The Dresden Files > DFRPG

[DFA] Focused Practitioners!

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Troy:

--- Quote from: Sanctaphrax on September 14, 2020, 02:22:59 AM ---Maybe it's just because I'm a Dungeon Meshi fan, but I'd like the ability to use teleportation in combat. Moving your opponents around, teleporting them into stuff, maybe teleporting stuff into them.

--- End quote ---

You think that'd be Create Advantage and Attack actions? Something like that could be done with just a couple of additional stunts I think. What's really gonna bake your noodle is would such an attack ignore/bypass armor? ;-)

Troy:
Black Magic Psychomancy
Psychomancer: You can perceive and draw out a person’s innermost desires and darkest fears, heightening them and lowering their inhibitions to act on them. Use Guile to create advantages in this way. At the GMs discretion, your psychomancy operates at Supernatural Scale.

Psychic Assault: Mark Exhausted. The deepest fears and most painful memories in the minds of your victims are your weapon. For the rest of the scene you may attack other thinking beings using Intellect; anyone you can see may be the victim of your assault. Any Conditions you inflict using Psychic Assault must reflect their mental or emotional nature.

Domination: Mark Burned Out. If you take someone out using Psychic Assault you inflict the following Condition on them, which is immediately marked:

    [ ]Enthralled (Lasting): You have become a Thrall, a slave, completely subject to another's will. Unless your master commands it, you take no actions other than stand, stare off into space, and drool. Your consciousness and memories remain intact, so you may be traumatized by the things you witness or do while in thrall to another. Your enthrallment lasts until the next sunrise.


Stunt Suggestions
Hitchhiker: You have the ability to “ride” the senses of your Thrall or anyone recovering from an Enthralled condition you inflicted on them. You experience everything through their five (or more) senses from their perspective. While you are doing this, your own body appears to be unconscious.

Incognito: As long as you do not directly interact with a person, they will not remember you or notice your presence. This aura is psychic in nature and does not affect electronic or mechanical methods of detection. If someone is capable of piercing your deception (other mentalists, faeries, those with The Sight), you actively oppose their attempt to discover you using Guile.

Influence: You maintain undue powers of persuasion over anyone recovering from an Enthralled condition you inflicted on them. You get +1 to all actions against them whenever they can see or hear you.


Notes
Inspired by one of my favorite X-Men villains that I love to hate: The Shadow King. I wanted this to be scary. This is the Law Breaking mindfuckery that gets folks beheaded by Donald Morgan. You twist people's perceptions, make them act on their darkest impulses, you break their minds, you turn them into your slaves... and you do all this because you like it.

Questions? Comments? Critiques?

As always: Thanks for your time!

Troy:
White Magic(?) Psychomancy
Psychomancer: You can perceive and experience thoughts, emotions, and recent or strong memories from people, places and objects. Use Focus to create advantages in this way.

Phantasms: Mark Exhausted. For the rest of the scene you can use your psychomancy to create illusions. As these phantasms exist in the minds of onlookers, once discovered, they can be resisted with a successful overcome action using Intellect. These illusions can affect all five senses and fill an entire zone but have no actual substance and cannot be caught on camera. You get an additional free invoke when you use Guile to create advantages in this way.

Soul Balm: Mark Burned Out. Given enough time to work with a subject, you can heal a subject’s psyche. Spend a scene in psychic communion with them and make an overcome roll using Intellect, opposition determined by the GM. Success clears one Condition of your choice that resulted from psychological or emotional damage.

Stunt Suggestions
Psychic Feint: Attackers believe you are somewhere you’re not. Use Guile to Defend against physical attacks. This tactic only works on thinking beings, naturally.

Gift of Babel: Your mind to mind communication can manifest in the spoken or written word. You are able to understand (or be understood in) any human language.

Imprint: Coming into brief contact with a person enables you to know what they know through psychic imprint. Once per session you may automatically succeed at any overcome action that involves knowing specific information.

Notes
This is the polar opposite of the previous psychomancer. This person is a healer and peacemaker who is so connected with the thoughts and emotions of other beings that she can't bear to cause harm. Her defensive abilities involve deception and illusion so that she can escape conflict without harming anyone. Her other abilities are about gathering information and fostering communication so that people can achieve harmonious relationships. She doesn't avoid conflict altogether, but she does handle conflict as gently as she can. When you know the emotions and motivations of everyone around you, their hops and insecurities, you find it hard to make someone else your enemy, no matter how hard they try. If that other psychomancer was the Shadow King, then this one is Professor X.

Questions? Comments? Critiques?

Thanks!

Troy:
Kinetomancy
Kinetomancer: Your magic enables you to impart motion to and control the movement of people or objects with your will alone. Use Force to create advantages in this way and your kinetomancy operates on a Supernatural Scale.

Principles of Motion: Mark Exhausted to subconsciously harness the ebb and flow of kinetic energy around your body in order to move faster and hit harder. You get +2 to physical actions involving strength and movement for the rest of the scene.

Juggernaut: Mark Burned Out to shield yourself in a skin of seemingly impenetrable force. For the rest of the scene you have Armor:4 against physical attacks.

Stunt Suggestions
Levitation: You can use your kinetomancy to “fly,” rendering certain movement based obstacles inconsequential. Gain +2 to Focus when overcoming obstacles in this way.

Speed of Thought: You can use your kinetomancy to move at preternatural speed. Gain +2 to Haste to overcome or create an advantage.

TK Storm: You’re dangerous. Once per scene, you can attack everyone in an entire zone, friend and foe alike, by hurling everything and everyone into the air, slamming them onto the ground, crashing them into walls and each other. Gain +2 to Force when you do this.

Notes
This is the first ever Focused Practitioner mantle I created. It was a for a character who was raised by the Venatori Umbrorum and trained to use her powers as muscle to protect and defend the brainy types and to slay monsters. It's largely based on the kind of telekinesis seen in the movie PUSH starring Chris Evans, Camilla Belle and Djimon Honsou. Great movie. I love it. Watch it every year for the holidays. With some input from users on Reddit, I included the ability to use kinetomancy to do superspeed type of stuff which I thought was really cool.

Troy:
Chronomancy
Postcognition: You can experience any point in history at your current location as if it were the present and gather information or witness events first hand. This is a create advantage action using Focus. At the GM’s discretion your chronomancy gains the benefit of Supernatural Scale.

Chronomancer: Mark Exhausted. You can slow time to a crawl in your zone. This is a create advantage action using Intellect and you get +2 to your roll. Nameless NPCs move and act so slowly that they appear to be frozen in place. Named NPCs and PCs may actively oppose your magic using Force. Failure means they, too, appear to be frozen while success means they can move and act normally. A tie places the aspect Impossibly Slow on them. This effect ends if you touch them or as soon as you leave the zone; if you want to halt time again, you must spend a Fate point each time you do until you recover from Exhausted.

Against the Currents: Mark Burned Out. You reverse the timestream and go back one turn, allowing you to choose a different approach to the situation armed with knowledge of the future (though to everyone’s perspective but your own, this is the first and only time this moment has or will ever occur). You may declare that you cast this spell as your action at any point in the initiative, undoing any exchanges since your action last turn. Although you cannot reverse any harm you have suffered, Against the Currents can be instrumental in allowing you to save the lives of others. Those other than yourself may feel a sense of déjà vu about the situation, but for them your new action is the first and only time this turn has happened or will happen. Participants remember the turn only as it has just been played, not as it was previously played before Against the Currents altered it (unless one of them is also a Chronomancer, in which case she is aware that something out of the ordinary has happened).

Stunt Suggestions
Destiny’s Child: Once per session you may ask the GM a question about future events, the likely outcomes of your actions, or any other information you can only access through seeing the future. The GM must answer honestly but may be vague. You get +2 to any rolls acting on this information as long as your actions ensure that your vision becomes true.

Perfect Timing: Because you are always in perfect time, it doesn’t matter how fast people move. When someone opposes or defends against your actions using Haste, you get +2 to your action.

Warp: You disrupt the flow of time within a living creature’s body, causing parts of them to age rapidly while other parts regress in their healing or growth. Use Focus to attack a target in your zone. This may not work on timeless beings.

Notes
I fought the law and the law won.

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