The Dresden Files > DFRPG Resource Collection
Custom Templates
Hick Jr:
Ah. So it wouldn't work for a skin walker.
And thanks, I hadn't noticed on the Thunderbird. I'll edit it. How would you recommend balancing Vulcanomancy? I could tone down the crafting, but I'm loath to power down the Conjuration- I imagine them summoning weapons and armor to fight. Perhaps I was a bit generous withe the rebates. I wanted them to be playable at Submerged. Toning that down.
The skinwalker is still weird. I'm trying to imagine how I can limit Modular Abilities to only wearing a skin. A homebrew power would work but empirical evidence suggests I am pretty bad at those. Limitation might but the rebate would be weird.
Deadmanwalking:
Human Form [+2] is designed for just such occasions, really. Anything where your powers require specific conditions to function falls under it. It combines neatly with Modular Abilities, too (as they cancel out each other's costs).
Sanctaphrax:
--- Quote from: Lavecki121 on January 04, 2013, 03:21:34 PM ---Actually Mimic abilities only works while the person you mimic is alive.
--- End quote ---
I don't think that's true. The Power just says you need a significant part of your target and that your target is either killed or diminished by the loss of the part. What makes you think that they must be alive?
--- Quote from: Hick Jr on January 04, 2013, 03:35:18 PM ---How would you recommend balancing Vulcanomancy?
--- End quote ---
I would replace the extra benefits with a special effect that makes conjured weapons worth using. I can try writing that if you want.
--- Quote from: Hick Jr on January 04, 2013, 03:35:18 PM ---The skinwalker is still weird. I'm trying to imagine how I can limit Modular Abilities to only wearing a skin. A homebrew power would work but empirical evidence suggests I am pretty bad at those. Limitation might but the rebate would be weird.
--- End quote ---
That's precisely the sort of thing Limitation and Human Form [+2] are for.
Or maybe Item Of Power/Item Limitation would be better, if the skins are physical objects.
Hick Jr:
Skinwalker is done. I finished it before I saw you posts, so it uses limitation and is playable at Snorkeling. Here it is.
(click to show/hide)High Concept
Native American Nightmare
Skills
There really isn’t a point to writing these out, as it’s physical skills are basically whatever it last ate or is wearing.
Powers
Ritual:Biomancy [-2]
Supernatural Recovery [-4]
Supernatural Sense [-1] (Pain)
Human Form [+2] affecting the following (Their powers only work while wearing a prepared skin)
Modular Abilities [-10]
True Shapeshifting [-4]
Limitation [+4] You may only True Shapeshift into a skin you are wearing. The Modular abilities you take must be thematically appropriate- for example, shifting into a bear might grant Supernatural Strength and Inhuman Toughness. Skins must be prepared with a biomancy ritual. The Catch for any Toughness powers they take are Native American holy objects and rituals.
Total Refresh Cost: -12
Options
More Modular points, upgrade Recovery to mythic. Elder or more powerful skinwalkers may be able to shift without a skin, gain Spellcraft powers, or gain intellectus on how to hurt someone.
Tedronai:
I would strongly advise adding a note to any template with a listed value on Limitation that such numbers will vary from one individual member of the template to another, so as to avoid confusion.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version