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Item Of Power Master List

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Sanctaphrax:

--- Quote from: KnightOrbis on June 07, 2012, 02:28:16 AM ---What's the difference between Quasi-Modular Abilities and Modular Abilities, I couldn't find the former on Custom Powers list.
--- End quote ---

It's hard to find stuff, eh? That's why I'm trying to make a master list.

Anyhow, here's Quasi-Modular Abilities:

QUASI-MODULAR ABILITIES [-Varies]
Description: You have the ability to alternate between multiple powersets.
Musts: You must "pre-pay" a number of refresh points equal to the total value of each set of powers that this power affects, plus a surcharge of one refresh.
Skills Affected: Varies.
Effects:
Two Powersets. Pick out two sets of powers, each with a total refresh cost one less than the cost of this power. You may use either set of powers, although it takes a full action to go from using one to using the other. The GM decides what is and what isn't a valid choice for inclusion in the powersets provided by this power.
Item Of Power Collection [-0] You own multiple items of power. Design a number of Items Of Power equal to your Resources skill. At any given time, you may use or loan out items with a total refresh cost up to one less than the refresh cost of this power. You do not receive the Item Of Power discount. If you have the Tracing power, then you may summon and dismiss these Items Of Power out of and into thin air. If not, you must treat them as physical objects.


--- Quote from: KnightOrbis on June 07, 2012, 02:28:16 AM ---I guess I'd have to make a power to represent Cloak Mode if I was to put Modular Adaptations as a Modular Abilities.
--- End quote ---

Good idea.

HobbitGuy1420:
I'm trying, and failing, to come up with a good writeup for the Dagger of Time for my Video Game RPG.  Wonder if brainstorming will help...

The powers it grants in the first game:
    The Power of Revival: The power to rewind time up to ten seconds, undoing almost everything that happened during that time (death, injuries, movement, etc.) Rewinding time cannot undo killing an enemy created by the Sands of Time, as doing so resets the timer.
-The hard one.  My first thought is that it just lets you reroll a failed roll, but that's something you can already do with a Fate Point.  I feel like the Power needs to be more impressive.   

    The Power of Delay: Time is slowed down for everything, with the Prince moving slightly faster than his enemies, allows for finer control and making attacks unblockable. It costs one sand tank to use.
-At its simplest, this could just grant bonuses (or negate penalties) to rolls, but once more this is way too simplistic an ability for the power it offers in the game.

    The Power of Restraint: Provided they don't block, most enemies stabbed by the Dagger of Time are frozen in time. Once knocked off their feet in this state, they can be killed in a single hit (the Prince's backflip move can do so instantly), the downside of which being that the Sands they possess cannot be absorbed by the Dagger. If left alone, the enemy returns to normal after a few seconds. It costs one power tank to use.
-A block against defense or motion?  Hard to balance an anti-mook power like this for a tabletop RPG

    The Power of Haste: A combination of Delay and Restraint, Haste freezes every enemy around the Prince and causes him to move instantly from one enemy to the next. Like with Restraint, enemies can be killed in a single hit if knocked off their feet. Use of this power consumes every sand tank.
-Another hard one for a tabletop RPG.  In the later games, this was replaced with an area attack which deals knockdown.  That might be a better option.

    The Power of Destiny: Shows the Prince visions of possible futures by standing in Sand Storms. These provide clues to how to proceed. These visions also act as save points, and cost nothing to use.
-The simplest power.  A pretty obvious Cassandra's Tears reskin.  Perhaps boost it to a -1 power and remove the penalty.

Sanctaphrax:

--- Quote from: HobbitGuy1420 on June 24, 2012, 04:35:50 AM ---The Power of Revival: The power to rewind time up to ten seconds, undoing almost everything that happened during that time (death, injuries, movement, etc.) Rewinding time cannot undo killing an enemy created by the Sands of Time, as doing so resets the timer.
--- End quote ---

You could just make it an Aspect.

Or you could write a really unusual custom power that lets you restart an exchange. Which would be cool, but might involve a lot of book-keeping.


--- Quote from: HobbitGuy1420 on June 24, 2012, 04:35:50 AM ---The Power of Delay: Time is slowed down for everything, with the Prince moving slightly faster than his enemies, allows for finer control and making attacks unblockable. It costs one sand tank to use.
--- End quote ---

Inhuman Speed and an attack stunt, perhaps?

Or maybe just an Aspect.


--- Quote from: HobbitGuy1420 on June 24, 2012, 04:35:50 AM ---The Power of Restraint: Provided they don't block, most enemies stabbed by the Dagger of Time are frozen in time. Once knocked off their feet in this state, they can be killed in a single hit (the Prince's backflip move can do so instantly), the downside of which being that the Sands they possess cannot be absorbed by the Dagger. If left alone, the enemy returns to normal after a few seconds. It costs one power tank to use.
--- End quote ---

Take-out narration.


--- Quote from: HobbitGuy1420 on June 24, 2012, 04:35:50 AM ---The Power of Haste: A combination of Delay and Restraint, Haste freezes every enemy around the Prince and causes him to move instantly from one enemy to the next. Like with Restraint, enemies can be killed in a single hit if knocked off their feet. Use of this power consumes every sand tank.
--- End quote ---

Extra actions are a bugger to write. Maybe Extra Appendages would work, I dunno.


--- Quote from: HobbitGuy1420 on June 24, 2012, 04:35:50 AM ---The Power of Destiny: Shows the Prince visions of possible futures by standing in Sand Storms. These provide clues to how to proceed. These visions also act as save points, and cost nothing to use.
--- End quote ---

If you make it a -1 Power, I suggest adding a Prophecy trapping to Lore or to some other skill so as to give the player more control over the power.

Anyway, I've been planning to write a generic prophecy power for ages. The master power list has a few different powers that could and should be replaced with one Prophecy power.

I'll probably write that power sometime over the next few days, now that I've been reminded.

ImpishMortal:
Here's an IoP I devised for a campaign I'm about to run. The player wanted some help building a gun that might be quasi-sentient/evil/vampiric so this is what I came up with.

The Peacemaker of Jesse James [-3]
Description: You possess the Colt .45 of the infamous Jesse James. This weapon was cursed by an unknown hoodoo doctor after Jesse James killed his father. This gun is cursed to be passed on to the firstborn of each successive generation of his bloodline.
Musts: You must be a firstborn descendant of Jesse James to inherit the Peacemaker, represented as a high concept. If any other creature wields this weapon, it functions as a normal gun.
Skills Affected: Guns, others.
Effects:
All Creatures Are Meant To Die. This is the truest purpose of the Peacemaker, to make sure that its target is deader than dirt. When facing an opponent, the wielder may take one shot (this effect may be extended to six shots if the wielder wishes to spend a fate point) that ignores that target's defensive abilities (it may satisfy whatever "the Catch" is), as well as any mundane armor it may be wearing. However, the wielder must make an immediate Discipline roll after the shot (or spend a fate point) to avoid going into a Shooting Frenzy (see below). This skill may be used multiple times per scene.
Debilitating Shot. Any time a creature is successfully wounded with this gun, the target experiences a supernatural loss of vitality. Subsequent shots made with this weapon against the same target gain a +1 on the roll for the remainder of the scene.
Killer's High. Once per scene, if this weapon inflicts enough stress and consequences to kill a living creature from a gunshot, the wielder may take an immediate "free" recovery period equal to an extra scene. This will clear a stress track and minor consequence of the wielder's choice.
Shooting Frenzy. When outnumbered in combat, after receiving social stress, or after emptying the cylinder (six shots), the wielder feels an uncontrollable urge to kill the nearest living creature with this gun. The GM may call for Discipline rolls to resist this urge. In some cases, the urge may take the form as a compel against the wielder's high concept.
It's a Gun. The Peacemaker of Jesse James always takes the form of a single action revolver with a revolving cylinder holding six rounds.
Unbreakable. As an item of Power, this gun cannot be hexed and will never jam.
Discount Already Applied. As an Item of Power, the gun already includes the one-time discount. If this is the second Item of Power carried by a character, the refresh cost is -5.

Any thoughts?

Sanctaphrax:
Discount seems too large. A pistol isn't that hard to conceal, is it?

I don't really like the mechanics for Shooting Frenzy. They seem to expect players to track bullets, which this game does not normally do, and taking social stress sometimes wouldn't logically lead to violence.

Also, the way it's implemented removes the FP cost from All Creatures... which seems dangerous to me.

A debt-Compel mechanic would be better, I think. It'd be more in keeping with the rest of the rules of the game.

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