effects and Aspects don't. So if the effect is something clear and consistent it should be a Power, if it's vague and variable it should be an Aspect.

Hrmmm...perhaps we can keep the Aspects there as one part power emulation and one part preferred terrain? This way, if we get something that CAN be variable (how terrain can be used, weapons on hand at that time, etc) but based on situation, but it CAN fit for some of the powers (again, aforementioned weaponry).

Thoughts?

I'd usually give 1/2, since successfully using a Reality Marble every time a Power would be useful is kind of a tall order. Situations where the Limitation matters ought to be common.

But Limitation's value varies a lot, so I can't say much for sure.

Yeah, the Limitation is all over the place, which is why I'm uncertain where I should have it in terms of the refund.


I'll stew on it a bit and try to get another writeup together. Thanks for the input!
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Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #867 on: February 20, 2013, 05:19:20 AM »
Huh. Wasn't expecting this thread to get resourced. I suppose it deserves it, but having two custom Power threads kinda offends my sensibilities.

Well, it's my fault really. This was inevitable once I started treating this thread less as a place to revise the list and more as a place to work on custom Powers.

That doesn't sound like a bad idea. The real question is: how "hefty" are we thinking here? Go with an Armor Rating equal to a skill (Discipline or Conviction, for example), or a set, already defined number (let's say a 4-5 to show that it takes something big to hit it)?

I think either could work.

Now, if it the armor is overcome, with your idea of mental stress, would the overflow simply go to the user's Mental Stress if they wish to keep it up (allowing for Consequences like "Straining Against Reality" to be used)?

Yep.

Also, do you think there should be an Aspect tied to the Marble that has to be tagged/invoked in order to make the attack, or require the attack have trappings to target immaterial/mental/"reality structures"? Not certain if that would reduce the need of armor or not. Just thinking out loud, here.

I dunno. Depends on how it works in the story you're trying to emulate.

Hrmmm...perhaps we can keep the Aspects there as one part power emulation and one part preferred terrain? This way, if we get something that CAN be variable (how terrain can be used, weapons on hand at that time, etc) but based on situation, but it CAN fit for some of the powers (again, aforementioned weaponry).

Thoughts?

Sure. I mean, reality marbles should definitely have Aspects.

Offline Crion

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Re: Custom Powers Master List (Work In Progress)
« Reply #868 on: February 20, 2013, 06:39:16 PM »
Huh. Wasn't expecting this thread to get resourced. I suppose it deserves it, but having two custom Power threads kinda offends my sensibilities.

Well, it's my fault really. This was inevitable once I started treating this thread less as a place to revise the list and more as a place to work on custom Powers.

Awkward, but awesome? :-D

I think either could work.

I think I'll scale the armor using Conviction for the time being, and set the "defense" to Discipline. If I get a chance to test this out at the convention/in my group, I'll let you all know.

I dunno. Depends on how it works in the story you're trying to emulate.

I think I'll need to stew on that one for a bit. If I want to stick with how the Reality Marbles are portrayed in the canon of the Fate series, they would need that special reasoning to be targeted in the first place. On the other hand, it might be a bit too much to throw into other DFRPG-powered games.

Sure. I mean, reality marbles should definitely have Aspects.

Then I'll leave that note there, then.

Thanks for the input! I'll try to get a new writeup soon...ish. I need to work on my yearly report at work, and that's been sucking my creativity/motivation away.
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Offline Sanctaphrax

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Re: Custom Powers Master List (Work In Progress)
« Reply #869 on: February 22, 2013, 10:59:51 AM »
Okay, here's a shot at a Limitation rewrite.

Went a bit beyond my plan, but I think it was for the best. Then again I'm really tired so maybe this is nonsense and I just can't tell.

Please comment.

LIMITATION [+varies]
Description: Your abilities are limited in some way.
Note: You may take this Power multiple times. The cost of this Power will vary from game to game, and if its importance 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 lose the attached Power(s).
Rebate. This Power reduces the Refresh cost of the attached Powers. The amount the cost is reduced by depends on whether the limitation is mild, moderate, severe, or extreme.
  • A mild limitation reduces the cost of the attached Powers by one sixth. A limitation is mild if it makes it mildly inconvenient to use the attached Powers or if it is seriously problematic once every six sessions or so.
  • A moderate limitation reduces the cost of the attached Powers by one fourth. A limitation is moderate if it makes using the attached Powers require a significant action or if it is seriously problematic in roughly half of all sessions.
  • A severe limitation reduces the cost of the attached Powers by one half. A limitation is severe if it makes the attached Powers significantly less useful and reliable in almost every session.
  • An extreme limitation reduces the cost of the attached Powers by three fourths. A limitation is extreme if getting to use the attached Powers is a special occasion.
GM's Discretion. Sometimes the formulas given here will give fractional Refresh costs, and sometimes it will be difficult to classify how serious a limitation is. In such cases, all final costs are determined by the GM. If a Power has drawbacks, then it cannot be attached to Limitation unless the GM approves. In some situations it may be appropriate to have Limitation not affect a Power's cost or to have it limit a Power's positive effects without affecting its negative effects.

ITEM LIMITATION [+varies]
Description: Some of your Powers are tied up in a physical object or another thing that can be transferred from person to person.
Note: This Power usually represents a magical object that grants abilities its holder. When it does, the object in question can be indestructible or have whatever other magical effects seem appropriate as long as those effects don't make it mechanically more useful than a mundane item.
Skills Affected: None.
Effects:
Item Limitation. This Power has all of the effects of Limitation. In addition, when this Power causes you to lose your Powers it is possible for another character to take this Power from you. Whoever has this Power also has every Power attached to it. Define the process by which this Power can be borrowed/stolen when you define your Limitation.
Permanent Changes. Whenever a Milestone occurs, the current owner of this Power becomes the permanent owner of this Power. Revise character sheets accordingly. Bear in mind that the seriousness of a Limitation can vary from character to character.
Purpose [-0]. This Power has an Aspect attached to it.

Examples (from the Hypothetical Average Game):

Mild limitations:
-Toughness is ignored by copper weapons soaked in pig's blood
-True Faith Powers only function if you pray five times a day while facing Mecca at the appointed times
-Telekinesis and Strength Powers stop working if you are unable to move your arms

Moderate limitations:
-Toughness is ignored by magical attacks
-Strength, Speed, and Claws are only available while you are using Beast Change
-You need to cast a 5-shift evocation to activate your Natural Weaponry for the scene

Severe limitations:
-Toughness is ignored by cold iron
-Sponsored Sun Magic can only be used in sunlight
-You have to make a virgin human sacrifice in order to activate your Recovery for a session

Extreme limitations:
-Toughness applies only to magical attacks
-You can only use your magic sword against major demons and fallen angels
-It takes you three full days of meditation to use Beast Change, and you can only use your physical powers while transformed