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DFRPG / Making Evocation more Complicated
« on: July 29, 2010, 11:24:42 PM »
A bit of a preamble before I get started. I first began this project a while ago with the thought of making Evocation have a more of a D&D feel. The thought was that I'd make about a billion custom powers for evocation to power up various elements, and create a lot of mechanical differences between the elements. This original scheme was intended to replace Specialization bonuses with these custom powers.
This whole idea goes very much against the way magic currently works, and is probably a bit more crunchy than the DFRPG was meant to be. I'm sure there are several other reasons not to like this idea as well, but its just for fun. I'm going to post all of the custom evocation powers I've thought of here, and I'd ask anyone else interested to make their own contributions to the list.
(Warning: powers may not be balanced. In fact, they are all might be a bit overpowered if they can be taken in addition to normal specialization bonuses.)
Fire powers:
Napalmist - The "On Fire!" aspect from your fire maneuvers will do a 1-stress hit upon a successful hit. In addition, any fire attack can give the "On Fire!" aspect for an extra 3 shifts in power.
Purifier - You can perform counterspells with fire at +2 power/+2 control
Earth powers:
Crusher - Your earth evocations can be designed to exclusively target the opponents Might. No athletics dodge available!
Spectrum Bender - Earth evocations can now be used to create veils. In addition, any veils created using earth has +1 power/+1 control
Water powers:
Entropist- +2 control/+2 power for hexing purposes with water.
Drizzler - The "Soaked" aspect from water maneuvers will put a threshold: 1 effect mimicking running water, as long as the aspect stays on the target. In addition, any water attack can give the "Soaked" aspect for an extra 3 shifts in power.
Air powers:
Gale Force: Any wind evocation that is designed to effect or limit movement of your opponents (zone borders, knockback spells, grapples) has +1 control/+1 power
Buffeter: The "buffeted" aspect from air maneuvers will require the effected person to overcome a zone border of one when moving between zones as long as this aspect is in place. In addition, any air attack can give the "Buffeted" aspect for an extra 3 shifts in power
Spirit powers:
Dazzler - The "blinded" aspect from spirit maneuvers reduces the effected persons alertness by one as long as the aspect stays in place. In addition, any spirit attack can give the blinded aspect for an extra 3 shifts of power.
Shroudist - Any veils made from spirit have +2 power/+2 control.
Other idea's I've toyed with include giving each element an inherent vulnerability (like saying fire evocations take extra shifts for making armor) and separating the custom powers into tiers that only be bought following the ladder system (3rd tier power would need a 2nd and 1st tier power, for example).
So thats what I have for now, but more will come up, I'm sure. Post your own! Post ideas of what the powers would be in alternative schemes of magic that have different elements!
This whole idea goes very much against the way magic currently works, and is probably a bit more crunchy than the DFRPG was meant to be. I'm sure there are several other reasons not to like this idea as well, but its just for fun. I'm going to post all of the custom evocation powers I've thought of here, and I'd ask anyone else interested to make their own contributions to the list.
(Warning: powers may not be balanced. In fact, they are all might be a bit overpowered if they can be taken in addition to normal specialization bonuses.)
Fire powers:
Napalmist - The "On Fire!" aspect from your fire maneuvers will do a 1-stress hit upon a successful hit. In addition, any fire attack can give the "On Fire!" aspect for an extra 3 shifts in power.
Purifier - You can perform counterspells with fire at +2 power/+2 control
Earth powers:
Crusher - Your earth evocations can be designed to exclusively target the opponents Might. No athletics dodge available!
Spectrum Bender - Earth evocations can now be used to create veils. In addition, any veils created using earth has +1 power/+1 control
Water powers:
Entropist- +2 control/+2 power for hexing purposes with water.
Drizzler - The "Soaked" aspect from water maneuvers will put a threshold: 1 effect mimicking running water, as long as the aspect stays on the target. In addition, any water attack can give the "Soaked" aspect for an extra 3 shifts in power.
Air powers:
Gale Force: Any wind evocation that is designed to effect or limit movement of your opponents (zone borders, knockback spells, grapples) has +1 control/+1 power
Buffeter: The "buffeted" aspect from air maneuvers will require the effected person to overcome a zone border of one when moving between zones as long as this aspect is in place. In addition, any air attack can give the "Buffeted" aspect for an extra 3 shifts in power
Spirit powers:
Dazzler - The "blinded" aspect from spirit maneuvers reduces the effected persons alertness by one as long as the aspect stays in place. In addition, any spirit attack can give the blinded aspect for an extra 3 shifts of power.
Shroudist - Any veils made from spirit have +2 power/+2 control.
Other idea's I've toyed with include giving each element an inherent vulnerability (like saying fire evocations take extra shifts for making armor) and separating the custom powers into tiers that only be bought following the ladder system (3rd tier power would need a 2nd and 1st tier power, for example).
So thats what I have for now, but more will come up, I'm sure. Post your own! Post ideas of what the powers would be in alternative schemes of magic that have different elements!