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The Dresden Files => DFRPG => DFRPG Resource Collection => Topic started by: Tbora on July 24, 2010, 04:54:57 AM

Title: Custom Power List
Post by: Tbora on July 24, 2010, 04:54:57 AM
Here is a place for a list of custom powers, because while the book gives plenty of ones I figure the more to choose from the better.

Remember people; keep the powers balanced in terms of refresh cost.

Master List

AQUATIC [-1]
See YS162
Not Amphibious [+1]. You can't survive outside of the water; when taken from the water, (say on to dry land in the middle of a city) The environment makes a Fantastic (+6) maneuver on you, resisted by Endurance; if successful, you gain a Suffocating aspect.
In each subsequent exchange, you must roll Endurance to defend against a Fantastic (+6) Environmental attack. Once you concede or are taken out (falling unconscious), the attacks stop. However, the damage is already done; without medical attention and re-introduction into your necessary environment, a taken out victim will soon die (within a a score of minutes, an hour at most.)
Re-introduction into the water, will end the effect and remove the aspect.

Uncontrolled Power [+1]
Description: You character cannot control his or her powers.  Maybe they react to emotional distress, or some other subconscious cue.
Notes: This is a one time discount applying to however many powers the character cannot control.  If the character has more than -4 Refresh in uncontrolled powers, this discount raises to a +2.

Telepathy [-2]

Description: Maybe you access a part of the brain most people never use, maybe your a genetic aberration or scientific experiment; regardless of the exact biological explanation, the effect is the same... you can read minds. You are not a minor talent, focused practitioner, or any other form of magic wielder, your ability is biological. Despite this fact, some crazy zealots calling themselves "wardens" may not give you time to explain that fact before attempting to remove your head.
Musts: Either a template or aspect denoting your ability with the non-magical psychic arts is required. Magic and Psychic powers (the real ones, not the magical imitations) don't play well together. In the event that any mortal magic power (Evocation, Thaumaturgy, Channeling, Ritual) is taken, the character must remove the Telepathy power and regain all refresh spent on it. It is recommended that Sponsored Magic follow the same rule, although the final decision for any specific sponsor is left to the group.
Skills Affected: Conviction (page YS:124), Discipline (page YS:127), and Empathy (page YS:129)
Effects:
An Open Book. People are easy to understand when you can hear the thoughts they project into the world. Gain a +2 to Empathy and any time requirements are decreased by one shift. Where appropriate targets defend with Discipline instead of the normal social skill.
Dig A Bit Deeper. Some say a person's trash is the best way to learn about them, they're wrong. When using this ability you connect your mind to that of your target, allowing access to thoughts below the surface. At the same time, some of your thoughts and emotions will bleed over into their mind. You may spend a fate point to stop your thoughts from entering the targets mind; however, the target may also spend a fate point, in which case you will not gain any of their thoughts. In the case of NPCs that have no fate points, roll Empathy defended by the target's Discipline to determine if the player gains any information. This skill can not be used more then once per scene. A fate point must be spent on any attempt against a target after the first.
Mind Trick. These are not the droids you are looking for. By rolling Empathy defended by a target's Discipline, you may place a simple suggestion into their unconscious mind. There is no explicit limit to the number of times this ability may be used on a single target, but it is highly recommended that NPC targets receive an increasing bonus to their defense roll on each attempt after the first.
Mental Fortitude [-1]. Taking this upgrade will grant two additional boxes of mental stress capacity (page YS:201).
Mental Fortress [-1]. If this upgrade is taken, you naturally have Armor:1 against all mental stress.
Psychic Strike [-2]. Purchasing this upgrade turns your mind into a weapon. Discipline may be used to make a direct psychic attack, dealing mental stress and consequences. The victim may defend with Discipline, however counter-attacks are not generally possible. Regardless of the success or failure, the attacker takes an automatic point of mental stress each time this ability is used.

[-0] Lesser Immortality: You do not need to eat or drink and do not excrete wastes. If you possess ‘Hunger Dependency’ you must still satisfy it as normal.

[-3] Immortality: As lesser Immortality in addition you cease to age and remain permanently at the age of acquiring this ability (EX: A man in his mid-twenties will always look like he‘s in his mid-twenties even two thousands years later), and cannot be aged magically. You are also immune to all poisons and diseases, both magical and mundane,  and do not need to breath.

Gifted With Soul [+1]
Description: You are different from other Red Court Vampires. Normally your kind do not have a soul, for it is antithesis to your being, and destroyed once you have had your first killing feed. You however have somehow managed to store your soul in an item, making a phylactery of sorts.
Musts: You must be a red court vampire, must have an aspect that reflects this power.
Effects:
Silence the Beast. You loose your Echoes of the Beast power. As a Red Court Vampire with a Soul your beast is suppressed by the morals other Red Court Vampires lack. You are reimbursed for the refresh cost of Echoes of the beast, since you no longer have it.
Refresh Bonus. You have somehow maintained your soul, keeping free will. Add +1 to your refresh level.
Phylactery. Your soul is stored in an item that you must keep on your person at all times. If it leaves your person, you loose the above benefits, becoming an NPC. You may spend one fate point to give you one days time to retrieve the item.
Altered Catch. You are no longer burnt to a cinder in sunlight, but you are weakened in it. In sunlight your catch is automatically satisfied for any attack. In addition add a new condition to your catch: "Phylactery Damage."
Made Whole [-1]. If you take this upgrade your soul no longer resides in your phylactery, which becomes a mundane item, it has been restored to your body. You loose the "Phylactery" portion of this ability, and the "Phylactery Damage" condition on your catch.

Fountainhead of Blood [–2]
Description: You've somehow managed to cut the metaphysical ties that exist between master and servant. You are no longer beholden to the Red King, and are a sovereign in your own right.
Musts: When you gain this power, you must change your High Concept to reflect your new status as the fountainhead of a new bloodline of red court vampires.
Skills Affected: Discipline, Social Skills.
Effects:
Self Control. Your control over the thirst is unparalleled, you gain +1 to your Discipline when using it defensively.
Deeper Reserves. You are the most powerful vampire in your bloodline. Add two boxes to the length of your hunger stress track.
Liege Lord. You are the fountainhead of a new bloodline of red court vampires. Any social skills used against other vampire courts or bloodlines gain a +1 bonus. Increase this to +2 when dealing with members of your own bloodline.
Improved Feeding [-1]. If you purchase this upgrade you gain a +2 (instead of a +1) on subsequent attacks after causing your enemy to bleed, in a grapple you do two extra stress instead of just one. You may also use the Taste of Death of effect of the Blood Drinker power twice per scene instead of only once, however you must spend a fate point to use it the second time.

Red Hot Knives [-1] You may increase the weapon rating of your knives by two by filling in one mental stress box, this lasts for a number of exchanges equal to the value of the stress box you've filled in. Increase the bonus to three if you've cast a fire evocation in the last exchange.

Home is Where You Make It [-1] This character carries his threshold with him, he may, with or without any special objects, setup a threshold with a value of two given adequate time to prepare (5-15 minutes). If the threshold is being setup in the open, then the size is up to the GM. It can be used to strengthen the existing threshold of a building by one. This power stacks with "Bless this House".
Reading the Surface [-1]. You are a natural psychic, and can read the surface thoughts of individuals around you. This is not a violation of the laws of magic, as the thoughts "radiate" out from the thinkers mind. You may use discipline to defend against deceit attacks and maneuvers instead of the usual skill, and possibly in place of other skills whenever the GM deems it appropriate. On a successful defense against a social attack while using "Reading the Surface" you may place the aspect "Open Book" on the attacker. This aspect lasts for one exchange (not sticky) and may be tagged for a bonus on any other social roll.

Undying [-0]
Deathless. Unless utterly destroyed or killed by special means, you will eventually recover from any fatal wound. No "death" result is ever permanent unless special means are used (as determined by your creature type).
Estranged. Most people around you feel uncomfortable, as if they can tell that you are different from others. Take a -1 Penalty on all Rapport and Deceit based maneuvers or attacks you make.

Dream or Reality [-2]
For you the lines between Dream and Reality are blurred, so much so they are almost non-existant. You live just as much in the world of fantasy as you do on planet earth. You are able to bring your control of your Demesne into the mortal world. You are able to shape reality to your whim.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can alter reality as if you were in your personal Demesne, though not as freely as you would be able to in the Nevernever. You can roll Discipline to place scene aspects as normal, and can even use discipline to physically attack using the (now) mutable nature of the zone against your opponents. However, your attacks are all weapon: 0. Any change you make is impermanent, and reverts to its original state at the end of the scene, however, you may spend a fate point to make a change permanent (or more, at the GM's discretion).
Rapid Eye Movement. When you use this power your eyes flicker back and forth as if you were sleeping.
Illiteracy. You are unable to read, it is not because you do not know how, it is just that your brain is unable to correctly identify the symbols on the page. If you somehow loose access to this power, you will be able to read (if you were previously able to).
Improved Sculpting -1. Your attacks are now treated as Weapon: 2.
Powerful Sculpting -1. Your attacks are now treated as Weapon: 4, and any scene aspect you place is automatically made 'Sticky'.
Expansive Magical Repertoire: Your Lore skill is considered 2 steps higher when factoring in how many rotes your character knows.  -1
Unthinkable Size [-4] As Hulking Size, but all effects, positive and negative, are doubled. This applies for creatures larger than whales (Fenrir, Godzilla, Typhon...)

Telekinesis [-2]

Description: Not all is magic and mysticism, the human body holds many wonderful secrets of its own. Your secret is the ability to move objects with the power of your thoughts. Regardless of the specifics of your power's source (evolution, chemistry, mutation, technology, etc) magic is not it. Your ability is "natural" and doesn't cause repercussions from the Laws of Magic, although those know as "wardens" generally don't take the time to ask questions if they think you have broken one of the "laws".
Musts: A template or aspect related to your status as a telekinetic is required.
Skills Affected: Conviction (page YS:124) and Discipline (page YS:127)
Effects:
Mind Over Matter. Why use muscles when your brain can do the heavy lifting. Might is replaced by Conviction for the purposes of lifting things with your mind. When attempting to throw an object or make a direct kinetic attack with this ability, Discipline replaces Weapons and Fists respectively.
Thoughts Take Flight [-1]. You may not have wings, but that doesn't mean you can't fly. Many kinds of borders (page YS:212) are reduced or eliminated and you are able to travel through zones (page YS:197) vertically. The Discipline skill is used to govern flight in the same way that Athletics is used for running.
Kinetic Defense [-2]. Your telekinetic power is great, manifesting in a persistent shield around you granting Armor:1 against physical attacks. When performing a Full Defense (page YS:199) this bonus becomes Armor:2.

Inhuman Stoicism [-2]
Description: Your mind is abnormally stout, withstanding far more abuse then the average human.
Musts: No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).
Skills Affected: Conviction (page YS:124), other mental skills.
Effects:
Hard to Twist. You naturally have Armor:1 against all mental stress.
Hard to Break. You have two additional boxes of mental stress capacity.

Supernatural Stoicism [–4]
Description: Your mind can handle trauma that would normally destroy a person.
Musts: This ability replaces Inhuman Stoicism. No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).
Skills Affected: Conviction (page YS:124), other mental skills.
Effects:
Harder to Twist. You naturally have Armor:2 against all mental stress.
Harder to Break. You have four additional boxes of mental stress capacity.

Mythic Stoicism [–6]
Description: The durability of your mind is beyond the mortal scale.
Musts: You must have permission to purchase this ability. This ability replaces Inhuman or Supernatural Stoicism. No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).
Skills Affected: Conviction (page YS:124), other mental skills.
Effects:
Nearly Impossible to Twist. You naturally have Armor:3 against all mental stress.
Nearly Impossible to Break. You have six additional boxes of mental stress capacity.

Impossible Jumps [-1]
Description: Gravity doesn't seem to apply to you the way it does to normal people. You can jump like a video game character when you want to.
Skills Affected: Athletics
Effects:
Superhuman Leap. You get +4 to all athletics rolls made to jump.
Limited Antigravity. You are completely immune to falling damage. You never need a running start to jump properly.
Double Jump [-2]. You can jump off of empty air. When rolling for jump distance, you may roll twice and add the results. When jumping during a conflict, you can remain in midair for a full exchange. Furthermore, you can dodge normally in midair.
Goomba Stomp [-1]. You can hurt someone pretty badly by jumping on them. You can use your athletics skill to attack in melee. If combined with double jump, you may skip an action in order to remain in midair for an exchange and reroll the attack.

Hyperspace Arsenal [-2]
Description: You seem to be able to fit an entire warehouse in your pockets. No-one’s really sure where stuff goes when you’re not using it.
Skills Affected: Might
Effects:
Hammerspace. You can carry a full load (as determined by your might) without hindrance in an extradimensional compartment. The compartment exists outside time, so everything in it stays exactly as it was when it was put in.
Improved Hammerspace [-2]. You can carry much more than a full load in your extradimensional compartment. Add 8 to your might to determine the capacity of your compartment.
Secure Hammerspace [-1]. Nobody but you can access your extradimensional compartment. Metal in it doesn’t trigger metal detectors and so on. If you are unconscious or dead, the compartment cannot be opened at all.

Special Techniques [-varies]
Description: Supernatural martial arts moves, more or less. A staple of any decent fighting manga.
Skills Affected: Fists, Weapons, Guns
Effect:
Special Techniques -  When you take this power, choose fists, weapons, or guns.  Then pick a number of techniques from the technique list equal to the number of refresh points you spent on this power. Whenever you make an attack with the chosen skill, you may spend a fate point to add the effects of one of your chosen techniques to the attack.
Technique List
Long Range Strike. The range of this attack is increased by 2 zones. (This works for melee attacks).
Armor Piercing Strike. This attack ignores all of the target’s armor.
Area Strike. This attack hits everyone in the target zone (except yourself).
Rapid Strike. You can make a number of attacks up to your skill with one action. Each attack suffers a penalty equal to the number of extra attacks made.
Brutal Strike.  The attack suffers a -1 penalty but inflicts 5 extra stress.

Mind Meld [-1]
Description: You have the ability to possess someone in a benevolent way. Having you in one's head is a good thing, since you can help but not exert control.
Musts: You need some way to become insubstantial in order to enter the target's body.
Effects: When someone is possessed by you, they gain the full effect of any powers or stunts you have. What's more, they may use your skills instead of their own.
Co-Pilot [-1]: The person possessed by you gains the effects of the Demonic Co-Pilot power with you as the demon.
Title: Re: Custom Power List
Post by: Archmage_Cowl on July 24, 2010, 05:02:12 AM
One for an outsider.

Gaze of Lost Emotion [-1]: The owner of this power merely has to look at someone to drain all of their emotion away. Mechanically once per round as a free action the owner my gaze at one person in their zone placing the aspect Emotionless on the person. This aspect persists until She Who Devours Emotions looks away or departs the zone.

She Who Devours Emotions was the outsider with the power (she was a noble) I have a few more but i'm not entirely sure their refresh costs are accurate. (as i've never had them used in a campaign) but if i can work up the courage i'll post some more.
Title: Re: Custom Power List
Post by: GruffAndTumble on July 24, 2010, 06:04:14 AM
Wouldn't the Gaze of Lost Emotion just be Incite Emotion: Apathy?
Title: Re: Custom Power List
Post by: Archmage_Cowl on July 24, 2010, 06:12:02 AM
Wouldn't the Gaze of Lost Emotion just be Incite Emotion: Apathy?

you could do it similar to that, i suppose, but i made this one more like HHWB's power.
Title: Re: Custom Power List
Post by: Slife on July 24, 2010, 06:25:29 AM
Swarm of Nasties (-3): Somehow, one body just isn't enough.  Whether you're turning into a swarm of bats and flying off into the night, or a pile of venomous leeches, somebody's going to get freaked out.  Requires previous shapeshifting ability.

When turned into a swarm, gain
Physical immunity (catch is area attacks + normal weaknesses)
Demonic Copilot (either your subconscious desires or actual demons)
*Everything is Big (as everything is small, but reverse the penalties and bonuses.

In exchanged, lose all ranged attacking potential, and the ability to block.
Title: Re: Custom Power List
Post by: Baron Hazard on July 24, 2010, 11:52:14 AM
I had already decided to do this at work tonight, and then i get home and you're already on it! lol.

AQUATIC [-1]
See YS162
Not Amphibious [+1]. You can't survive outside of the water; when taken from the water, (say on to dry land in the middle of a city) The environment makes a Fantastic (+6) maneuver on you, resisted by Endurance; if successful, you gain a Suffocating aspect.
     In each subsequent exchange, you must roll Endurance to defend against a Fantastic (+6) Environmental attack. Once you concede or are taken out (falling unconscious), the attacks stop. However, the damage is already done; without medical attention and re-introduction into your necessary environment, a taken out victim will soon die (within a a score of minutes, an hour at most.)
     Re-introduction into the water, will end the effect and remove the aspect.

Title: Re: Custom Power List
Post by: Baron Hazard on July 24, 2010, 11:54:49 AM
Also, Tbora. I'm not certain I like the idea of bringing in a 'conviction+discipline/2' type rule as it starts to become annoyingly mathy (imo [even though its really not that hard]) and just doesnt flow with the system. I'd suggest figuring out different effects governed by them.
Title: Re: Custom Power List
Post by: CMEast on July 24, 2010, 12:38:59 PM
@Tbora - As Baron Hazard says, I think the conviction+discipline/2 idea is a little awkward for gaming; besides I would simply model telekinesis as spirit channeling. Telekinetic wings works I think, it's a little better than the original wings power but as an additional power to spirit channelling it's fair. I would perhaps treat telepathic radar as a trapping of empathy, perhaps it could be a [-1] power that allows you to read people instantly (rather than after 10 minutes) at a +2 to empathy, with an opposing roll of discipline, to do an assessment or declaration.

@Slife - I don't see why beast change couldn't already be used to become a swarm of creatures without the additional power.

@Baron Hazard - I like it!
Title: Re: Custom Power List
Post by: ironchicken on July 24, 2010, 04:29:11 PM
@Slife - I don't see why beast change couldn't already be used to become a swarm of creatures without the additional power.

I would be inclined to make swarm a -1 and an extra on shape changing. I can see the benefits of becoming multiple creatures with a group mind rather than a single.
Title: Re: Custom Power List
Post by: Ophidimancer on July 24, 2010, 06:30:59 PM
Do you guys think it would be fair to give something like a +1 or +2 Refresh discount for powers that the character doesn't understand and cannot control?  Something like:

Uncontrolled Power [+1]
Description: You character cannot control his or her powers.  Maybe they react to emotional distress, or some other subconscious cue.
Notes: This is a one time discount applying to however many powers the character cannot control.  If the character has more than -4 Refresh in uncontrolled powers, this discount raises to a +2.

Or do you think Human Form plus the Rare or Involuntary Change covers this well enough?
Title: Re: Custom Power List
Post by: CMEast on July 25, 2010, 12:31:58 AM
@Ophidimancer - Your variant could be useful for those that want to play as minor talents but otherwise yeah, I think human form with rare or involuntary change works.

To add to the list here's the thread for Bardic Magic - http://www.jimbutcheronline.com/bb/index.php/topic,19914.0.html
Title: Re: Custom Power List
Post by: John Galt on July 25, 2010, 12:53:21 AM
telekinesis is covered by breath weapon, channelling and evocation.  It's just (spirit) for any of those. 

For bardic magic, I just went with [-0]Performance replaces discipline for control rolls.

But since my game is in the stage of being remade, I might take some of your suggestions and add some stuff and roll it all up into a minus 1 or 2 power.  But my character is the former Lord of Autumn and was also their High Bard.  Now as a mortal in Seattle he's a highly sought after performance artist. 

Bard's are definitely some of the most fun characters to RP, though, so it would be useful to flesh out some more ideas for customizing DFRPG to fit the template.
Title: Re: Custom Power List
Post by: Todjaeger on July 25, 2010, 04:37:26 AM
@Tbora

Telekinesis, a Telekinetic Shield and Telepathic Radar are all covered by existing supernatural powers already.

Supernatural Sense(-1 to -3) can be used to cover/define what you're looking for, GM permitting of course.

As others have mentioned, Telekinesis is a Spirit-based use of Channeling/Evocation, whether it's a blast for telekinetic force like Harry's Forzare Rote, or a telekinetic force shield, again like Harry's Shield Rote or the spirit evocation Rifflitum mentioned on p#295 of YS.  Think of kinetomancers when creating a telekinetic psychic.

As for a Telekinetic flight ability, I suppose that some "spell" could be worked out to do so, using a spirit-based evocation, but I expect that it would likely require a fairly high Discipline and Conviction, as such an ability is fairly powerful and would also require plenty of power and control to manage.  The Wings supernatural power itself is only -1 Refresh, but also requires the character to have actual, physical wings which are used to fly.  Which means that apart from the use of a glamour of shapechanging ability, they are visible.  They are also subject to interference and damage which can prevent or interupt flight.


@Ophidimancer

While an interesting idea, this sort of "power" seems to be more appropriate as an aspect.  Something which a player can potentially use to their advantage when "extra" mojo is required, and also as a Fate Point generator/compel aspect for the GM to make things interesting (read: go kaboom) for the players.
Title: Re: Custom Power List
Post by: Jeckel on July 25, 2010, 09:15:00 PM
Here is the first draft of my take on a Telepathy power. A few points before the power though.

1) I don't buy that every person with some kind of "psychic" ability is just a baby wizard that doesn't realize their true potential. There is plenty of room in the game for "real" psychics with powers based on genetics, biology, chemistry, and other science-y explanations.

2) Supernatural Sense (Telepathy) is certainly a viable option, and with some of my more free-form players it would be fine to just charge them a few refresh and just say they have "Telepathy" with no further defining of the power in any way.... But, most of my players would either want something more concrete or cause me to want something more concrete to point to when making decisions about what is acceptable and what isn't.

3) I think natural psychics would be separate from magic users, as such I've required the Telepathy power to be removed if any form of mortal magic is taken and suggested the same for sponsored magic. This allow the power to give some mental bonuses without the fear of wizardlings using it to boost their magic.

Quote
Telepathy [-2]

Description: Maybe you access a part of the brain most people never use, maybe your a genetic aberration or scientific experiment; regardless of the exact biological explanation, the effect is the same... you can read minds. You are not a minor talent, focused practitioner, or any other form of magic wielder, your ability is biological. Despite this fact, some crazy zealots calling themselves "wardens" may not give you time to explain that fact before attempting to remove your head.

Musts: Either a template or aspect denoting your ability with the non-magical psychic arts is required. Magic and Psychic powers (the real ones, not the magical imitations) don't play well together. In the event that any mortal magic power (Evocation, Thaumaturgy, Channeling, Ritual) is taken, the character must remove the Telepathy power and regain all refresh spent on it. It is recommended that Sponsored Magic follow the same rule, although the final decision for any specific sponsor is left to the group.

Skills Affected: Conviction (page YS:124), Discipline (page YS:127), and Empathy (page YS:129)

Effects:

  • An Open Book. People are easy to understand when you can hear the thoughts they project into the world. Gain a +2 to Empathy and any time requirements are decreased by one shift. Where appropriate targets defend with Discipline instead of the normal social skill.
  • Dig A Bit Deeper. Some say a person's trash is the best way to learn about them, they're wrong. When using this ability you connect your mind to that of your target, allowing access to thoughts below the surface. At the same time, some of your thoughts and emotions will bleed over into their mind. You may spend a fate point to stop your thoughts from entering the targets mind; however, the target may also spend a fate point, in which case you will not gain any of their thoughts. In the case of NPCs that have no fate points, roll Empathy defended by the target's Discipline to determine if the player gains any information. This skill can not be used more then once per scene. A fate point must be spent on any attempt against a target after the first.
  • Mind Trick. These are not the droids you are looking for. By rolling Empathy defended by a target's Discipline, you may place a simple suggestion into their unconscious mind. There is no explicit limit to the number of times this ability may be used on a single target, but it is highly recommended that NPC targets receive an increasing bonus to their defense roll on each attempt after the first.
  • Mental Fortitude [-1]. Taking this upgrade will grant two additional boxes of mental stress capacity (page YS:201).
  • Mental Fortress [-1]. If this upgrade is taken, you naturally have Armor:1 against all mental stress.
  • Psychic Strike [-2]. Purchasing this upgrade turns your mind into a weapon. Discipline may be used to make a direct psychic attack, dealing mental stress and consequences. The victim may defend with Discipline, however counter-attacks are not generally possible. Regardless of the success or failure, the attacker takes an automatic point of mental stress each time this ability is used.

All ideas, suggestions, and opinions are welcome.

I'm specifically curious about the base cost and the upgrade costs, not sure if they to high/low? Also wondering if I'm being to strict or to lenient with any of the effects?
Title: Re: Custom Power List
Post by: KOFFEYKID on July 25, 2010, 09:53:46 PM
I dont like the idea of a power that gives more mental stress boxes, I think its too abusable by wizards, who are already very powerful, adding Mental Armor: 1 versus everything would make them even more powerful, unless mental stress from magic didn't get the benefit of the armor.
Title: Re: Custom Power List
Post by: Baron Hazard on July 25, 2010, 10:11:37 PM
cannot be a telepath and a magic user.
Title: Re: Custom Power List
Post by: KOFFEYKID on July 25, 2010, 10:25:00 PM
Ahh, I didn't see that, well, that makes sense, though what about items of power that give you thaumaturgy and evocation, an argument could be made that such items would bypass the limitation, so I would make that clear as well.
Title: Re: Custom Power List
Post by: Todjaeger on July 26, 2010, 05:18:24 AM
Here is the first draft of my take on a Telepathy power. A few points before the power though.

1) I don't buy that every person with some kind of "psychic" ability is just a baby wizard that doesn't realize their true potential. There is plenty of room in the game for "real" psychics with powers based on genetics, biology, chemistry, and other science-y explanations.

2) Supernatural Sense (Telepathy) is certainly a viable option, and with some of my more free-form players it would be fine to just charge them a few refresh and just say they have "Telepathy" with no further defining of the power in any way.... But, most of my players would either want something more concrete or cause me to want something more concrete to point to when making decisions about what is acceptable and what isn't.

3) I think natural psychics would be separate from magic users, as such I've required the Telepathy power to be removed if any form of mortal magic is taken and suggested the same for sponsored magic. This allow the power to give some mental bonuses without the fear of wizardlings using it to boost their magic.

All ideas, suggestions, and opinions are welcome.

When the idea is boiled down, it really depending on how the GM and/or group want the game to be run.  The existing rules already allow for someone to create a psychic (psychometry, Cassandra's Tears, etc) and depending on what Aspects one choses and what/how one thematically describes doing actions, a kinetomancer could be a weak spellcaster, or a TK/psychokinetic 'pusher'.  Personally I would spend more time coming up with appropriate Aspects for how one 'sees' their character, and how thematically their character uses their power(s), than attempt to create new powers which do things which can already be done using existing capabilities.

That is one of the nice things about the FATE system itself, it lends itself to role or character playing, as opposed to just making the 'perfect' character build.  There are multiple ways to achieve the same desired end, all without taking the same path.  Heck, I would create a character piloting a suit of steam-powered gnomish battlearmor from Mount Nevermind if I wanted too.  Speaking of which, that just gave me an idea which people the next Con I run Dresden at are going to hate...
Title: Re: Custom Power List
Post by: Jeckel on July 26, 2010, 06:51:35 AM
@Todjaeger

I don't really disagree with anything you said, though not sure what you meant by "just making the 'perfect' character build".

First, I enjoy making new powers/stunts/templates/whatever, its my favorite thing after "the obvious" and programming. Creating new stuff helps give me a better grasp on the system and, as in this case, helps my players better understand what they can reasonably do or expect.

I understand the concept of rp and character story being the most important. I've GMed for power gamers who only care about rules and rolls. I've also GMed for free-formers that don't understand using anything other then their mouths and note paper for rp. My favorite aspect of the Fate system is how it blends the two worlds together so well.

This power is a bridge between the two. Not as broad as Psycomancy or Supernatural Sense (Telepathy), which would make the stat players itchy and worried their powers aren't worth as much. At the same time it is pretty open, allowing upgrades and simple mechanics so as not to frighten my free-form players. Add to that the remove of worry for the metaphysical side of Lawbreaker, but still getting to fret over fanatic wardens not care how you "broke the Law".. that got both groups pretty excited, even the players not taking the power.

But like you said, "There are multiple ways to achieve the same desired end, all without taking the same path." This is just another path I am providing my players. Those that don't wish to take that path are by no means forced to. :)
Title: Re: Custom Power List
Post by: Todjaeger on July 26, 2010, 09:44:10 AM
@Todjaeger

I don't really disagree with anything you said, though not sure what you meant by "just making the 'perfect' character build".

I was specifically referring to D&D4e, though I suppose the new d20 version of Star Wars is applicable as well, where ones character is really defined by ones powers.  As an example, if someone were to create an archery-based ranger, it would likely be virtually identical to a ranger with the same theme created by someone entirely different.  With the FATE system the DFRPG uses, between aspects and the player choosing what combination of abilities to have, and how they are to be utilized (like Harry and Ramirez both being Wardens with shielding and attack spells which are quite different), there is so much more that a player can do to make a character 'theirs'.

Title: Re: Custom Power List
Post by: Magus Black on July 26, 2010, 10:34:07 PM
Here’s two I’d have running in my head, could anyone provide critique.

[-0] Lesser Immortality: You do not need to eat or drink and do not excrete wastes. If you possess ‘Hunger Dependency’ you must still satisfy it as normal.

[-3] Immortality: As lesser Immortality in addition you cease to age and remain permanently at the age of acquiring this ability (EX: A man in his mid-twenties will always look like he‘s in his mid-twenties even two thousands years later), and cannot be aged magically. You are also immune to all poisons and diseases, both magical and mundane,  and do not need to breath.
Title: Re: Custom Power List
Post by: KOFFEYKID on July 26, 2010, 11:23:48 PM
All of my Custom Powers

Gifted With Soul [+1]
Description: You are different from other Red Court Vampires. Normally your kind do not have a soul, for it is antithesis to your being, and destroyed once you have had your first killing feed. You however have somehow managed to store your soul in an item, making a phylactery of sorts.
Musts: You must be a red court vampire, must have an aspect that reflects this power.
Effects:
Silence the Beast. You loose your Echoes of the Beast power. As a Red Court Vampire with a Soul your beast is suppressed by the morals other Red Court Vampires lack. You are reimbursed for the refresh cost of Echoes of the beast, since you no longer have it.
Refresh Bonus. You have somehow maintained your soul, keeping free will. Add +1 to your refresh level.
Phylactery. Your soul is stored in an item that you must keep on your person at all times. If it leaves your person, you loose the above benefits, becoming an NPC. You may spend one fate point to give you one days time to retrieve the item.
Altered Catch. You are no longer burnt to a cinder in sunlight, but you are weakened in it. In sunlight your catch is automatically satisfied for any attack. In addition add a new condition to your catch: "Phylactery Damage."
Made Whole [-1]. If you take this upgrade your soul no longer resides in your phylactery, which becomes a mundane item, it has been restored to your body. You loose the "Phylactery" portion of this ability, and the "Phylactery Damage" condition on your catch.

Fountainhead of Blood [–2]
Description: You've somehow managed to cut the metaphysical ties that exist between master and servant. You are no longer beholden to the Red King, and are a sovereign in your own right.
Musts: When you gain this power, you must change your High Concept to reflect your new status as the fountainhead of a new bloodline of red court vampires.
Skills Affected: Discipline, Social Skills.
Effects:
Self Control. Your control over the thirst is unparalleled, you gain +1 to your Discipline when using it defensively.
Deeper Reserves. You are the most powerful vampire in your bloodline. Add two boxes to the length of your hunger stress track.
Liege Lord. You are the fountainhead of a new bloodline of red court vampires. Any social skills used against other vampire courts or bloodlines gain a +1 bonus. Increase this to +2 when dealing with members of your own bloodline.
Improved Feeding [-1]. If you purchase this upgrade you gain a +2 (instead of a +1) on subsequent attacks after causing your enemy to bleed, in a grapple you do two extra stress instead of just one. You may also use the Taste of Death of effect of the Blood Drinker power twice per scene instead of only once, however you must spend a fate point to use it the second time.

Red Hot Knives [-1] You may increase the weapon rating of your knives by two by filling in one mental stress box, this lasts for a number of exchanges equal to the value of the stress box you've filled in. Increase the bonus to three if you've cast a fire evocation in the last exchange.

Home is Where You Make It [-1] This character carries his threshold with him, he may, with or without any special objects, setup a threshold with a value of two given adequate time to prepare (5-15 minutes). If the threshold is being setup in the open, then the size is up to the GM. It can be used to strengthen the existing threshold of a building by one. This power stacks with "Bless this House".

Reading the Surface [-1]. You are a natural psychic, and can read the surface thoughts of individuals around you. This is not a violation of the laws of magic, as the thoughts "radiate" out from the thinkers mind. You may use discipline to defend against deceit attacks and maneuvers instead of the usual skill, and possibly in place of other skills whenever the GM deems it appropriate. On a successful defense against a social attack while using "Reading the Surface" you may place the aspect "Open Book" on the attacker. This aspect lasts for one exchange (not sticky) and may be tagged for a bonus on any other social roll.

Undying [-0]
Deathless. Unless utterly destroyed or killed by special means, you will eventually recover from any fatal wound. No "death" result is ever permanent unless special means are used (as determined by your creature type).
Estranged. Most people around you feel uncomfortable, as if they can tell that you are different from others. Take a -1 Penalty on all Rapport and Deceit based maneuvers or attacks you make.

Dream or Reality [-2]
For you the lines between Dream and Reality are blurred, so much so they are almost non-existant. You live just as much in the world of fantasy as you do on planet earth. You are able to bring your control of your Demesne into the mortal world. You are able to shape reality to your whim.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can alter reality as if you were in your personal Demesne, though not as freely as you would be able to in the Nevernever. You can roll Discipline to place scene aspects as normal, and can even use discipline to physically attack using the (now) mutable nature of the zone against your opponents. However, your attacks are all weapon: 0. Any change you make is impermanent, and reverts to its original state at the end of the scene, however, you may spend a fate point to make a change permanent (or more, at the GM's discretion).
Rapid Eye Movement. When you use this power your eyes flicker back and forth as if you were sleeping.
Illiteracy. You are unable to read, it is not because you do not know how, it is just that your brain is unable to correctly identify the symbols on the page. If you somehow loose access to this power, you will be able to read (if you were previously able to).
Improved Sculpting -1. Your attacks are now treated as Weapon: 2.
Powerful Scultiping -1. Your attacks are now treated as Weapon: 4, and any scene aspect you place is automatically made 'Sticky'.
Title: Re: Custom Power List
Post by: Tbora on July 26, 2010, 11:31:58 PM
Now those are cool!

My favorite is the last one Dream or Reality.
Title: Re: Custom Power List
Post by: KOFFEYKID on July 26, 2010, 11:45:15 PM
Yeah, I like that one too, I made it for this chracter, (http://www.myth-weavers.com/showthread.php?p=3353284#post3353284) but I haven't really gotten to play her yet.


Title: Re: Custom Power List
Post by: CMEast on July 26, 2010, 11:53:54 PM
@KOFFEYKID - Interesting character, she certainly seems to be enjoying herself in the portrait pic :)

Oh and I like the powers, I've always liked your posts. One suggestion, instead of 'fountainhead' I'd personally use Font (or Fount, for those that think of fonts as a writing style) because it sounds better and means the same thing.
Title: Re: Custom Power List
Post by: Mindflayer94 on July 27, 2010, 01:39:52 AM
@Koffeykid Although Gifted with Soul is cool, it only grants a +1 which if you take a RCV from OW (pg. 86) they have a refresh of -11 therefore one would still have to play a character with a refresh rate higher than what's provided in the books to actually play a RCV, because even in submerged you would have a 0 refresh & therefore be unplayable
Title: Re: Custom Power List
Post by: KOFFEYKID on July 27, 2010, 01:43:14 AM
Yes, but the red court vamp looses echoes of the beast, which frees up the extra refresh that you are missing. I suppose I should be clearer about that.
Title: Re: Custom Power List
Post by: Mindflayer94 on July 27, 2010, 02:11:50 AM
Ah that makes sense, I though the power loss was included in the +1
Title: Re: Custom Power List
Post by: Ophidimancer on July 27, 2010, 02:47:20 AM
What do you guys think about these Stunts?

Empathy
Intuitive Read - Once per scene spend a Fate Point to do an assessment with Empathy in one exchange.
Tell Me About Yourself - Use Empathy instead of Rapport for the Chit Chat Trapping.

Lore
Mind Block - Use Lore instead of Discipline when defending against supernatural mind powers only.

Scholarship
Technobabble - Use Scholarship instead of Intimidation for Brush Off Trapping.  Basically you babble at someone in highly technical language until they lose interest and wander off.
Title: Re: Custom Power List
Post by: Doc Nova on July 27, 2010, 03:39:51 AM
Scholarship
Technobabble - Use Scholarship instead of Intimidation for Brush Off Trapping.  Basically you babble at someone in highly technical language until they lose interest and wander off.
[/quote]

Hahaha...do we know some of the same people?  I dig this stunt.

*bah...I butchered the quote system there...blast these fingers!

By the way...I also really like the Dream or Reality power.  Reminds me of a magical item that the PCs can get in my campaign, although it's limited to discovered lore and bibliomantic aberrations...
Title: Re: Custom Power List
Post by: Deadmanwalking on July 27, 2010, 03:48:12 AM
What do you guys think about these Stunts?

Mind Block and Technobabble look perfectly balanced. Intuitive Read is a bit odd mechanically, but likely balanced well enough, and Tell Me About Yourself seems a trifle overpowered, adding an entire Attack Trapping as it does.
Title: Re: Custom Power List
Post by: GruffAndTumble on July 27, 2010, 07:30:01 AM
For the Telepathy power, how do you plan on handling reading the "minds" of inhuman creatures? The Lawbreaker section has some discussion on such things that would likely be relevant, magic or no.
Title: Re: Custom Power List
Post by: Baron Hazard on July 27, 2010, 08:26:40 AM
I'd rule (personally, its not my power) that using telepathy on an inhuman mind would be similar to using The Sight.
Title: Re: Custom Power List
Post by: Ophidimancer on July 27, 2010, 01:54:05 PM
Mind Block and Technobabble look perfectly balanced. Intuitive Read is a bit odd mechanically, but likely balanced well enough, and Tell Me About Yourself seems a trifle overpowered, adding an entire Attack Trapping as it does.

Hmm ... would it help to add a condition?  Something like ... it can only be used one-on-one, as a group setting doesn't allow you the privacy that's needed?
Title: Re: Custom Power List
Post by: Deadmanwalking on July 27, 2010, 11:59:04 PM
Hmm ... would it help to add a condition?  Something like ... it can only be used one-on-one, as a group setting doesn't allow you the privacy that's needed?

Yeah, that'd do it.
Title: Re: Custom Power List
Post by: Baron Hazard on July 29, 2010, 10:20:50 PM
Expansive Magical Repertoire (Lore Stunt): Your Lore skill is considered 2 steps higher when factoring in how many rotes your character knows.
Title: Re: Custom Power List
Post by: Ophidimancer on July 29, 2010, 10:31:52 PM
Expansive Magical Repertoire (Lore Stunt): Your Lore skill is considered 2 steps higher when factoring in how many rotes your character knows.

Not only would I allow this, I would allow it to be taken multiple times.  If someone wants to use their Refresh on a spell repertoire, that's a pretty decently cool character concept.
Title: Re: Custom Power List
Post by: CMEast on July 29, 2010, 10:35:31 PM
Yeah, very cool idea! :)
Title: Re: Custom Power List
Post by: Doc Nova on July 29, 2010, 10:53:28 PM
I would have to concur and will point the practitioners in my game towards this particular stunt.  Nice!
Title: Re: Custom Power List
Post by: Bruce Coulson on July 29, 2010, 11:22:14 PM
This is what we came up with for psychic powers...

Some general thoughts.  Magic is What You Are; Psychic Powers is What
> You Can Do.  This may look like hair-splitting, but it represents a
> fundamental difference.  When you break a Law with Magic, you're
> changing what you are; but wizards kill people all the time with swords,
> guns, cars, etc. and nothing happens to their basic nature.  (Hence why
> Wardens used to be issued swords.)  Psychic powers are a tool; a very
> potent and flexible tool, but still a tool.
>
> Psychics are Subtle.  Part of that is necessity, but part of it is how
> those powers work. In the Subtle vs. Overt categories (see the section
> on spellcasting on this) Psi always falls on the subtle side of the
> fence.  Although psychics CAN kill with their powers, they prefer to use
> those powers to help other people kill.  (When necssary...)
>
> Mechanic-wise, Psychic powers fall closest to Channeling; a focused
> Evocation power.  Great with short-term effects within their field of
> speciality.  Ritual casting I see as more of a plot-device, NPC thing.
> (For a Ritual, each psychic can contribute 1 point to the ultimate
> effect.  Just one.  It takes LOTS of psychics, working in concert, to
> achieve the sort of thing that a Wizard can do just by taking a little
> time and effort.)
>
> I also see psychic powers as always working as a form of contest.  What
> do I mean?  Okay, when a Wizard uses power, he gathers it and releases
> it towards a target or effect.  A Psychic extends their power to contact
> their target.  So, a psychic, metaphysically, is poking their targets
> with a pole.  A sentient target can conceivable grab the pole and shove
> back, injuring the psychic (who has opened a direct link to their mind).
> Whereas if Harry throws fire at you, you can block it, avoid it, or
> shrug of the damage; but sending it back would mean instantly gathering
> up all that power and chucking it back.  Even then, you'd still have to
> target Harry with the effect.
>
> Psychic: Telepath (-2 Refresh)
  One stress point for using any effect, as per normal
> Evocation/Channeling rules.  Requires Perception/LoS.  Most active
> powers require Conviction vs. Discipline.

Some sample 'rotes'
>
> Mind-Reading:  Conviction vs. Discipline; takes shifts to gain
> information (the more detailed, the more shifts required).  Can only
> gain information specifically searched for (no freebies!)  Might gain
> knowledge of target's Aspects.  If target wins the roll, inflicts
> additional stress (one per shift) and ends all attempts that scene.
>
> Detect Lies:  Allows the psychic to use Conviction to sense Deceit and
> other manipulation.  Passive, so no chance psychic can suffer damage;
> but not infallible.  Useless against the Fae.  Only detects a lie that
> speaker KNOWS is a lie.
>
> Sense Minds: Conviction vs Discipline.  Lets psychic know how many
> people are present.
>
> Emotion Control:  Takes shifts to alter emotions; 1 per level.  (So,
> inducing lust at a nightclub on an enthusiastic dancer?  One shift.
> Bringing someone from a meditative calm to berserk fury? 3-4 shifts)
> The emotion will only be momentary, but use of skills can extend the
> effect.
>
> Mind Control:  Possible...but extremely difficult (Remember, this is an
> Overt use of the power...)  It would take 4+ shifts to impose an Aspect
> on someone...and it would only last a scene.  To permanently change or
> impose an Aspect requires a Milestone, and the psychic must have access
> to their target during that time.  It's much easier just to pay people
> well and treat them nicely if you want their loyalty.  Sadly, the same
> restriction applies to repairing damage done by other Mind Controllers.
> It also means the telepath is risking Consequences (remember, the target
> can damage the psychic...).  In game terms, it's safer just to kill
> renfields rather than try to 'cure' them.  Even a healed target will
> have the Aspect "Mentally Fragile" or something similar as an Extreme
> Consequence afterwards.  It's easier to break people than fix them...
>
> Basically, if it's a passive, perceptual effect, the psychic is
> reasonably safe.  Actively targeting people carries risks; permanent
> changes aren't generally worth the effort.
>
> And since the telepath is opening a link to their mind, an unscrupulous
> (but talented) Wizard could use mind magic to attack the telepath, even
> if the Wizard wasn't the target.  Of course, that would automatically
> give Lawbreaker to the Wizard, so only an evil sorcerer would do such a
> thing...:)
Title: Re: Custom Power List
Post by: Tbora on August 01, 2010, 08:29:47 PM
A Weapons stunt, does this seem too strong, keeping in mind because they are dependent on weapons they are allowed to be slightly stronger then average according to the books.

Weapon Master - You are a master of your chosen weapon, few able to call themselves your equal and no one your better.When you take this stunt you must identify a single type of weapon (Katana, Halberd, Great Axe, Bo Staff, etc), and when wielding it you get a +2 to your weapons skill.
Title: Re: Custom Power List
Post by: luminos on August 01, 2010, 09:23:52 PM
Yes, that stunt is too strong.  A +1 to attack is the limit of what a stunt can give you.  Its in the guidelines for creating stunts, so you can read that and know I'm not just guessing here.
Title: Re: Custom Power List
Post by: Tbora on August 01, 2010, 09:35:05 PM
Yes, that stunt is too strong.  A +1 to attack is the limit of what a stunt can give you.  Its in the guidelines for creating stunts, so you can read that and know I'm not just guessing here.

Really?

Huh, did not know that, in the book there are plenty of examples of plus 2 bonuses.

Hmm
Title: Re: Custom Power List
Post by: Falar on August 01, 2010, 10:01:08 PM
Not for combat-related rolls with that level of broadacity. In fact, if you read the how to make a stunt bits, they specifically rule against something like what you just suggested.
Title: Re: Custom Power List
Post by: Tbora on August 01, 2010, 10:28:00 PM
How would I limit it to fighting specifically with the weapon type, not just for stuff weapon rolls in general?
Title: Re: Custom Power List
Post by: finnmckool on August 01, 2010, 10:45:57 PM
Someone's posted a stunt above already I believe that covers that...Weapon Master...it's a specialization stunt where you get a bonus for your weapon of choice.
Title: Re: Custom Power List
Post by: Tbora on August 01, 2010, 10:49:05 PM
Someone's posted a stunt above already I believe that covers that...Weapon Master...it's a specialization stunt where you get a bonus for your weapon of choice.

Um that was me, I was asking for a mod to my stunt as it is apparently too strong currently, the problem with it it apparently as it is a bonus to your weapon skill in general so long as you are using it is too broad, my need for it is when he is actually in combat with it.
Title: Re: Custom Power List
Post by: luminos on August 02, 2010, 12:10:38 AM
If you read through the section over how to make stunts, you will see that the problem isn't that its too broad, but that it gives a +2 to an attack trapping of a skill.  A +1 to attack rolls when using your mastered weapon is much more valid.
Title: Re: Custom Power List
Post by: Doc Nova on August 02, 2010, 12:12:19 AM
How would I limit it to fighting specifically with the weapon type, not just for stuff weapon rolls in general?

If I am following your querry correctly, then model it after Way of the Bow under Guns, which enables you to use Guns for bows and Craftsmanship for bows, and provides a +1 damage with bows.  My point is, outline it for a specific weapon category (Swords, Clubs, Axes, Chains, Vacuum cleaners, Hats...although we already had a thread on that one), keep the bonus to +1, and I think you'll be alright.  I don't have my books in front of me to verify this, however.  Gimme a sec to check...yeah, that's pretty much how it's meant to work.  It does say under limited circumstances (their example is their Guns stunt where you're also outnumbered, but if you limited it to a very specific weapon...long sword, instead of just swords, for example...that might cut the mustard...heh...more pun damage).  Alternatively, if you want a bigger boost (+2 with a broad category, for example), you could validate it via the expenditure of a fate point, ala Killing Blow.
Title: Re: Custom Power List
Post by: vultur on August 03, 2010, 12:55:40 AM
Unthinkable Size [-4] As Hulking Size, but all effects, positive and negative, are doubled. This applies for creatures larger than whales (Fenrir, Godzilla, Typhon...)
Title: Re: Custom Power List
Post by: Fandraen on August 04, 2010, 01:17:11 AM
Inhuman/Supernatural/Mythic Stoicism; Mental Immunity [-2/-4/-6/-8]

As the corresponding Toughness powers, but applying to the mental stress track and mental damage.

Intended *mostly* for NPC use: Outsiders (because their minds just don't work the same way), powerful fae, very old wizards actually seriously trained in mental defenses, etc. Because a PC with the entire Incite Emotion tree can just blow through your NPCs in one round without something like this, and if it's not human, Lawbreaker isn't going to act as much of a story-based brake.
Title: Re: Custom Power List
Post by: CMEast on August 04, 2010, 09:16:22 AM
If I am following your querry correctly, then model it after Way of the Bow under Guns, which enables you to use Guns for bows and Craftsmanship for bows, and provides a +1 damage with bows.  My point is, outline it for a specific weapon category (Swords, Clubs, Axes, Chains, Vacuum cleaners, Hats...although we already had a thread on that one), keep the bonus to +1, and I think you'll be alright.  I don't have my books in front of me to verify this, however.  Gimme a sec to check...yeah, that's pretty much how it's meant to work.  It does say under limited circumstances (their example is their Guns stunt where you're also outnumbered, but if you limited it to a very specific weapon...long sword, instead of just swords, for example...that might cut the mustard...heh...more pun damage).  Alternatively, if you want a bigger boost (+2 with a broad category, for example), you could validate it via the expenditure of a fate point, ala Killing Blow.

As has been said a few times on this forum, a disadvantage that isn't a disadvantage isn't worth anything. Limiting the character to only one weapon isn't a disadvantage if he takes it everywhere with him and the only way he'd lose it is if the GM takes his weapon away... which just isn't at all fun. A better version would be something like duellist - 'you get +1 to your attack roll when your opponent has a similar weapon' which limits you to the opponent you fight and is quite flavorful. It doesn't stop you from carrying around a sword, an axe and a knife though :) Or perhaps knife fighter - 'you get +1 to your attack roll whenever your weapon is weapon:1'. This is also flavourful and again, there is a clear disadvantage, you aren't as accurate when you use larger weapons.

Vultur - I like! Simple but effective :)

Fandraen - Well it makes sense but I know it's a controversial subject. It will require a catch, probably an emotional catch like 'fear' or 'lust', something which could actually be abused. I'd also say that it should automatically have the extra catch of 'self-inflicted' so that wizards can't abuse this massively. That does reduce it's utility a lot though.
Title: Re: Custom Power List
Post by: Mindflayer94 on August 04, 2010, 01:00:09 PM
I'd also say that it should automatically have the extra catch of 'self-inflicted' so that wizards can't abuse this massively. That does reduce it's utility a lot though.

I'm pretty sure in YS it already mentions that no form of mental defenses work against self-inflicted damage (I think its somewhere in the Spellcasting section, but I don't have my books in front of me)
Title: Re: Custom Power List
Post by: CMEast on August 04, 2010, 01:16:09 PM
Indeed, hence the 'automatically', I merely meant that this fact shouldn't be overlooked for those that are thinking about taking this power. Still you're right that I didn't make that clear enough so thanks.
Title: Re: Custom Power List
Post by: Fandraen on August 04, 2010, 02:32:24 PM
Both good points to be clearer on, thanks. We'd already been taking them into account, but putting them explicitly into the power description is probably wise.
Title: Re: Custom Power List
Post by: Jeckel on August 07, 2010, 05:22:20 AM
I'm reworking my Telepathy power, taking into account some of the things pointed out in this thread, but I finished up a Telekinesis power that I'm pretty happy with. Nothing to fancy or complicated, but I think it gets the job done.

Quote
Telekinesis [-2]

Description: Not all is magic and mysticism, the human body holds many wonderful secrets of its own. Your secret is the ability to move objects with the power of your thoughts. Regardless of the specifics of your power's source (evolution, chemistry, mutation, technology, etc) magic is not it. Your ability is "natural" and doesn't cause repercussions from the Laws of Magic, although those know as "wardens" generally don't take the time to ask questions if they think you have broken one of the "laws".

Musts: A template or aspect related to your status as a telekinetic is required.

Skills Affected: Conviction (page YS:124) and Discipline (page YS:127)

Effects:

  • Mind Over Matter. Why use muscles when your brain can do the heavy lifting. Might is replaced by Conviction for the purposes of lifting things with your mind. When attempting to throw an object or make a direct kinetic attack with this ability, Discipline replaces Weapons and Fists respectively.
  • Thoughts Take Flight [-1]. You may not have wings, but that doesn't mean you can't fly. Many kinds of borders (page YS:212) are reduced or eliminated and you are able to travel through zones (page YS:197) vertically. The Discipline skill is used to govern flight in the same way that Athletics is used for running.
  • Kinetic Defense [-2]. Your telekinetic power is great, manifesting in a persistent shield around you granting Armor:1 against physical attacks. When performing a Full Defense (page YS:199) this bonus becomes Armor:2.
Title: Re: Custom Power List
Post by: Jeckel on August 09, 2010, 03:20:47 AM
Inhuman/Supernatural/Mythic Stoicism; Mental Immunity [-2/-4/-6/-8]

As the corresponding Toughness powers, but applying to the mental stress track and mental damage.

Since it is in the vein of what I'm working on, went ahead and wrote out the three Stoicism powers.

I'm wondering though, how should the Catches be handled?

Say we have this:

Tom the Catched

Physical Immunity [-8], Stacked Catch (Silver) [+3]
Mental Immunity [-8], Stacked Catch (Magic) [+2]

Mythic Toughness [-6], Catch (Vampires) [+2]
Mythic Stoicism [-6],  Catch (All Fear) [+4]

Actual catch values aside, I'm guessing that the Stoicism Catch would grant the discount since it is the highest value catch and the Toughness catch refund would be ignored. But how would the Stacked Catches be applied? I'm inclined to say that both Stacked Catches would apply their bonus to their respective Immunity powers. Does that sound right or would the Physical Immunity bonus be applied and the Mental Immunity bonus ignored?




Quote
Inhuman Stoicism [-2]

Description: Your mind is abnormally stout, withstanding far more abuse then the average human.

Musts: No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).

Skills Affected: Conviction (page YS:124), other mental skills.

Effects:

  • Hard to Twist. You naturally have Armor:1 against all mental stress.
  • Hard to Break. You have two additional boxes of mental stress capacity.

Quote
Supernatural Stoicism [–4]

Description: Your mind can handle trauma that would normally destroy a person.

Musts: This ability replaces Inhuman Stoicism. No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).

Skills Affected: Conviction (page YS:124), other mental skills.

Effects:

  • Harder to Twist. You naturally have Armor:2 against all mental stress.
  • Harder to Break. You have four additional boxes of mental stress capacity.

Quote
Mythic Stoicism [–6]

Description: The durability of your mind is beyond the mortal scale.

Musts: You must have permission to purchase this ability. This ability replaces Inhuman or Supernatural Stoicism. No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).

Skills Affected: Conviction (page YS:124), other mental skills.

Effects:

  • Nearly Impossible to Twist. You naturally have Armor:3 against all mental stress.
  • Nearly Impossible to Break. You have six additional boxes of mental stress capacity.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 06, 2010, 04:59:54 AM
Impossible Jumps [-?]

Description: Gravity doesn't seem to apply to you the way it does to normal people. You can jump like a video game character when you want to.

Skills Affected: Athletics

Effects:


I’m not really sure how to cost all this. Apart from Goomba Stomp, this is less useful then wings. And wings is a 1 refresh power. I’m open to advice if anyone has any.


Hyperspace Arsenal [-2]

Description: You seem to be able to fit an entire warehouse in your pockets. No-one’s really sure where stuff goes when you’re not using it.

Skills Affected: Might

Effects:



Special Techniques [-varies]

Description: Supernatural martial arts moves, more or less. A staple of any decent fighting manga.

Skills Affected: Fists, Weapons, Guns

Effect:
Special Techniques.  When you take this power, choose fists, weapons, or guns.  Then pick a number of techniques from the technique list equal to the number of refresh points you spent on this power. Whenever you make an attack with the chosen skill, you may spend a fate point to add the effects of one of your chosen techniques to the attack.
Technique List

I’m not certain whether these are balanced. Any thoughts?
[/list]
Title: Re: Custom Power List
Post by: MijRai on September 06, 2010, 06:15:17 AM
Okay, I wanted to work out the Witcher's Signs and elixers from the Witcher. Channeling covers the Signs pretty well (except for Igni, but oh well), but I wanted a way to work out the Elixers. Ritual potions doesn't cover it, since the cost and such is too high for something that has little benefit for what a Witcher's Elixers do. My idea goes like this:
Make it -2 or -3 Refresh.
Taking it gives you a Toxicity Bar (like Hunger), maybe with five 'stress', or one based on Endurance.
Drinking a potion will mark out a certain amount of the 'stress' (depending on the potion).
If you go over the limit, you need to head to the doctor and get your blood cleaned soon, or you'll die.
Only you or another with the ability can use them (resistance to the toxicity normal people don't have). Others using them don't get any benefits, just the 'go to the doctor or you die' part.
You can still fight and such after the 'overdose' for lack of a better term, but you still need medical treatment.
Other then getting your blood cleaned, make the 'stress' clear out once a session, the body naturally removing the toxins.
Making the potion should take a night, but having one on hand would cost a fate point. Very strong alcohol is the base, along with herbs and such (gather or raise with Survival or something).
Here are some potions, based off of ones in the game;

Swallow: Heal one physical stress per exchange for three exchanges, one 'stress'
Tawny Owl: Heal one mental stress per exchange for three exchanges, one 'stress'
Black Blood: Enemy feeding on your blood is poisoned, three 'stress'
Blizzard: Raises Initiative by two for one scene, one 'stress'
Golden Oriole: Cures poison, such as from Venomous Claws, two 'stress'
Wives' Tears: Cures any intoxication, one 'stress'
Thunderbolt: +1 to Weapons Skill for attack, -1 to all Defense rolls for 3 exchanges, two 'stress'

Basically, they're all minor poisons that have greater benefits to you. Please help me vett this.
Title: Re: Custom Power List
Post by: Tbora on September 06, 2010, 09:39:51 PM
I am thinking of a blood magic type deal ala Dragon Age Origins where you can cast out of your physical stress track - how would you value such a thing in terms of refresh?
Title: Re: Custom Power List
Post by: Sanctaphrax on September 06, 2010, 11:38:28 PM
I don't think that casting from your physical track needs to cost anything. The vast majority of the time, it's going to be worse than casting from your mental track since you are more likely to take physical damage from other sources and since casters generally have high conviction with unexeptional endurance. However, it could be quite broken with Toughness powers. The solution? It automatically satisfies all catches. It will be pretty good with Hulking Size, but probably not too good.

The Witcher's potions look fine to me, although you should probably clarify the need for medical attention. How long do you have? How difficult is it to clean the blood? What facilities are needed? Can you clean your own blood?
Title: Re: Custom Power List
Post by: Tbora on November 03, 2010, 12:39:31 AM
Can someone report this topic for moving to the Resources Board, apparently I can't report myself ;)
Title: Re: Custom Power List
Post by: MijRai on November 03, 2010, 01:02:38 AM
I don't think that casting from your physical track needs to cost anything. The vast majority of the time, it's going to be worse than casting from your mental track since you are more likely to take physical damage from other sources and since casters generally have high conviction with unexeptional endurance. However, it could be quite broken with Toughness powers. The solution? It automatically satisfies all catches. It will be pretty good with Hulking Size, but probably not too good.

The Witcher's potions look fine to me, although you should probably clarify the need for medical attention. How long do you have? How difficult is it to clean the blood? What facilities are needed? Can you clean your own blood?

You have about 4 hours before you die. As far as cleaning, you need dialysis if it is an over-dose, or just time if you haven't had too many.
Title: Re: Custom Power List
Post by: Tbora on November 03, 2010, 01:12:55 AM
But how would you represent this?

Would it inflict a consequence moving up the ladder for every scene where you do not get your treatment?

Or maybe using them gives a temp hunger track?
Title: Re: Custom Power List
Post by: Kaldra on November 03, 2010, 04:37:05 AM
YaHa, this thead is the sort i was trying to save.
Title: Re: Custom Power List
Post by: MijRai on November 03, 2010, 04:36:33 PM
But how would you represent this?

Would it inflict a consequence moving up the ladder for every scene where you do not get your treatment?

Or maybe using them gives a temp hunger track?

Did you not read the power? It says in there that you have a 'hunger' track (The Toxcity Bar), solely for the elixers. You go over, then it is like being poisoned by Venomous Claws. You get consequences, and once you are taken out, you only have a short time to live.

So, would you guys rule it as a -2 or -3? It has its perks (doing some pretty expensive potion effects quite well) and its downsides (it'll kill you if you use too many). It needs to be related to an Aspect that shows you are resistant to the herbs used, otherwise you'd just die.

Lore and/or Survival would be used for making them.
Title: Re: Custom Power List
Post by: Tbora on November 03, 2010, 06:11:40 PM
I'd call it a -3 considering a wizard would need to spend a good bit of time making the same potions, but in the end its really the GM's call.
Title: Re: Custom Power List
Post by: Belial666 on November 03, 2010, 06:44:23 PM
About the potion power, what about creatures that are simply immortal (physical immunity) or would not be subject to poisons? (such as living dead). Can they drink your potions and take benefits without having that power?
I suggest that, without the power to adapt to the potions, the potions not only kill you but also have no benefit; it is your body's adaptation that produces the effect.


Also, no potions for clearing mental stress please. Especially since the character would be casting spells with mental stress cost. Effectively you'd be trading one "Toxicity" box for three spells cast.
Title: Re: Custom Power List
Post by: MijRai on November 03, 2010, 08:06:18 PM
About the potion power, what about creatures that are simply immortal (physical immunity) or would not be subject to poisons? (such as living dead). Can they drink your potions and take benefits without having that power?
I suggest that, without the power to adapt to the potions, the potions not only kill you but also have no benefit; it is your body's adaptation that produces the effect.


Also, no potions for clearing mental stress please. Especially since the character would be casting spells with mental stress cost. Effectively you'd be trading one "Toxicity" box for three spells cast.

The power states only those with the power get the benefits, since they are slightly immune, which comes partly from constant exposure. While someone with Physical Immunity wouldn't die from it, they might still get sick as a dog (Nicodemus puking his guts out and peeing blood would be a good situation :) ). And Living Dead don't have digestive systems, they aren't getting any benefits from it.

I understand the no Mental Stress recuperation. I'll make Tawny Owl provide a temporary Athletics boost.

Tbora, it might be harder for a wizard to make some of these potions, but:
1. They can't be shared (unless the recipient has the same power).
2. They can't be over-used (on penalty of death/hospitalization).
3. It gives no other kind of Power. You can't spend a single Refresh to turn it into full Thaumaturgy. It is stand-alone.
Title: Re: Custom Power List
Post by: Belial666 on November 03, 2010, 08:32:23 PM
Why would someone with physical immunity be puking their guts out? There's immunity of the "I heal instantly" variety, of the "negative effects pass through me" variety and of the "made of iron" variety.
Poison only does 1 stress per exchange at most. Even those with the instant healing variety would scrub the stress before it could turn to consequences. The other two varieties would not even feel it.


Only those that can be harmed normally but not die (limited physical immunity) would suffer.
Title: Re: Custom Power List
Post by: MijRai on November 03, 2010, 08:40:23 PM
Why would someone with physical immunity be puking their guts out? There's immunity of the "I heal instantly" variety, of the "negative effects pass through me" variety and of the "made of iron" variety.
Poison only does 1 stress per exchange at most. Even those with the instant healing variety would scrub the stress before it could turn to consequences. The other two varieties would not even feel it.


Only those that can be harmed normally but not die (limited physical immunity) would suffer.

What have you looked at that poison only does one stress? The Venomous Claws is a poison attack that does damage over what the target rolls for an endurance defense. If I fill up my toxcity bar, that would be an equivalent of a 6 shift poison attack against my endurance. I lose, soon enough.

Also, why the hell would something with Physical Immunity be drinking my potions? They aren't going to be getting much more out of them if they are immune to harm. And, just to make it simple, if they are immune to being harmed by them, they are immune to getting benefits from them as well. They pass the good parts of the elicers through as fast as the bad.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 04, 2010, 02:41:12 AM
Mind Meld [-1]
Description: You have the ability to possess someone in a benevolent way. Having you in one's head is a good thing, since you can help but not exert control.
Musts: You need some way to become insubstantial in order to enter the target's body.
Effects: When someone is possessed by you, they gain the full effect of any powers or stunts you have. What's more, they may use your skills instead of their own.
Co-Pilot [-1]: The person possessed by you gains the effects of the Demonic Co-Pilot power with you as the demon.

Is this reasonable?
Title: Re: Custom Power List
Post by: Tbora on November 04, 2010, 11:05:28 AM
Seems fine to me, as truthfully it seems mostly flavor then anything then an actual "power".
Title: Re: Custom Power List
Post by: Kaldra on November 04, 2010, 10:27:51 PM
i am going to try and compile a master list if everyone would please post below this one the powers they think are balanced i will add them to the list once we get a few
Title: Re: Custom Power List
Post by: Tbora on November 04, 2010, 10:47:57 PM
I'll do the master list - there are few enough powers listed that I can just move them to the first post.
Title: Re: Custom Power List
Post by: Tbora on November 04, 2010, 11:10:59 PM
Added the master list, I'll update it as new powers are posted in this thread.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 04, 2010, 11:58:01 PM
Thank you for doing that, Tbora.

I hate reading through an entire thread to find one thing.
Title: Re: Custom Power List
Post by: Tbora on November 05, 2010, 12:03:11 AM
your welcome, it took less then ten minutes.
Title: Re: Custom Power List
Post by: Kaldra on November 05, 2010, 12:20:29 AM
ay thank you, and i already have a new character concept. HC: the good danarian trouble: i am still trapped in my damn coin!

basically i would modify has a soul, human form into coin form, and mind meld, to give my host powers, and for hilarity the ability to speak while inside my host.

swap out, hellfire for soulfire and tack on some other fun powers and stunts and become a really hilarious encounter when the knights of the cross come around.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 05, 2010, 12:48:03 AM
You know, I made Mind Meld for a character a lot like that one. I'm trying to play him for the Enduring The Apocalypse campaign, but I'm having rules trouble.
Title: Re: Custom Power List
Post by: Kaldra on November 05, 2010, 02:40:38 AM
talked about a character using mind meld with another character over dinner and we realized that it might be a bit broken, combine with modular abilities or spell casting and suddenly another character in the group has spell casting and access to modular abilities. 
Title: Re: Custom Power List
Post by: Sanctaphrax on November 05, 2010, 03:12:09 AM
That's exactly what I was worried about. The big question is, is one character with the powers and skills of two characters more dangerous then those two characters working together?

I honestly don't know.
Title: Re: Custom Power List
Post by: Kaldra on November 05, 2010, 04:59:04 AM
well economy of action says that no matter how many things you have you can still only do one thing, so in one sense it just gives more options but those options can be pretty damn nice.
Title: Re: Custom Power List
Post by: Mindflayer94 on November 07, 2010, 02:41:12 PM
Force Field [-2]
Description: You are able to create some kind of defense against attacks
Benefit: You gain a block 2 against all physical attacks equal to the results of this check, this lasts as long as you spend a supplementary action per turn.
Unlimited Concentration [-1]: You no longer need to make a supplementary action to maintain your shield.

What do you think?

Edit: a few more

For my grey court (twilight :)) vamps

Sparkle [-2]:
Anyone of the opposite gender viewing you in sunlight takes a -2 penalty to all social skills used against you.

And for a supernatural Russian wet works character

Danger Sense [-2]:
Once per scene, you may spend a fate point to negate a physical attack.
Title: Re: Custom Power List
Post by: Tbora on November 07, 2010, 04:27:07 PM
Way to potent (force field especially) as it stands their way to broken to be added to the master list.

Either bump up the cost by a lot, or weaken the powers similarly, by a lot.
Title: Re: Custom Power List
Post by: Mindflayer94 on November 07, 2010, 04:45:04 PM
Edited, how's that?
Title: Re: Custom Power List
Post by: bibliophile20 on November 10, 2010, 01:45:09 AM
Disability Super(natural) Power [+varies]

Description: You have a disability linked to a supernatural power.  Maybe you're blind, but have skill with divination to compensate.  Maybe you're inhumanly fast, but not as fast as your biopolarism can make your moods swing.  Maybe you're able to move swiftly and silently in the shadows... because you're an albino who is harmed by the sunlight.  Maybe you're superstrong... but seizures are a constant threat.  Maybe you can shapeshift, but you always are missing that pinkie (or hand!), no matter whose or what appearance you're copying.  And so forth.

Skills Affected: None—or any. Skills should be penalized or assigned based on the high concept.  For example, a Deaf character should be required to have at least one rank in Scholarship, with the associated language of ASL, or a character with mobility problems should have a cap on their Athletics skill. 

Musts: Must have a high concept that is related to both the disability and the power, for example BLIND PSYCHOMETRIC DETECTIVE.

Effects:
Supernatural Disability Power: You have a disability.  This grants you a discount on one or more supernatural powers that are linked to it.  The cost reduction to those powers is based on how intrusive and problematic the disability is.  If the disability is ever cured, healed, or removed, the cost reduction goes away. 

If the disability is severe, requiring special accommodation to function in modern society (blindness, serious mobility issues, etc), it's worth a +2. 

If the disability threatens you medically (seizures, diseases requiring a strict drug regime, etc) its a +2.

If the disability is an issue that affects your quality of life but can be worked around without extreme cost/effect (missing/paralyzed limbs, deafness, issues requiring moderately expensive drug treatments, etc) its worth a +1. 

Disabilities cannot reduce the total cost of linked powers below -1. 


Thoughts?
Title: Re: Custom Power List
Post by: Tbora on November 10, 2010, 01:48:28 AM
How would this work in game terms, would it be a permenent extreme consequence you can't get rid of or what?
Title: Re: Custom Power List
Post by: bibliophile20 on November 10, 2010, 02:16:24 AM
Nope; it'd be part of their high concept (and a ready-made trouble), but they still would have an open Extreme Consequence slot.  Think "It's part of who I am" more than "Something done to me."
Title: Re: Custom Power List
Post by: Lanodantheon on November 10, 2010, 06:01:50 PM
This is an ability I made for an NPC for my Seattle Game. I originally had it at -1 by -2 sounds better because it is potentially game-breaking.

I added my own Marginales to for some extra info.

Mnemosyne's Shadow [-2]

Description: Normally filed beside similar abilities like Cassandra's Tears and Prescience, with Mnemosyne's Shadow you learn things without previouse experience or exposure to the subject matter. You literally pull knowledge out of thin air. You Know things....


Billy: "Where does their knowledge come from Bob? "

Bob: "That's still being debated. Mnemosyne is just the popular theory. It could be any number of things including a form of ranged Psychometry or a version of The Sight."



Skills Affected: Lore

Musts: Must have a High Concept or Trouble that reflects the ability and can be compelled frequently. Examples: The High Concept Mnemosyne's Errand Boy  or the Troubles Knows Way Too Much or Insufferable Know-it-all.

Effects:

Strange Knowledge: You can use your Lore Skill to get Answers about a subject for a Scene. The difficulty of the Lore check set by the GM should reflect not just how general the knowledge is, but also how secret it is. However, you can't control the breadth or the accuracy of the information gained. You almost always get fairly random knowledge in addition to what is being looked for.  For example, if you use the Shadow to gain knowledge about a Clued-in Mobster you may get information about not only his known aliases, but also his shoe size, favorite foods, number of sexual conquests, etc. If using it to find out the combintation to the safe, you might get every combination the safe has ever used and the significance of the digits to the safe's owner.

Dangerous Knowledge: For a price, you can get potentially "Game-breaking" pieces of knowledge such as the Dark Sorcerer's True Name. The Price is negotiated with the GM the same way as an escalated compel. Information such as this that could potentially break a storyline could be worth as little as a few Fate Points or as much as a Serious Mental Consequence.

Bob: "This description is mostly accurate William. Shadowers, those with this ability are usually seen as odd ducks but are more often than not misdiagnosed as spies, stalkers or in the case of the Wardens, Warlocks-in-Training."

Billy: "Why's that?"

Bob: "First, because Shadowers don't keep their knowledge for very long. They can learn something one minute and forget it in an hour or two. "

Billy: "Makes you think they're playing dumb. 'How did you learn that state secret?' *Stab*"

Bob: "Exactly. Second, because some meticulous Shadowers write everything they get down immediately and usually have more knowledge than writing materials. They can have a lot of notebooks full of inane stuff just piling up."

Billy: "Sounds like an awesome idea for a Compel. "

Bob: "One of my previous owners' Apprentice was a Shadower who would wake up in the middle of the night and write down entire books he'd never read or heard of before. Some of them he couldn't even read the title. "

Billy: "Holy Crap. Like Ancient Tomes and Lost Tales? "

Bob: "No, mostly just Cookbooks from the Ming Dynasty."

Billy: "That doesn't sound so bad."

Bob: "No, not until a Warden found a copy of a Necromancy Tome on his table. He could read the title. "

Title: Re: Custom Power List
Post by: Craftzero on November 10, 2010, 06:53:11 PM
I have one that I'm looking for any opinions on. 

Strategist of the Gods [-1]

Description: During battle, you connect to your allies on an almost telepathic level.  Under your guidance their actions are like that of a well-oiled fighting machine, flowing from one enemy to another.

Musts: Must have a supernatural high concept related to tactics, battles, or war (i.e., "Son of Ares").

Effect: During combat - and without their input - you may direct the actions of allies.  This directed action must be described simply and within their abilities (attack that foe, grapple the large one, trip the fast enemy, etc).  Your allies need not follow this action, but if they do they are given the temporary aspect of "Guided by (Player Name)".  This aspect may be tagged for free once during the combat; but subsequent uses require the use of a Fate Point.  This aspect will be removed if you move out of range of the tactician (greater than 2 zones away).


Title: Re: Custom Power List
Post by: Aminar on November 11, 2010, 02:23:35 AM
I enjoy crossover ideas and thought I'd throw this out for a quick balance check.

Staff of the Word(-3)
Item of Power given to Knights of the Word by the Lady of the Lake.
Gives
Sponsored Evocation as per the ability Evocation
Sponsor requires that the user be on a mission for full effect.
+1 to lore, discipline, conviction while casting.(In reparation for no item slots.)
Can be tagged as sponsored 2 times per scene, 3 times max per session.

Is part of the Knight of the Word Class which requires
Emissary of Power(-1)
Gives +1 to all rolls versus demons while on a mission.
The Sight(Limited)(-1)
Modified Cassandra's Tears(-0)
-Apocalyptic Dreams showing Consequences of failure.

For Reference this comes from Terry Brooks the Word and the Void Series.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 14, 2010, 08:04:04 PM
I would like to make a power representing the advantages of an amorphous form like that of an ooze. It would offer the ability to squeeze through small spaces, a bonus to grappling, an immunity to being grappled except under special circumstances, and maybe an upgrade giving a one zone range to melee attacks.

I will probably give it two levels, with the first being Reed Richards/Monkey D Luffy stuff and the second being Ooze Monster/Commodore Smoker stuff.

I would like to know if anybody has any suggestions for other trappings, or for how much this should cost.
Title: Re: Custom Power List
Post by: Belial666 on November 15, 2010, 09:42:31 AM
[-3] Amorphous Form
      Adaptive Form: Your form quickly adapts to physical combat. At the beginning of the exchange you may choose to have either +3 to grappling
      or +3 to defense vs grappling, but not both.
      Dude, that's Gross: Let's face it; having a ooze-like body is not the best thing for charming the ladies or staying undercover. Depending on the
      exact mechanics of your amorphous form, pick 3 social or stealth-related skills. You have a -1 to those skills, except with shapeshifters or other amorphous beings.
      No hole too small: You can pass through almost any crack that most other beings could not. You may ignore barriers that aren't sealed and you can crawl
      across any surface that isn't completely smooth.
      No internal Anatomy: You lack internal anatomy, or you can repair/rearrange your anatomy die to being amorphous or otherwise you lack the drawbacks
      of internal organs. As such, you might not care about a perforated lung or three; reduce extra stress from extra shifts in enemy attack rolls by 2.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 15, 2010, 09:37:04 PM
Not bad, but there are a few things I would change. First, I would add a trapping with a cost of -1 that allowed you to make melee attacks against targets a zone away. Second, I would change the way it works with grappling, since you will almost never both grapple and defend against grappling in the same exchange and since +3 to grappling is an awful lot. Thirdly, I would reduce the cost of the power and make everything except No Hole Too Small an optional trapping. Fourthly, I would ditch Dude, That's Gross or offer it at a negative cost with a stipulation that it couldn't be hidden. Otherwise you can just take Human Guise.

Despite my laundry list of complaints, that was well done. I'm just picky.

I'll put up a modified version of this power soon, with my own whining taken into account.
Title: Re: Custom Power List
Post by: Kaldra on November 16, 2010, 01:02:16 PM
could the aspect from Strategist of the gods be used in/for spell casting? for gathering power? for controlling? for aiming? because i could see a group of wizards walking around on a battlefield operating like a artillery squad basically using that to help do one or two exchange thaumaturgy spells like a group of soldiers loading and firing a howitzer.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 17, 2010, 01:18:50 AM
Amorphous Form [-1]

Your body isn't solid the way one would expect. It's made of either a stretchy, rubberlike substance or an out and out liquid.

No Hole Too Small: You can squeeze underneath a door if need be. You may ignore all barriers that aren't sealed.
Difficult To Grab: Your body isn't easy to hold. You get +2 to all attempts to avoid or escape a grapple.
No Internal Anatomy: [-1] You don't have the easily damaged organs that most people rely on. You have armour 2 against all attacks that rely on precision or piercing damage.
Living Rope:[-1] You can literally wrap your body around someone. It's quite helpful when wrestling. You get +1 to all rolls made to grapple or escape a grapple.
Long Reach:[-1] Your arms stretch. You may make melee attacks against targets up to a zone away.
Title: Re: Custom Power List
Post by: zegion on November 17, 2010, 03:42:11 AM
The lord is my Shepard [-1]

Description: Due to your deep held beliefs in your faith and in a higher being your mind is shielded from those who wish to do you mental harm

Musts: Must have a supernatural high concept related to faith (i.e "mortal child of a Celestine", High Shaman of Mother Earth etc").

Effect: As long as you have been true to the tenants of your belief system use Conviction +2 to ward off mental attacks/stress. In addition gain 1 mental armor.  At the GM discretion, Glamors, illusion's and the like that affect the mind can also use this power.


Thoughts?
Title: Re: Custom Power List
Post by: Lanodantheon on November 17, 2010, 05:17:06 AM
The lord is my Shepard [-1]

Description: Due to your deep held beliefs in your faith and in a higher being your mind is shielded from those who wish to do you mental harm

Musts: Must have a supernatural high concept related to faith (i.e "mortal child of a Celestine", High Shaman of Mother Earth etc").

Effect: As long as you have been true to the tenants of your belief system use Conviction +2 to ward off mental attacks/stress. In addition gain 1 mental armor.  At the GM discretion, Glamors, illusion's and the like that affect the mind can also use this power.


Thoughts?

that sounds like 2 stunts in one to me.

The mitigating factor of sticking to faith isn't a restriction regards to characters of True Faiuth because it is usually understood that if they violate the tenant they honestly believe, they loose all their powers. If you bump it up to -2, then it would be more inline as a sort of mental version of inhuman toughness.

that's my take on it at least.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 17, 2010, 10:43:40 PM
Landantheon is right when he says that it's two stunts in one and when he says that it is not being a real drawback to need to stick to your beliefs, but given that powers are generally stronger than stunts I think that this is fine at [-1]. It won't break any games, and it does a good job of representing the incorruptibility of the truly faithful.

Of course, all of this is founded upon the idea that mental attacks and stress will be rare. It's obviously a whole different situation if they show up all the time.

PS: There already is a mental version of Inhuman Toughness. Look here: http://www.vinlandsolutions.site11.com/Products/DFRPG/SamplePowers/InhumanStoicism.html (http://www.vinlandsolutions.site11.com/Products/DFRPG/SamplePowers/InhumanStoicism.html)
Title: Re: Custom Power List
Post by: Tsunami on November 17, 2010, 11:06:17 PM
here's one to add to the master List

http://www.jimbutcheronline.com/bb/index.php/topic,19843.0.html
Title: Re: Custom Power List
Post by: Sanctaphrax on November 26, 2010, 03:39:00 AM
Got a couple powers and a couple modifications to the Incite Emotion power here. I've used all of these before (to make characters, not in actual play), and I think I ought to put them here.

Gambler [-1]
Description: You have the ability to manipulate probability in a limited way. But it's far from risk free; in fact, the risk is the reason that it works.
Effect: At any time you may pay any number of fate points to make a bet with the GM. If the GM rejects the bet, you get your fate point(s) back. If he accepts and you win, you get back twice the number of fate points that you paid. Some GMs may allow odds other  than double or nothing, but they are in no way obliged to.

Fomor Magic [-0]
Description: You're a Fomor, not a human. Your magic reflects that.
Effect: Your magic is never impeded or removed by the presence of running water. Instead, you suffer penalties when casting magic in areas that lack water almost entirely, like deserts or indoor areas without running water.

Incite Emotion trappings:
Emotion Burst [-1]: Requires At Range trapping. You may take a -2 penalty to your roll in order to have Incite Emotion affect everyone in a zone.
At Long Range [-1]: Requires At Range trapping. You may use Incite Emotion on a target up to three zones away
Title: Re: Custom Power List
Post by: bibliophile20 on November 26, 2010, 03:45:12 AM

Incite Emotion trappings:
Emotion Burst [-1]: Requires At Range trapping. You may take a -2 penalty to your roll in order to have Incite Emotion affect everyone in a zone.
At Long Range [-1]: Requires At Range trapping. You may use Incite Emotion on a target up to three zones away

Perfect!  I needed those.  Thanks!
Title: Re: Custom Power List
Post by: devonapple on December 08, 2010, 02:45:38 AM
Quick Shifting [-1]. You can modify your form pool as a supplemental action instead of a full action (see Supplemental Actions, p 213).  Musts: Modular Abilities.

Should this be -1 or -2? Edit: Considering that 1 point of Refresh is enough to buy a stunt that can "Reduce the amount of time necessary to complete a particular task by two steps," perhaps leaving it at [-1] is perfectly fine.
Title: Re: Custom Power List
Post by: HobbitGuy1420 on December 08, 2010, 09:23:38 PM
Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.
Title: Re: Custom Power List
Post by: devonapple on December 09, 2010, 05:26:57 AM
Stonewalk [-1]
Description: You can move through rock, stone, and most earth-based substances with ease. Either you are a strong and fast digger, or you can literally pass through stone like a ghost. You are assumed to be able to navigate as you go, but to actually be able to sense through solid substances, you need to take an appropriate Supernatural Sense.
Musts: You must have a high concept that would justify this power, such as Earth Elemental, or Subterranean Behemoth.
Skills Affected: Athletics.

Effects:
Passwall. You can ignore stone, rock or earth-related zone borders of up to 3 shifts. You still need to make a movement or supplemental action to cross the zone.
Death from Below! You can ambush your opponents by hiding below the ground, near the surface of a stone- or rock-based zone border, or even above a tunnel, and springing from your hiding place when they get too close. You get a free +2 to your Stealth roll once per scene to set up an Ambush (page 142). You can usually detect when your target is in position, but if they are using Stealth, you get a +2 to your Alertness roll to feel them approaching if they are in contact with the same surface that is hiding you. You may use a Fate Point to invoke this ability additional times in the same scene, but you must make a movement or supplemental action in order to get in position (per the Passwall effect) to make another Ambush. You can use this ability to Ambush your opponents several times, but if they survive this ploy long enough they may find ways to take advantage of your predictability. To use this ability, you must select zone borders which you would be able to pass using Passwall.
Stonefeint [-1]. If you take this upgrade, you get a free +2 to one Attack roll per scene if there is significant stone or rocky terrain for you to use to your advantage, You may use a Fate Point to invoke this ability additional times in the same scene. To use this ability, you must select zone borders which you would be able to pass using Passwall.
Greater Stonewalk [-1]. If you take this upgrade, you can ignore 6 shifts of stone, rock or earth-related zone borders.
Epic Stonewalk [-2]. Take this upgrade instead of Greater Stonewalk. You can ignore 9 shifts of stone, rock or earth-related zone borders, and you can make an Athletics check to tunnel through any remaining shifts.
Tunnel [+1]. Your ability to move through stone relies on burrowing, and you leave a tunnel behind you as you go. This can be an advantage for allies, but it can also lead pursuers straight to you. You also make noise as you move through the earth, which won't necessarily negate the first use of Death from Below!, but may interfere with any subsequent uses of that ability. You also leave telltale furrows, cracks or lines as you pass. Using this ability places the scene aspect Unstable Tunnels, which can be tagged by anyone. This cannot reduce the total cost of your Stonewalk abilities below -1.
Title: Re: Custom Power List
Post by: exploding_brain on December 09, 2010, 10:32:41 PM
Several different flavors of sponsored magic might be available from the Greek Gods.  In this specific case, Athena and Hermes sponsored the set of abilities below.  I can only take credit for a bit of the initial flavor.  Fred was kind enough to work out almost all of the mechanical details.
http://games.groups.yahoo.com/group/FateRPG/message/18881

Sponsored Magic: Athenohermetic Magic [-4 refresh; normal discounts with full Evocaiton and/or Thaumaturgy]

Allows, with evocation's methods and speed:

- Spells that supercharge the character for a single action:

+ "Melee" combat evocations where you smite someone with the muscles of Hercules. You get a wide range of effects, but the restriction this places is that you have to be the personal, heroic actor manifesting the spell effect rather than hurling fireballs from a distance. Make this an up-in-their-face evocator.

+ "Speed" evocations that let you use your evocation spell to produce a sprint action that ignores (most) zone borders, perhaps even allowing short-term-must-come-to-a-landing flight (which would look like a hell of a super-leap).

+ "Inspiration" evocations that allow you to cast spells with relevance to social-conflict situations.

+ Shield spells that manifest as an aethereal shield-of-Athena, etc; or other defensive effects explained, instead, as speed-of-Hermes style dodging.

Ritualized (thaumaturgic method) spells would involve things that the Biomancy (craft the body of a hero), Infomancy (send and receive messages, tap into humanity's collective belief in legendary heroes, see below), and Warding (shield-of-Athena) schools can acomplish.

Sponsor debt should revolve around the hero's burden, making the character a danger-magnet at the worst of times, demanding hard and regular sacrifices of his/her personal wants/needs in the face of serving others.  Also around carrying the "message" of the Greek heroes, spreading appreciation of the ancient myths (and their modern counterparts) and the heroic values they espouse. The sponsor may sometimes push the character to not only act heroically, but to be seen acting heroically.


Infomancy: A thematic category for thaumaturgy.  It covers certain types of divination, limited to information that is deliberately created with the intention of being communicated to others, or retrieved by the creator at a later time. It also excels at sending information to others, and retrieving communications deliberately intended for the practitioner.

Infomancy cannot be used to learn about the world directly, but it can access information that others have recorded. Need remote viewing of a location, tough luck.  Want the verbal report or written notes of someone else staking out the site?  That should work fine.  More like the NSA's approach than the CIA's.

Analysis and manipulation of information are also within the discipline of infomancy.  This includes encryption and decryption, and an understanding of the deeper patterns that underlie certain categories of information.  Ideas and themes that pervade widely known bodies of work, such as mythology, folk tales, or popular works of fiction, are accessible to an infomancer.  This understanding can help an infomancer you communicate more effectively or persuasively. It may be possible to channel the essence characters from stories, tapping into certain parts of what Jung called the collective unconscious, and Campbell called the monomyth.

Much like The Archive, mortal infomancy has little or no ability to access information that is stored only in electronic form.  The reason for this is not understood, but the similarities of these limitations have led some to speculate that The Archive is the result of the most powerful and sophisticated infomantic ritual ever performed.  Others contend that infomancy was created as a sort of side effect in the process that brought The Archive into existence.
Title: Re: Custom Power List
Post by: devonapple on December 10, 2010, 06:28:35 AM
Displacement [-1]
Description: You are not where you appear to be. A glamor or other optical effect obscures your true location, making it difficult for opponents to properly target you.
Musts: You must have a high concept that would justify this power, such as Cloaked Malk, or Nevernever Mugger.
Skills Affected: Athletics.
Effects:
Missed Me, Missed Me. You gain a +2 bonus to your Athletics for the purpose of defending against attacks. This bonus does not require your attention or concentration: should you be successfully ambushed, this bonus will remain, granting you a minimum Athletics of Fair (+2). You may also use this bonus to any Athletics check to perform a maneuver intended to confound or disorient an opponent. If you take a Full Defense action, this bonus is increased to +4.
Blinking [-1]. When you purchase this upgrade, your power is not an optical effect: you are actually changing positions rapidly during combat, by stepping back and forth between the Nevernever and the real world. In addition to the Missed Me, Missed Me effect, you may set up an Ambush (page 142) as a supplemental action every round. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect.

Edit: it will be up to the GM how to handle any complications of the Nevernever aspect of Blinking. The simplest answer is that Blinking creates a sort of proto-Demesne wherever it happens to be, which does not in itself attract (or make it vulnerable to) any of the Nevernever denizens which may be coterminous with that current location.
Title: Re: Custom Power List
Post by: zuractai on December 13, 2010, 05:12:37 PM
So I have ideas for a bunch of powers.  The first group is in regards to Breath Weapon. Since as written a Dragon’s breath weapon for example, wouldn’t be very intimidating.

Breath Weapon (-2)
As per YS162
        Projectile (-2) Your “Breath weapon” is some form of projectile. Because of this you add increased stress from any Strength powers you possess. In addition, each level of strength increases the range of your breath weapon by 1 zone. (Example, if you have Supernatural Strength you would deal +6 stress with your breath weapon, and you could affect targets up to 3 zones away.)
   Strong Breath (-1) You breath weapon is extremely potent.  You add +4, instead of +2, to the stress your breath weapon deals. In addition you add +1 to any rolls to perform maneuvers.  This power cannot be combined with projectile.
   Mighty Breath (-1) Your breath weapon is extremely powerful. Add an additional +2 stress, and a +1 to maneuvers when using your breath weapon, for a total of +6 Stress/+2 for Maneuvers.  This Power cannot be taken with Projectile.
   Wide Breath (-2) Your breath weapon affects everyone in a single zone.
   Ranged Breath (-1) The range of your breath is increased by one zone.


The Stoicism powers are specifically designed to not help spellcasters, since they would be FAR too powerful.  However it seems like it would be possible for a caster to use more then 4 evocations without being taken out, or using consequences. How do the following powers sound? I was aiming for slightly weak.

Inhuman Mental Resilience (-1)
You add 1 to your mental stress track. There is no catch vs this power, and you can not take other powers that would increase your mental stress. (Stoicism for instance.)

Supernatural Mental Resilience (-2)
Add 2 boxes to your mental stress. This power otherwise acts like Inhuman Mental Resilience.

Mythic Mental Resilience (-3)
Add 3 boxes to your mental stress. This Power otherwise functions like inhuman mental Resilience.

Like other powers that go Inhuman, Supernatural, Mythic, Mythic should almost never be available to Players. NPC Gods, and perhaps the Merlin himself possess that level of power. Senior Council members are likely to have the supernatural level.

The same idea could be applied for physical stress as well. Basically for half the cost of the power with a nearly impossible catch (So no discount for the cost) you get slightly less then half the power, which hopefully keeps it from being over powered.  The same idea could be applied to mental/physical armor, though in regards to mental stress from spell casting, armor should never be able to completely negate stress.  Casting a spell will always deal at least 1 mental stress (Unless a consequence is taken. )
Title: Re: Custom Power List
Post by: Peteman on December 15, 2010, 03:43:36 AM
Mortal Stunt:

This... Is My Boomstick! (-1)

You gain a +1 bonus to guns when attacking with shotguns... provided you can make a cheesy line as followup.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 15, 2010, 03:48:58 AM
Sorry, Peteman. Wrong thread. The thread you want is here: http://www.jimbutcheronline.com/bb/index.php/topic,21213.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,21213.0.html)

That being said, I like the stunt. Can I add it to my collection?
Title: Re: Custom Power List
Post by: Peteman on December 15, 2010, 04:11:00 AM
Sorry, Peteman. Wrong thread. The thread you want is here: http://www.jimbutcheronline.com/bb/index.php/topic,21213.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,21213.0.html)

That being said, I like the stunt. Can I add it to my collection?

Whoops. Sorry. Perhaps we should move that in the resource collection.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 15, 2010, 04:46:54 AM
If you mean that we should move the Homebrew Stunts thread to the resources board than I suggest you take a look at the Homebrew Stunts Master List thread (which is already on the resources board). It has just about everything from the Homebrew Stunts thread in a nice-ish-looking list.
Title: Re: Custom Power List
Post by: devonapple on December 15, 2010, 06:11:02 AM
I'm not sure if this does what I want it to do, but it is a start:

Holistic Sense [-1]
Description: You are in tune with the fundamental interconnectedness of the universe. You can draw accurate (if bizarre) conclusions from seemingly random phenomena that bear no obvious relation to the matter you are considering.
Musts: You must have a high concept that would justify this power, such as Holistic Detective, Zen Master, or Protector of the Balance.
Skills Affected: Scholarship, Investigation, and others as appropriate.
Effects:
The Butterfly Effect. You can make an Assessment check using any skill you possess, with only a tenuous justification. The only requirement is that you vary your skills, selecting a different skill with each Assessment. If you opt to use the same skill a second time in a row  (presumably your best skill), you get a -2 to your check.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 18, 2010, 04:38:04 AM
Would anyone object if I (or someone else) were to add these powers to the DFRPG Resource Wiki?
Title: Re: Custom Power List
Post by: Tbora on December 18, 2010, 04:46:11 AM
Go ahead
Title: Re: Custom Power List
Post by: bibliophile20 on December 21, 2010, 03:49:27 PM
Done (http://dfrpg-resources.wikispaces.com/Powers).  Did I miss anything?
Title: Re: Custom Power List
Post by: pandakun on December 28, 2010, 01:39:29 AM
Here's two I was thinking of, but they could probably use some fleshing out:
Siren Song [-2]
The voice of a Siren, or those of their lineage, captivates unerringly - with song or no. Those within earshot of the character's voice (non-amplified) have their attention diverted to the character - or in their direction, if the character cannot be seen. The character may then continue to keep those diverted enthralled to her voice with a mental challenge (based on Deceit), although no action other than keeping the victim's attention may be compelled.

Haruspicy [-2]
Reading the entrails of sacred animals (dependent on cultural or supernatural heritage) is more of an art than a science. The ability to divine omens from the liver, heart, etc. functions like Cassandra's tears - without the Catch, but with much more viscera.
Title: Re: Custom Power List
Post by: vultur on January 28, 2011, 08:04:29 AM
Haruspicy [-2]
Reading the entrails of sacred animals (dependent on cultural or supernatural heritage) is more of an art than a science. The ability to divine omens from the liver, heart, etc. functions like Cassandra's tears - without the Catch, but with much more viscera.

Since Cassandra's Tears is a -0 power, one without the drawback would probably be -1; unless the messiness and requirement to have access to the right sort of creature counted as an equivalent drawback, in which case it would also be -0.
Title: Re: Custom Power List
Post by: jadecourtflunky on January 29, 2011, 02:19:36 AM
I made these for my Jade Court Vampire characters, and though they are stunts, they modify supernatural powers and might as well be them.
Sorry if you don't want these here.
Kulan-Do
You know the secret martial art of Kulan Do. (riposte for fists). This requires inhuman speed or better, and cannot be identified by martial artist, unless the person with martial artist also has Kulan-Do.
Advanced Kulan-Do
You have mastered the upper levels of Kulan-Do. You may riposte by rolling against the opponents athletics (or other physical damage taking stat) -2, and afterwards still take your action. This requires supernatural speed and Kulan-Do, and cannot be identified by martial artist, unless the person with martial artist also has Kulan-Do.
Master Kulan-Do
You are a master of Kulan-Do, and may riposte with fists normally, and then take your action. This has all the trappings of Advanced Kulan-Do, and requires it.
Secrets of Kulan-Do.
You know the deepest secrets of this art, and can make a redirected force style manuever, a riposte-style attack, and then a normal attack. Requires mythic speed, all three Kulan-Do skills, and a very high position in the Jade Court. No outsider can learn this, and if any does, the Jade Court will hunt him/her down. To take this ability, one must also rename one of their aspects to reflect, to reflect their mastery of this art. If they are not jade court, they must rename it to reflect the fact that they are hunted by the Jade Court (unless there is a very special exception made by the Jade Court Leader).
Title: Re: Custom Power List
Post by: Sanctaphrax on January 29, 2011, 03:30:11 AM
Those definitely look like powers to me.

They look good, except that the effect of Secrets of Kulan-Do is unclear. I would appreciate an example showing it in action.
Title: Re: Custom Power List
Post by: jadecourtflunky on January 29, 2011, 03:57:43 AM
Disregard that one.. I came up with it on the spot. I'll swap it for something a little less overpowered..
Title: Re: Custom Power List
Post by: Sanctaphrax on January 29, 2011, 04:42:25 AM
I don`t necessarily think it`s overpowered. It could be, but without a clear idea of how it works I can`t comment.
Title: Re: Custom Power List
Post by: Peteman on January 29, 2011, 04:47:50 AM
Intellectus Of War [-3]
Musts: High Aspect that Corresponds to this (Scion of a War God, Empowered by a War Spirit)
Key Skill: Fists, Weapons, Gun, Drive
You are a living embodiment of combat. Anything is a weapon in your hands. You could man a tank even if the last time you were on Earth was when gunpowder was considered an innovation.

You may substitute your Fists and Guns skill with Weapons. Furthermore, you can substitute Weapons for any skill roll as long as it could be considered an attack or the vehicle could be considered a weapon (so your Weapons skill could not substitute your Drive skill, unless the vehicle was a tank, a fighter jet, or you were actively trying to run someone over with it). You are considered proficient in any weapon or weaponized vehicle, and you could substitute for other crew, within reason (so you could operate a two-man fighter by yourself, but a battleship is right out). You instinctively know how to maintain weapons and weaponized vehicles, though you cannot teach anyone else how to (so if the item is beyond the capacity for one person to maintain and you're alone or with unqualified people, you're SOL).

You may not gain these bonuses in terms of spellcraft, except for the purposes of aiming an Enchanted Item.
Title: Re: Custom Power List
Post by: bitterpill on January 29, 2011, 06:53:04 AM
Flesh Forgery [-2]
Musts: True Shape Shifting
Key Skill: Weapons, Fists
You are a Sword and as weapon you come with your blade pre-attached you can use the Material of your body to make any simple +3 weapon or less, the weapons you create other than being made out of your Hardened Flesh act exactly the same way as normal weapons except you can use either fists or weapons to wield them and changing the shape of your weapon can be done as a Supplementary action at the Usual Penalty of Minus 1.
Title: Re: Custom Power List
Post by: KOFFEYKID on January 29, 2011, 06:00:55 PM
Done (http://dfrpg-resources.wikispaces.com/Powers).  Did I miss anything?

I've doe some formatting on all of the powers so that they are formatted as in the books. Hopefully nobody minds.

-edit-

Would like an Opinion on this:

Bound Spiritual Entity [+3]
Description: You are a spiritual entity imprisoned in a physical object, you have no body, and cannot act in the physical world without a bearer.
Effect:
Unbodied. You cannot take physical skills,  you cannot move yourself, and you cannot communicate verbally and other neat things.
Communicate with Bearer. You are able to telepathically speak with the bearer of the object you are tied to.
License to Possession. If you have the domination ability, you qualify for the possession upgrade, and you can possess your bearer.
Called to Bearer [-1]. You have the ability to tie yourself to the bearer of your physical prison, and you can teach them to call your prison to their hand.
Title: Re: Custom Power List
Post by: Taeurus on January 30, 2011, 11:21:50 PM
Secrets of Kulan-Do.
You know the deepest secrets of this art, and can make a redirected force style manuever, a riposte-style attack, and then a normal attack. Requires mythic speed, all three Kulan-Do skills, and a very high position in the Jade Court. No outsider can learn this, and if any does, the Jade Court will hunt him/her down.


So this is giving them 3 actions per exchange right in place of them getting to move? I can see this having some good game potential for higher refresh games indeed ^^. I would suggest clearing its description up a decent bit and adding in the condition that if a non-Jade Court learns it, they have to take an Aspect to reflect this hunted condition. This way, the GM has a consistent way of compelling this hunt of the Jade Court.
Title: Re: Custom Power List
Post by: devonapple on February 01, 2011, 07:10:22 AM
Inhuman Balance [–1]
Description: You have an uncanny ability to balance on small surfaces.
Skills Affected: Athletics, Stealth
Effects:
You can stand on and walk along ropes, cables, and narrow ledges without a problem. You also take no penalties for running through uneven terrain as you carefully pick your way through the stones and roots over which most others would trip. You aren't a spider, however, and cannot hold your footing against extreme weather conditions or flying demons trying to disrupt you, but you do get a +2 to skill checks to stay situated.

It could probably be beefed up to a -2 Refresh Power, with additional trappings. Then Supernatural and Mythic could be added on. But I think Speed already does a good job as it is.
Title: Re: Custom Power List
Post by: KOFFEYKID on February 04, 2011, 06:13:01 AM
Shadow Manipulation [-1]
Description: You are able to use your shadow to physically manipulate objects, not only that but your shadow is malleable to your will. You can stretch it across great distances or coalesce it into a small area.
Options: This ability costs 1 refresh to start and has several upgrades to it.
Skills Affected: Fists, Might
Effects:
Shadowy Hand. You can manipulate objects with your shadow. You can lift objects in accordance with your might, and attack using fists. Each zone away from you reduces the effectiveness of your might and fists roll by 1. The closer you are, the more effective your shadow is. Using your shadow on something in the same zone as you is easier, and you gain a +1 bonus to any such roll. In addition if you possess inhuman strength or greater your shadow gains those benefits as well.
Deeper Shadows [-1]. Increase the weapon rating of attacks made with your shadows by +2.
Lasting Shadows [-1]. Your shadows take longer to dissipate, allowing you to spread your attention across a battlefield. Any aspect placed with Shadow Manipulation automatically becomes sticky.
Wall of Shadows [-1]. Your shadows have become so dense, so impenetrable that creatures without the cloak of shadows ability are almost utterly incapable of seeing past them. You may use your Shadow Manipulation to create a defensive block opposed by alertness.
Shadows Fall [-1]. Your shadow is capable of growing much larger than it should be, allowing you to attack a whole zone with it (at a -2 penalty).
Title: Re: Custom Power List
Post by: bitterpill on February 04, 2011, 03:24:36 PM
You could put an option for fate point or only on the first attack in a scene for it to count as a sneak attack because who actual watches the shadows. 
Title: Re: Custom Power List
Post by: devonapple on February 04, 2011, 03:54:20 PM
Shadow Manipulation [-1]

My Tenebromancer looks longingly at this entry.
Title: Re: Custom Power List
Post by: jadecourtflunky on February 05, 2011, 02:53:18 AM
Shadow Manipulation [-1]
This reminds me of some powers I helped set up for a shadow-user I GMed.
Dark Void -1
Effects: You can increase the shadows within a zone. Add the aspect sticky aspect Increased Shadows, by using discipline. This can be opposed by a counterspell.
Myrrk Void: Your shadow-increasing skills rival the Myrrk itself. Give a +1 to attempts to create shadows, and add the aspect Near-Myyrk alongside Increased Shadows.
Shadow Warp -2
You can travel from shadow to shadow with a distance up to one zone. This requires no roll, but in order to escape into the shadows while being attacked use Athletics. When emerging from the shadows, roll stealth against all nearby enemies' alertness. If you succeed, you gain a relevant aspect. If not running away, you may then make an attack as a supplametal action. (Yes, you can warp into an enemy's shadow).
Title: Re: Custom Power List
Post by: Peteman on February 06, 2011, 01:10:03 AM
Supernatural Martial Artist
(More a character template, but with some unique stuff.)

Supernatural Martial Arts are a blend of Channeling, Ritual and Shapeshifting, without altering your form. There are a number of unusual restrictions if one wants to use the, though whether this is absolute, or merely a result of the paradigms currently used, is up for question.

Musts:

Channeling (Martial Style: Body) -2
Ritual (Martial Training) -2
Human Form. +1
Martial Form -1 (similar to Beast Form, but does not involve changing into an animal)

Minimum Refresh Cost: -4
High Concept that relates to being a supernatural Martial Artist.
Important Skills: Fists/Weapons, Discipline, Conviction, Lore, Endurance.

Options:
Strength, Speed, and Toughness powers (not Recovery), the Sight. Catches usually revolve around poisons and other types of attacks on the immune system. Human Form may be removed. Channeling may be upgraded to Evocation (with a few caveats), Refinement may be taken, assuming you have access to advanced training techniques (this usually requires an Aspect that aligns you with a certain group or access to training tomes)

Channeling: Supernatural Martial Arts is similar to traditional magic, but it is heavily focused on the body, as opposed to the environment. Blocks with Martial Style effects usually involve using your powers to interpose yourself in the way of the attack (usually sacrificing a Shift to allow you movement within the Zone, or more if outside the zone). Its elements are as such:
Martial Style Body (MSB): The Fundamental Martial Style. Invocations of Body center around enhancing the body, making you hit harder, dodge more effectively, move about the battlefield more effectively, etc. If you are a practitioner of Supernatural Martial Arts, you must take this as your Channeling power, and you must always have at least one Specialization in Martial Style Body.
Martial Style Soul (MSS): Effects that protect the mind from invasion, or imbuing a personally wielded item with one's essence, allowing you to enhance attacks with it. In some cases you can hurl spiritual energy at your opponents, though you have difficultly creating environmental effects that doesn't involve trashing the environment or creating blocks for others unless you physically interpose yourself in the way.
Martial Style Mind Over Matter (MSMOM): Arguably the most powerful of the techniques, but also the hardest to use. It basically functions like all the rest of the Elements combined (Earth, Fire, Wind, Water), but has several restrictions. First: you may not buy it before MSS. Second, your total Specializations bonuses in MSMOM may not exceed the total Specializations in MSB nor MSM (so you may not take a specialization in MSMOM unless you have taken a specialization in MSB and a specialization in MSS). Lastly, Focus items are harder to use. The total bonus to an individual set (Offensive Control, Offensive Power, Defensive Control, Defensive Power) may not exceed either of the Focus Item bonuses to any other set (so you cannot have a +1 bonus to Offensive Control MSMOM, unless you have at least a +1 bonus to Offensive Control MSS and at least a +1 bonus to Offensive Control MSB , nor can you have a +1 bonus to Defensive Power MSMOM, unless you have at least a +1 bonus to Defensive Power MSS and at least a +1 bonus to Defensive Power MSB

Ritual: Martial Training can be used to focus one's inner chi to enhance oneself. You can use it to place aspects on yourself to enhance your offensive and defensive capabilities, or that of a weapon wielded by you, although you can only place effects on yourself that are in line with your Martial Style abilities.

You may design personal Focus Items for the Martial Training and the various Martial Styles, but you may not make Enchanted Items or Potions, nor Focus Items that work for other people. One of the limitations of Supernatural Martial Arts is that it is intensely personal.

One thing to note is that when using certain Supernatural Martial Arts when killing people, you run the risk, but do not necessarily take Lawbreaker stunts. When using effects like Martial Style Body to enhance your fist to the hardness of rock and then bash someone's head in, you can arguably claim that it was your fist that splattered their head like a melon. Arguably.
Title: Re: Custom Power List
Post by: bitterpill on February 06, 2011, 09:52:33 PM
The Hidden Voice [-1]
You can speak directly in to the mind of anyone you see as long as you have eye contact with the target and it is capable of thought.

Disembodied Voice [-1]
You may use this power on targets up to one zone away without looking them in the eye.

Thought Mimicing Voice [-2]
You can mimic the a persons internal voice, unless they realise the deceit (empathy roll) there defense against
your social attack defaults to 0.  
Title: Re: Custom Power List
Post by: bibliophile20 on February 07, 2011, 02:43:35 AM
The Hidden Voice [-1]
Description: You can speak directly in to the mind of anyone you see (they don't have to see you), the selected target must then make an empathy roll vs your deceit to realise that these are not thier own thoughts, if they fail this roll then any social attacks via the link count as an ambush and are also upgraded to mental stress as the target believes him/herself to be the source of these thoughts.  

The Language of the mind is the same [-1]
You can this power to communicate with anything sentient that you can see.
Okay, sorry, but I'm going to be brutally honest: Broken much?  Incite Emotion--a much less refined version of what you're positing here--starts out at a -1 for a touch range attack.  This version here merely requires line of sight that need not be reciprocal, which is absurd. 

Next, mental thought implantation?  The degree of subtlety that that implies over the crudeness that is Incite Emotion, complete with Thought Inception--the target believes that this is their own thoughts--makes this so ludicrously underpriced as to be absurd, as well as broken as to be unplayable. 

How underpriced?  If I were to emulate this with Sponsored Magic, Thaumaturgy and Refinement I'd be looking somewhere in the range of at least a -7 refresh, probably more like a -10. 
Title: Re: Custom Power List
Post by: bitterpill on February 07, 2011, 03:08:33 AM
Shadow Manipulation [-3]
You can manipulate your shadow to become a powerful weapon, Shadow manipulation has range of up three zones away and counts as +2 weapon attack, which can be used as a spray attack. Your shadows attack roll is Discipline or fists and its Might roll is Conviction or Might. It can be used for anything that a normal limb could be used for including Grappling and is also able to ambush your enemies using discipline or fists instead of stealth as its stealth roll. In addition if you possess inhuman strength or greater your shadow gains those benefits as well.

Requires Veil of Shadow -1

The shadows have eyes [-2]
You do not need to see your opponents directly to attack them with your shadow manipulation as long as you are within the three zone radius your shadow can see them for you. Your shadow receives all the benefits of veil of shadows (night vision and +2 to stealth checks); your vision ignores all border penalties as your vision is being relayed to you directly by your shadow.

 
Title: Re: Custom Power List
Post by: bitterpill on February 20, 2011, 08:34:14 AM
Symbiosis of Spirit -0 (requires Demonic Co-pilot)
Description: You and the demon possessing you are no longer two separate individuals but are instead a symbiosis of man and demon neither truly one thing nor the other, this requires a apropriate High Concept. You no longer have to take mental stress when acting according to your co-piolot's agenda as it is now your agenda, but any action that actively goes against your co-pilots agenda also threatens your gestalt, when doing so, you must roll Discipline against the result as if you were defending against an attack. Failure to succeed in this roll means you take mental stress and any consequences are chosen by the GM showing the friction between you and your co-pilot.

 
Title: Re: Custom Power List
Post by: Ophidimancer on February 20, 2011, 05:36:54 PM
How would you guys price this power?  It's totally only meant for NPC's, specifically I made this for a "character" that's a pair of twin rat-demons.

Two Bodies - There are two of you acting as one character.  You can shrug off a Taken Out result of "dead" once and only once, unless you can recover from death.  Until this happens, you act at a +1 to all your Skills.
Title: Re: Custom Power List
Post by: Tbora on February 20, 2011, 05:46:12 PM
+2 or +3
Title: Re: Custom Power List
Post by: KOFFEYKID on February 20, 2011, 06:28:57 PM
and Item of Power I made up for My Dark Sunshine

The Quinn Family Blade [-1]
Description: This sword has been in the Quinn family for years, passed down from generation to generation, and only to those of the blood who manifest magical abilities. A cutlass of superb design, the blade fairly hums with magical power.
Musts: You must be a member of the Quinn Family to wield this blade, or kill one of it's members. You must have some form of spellcasting.
Skills Affects: Weapons, Others
Effects:
It's a Sword. Its a sword, first and foremost. Useable in one hand, it has a weapon rating of 3.
Unbreakable. As an Item of power it is unbreakable. The only way it can be broken is to pervert it's purpose.
Discount Already Applied. As an item of power, and one difficult to hide, a +2 rebate has been applied to the powers attached to the blade.
A Warden's Blade This is a warden's blade. The original owner spent her death curse to empower the blade and tie it to her family line. It has the abilities of a warden's blade, and takes up two enchanted item slots as normal.
Upholding the Laws. When wielded against a lawbreaker, roll attacks with this sword with a +2 bonus.
Reserves of Strength. The blade holds a shard of the original wielder's life force, which can be used to empower spells or fortify the mind. The bearer of the blade gains one mild mental consequence.
The Power of Sacrifice. By spilling his own blood, the bearer of this blade may empower his spells. When you take backlash damage from a spell, if you absorb it with a consequence that consequence negates an additional point of stress.
Title: Re: Custom Power List
Post by: bibliophile20 on February 20, 2011, 09:08:38 PM
How would you guys price this power?  It's totally only meant for NPC's, specifically I made this for a "character" that's a pair of twin rat-demons.

Two Bodies - There are two of you acting as one character.  You can shrug off a Taken Out result of "dead" once and only once, unless you can recover from death.  Until this happens, you act at a +1 to all your Skills.
I have some ideas for a couple of fun little trappings for this:
I Am Legion: You can take over other people's bodies, adding them to your hive mind. 
Agent Smith: There is no upper limit to the number of bodies you can absorb into your consciousness. 
Title: Re: Custom Power List
Post by: KOFFEYKID on March 04, 2011, 02:52:22 AM
An Upgrade to Beast Change

Shapechanger Recovery.[-1] Once per scene, when you change shape from human to beast (or back) you may spend your whole turn and a fate point to take an immediate "free" recovery period equal to an extra scene. This will clear your stress track and mild physical consequences, and possibly larger consequences if you have an ability that lets you heal quickly.
Title: Re: Custom Power List
Post by: bitterpill on March 04, 2011, 03:01:22 AM
An Upgrade to Beast Change

Shapechanger Recovery.[-1] Once per scene, when you change shape from human to beast (or back) you may spend your whole turn and a fate point to take an immediate "free" recovery period equal to an extra scene. This will clear your stress track and mild physical consequences, and possibly larger consequences if you have an ability that lets you heal quickly.

Seems a little potent at the higher levels of recovery we are talking about moving from near death to full health again in one turn. But I suppose if you stipulate it does not stack with the free recovery period of emotional vampire and blood sucker (once per turn not twice) then it is not that bad.
Title: Re: Custom Power List
Post by: EdgeOfDreams on March 04, 2011, 08:56:47 PM
This is a power for a psychic/diviner in a game I'm running.  Any thoughts as to it's cost/balance? It's inspired by the Guide My Hand power.

EDIT: Part of my reasoning for writing this up is that I wanted something with more specific game mechanics behind it than Cassandra's Tears, which is pretty darn vague about rules for creating/using visions.

Prophetic Visions [-1]

Bits and Pieces: Once per scene, this character may roll Lore against a target of Good (+3) to make an assessment or declaration regarding the scene or a character in it.  This represents flashes of insight and relevant info being pulled out of the character's otherwise difficult to interpret visions.  For an Assessment, the GM determines what aspect is revealed, while for a Declaration, the player may invent a suitable aspect, so long as the GM and other players approve. These aspects may be tagged/invoked as usual. This ability may not be used repeatedly to assess/declare aspects regarding the same character encountered across multiple scenes.

I've Done This Already: In exchange for a Fate point, this character may roll Lore in place of any other skill, except as an attack in combat.  This represents a vision in which the character sees himself performing the action in the future, so he already knows what to do.

Major Prophecy: The GM has license to give this character a major vision, usually about once per session, describing its contents and possibly asking for a Lore or other roll to interpret it.  These visions tend to reveal one or more important but vague aspects that exist in every scene until the prophecy is fulfilled.  The player is encouraged to remind the GM of this power, as it can provide good plot hooks and potentially compels on the character's reactions to these visions.
Title: Re: Custom Power List
Post by: Sanctaphrax on March 05, 2011, 02:02:42 AM
It seems like a little much for -1, but not enough for -2.

It gives you the benefits of Cassandra's Tears without the drawbacks, something like Psychometry, and about half of Guide My Hand. I'd probably juice it up a little to make it worthy of -2.

Also, I'd remove the fixed difficulty of 3 for Bits and Pieces in order to give the GM a touch more freedom. Suggested difficulties are fine, but fixed ones bug me somehow.

Possible upgrades to this power could be the "lucky arrival" part of Guide My Hand or letting I've Done This Already be used for physical attacks.
Title: Re: Custom Power List
Post by: Tedronai on March 05, 2011, 02:14:53 AM
It seems like a little much for -1, but not enough for -2.

It gives you the benefits of Cassandra's Tears without the drawbacks, something like Psychometry, and about half of Guide My Hand. I'd probably juice it up a little to make it worthy of -2.

Also, I'd remove the fixed difficulty of 3 for Bits and Pieces in order to give the GM a touch more freedom. Suggested difficulties are fine, but fixed ones bug me somehow.

Possible upgrades to this power could be the "lucky arrival" part of Guide My Hand or letting I've Done This Already be used for physical attacks.

Lore for physical maneuvers, maybe, but I'd be leery of allowing it for attacks
perhaps allowing it to MODIFY attack skills?
Title: Re: Custom Power List
Post by: Sanctaphrax on March 06, 2011, 05:25:49 AM
Why not let it be used to attack?

You have to spend a fate point in order to use that power. A fate point could give you +2 anyway. So unless your Lore is 3 points better than whatever skill you use to fight, this provides no benefit. And if that is so, then you are essentially harmless when you don't spend fate points. Which will get hideously expensive very fast, by the way. And even if you had an infinite supply of fate points, you'd be no stronger than a character who just peaked a combat skill and didn't buy any stunts or powers.
Title: Re: Custom Power List
Post by: KOFFEYKID on March 06, 2011, 10:34:59 PM
Made this for Jinn, (actually, took Jinns idea and refined it), no clue on it's balance.


Embodiment of the Living Tempest [-3]
Musts: You must have an Aspect that represents your connection to storms.
Description: As someone whose very life force is tied to the wind you can, at need, become the living embodiment of a tempest. You undergo a transformation becoming an elemental being, though the cost is great.
Effects:
Storm Form. Your body becomes insubstantial as a thundercloud. You temporarily gain the ability to fly, and you gain armor 3 against any effect excepting those that might disperse a cloud (ex: air evocations). In addition you place the "Fury of the Storm" aspect within the zone you occupy for the duration of your transformation. Maintaining this form is mentally straining, each round you remain in this form you take one mental stress.
Leashing the Storm Within. Controlling the storm is difficult, and distractions can be deadly. Any effect that causes you physical stress while in this form also shakes your control. In addition to the physical stress taken you also take one mental stress. If you are "taken out" you loose control of the storm, reverting to your physical form and unleashing the storm to run rampant. Treat this as a weapon 3 attack on everyone in the zone (including you) at your conviction rating.
Fury of the Storm. Storms are intensely powerful and majestic events. You may harness the power and majesty of the storm within for your own purposes. Any Air evocation you cast while in this form automatically has two "free" shifts of power (though, you must still roll high enough to control these shifts), and you may roll intimidation checks at +2.
Title: Re: Custom Power List
Post by: Jinn Master on March 07, 2011, 05:58:17 AM
I'm working on one for each of the other elements and one to unify them all, should someone want to play an elemental.
Title: Re: Custom Power List
Post by: Mal_Luck on March 08, 2011, 01:02:01 AM
Made this for Jinn, (actually, took Jinns idea and refined it), no clue on it's balance.


Embodiment of the Living Tempest [-3]
Musts: You must have an Aspect that represents your connection to storms.
Description: As someone whose very life force is tied to the wind you can, at need, become the living embodiment of a tempest. You undergo a transformation becoming an elemental being, though the cost is great.
Effects:
Storm Form. Your body becomes insubstantial as a thundercloud. You temporarily gain the ability to fly, and you gain armor 3 against any effect excepting those that might disperse a cloud (ex: air evocations). In addition you place the "Fury of the Storm" aspect within the zone you occupy for the duration of your transformation. Maintaining this form is mentally straining, each round you remain in this form you take one mental stress.
Leashing the Storm Within. Controlling the storm is difficult, and distractions can be deadly. Any effect that causes you physical stress while in this form also shakes your control. In addition to the physical stress taken you also take one mental stress. If you are "taken out" you loose control of the storm, reverting to your physical form and unleashing the storm to run rampant. Treat this as a weapon 3 attack on everyone in the zone (including you) at your conviction rating.
Fury of the Storm. Storms are intensely powerful and majestic events. You may harness the power and majesty of the storm within for your own purposes. Any Air evocation you cast while in this form automatically has two "free" shifts of power (though, you must still roll high enough to control these shifts), and you may roll intimidation checks at +2.


My Within the Rules version:

Human Form [+1]
Spirit Form [-3]; To show the might of the storm Variable Visage is locked as a +2 Intimidation bonus. The way it bypasses zone borders is probably closer to Gaseous Form 's Insubstantial than Spirit Form's.
Wings [-1]
Refinement [-1]; +2 Power to Air
Mythic Armor [-3]; Butchered Armor:3 bonus taken from Mythic Toughness.
The Catch [+2]; Things that could disrupt a cloud.
Desperate Hour Reflavor [-1]; From Righteousness, change Holy to Electric, let them defend with Athletics.
Involuntary Reversion [+1]; If Desperate Hour Reflavor is used, the person is immediately changed back into their human form and may not return to Living Tempest form for the rest of the scene. ((You can add some mumbo jumbo about mental stress causing you to change back or getting hurt physically hurts you mental to maybe increase this rebate.))

Total: -5, maybe less depending on Involuntary Reversions conditions.
Title: Re: Custom Power List
Post by: Jinn Master on March 08, 2011, 02:12:49 AM
Since you aren't actually insubstantial from what I sent you, border 1 would stop you.
That would reduce spirit form by at least 1 refresh.

Add in the mental stuff, another +1 to the rebate as you said. You end with -3, but a much more complicated hodgepodge than just creating a new power.

When you have to reflavor or butcher nearly every power you use to create the desired effect- just make a new one.
Title: Re: Custom Power List
Post by: Mal_Luck on March 08, 2011, 03:02:38 AM
When you have to reflavor or butcher nearly every power you use to create the desired effect- just make a new one.

No, you're just wanting to butcher every single power while not calling it that power to get your desired effect and refresh cost.

Oh, and your exploding thing, just do a Death Curse when you get taken out. You obviously have spellcasting (otherwise the bonus to Air Magic is pointless), so you might as well do it that way. There is no reason to write in a automatic death effect into this.
Title: Re: Custom Power List
Post by: Jinn Master on March 08, 2011, 03:12:08 AM
That's what pretty much every custom power does, Mal. You decide what you need, and if you can't do exactly that with the powers as given, and it doesn't break the game, make a power for it.

By restricting yourself solely to what is in the book you will be limiting yourself a very large amount. This game encourages player/gm creation of nearly everything- roll with it.

You don't have to define everything according to what is already in the book. RPG's are about creativity and story- not who can jimmy the rules the best to get them to do what they want.

If I can't convince you, fine. I don't need to. I'm sure someone will appreciate having the option that isn't quite so stodgy.

I'm not done with the powers, but I'm certainly done arguing about it, since there is absolutely no reason not to make it a new power. Even if it was completely redundant to another one- which it is not.
Title: Re: Custom Power List
Post by: KOFFEYKID on March 10, 2011, 07:18:32 AM
Possess Corpse [-2]
Description: You are a spiritual entity, and lack a body, though that does not mean that you can't acquire one (slightly used). You have learned to possess a corpse, allowing you to make use of the former owners skills and abilities.
Musts: You must have a high concept that reflects your predilection for possessing corpses, and you must have a way to become insubstantial (and attach this power to it).
Effect:
Inhabit Corpse. When you inhabit a corpse you gain a limited form of the Mimic Ability power (restricted to what the corpse has to offer). You have a number of form points equal to the amount of refresh you have invested in Possess Corpse and the method by which you become insubstantial in order to Inhabit the body.
Living Dead. The bodies you inhabit are still dead. While Inhabiting a Corpse you gain access to the Living Dead power.
Advanced Inhabitation [-Varies]. You have expanded your ability to take advantage of the corpses you inhabit. Refresh invested in this upgrade is accounted towards your total mimic points as per the Inhabit Corpse effect (see above).
Title: Re: Custom Power List
Post by: Tedronai on March 10, 2011, 09:16:22 PM
I'd recommend Living Dead be an 'upgrade', if not simply listing Human Guise as an Option, as I can easily enough conceive of such a spirit WITHOUT that capability
Title: Re: Custom Power List
Post by: Sanctaphrax on March 13, 2011, 01:08:59 AM
I like Possess Corpse, although I'm not exactly sure how it works. Anyway, I've got two powers to add to the list. The first is a stunt that crossed the line into power-dom, while the other is an old idea that I just never got around to writing up.

Holy Weaponry [-1]
Description: Your sacred power extends beyond your body to envelop the weapons you wield.
Musts: You must have the Holy Touch power in order to purchase this one.
Effect:
Holy Weaponry. You may apply the effects of Holy Touch to weapons that you wield.

I'm not going to bother with a full writeup of the second power right now. It's called Elemental Command, and it's just Channeling with the ability to specialize without regard for the pyramid instead of focus slots. It's intended for characters that control elements without using magic and for really strong FPs.

If these are broken, then I need to know. Because I've already used the first, and I intend to use the second soonish.
Title: Re: Custom Power List
Post by: ways and means on March 13, 2011, 08:44:37 PM
These where powers I was thinking about for a reapers scythe for a scion of Death (disc world style)  

-2 Immaterial Edge (+2 weapons rating, this blade ignores the first 2 points of armour and also counts as the catch for ghosts and other disembodied spirits.)

-0 Manifested Blade (As the blade is not truly of the mortal world keeping it in this world requires mental effort, summoning the item for a scene requires a point of mental stress at the end of the scene unless another point of stress is taken the item will disappear until summoned again.)

-2 Spiritual Weapon ( As a weapon designed to sever the soul from the body its blows do more than physical harm, the blade can cause mental stress instead physical stress, anyone taken out this way will die as their soul is separated from their body leaving no signs of physical harm.)

The last power is more questionable, I didn't know how to properly model spiritual damage done to someone’s core being other than through mental stress.
Title: Re: Custom Power List
Post by: Tedronai on March 13, 2011, 09:37:55 PM
I'd recommend amending Spiritual Weapon to remove the weapon rating when the scythe is used to deal mental stress
Mental stress is generally considered a more powerful form of attack than physical stress, as it is less commonly resisted (there's no [X] Toughness / Recovery for mental stress and consequences, for instance)
Title: Re: Custom Power List
Post by: Gatts on March 13, 2011, 09:43:20 PM
I'd recommend amending Spiritual Weapon to remove the weapon rating when the scythe is used to deal mental stress
Mental stress is generally considered a more powerful form of attack than physical stress, as it is less commonly resisted (there's no [X] Toughness / Recovery for mental stress and consequences, for instance)

I'm not so sure, compare it to Incite Emotion. He's spending two refresh here, and he still has to attack and hit them. It's much less subtle and less easy to use than that.
Title: Re: Custom Power List
Post by: ways and means on March 13, 2011, 09:58:31 PM
I'd recommend amending Spiritual Weapon to remove the weapon rating when the scythe is used to deal mental stress
Mental stress is generally considered a more powerful form of attack than physical stress, as it is less commonly resisted (there's no [X] Toughness / Recovery for mental stress and consequences, for instance)


I thought about making spiritual weapon a -1 refresh power and removing the weapons rating but thought that for a reapers scythe a 0 weapons rating attack was just not lethal enough. So I decided that for a -2 refresh keeping the weapons rating of the spiritual weapon would not be too broken as long as the strength powers do not affect the mental attack of the scythe.

Title: Re: Custom Power List
Post by: Tedronai on March 13, 2011, 10:31:47 PM
I'm not so sure, compare it to Incite Emotion. He's spending two refresh here, and he still has to attack and hit them. It's much less subtle and less easy to use than that.

Of course, it'd be rather difficult to justify KILLING the target with just Incite Emotion, whereas this power does so explicitly
Title: Re: Custom Power List
Post by: Gatts on March 13, 2011, 11:11:44 PM
Of course, it'd be rather difficult to justify KILLING the target with just Incite Emotion, whereas this power does so explicitly

Well, he can't make maneouvres with it, and it costs an extra point of refresh. I don't think the actual effect of 'taken out' matters that much. Someone who incited 'despair' as a +2 weapon could certainly drive someone to suicide.

The limitations and the cost balance it with the rest of the system, as far as I can tell.
Title: Re: Custom Power List
Post by: Sanctaphrax on March 14, 2011, 03:09:05 AM
Immaterial Edge looks good, Manifested Item looks weird but generally harmless.

Spiritual Weapon makes me nervous. The scythe in question here is probably weapon 5, which makes it downright lethal. But I don't feel confident calling it overpowered.

My advice is to playtest the heck out of this.

PS: Am I to assume that the powers I posted are reasonable?
Title: Re: Custom Power List
Post by: Tedronai on March 14, 2011, 03:29:03 AM
Immaterial Edge looks good, Manifested Item looks weird but generally harmless.

Spiritual Weapon makes me nervous. The scythe in question here is probably weapon 5, which makes it downright lethal. But I don't feel confident calling it overpowered.

My advice is to playtest the heck out of this.

PS: Am I to assume that the powers I posted are reasonable?

Holy Weapon looks fine
the special version of Channeling is...well, it's probably not worth an extra -1, but it IS distinctly more powerful than the normal version, as foci can be taken away, but specializations cannot
Title: Re: Custom Power List
Post by: Sanctaphrax on March 14, 2011, 03:35:21 AM
Well, you don't actually get free specializations with Elemental Command. So without Refinement, it's worse than Channeling in every way.

I'm mostly worried about people taking Elemental Command and the max number of Refinements. Is it more broken than someone doing the same with Channeling or Evocation? I'm not sure.
Title: Re: Custom Power List
Post by: Tedronai on March 14, 2011, 03:38:39 AM
Well, you don't actually get free specializations with Elemental Command. So without Refinement, it's worse than Channeling in every way.

I'm mostly worried about people taking Elemental Command and the max number of Refinements. Is it more broken than someone doing the same with Channeling or Evocation? I'm not sure.

More broken?
Probably not.

More powerful?
Definitely.


It helps that they don't get starting specializations to replace the starting item slots.  I wasn't clear on that from the initial description.
Title: Re: Custom Power List
Post by: Sanctaphrax on March 14, 2011, 03:56:41 AM
Well, more powerful in this case is a problem. Because the thing that it's more powerful than is a common balance complaint. Anyway, here are my builds for the three powers. These builds should represent the pinnacle of combat spellcasting for a starting character without Sponsored Magic or Lawbreaker. I'm actually not sure whether Elmer is stronger than the other two, but if he is then there is a problem.

Element-Commanding Elmer
Conviction 4 Lore 5 Discipline 5
Elemental Command [-2]
Refinement [-5]
Specializations giving +5 control and power.
Offensive control 10
Offensive power 9
Defensive control 10
Defensive power 9
7 refresh spent, one element available

Evocating Evangeline
Conviction 4 Lore 5 Discipline 5
Evocation [-3]
Refinement [-5]
Two staff foci, giving +5 offensive control and power. Specializations giving +2 power and +1 control.
Offensive control 11
Offensive power 11
Defensive control 6
Defensive power 6
8 refresh spent, three elements available

Channeling Charlie
Conviction 4 Lore 5 Discipline 5
Channeling [-2]
Refinement [-4]
Two staff foci, giving +5 offensive control and power.
Offensive control 10
Offensive power 9
Defensive control 5
Defensive power 4
6 refresh spent, one element available
Title: Re: Custom Power List
Post by: Tedronai on March 14, 2011, 04:11:57 AM
You'd have a more direct comparison if you spent the same refresh on all of them (at 6, since that's where 'Charlie' runs out of things to buy), but I'd place 'Elmer' as rarely being at a significant disadvantage to 'Charlie', who is the most comparable build (Evocation is essentially unapologeticaly more powerful than Channeling), with the possibility of significant substantial advantage (a single successful disarm maneuver nerfs 'Charlie')
Title: Re: Custom Power List
Post by: Sanctaphrax on March 14, 2011, 04:17:39 AM
Well, Elemental Command's origin was an attempt to make Channeling a match for Evocation once Refinements come into play. But I never thought of disarming as a balancing factor for uber-Channelers. They often won't have the FP to resist it. So I'll need to think this through a little further.

Anyway, here are the three at 6 refresh.

Element-Commanding Elmer
Conviction 4 Lore 5 Discipline 5
Elemental Command [-2]
Refinement [-4]
Specializations giving +4 control and power.
Offensive control 9
Offensive power 8
Defensive control 9
Defensive power 8
one element available

Evocating Evangeline
Conviction 4 Lore 5 Discipline 5
Evocation [-3]
Refinement [-3]
Two staff foci, giving +3 offensive control and power. Specializations giving +2 power and +1 control.
Offensive control 9
Offensive power 9
Defensive control 6
Defensive power 6
three elements available

Channeling Charlie
Conviction 4 Lore 5 Discipline 5
Channeling [-2]
Refinement [-4]
Two staff foci, giving +5 offensive control and power.
Offensive control 10
Offensive power 9
Defensive control 5
Defensive power 4
one element available
Title: Re: Custom Power List
Post by: ways and means on March 14, 2011, 05:07:07 AM
DEATH'S Scythe +2

Description: A plain unmarked Scythe, the wooden base of Scythe is well worn but the blade itself is still has an edge of incredible sharpness. Some say this blade was weiled by DEATH himself until the massive increase in world population after the 20 century forced the Grimm Reaper to upgrade to a combine harvester.  

Imparted Abilities

•(-2) Immaterial Edge (+2 weapons rating, this blade ignores the first 2 points of armour and also counts as the catch for ghosts and other disembodied spirits.)
•(-0) Manifested Blade (The blade needs to be summoned every scene it is used for a point of mental stress and a supplemental action, when not in use the blade is stored safely in death’s demesne.)
•(-2) Spiritual Weapon (As a weapon designed to sever the soul from the body its blows do more than physical harm. When the user decides to attack his enemy’s soul directly he may make a Weapons 4 Mental attack, anyone taken out this way will die as their soul is separated from their body leaving no signs of physical harm.)
•(-1) True Strike
•Unbreakable

-3 Refresh

Spiritual Weapon is now on par with potent and lasting incite emotion but costs one less refresh because it lacks the subtly of incite emotion and thus does not get the +2 to manouvres.  
Title: Re: Custom Power List
Post by: ways and means on March 18, 2011, 03:12:44 PM
Short-term precognition -2
Description: Your can see a few a moments into the future
Must: You must have Cassandra’s Tears

Pre-emptive Evasion: your dodging checks are made at a +2
I saw you coming: you have a + 4 to alertness check to avoid ambush

Skills Effected  
Athletics, Alertness and some other physical skills
Title: Re: Custom Power List
Post by: Gatts on March 18, 2011, 05:43:25 PM
Short-term precognition -2
Description: Your can see a few a moments into the future
Must: You must have Cassandra’s Tears

Pre-emptive Evasion: your dodging checks are made at a +2
I saw you coming: you have a + 2 to alertness check to avoid ambush

Skills Effected  
Athletics, Alertness and some other physical skills


It looks good, but it also looks like two stunts; with a prerequisite no less. Stunts are allowed to be better when they have prerequisites, and powers are by default better than stunts. I'd seriously suggest adding a little something else in there, even if it's very minor.
Title: Re: Custom Power List
Post by: ways and means on March 18, 2011, 05:53:43 PM
I considered putting the +2 for I saw you coming up to +4 as precognition would make ambushing someone next to impossible do you think that be balanced?   
Title: Re: Custom Power List
Post by: Gatts on March 18, 2011, 07:56:58 PM
I considered putting the +2 for I saw you coming up to +4 as precognition would make ambushing someone next to impossible do you think that be balanced?   

Just opened the book to check before answering, Inhuman speed gives you +4 to a specific thing, +1 to an entire skill (and a further +1 to a smaller aspect of it). It removes the penalty for moving a zone, and gives you a stealth bonus.

So yes, a +4 to avoid being ambushed is perfectly fine. I'd suggest using something like Inhuman Speed as a guideline for it, to show you the level of power you can have when just providing skill bonuses instead of new powers.
Title: Re: Custom Power List
Post by: Sanctaphrax on March 18, 2011, 08:52:00 PM
Well, +2 to defence is a little better than a stunt. While the RAW says that a stunt can give +2 to a trapping without restrictions, I generally require a condition for defence stunts.

Of course, it's probably not a problem if it's a power. Unless you start stacking it with other defence boosts, in which case you are a cheeseweasel.

And be careful with basing powers off of Inhuman Speed or Strength. That can lead to problems. Part of the balance of those powers is that you get a bunch of stuff you may or may not want along with the stuff that you do.

That being said, there isn't a problem unless somebody intends to twink. So your power should be fine, +4 to avoid ambush or not.
Title: Re: Custom Power List
Post by: KOFFEYKID on March 23, 2011, 08:49:49 PM
Healing Light [-2]
Description: By channeling your supernatural energy into somebody else you allow them to begin the healing process, and may even help them recover to perfect health.
Skills Affected: Conviction, Scholarship
Effects:
Starting Recovery. You may use this power to make scholarship declarations to justify the start of natural recovery from physical consequences, just as if they'd gone to a doctor or the hospital.
Healing Pool. You have a pool of healing power equal to your conviction.
Healing Surge. You may spend a fate point to allow somebody to recover from all of their physical consequences up to severe as if they where a mild. Subtract the value of the highest consequence so affected from your healing pool.
Healing Backlash. At the end of the scene you must roll against a hunger attack with a value equal to the number of negative points in your healing pool. If you have used other powers attached to your feeding dependency during the course of the scene, this (positive) value is added to the overall strength of the hunger attack you would suffer from use of your powers instead.
Title: Re: Custom Power List
Post by: Tedronai on March 24, 2011, 06:49:59 AM
Incite Crowd [-1], upgrade to Incite Emotion
You may use Incite Emotion against multiple targets simultaneously, as per the Spray Attack rules, splitting effort between targets, or, for a -2 penalty, against everyone in the zone you occupy, excluding yourself if you wish.  The benefit of this upgrade cannot be used in conjunction with the benefit of At Range.  Though you may possess both and use them both, you cannot use them both in the same action.
Title: Re: Custom Power List
Post by: Samael on March 24, 2011, 10:22:34 PM
Here is an item of power I put together for a Champion of God/True Believer type for a campaign I am joining. Hope you like it ;)

Quote
[-1] Item of Power – Saint Peter's Crucifix
Description: This wooden crucifix is a potent relic rumored to have been carved by the hand of Saint Peter out of the wood of the True Cross when he founded the Church in Rome.  Allegedly stained by the blood of the Son of God, and having been passed down from one member of the clergy to the next for over 2000 thousand years, potent Faith has given it a power all its own.
Effects:
Bastion of Faith –  Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; Shield of Faith. You may spend a Fate Point to create a threshold with a value equal to your Conviction within your current zone for one exchange. You may extend the duration by one more exchange by taking a supplemental action on your next turn. It only repels beings with malicious or ill intent, that are antithetical to Faith of the bearer.

Visions From On High – Those who pray over this item sometimes receive visions and prophetic messages from God, giving you cryptic and often difficult to interpret future knowledge. But in this day and age where so called prophets are a dime a dozen especially with the Cassandra Tears scam artists few are likely to believe you. Effect; Gift of Prophecy. This places an aspect on the “world” related to the prophecy that remains until it comes true or is otherwise resolved. Whenever trying to warn people about what you foresee, you are at a –2 to any attempts to convince them that what you’re saying is correct.

Holy - This Crucifix is a powerful holy symbol in its own right. Its very touch is like holy water or that of a cross or other symbol of faith backed by the belief of the possessor.
 
It is What it is - Its a big wooden Crucifix, about a foot long about the length and size of a Dictionary. (Weapon: 1, if used to hit someone)

Unbreakable - As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.

Discount Already Applied - As an Item of Power, the Crucifix already includes the one-time discount (page 167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item.  The base cost of this item [-3] refresh.
Title: Re: Custom Power List
Post by: KOFFEYKID on March 24, 2011, 10:39:18 PM
Wrote this for Samael.

Miracle Man [-1]
Description: You are able to perform old school miracles, but at great cost.
Effect:
Bargain For Miracle. Negotiate with your gm for an appropriate cost in fate points for each miracle you perform. This power is potentially limitless in scope, given enough fate points.
Title: Re: Custom Power List
Post by: Tedronai on March 25, 2011, 05:53:12 PM
Wrote this for Samael.

Miracle Man [-1]
Description: You are able to perform old school miracles, but at great cost.
Effect:
Bargain For Miracle. Negotiate with your gm for an appropriate cost in fate points for each miracle you perform. This power is potentially limitless in scope, given enough fate points.

Might want to at least include some guidelines for appropriate costing by miracle scale / impact.
Title: Re: Custom Power List
Post by: Tedronai on March 26, 2011, 12:01:16 AM
Having re-thought Incite Crowd, I no longer feel the need to restrict it from including blocks.  Reworded, above, accordingly.
Title: Re: Custom Power List
Post by: ways and means on March 28, 2011, 08:55:13 PM
Vogon Poetry [-1]
Description: Your poetry is so bad that it renders the spirit of all who here it causing extreme agony
Effect: Lethal Poetry Performance When reciting poetry you have written yourself you do mental damage to all in the area including yourself, treat as a performance attack to everyone in the area. 
Title: Re: Custom Power List
Post by: Sanctaphrax on March 28, 2011, 10:58:26 PM
Heh. I have to put that onto a character one of these days.

I thought that it was broken until I realized that it affects you too. I now think that it might or might not be okay.

What's the defence skill? And does area mean zone or scene?
Title: Re: Custom Power List
Post by: ways and means on March 28, 2011, 11:13:35 PM
Heh. I have to put that onto a character one of these days.

I thought that it was broken until I realized that it affects you too. I now think that it might or might not be okay.

What's the defence skill? And does area mean zone or scene?

It would be defended against with discipline and the area would probably be a zone.
Title: Re: Custom Power List
Post by: Sanctaphrax on March 28, 2011, 11:18:17 PM
Sorry, is that answer supposed to be a quote or not? Because I don't think I said that.
Title: Re: Custom Power List
Post by: ways and means on March 28, 2011, 11:26:07 PM
Ooops
Title: Re: Custom Power List
Post by: Viatos on March 30, 2011, 08:56:26 AM
Mana Locust (Minor Power; -2)

Detect Magic: Within your zone, you are aware of the presence of effects created through Spellcasting Powers, and can recognize individuals possessing Spellcasting Powers. This does not reveal the nature of any Spellcasting Powers, nor does it pierce veils or similar effects, although it does confirm their existence.

Magic Drain: Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts.

Mageslayer: Add +1 to attacks made against characters possessing Spellcasting Powers.
Title: Re: Custom Power List
Post by: Gatts on March 30, 2011, 02:10:19 PM
Mana Locust (Minor Power; -2)

Detect Magic: Within your zone, you are aware of the presence of effects created through Spellcasting Powers, and can recognize individuals possessing Spellcasting Powers. This does not reveal the nature of any Spellcasting Powers, nor does it pierce veils or similar effects, although it does confirm their existence.

Magic Drain: Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts.

Mageslayer: Add +1 to attacks made against characters possessing Spellcasting Powers.


Sorry, minor thing but did you mean 'Locus'?
Title: Re: Custom Power List
Post by: sandchigger on March 30, 2011, 06:46:38 PM
A locus would be a hub. A locust would be a voracious devourer. I imagine it wasn't a typo.
Title: Re: Custom Power List
Post by: Gatts on March 30, 2011, 06:55:36 PM
A locus would be a hub. A locust would be a voracious devourer. I imagine it wasn't a typo.

I just wanted to be sure, since getting the two mixed up could get confusing. Although personally I dislike 'locust' as a name for a power, it just doesn't sound very intimidating. 'Mana Devourer' would be cooler, but this isn't very contructive.

As for the power itself, it seems to be a supernatural sense, a superstunt and a stunt. The supernatural sense is fairly broad too. I'd think, from the guidelines, that this is closer to -3 than -2, but I suppose it depends on how much magic is in your game. If you're playing a game full of wizards, and your main enemies are wizards then I really doubt -2 refresh is enough.
Title: Re: Custom Power List
Post by: Tedronai on March 30, 2011, 07:53:20 PM
As for the power itself, it seems to be a supernatural sense, a superstunt and a stunt. The supernatural sense is fairly broad too.

A fairly broad Supernatural Sense that seems, from the text, intended to be automatically successful, at that.
Title: Re: Custom Power List
Post by: Viatos on March 31, 2011, 01:30:31 AM
Locust is correct, yes.

A fairly broad Supernatural Sense that seems, from the text, intended to be automatically successful, at that.

The way I priced it was based off the Sight, which is also automatic but on touch, and includes the Lore-Investigation trapping and, of course, the Sight itself. I completely forgot about Supernatural Sense, which changes things a bit. Also should have been Vampirism, rather then Minor Power, both thematically and because I'm using this for the Jade Court. Revised below.

Based off Blood Drinker and Emotional Vampire, placed one refresh higher due to lack of a forced frenzy and a positive bonus (Detect Magic; Magic Drain is intended to be in line with Taste of Death and Mageslayer is intended to be in line with Drink Blood and Feeding Touch).

Mana Locust (Vampirism; -2)

Detect Magic: Within your zone, you may attempt to detect the presence of magic (defined as effects created by or individuals possessing Spellcasting Powers) via an Alertness or Investigation roll. Success provides awareness of the presence of magic, and identifies individuals with Spellcasting Powers if you are already aware of them.

Magic Drain: Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts.

Mageslayer: Add +1 to close personal combat attacks made against characters possessing Spellcasting Powers.
Title: Re: Custom Power List
Post by: Tedronai on March 31, 2011, 01:39:06 AM
I assume Magic Drain is reducing shifts of power, is it not?  For a spell that contains multiple factors each requiring their own power allocation, how do you determine which shifts are 'drained'? (say, a maneuver at power 5, applied across 3 zones (for +6 power), and persisting for 4 exchanges (+3 power)...which of the 14 shifts of power are drained?)
Title: Re: Custom Power List
Post by: Viatos on March 31, 2011, 01:42:33 AM
I assume Magic Drain is reducing shifts of power, is it not?  For a spell that contains multiple factors each requiring their own power allocation, how do you determine which shifts are 'drained'? (say, a maneuver at power 5, applied across 3 zones (for +6 power), and persisting for 4 exchanges (+3 power)...which of the 14 shifts of power are drained?)

Ugh, logistics. Hmm. Very good question. The easy answer would be to leave it up to the caster - the drain happens as soon as they call the power into the area but before they dictate its form, so they shape their spell with two shifts less then they rolled control of.

EDIT: Also clarified Mageslayer to work as part of 'close personal combat' attacks.
Title: Re: Custom Power List
Post by: Tedronai on March 31, 2011, 02:06:44 AM
It occurs to me that 'spellcasting power' should be more clearly defined, just to exclude the possibility of that otherwise vanilla mortal who unwittingly investigated Outsiders (and thus gained Lawbreaker, listed under 'Spellcraft' in the Supernatural Powers section of YS) from being subject to that bonus.
Title: Re: Custom Power List
Post by: Viatos on March 31, 2011, 02:23:30 AM
It occurs to me that 'spellcasting power' should be more clearly defined, just to exclude the possibility of that otherwise vanilla mortal who unwittingly investigated Outsiders (and thus gained Lawbreaker, listed under 'Spellcraft' in the Supernatural Powers section of YS) from being subject to that bonus.

Is that seriously possible?

...

Yeah, I guess it is. I think gaining Lawbreaker without possessing any casting is enough of a fringe case that its inclusion as a valid target can safely be ignored; time-travelers and Cthulhu cultists are the only non-casters who can pull this off, and it's not a stretch to say that possessing Lawbreaker is sufficient magical taint to make them delicious.

Edit with an upgrade:

Mana Plague (Vampirism; -1)

Musts: Mana Locust

Magic Drought: Magic Drain reduces three shifts of power.

The Taste of Death: Once per scene, if you inflict enough stress and consequences from feeding to kill a character with Spellcraft Powers, you may take an immediate "free" recovery period equal to an extra scene.
Title: Re: Custom Power List
Post by: BumblingBear on March 31, 2011, 07:32:11 AM
A few I came up with tonight for a player who wants to play a gambler who is supernaturally lucky.

"Roll the dice". [-1]
You have the uncanny ability to make dice roll the way you want them to or to call out what the dice will roll while they are rolling.
In game this comes out to a 50/50 chance - a 50% probability of success.

"Lucky dodge" [-1]
Once per scene, you may use one fate point to completely dodge any one attack.

"It's all in the cards" [-1]
For some strange reason, when you throw a card, it doesn't behave how cards thrown by other people do.  It's rather... lethal.  Thrown cards are a +2 weapon each, targeted with weapons or discipline, whichever is highest.

"Time is my friend" [-1]
Whenever you wear a quality watch on your body, your amazing luck influences the world around you to the extent that attacks tend to find your watches instead of you.
This power gives you a natural armor:2 for every watch you have on your person.
The number of watches you have on you is determined by a new stress track governed by your resources, to a maximum of 4.
You can buy more watches (clear the track)  when thematically appropriate.
*Note, whenever you have more than two watches on you, this gives you the aspect, "WTF is up with all the watches?"
Title: Re: Custom Power List
Post by: BumblingBear on March 31, 2011, 07:50:53 AM
Here are some I came up with for a player who wants to play a supernatural internet troll.

"Force Lightning of Lolz" [-2]
You have the power to make electricity arc between your finger tips and lash out at your target.
This counts as a weapon:2 electrical attack for up to 2 zones targetted with your weapons (or guns) skill.

"IP?... Please" [-1]
You can hack into the internet and surf with your mind from any wire connected to the grid upon touch.

"Dirty little secrets" [-1]
You can touch an electrical device like an iphone or laptop and mystically know if there are porn pics or other incriminating things on them.  This also give you a pretty good idea of what they are.

"Handle aura" [-1]
If you see someone in person who you've interacted with online, they will appear to have an aura to you.  The color and feel of the aura will give you a very good idea of what their handle or user name was as well.

"Noob security systems" (requires IP?... Please) [-1]
If you access the network inside of a building using your "IP?...Please." power, you will be able to see the layout of all the security systems.  For the price of a fate point, you can temporarily turn them all off as well.
Title: Re: Custom Power List
Post by: Gatts on March 31, 2011, 03:01:14 PM

"Force Lightning of Lolz" [-2]
You have the power to make electricity arc between your finger tips and lash out at your target.
This counts as a weapon:2 electrical attack for up to 2 zones targetted with your weapons (or guns) skill.

That's one that bothered me, it's Breath Weapon with a free extra zone of rang and the ability to use guns to hit with it.
Title: Re: Custom Power List
Post by: Tedronai on March 31, 2011, 03:28:04 PM
On the other hand, it doesn't appear to be useable for maneuvers
Title: Re: Custom Power List
Post by: BumblingBear on March 31, 2011, 06:29:44 PM
That's one that bothered me, it's Breath Weapon with a free extra zone of rang and the ability to use guns to hit with it.

It seems thematically appropriate that if you could aim the power with a pointed finger, that guns would be an appropriate skill to aim with.

On the other hand, it doesn't appear to be useable for maneuvers

Correctamundo
Title: Re: Custom Power List
Post by: Gatts on March 31, 2011, 09:04:48 PM
Then it's claws with two extra zones of range. Still don't think it's balanced.
Title: Re: Custom Power List
Post by: BumblingBear on April 01, 2011, 12:05:03 AM
Then it's claws with two extra zones of range. Still don't think it's balanced.

Claws is -1.
Title: Re: Custom Power List
Post by: Viatos on April 01, 2011, 12:17:01 AM
Then it's claws with two extra zones of range. Still don't think it's balanced.

Claws is underpowered (for a power) in any case, as is Breath Weapon. They are not great choices for balance discussions.

EDIT: I can't even believe I typed 'chooses'.
Title: Re: Custom Power List
Post by: BumblingBear on April 01, 2011, 01:11:36 AM
Claws is underpowered (for a power) in any case, as is Breath Weapon. They are not great chooses for balance discussions.

Agreed.

Claws is more like a mortal stunt-made-power.
Title: Re: Custom Power List
Post by: devonapple on April 01, 2011, 05:07:24 AM
I'm working on some Africanesque demons from the d20 Nyambe setting. I came across this power, and here is how I tried to model it. Any thoughts?

This incorporeal demon usually travels in spirit form, but it can fuse its will with normal animals or insects, turning the creature evil and guiding its will, driving it to kill any humans it meets. The demon will seek out the queen of an insect colony to effectively control the hive; similarly, it will seek out the dominant member of a given pack or pride, giving it control over its other members. It cannot possess supernatural animals, such as Grimalkins or Temple Dogs.

[-4] Malevolence:
Domination [-2]
Possession [-3]
Limited: only usable on mortal animals and insects [+2]
Pack Instincts [-1] (usually with possessed animals and their hive/pride/etc.)

Note: this power requires Spirit Form.
Title: Re: Custom Power List
Post by: Gatts on April 01, 2011, 01:27:30 PM
Well, it's your game. Normally, if someone tried in a game I played to take an existing power, repackaged and buffed, they'd get laughed at.
Title: Re: Custom Power List
Post by: devonapple on April 01, 2011, 03:04:53 PM
Well, it's your game. Normally, if someone tried in a game I played to take an existing power, repackaged and buffed, they'd get laughed at.

I am the GM for my game, and am capable of laughing at myself already.

Do you have any actual suggestions? What is your take on the value of the power discount? I'm failing to see how this power is otherwise "buffed"? Repackaging is of course for convenience of math. It's ultimately for a monster, so the power limitation is somewhat moot.


Nevermind (see below).

Also, I failed to explicitly state it, but the power does require Spirit Form (have amended the entry to match).

Title: Re: Custom Power List
Post by: Viatos on April 01, 2011, 06:02:09 PM
Do you have any actual suggestions?

I believe the unhelpful snarkiness was more likely directed at BumblingBear.D

Malevolence looks fine.
Title: Re: Custom Power List
Post by: devonapple on April 01, 2011, 06:10:46 PM
I believe the unhelpful snarkiness was more likely directed at BumblingBear.D

Ah! My apologies for misunderstanding, Gatts! Quote tags, people! ;)

Malevolence looks fine.

Cool - thank you.
Title: Re: Custom Power List
Post by: BumblingBear on April 01, 2011, 06:25:05 PM
Well, it's your game. Normally, if someone tried in a game I played to take an existing power, repackaged and buffed, they'd get laughed at.

Noted.  Don't care.  You're the only one here who has a problem with it.

I say that with love.
Title: Re: Custom Power List
Post by: Gatts on April 01, 2011, 07:41:56 PM
Ah! My apologies for misunderstanding, Gatts! Quote tags, people! ;)

Cool - thank you.


Sorry about the misunderstanding, I drop quote tags in reply once and I go and upset people, that'll teach me.

My snarkiness was a bit unwarranted anyway, so if I offended BumblingBear then I'm sorry about that. My point was that if you start ignoring powers because you feel they're 'weak' and make more powerful versions, then it's usually a slippery slope to power-creep. Most of the powers are balanced around the same sort of level as Breath Weapon, things like the Strength and Toughness powers being an exception.
Title: Re: Custom Power List
Post by: ways and means on April 01, 2011, 07:49:55 PM
Traceing -2:
You can manifest any non-balistic weapon you have seen as a supplemental action. With this ability you can buy Modular Abilities which can be used to represent the imbued abilites of any items of power you are copying. Like True Seeming’s you are limited to only manifesting one item at time.
Title: Re: Custom Power List
Post by: devonapple on April 01, 2011, 07:56:15 PM
"Force Lightning of Lolz" [-2]
You have the power to make electricity arc between your finger tips and lash out at your target.
This counts as a weapon:2 electrical attack for up to 2 zones targetted with your weapons (or guns) skill.

I feel this is somewhat broken, but alright for a houseruled power, and it is certainly mitigated by the "no maneuvers" element mentioned below, which should probably be specified in the power. You may also want to specify whether it is "up to two Zones away" as it may be mistaken as affecting two Zones all at the same time. If it is supposed to be up to two Zones at the same time, of course, this is a totally unacceptable price.

"IP?... Please" [-1]
You can hack into the internet and surf with your mind from any wire connected to the grid upon touch.

I'd price this as a 2- or 3-refresh power, considering how prevalent tech is in the current world, and how easy this makes things for the hacker. Wizards may not be able to use tech, but the rest of the world does, and comparable powers in point-based games can get expensive. DFRPG isn't focused on hacking and technowizardry, but that doesn't make this power less effective. This feels functionally equivalent to a form of Channeling with added benefits.

"Dirty little secrets" [-1]
You can touch an electrical device like an iphone or laptop and mystically know if there are porn pics or other incriminating things on them.  This also give you a pretty good idea of what they are.

This is a pretty subjective power, the definition of porn being "I know it when I see it." I guess if we're using the "it's magic" or "Maxwell's Demon" rationale, this is acceptable.

"Handle aura" [-1]
If you see someone in person who you've interacted with online, they will appear to have an aura to you.  The color and feel of the aura will give you a very good idea of what their handle or user name was as well.

This is alright. The metaphysics are debatable, but this much different from a Supernatural Sense.

"Noob security systems" (requires IP?... Please) [-1]
If you access the network inside of a building using your "IP?...Please." power, you will be able to see the layout of all the security systems.  For the price of a fate point, you can temporarily turn them all off as well.

Also alright. The initial "IP? Please" power is pretty buff, but this is an acceptably priced add-on.

Sorry about the misunderstanding, I drop quote tags in reply once and I go and upset people, that'll teach me.

Ron White: "I forgot. Ever forget? Happened to me."
Title: Re: Custom Power List
Post by: BumblingBear on April 01, 2011, 08:29:51 PM
The force lightning of lolz can target up to 2 zones - I think I may have misworded it.

I meant the PC's zone and up to one adjacent zone.  And no, not both zones at once.

However, I would allow spray attacks with it.
Title: Re: Custom Power List
Post by: Viatos on April 02, 2011, 06:18:42 AM
IP? ...Please

I'd leave this at -1. Being able to connect with your mind from electrical circuity is about up there with a high-quality wireless device; the hands-free and always-working advantage is what makes it worth a whole point of refresh. It's convenient and interesting, not strong.

Force Lightning / Breath Weapon / Et Cetera

A pistol is a Weapon:2 that can target multiple zones away, and with the application of Resources can make spray attacks. A -1 stunt could give it maneuvers. Channeling is -2. This is the important thing to remember. How many weapon:2 attacks do you need to match up to four weapon:6 attacks? What about potions and maneuvers and...et cetera.

I am a firm believer that systems should not contain options that are ludicrously underpowered compared to others with similar function. Why would I want Inhuman Strength, if Unspeakable Strength is also -2 refresh and functions at Mythic level? That's actually...pretty close to the debate here.

I'd make Force Lightning 1 refresh and extend the range cap to Discipline zones away, with a 1 refresh upgrade to Weapon:4 and a 1 refresh upgrade to grant it maneuvers. That's about what having a mind-gun is worth to me over Channeling (Electricity).
Title: Re: Custom Power List
Post by: BumblingBear on April 02, 2011, 07:59:18 AM
IP? ...Please

I'd leave this at -1. Being able to connect with your mind from electrical circuity is about up there with a high-quality wireless device; the hands-free and always-working advantage is what makes it worth a whole point of refresh. It's convenient and interesting, not strong.

Force Lightning / Breath Weapon / Et Cetera

A pistol is a Weapon:2 that can target multiple zones away, and with the application of Resources can make spray attacks. A -1 stunt could give it maneuvers. Channeling is -2. This is the important thing to remember. How many weapon:2 attacks do you need to match up to four weapon:6 attacks? What about potions and maneuvers and...et cetera.

I am a firm believer that systems should not contain options that are ludicrously underpowered compared to others with similar function. Why would I want Inhuman Strength, if Unspeakable Strength is also -2 refresh and functions at Mythic level? That's actually...pretty close to the debate here.

I'd make Force Lightning 1 refresh and extend the range cap to Discipline zones away, with a 1 refresh upgrade to Weapon:4 and a 1 refresh upgrade to grant it maneuvers. That's about what having a mind-gun is worth to me over Channeling (Electricity).

Very interesting ideas.

What is Unspeakable strength, though?  Is that a house power?
Title: Re: Custom Power List
Post by: Tedronai on April 02, 2011, 08:04:34 AM
It is, I gather, a hypothetical power invented for the sole purpose of demonstrating the point.
Title: Re: Custom Power List
Post by: Viatos on April 02, 2011, 08:32:19 AM
It is, I gather, a hypothetical power invented for the sole purpose of demonstrating the point.

Si.
Title: Re: Custom Power List
Post by: BumblingBear on April 02, 2011, 08:49:49 AM
It is, I gather, a hypothetical power invented for the sole purpose of demonstrating the point.

Ty ty.

Yeah - the logic on power is pretty sound.  For instance, a -4 power with 4 trappings will logically be -1 refresh for each trapping.

That is one one I model my powers.
Title: Re: Custom Power List
Post by: Viatos on April 03, 2011, 07:35:36 AM
Resonant Emotion [Incite Emotion Upgrade; -1]
Musts: Lasting Emotion
Attacks and blocks made with Incite Emotion gain a +1 bonus, and aspects placed with Incite Emotion maneuvers are automatically sticky.

Heart-String Virtuoso [Incite Emotion Upgrade; -1]
Musts: Resonant Emotion
When tagging an aspect placed with your Incite Emotion power, you gain a +1 bonus, for a total of +3.

Emotional Control [Incite Emotion Upgrade; -1]
Musts: Incite Emotion
You may use Discipline instead of Deceit or Intimidation for your Incite Emotion power, and gain a +1 bonus when doing so.

Blood Magic [Spellcraft; -1]
Musts: The ability to perform evocation
Blood Magic: You may substitute physical stress for mental stress inflicted by your own evocations. When using this power, it's all or nothing; you must choose to take all mental stress as physical stress, or none.

Antimagic Field [Minor Power; -1]
Antimagic Field: Evocation spells cast within your zone inflict one extra mental stress on the caster.
Title: Re: Custom Power List
Post by: sandchigger on April 04, 2011, 03:06:17 PM
Ooh, I really like Blood Magic.
Title: Re: Custom Power List
Post by: BumblingBear on April 04, 2011, 05:57:18 PM
Ooh, I really like Blood Magic.

Me too.

However, I think it /could/ be OP for a character with supernatural recovery.

They could go for broke and add 4 shifts of power from 2 minor consequences, plus 4 shifts of power from their moderate consequence, and their stress track to one shot.  And of course with inhuman recovery they'd be right as rain by the next scene.

That would probably be a power boost of +11 just to the shifts of power, and that's BEFORE adding the control shifts or any stacked aspects there.

We could be looking at a 50 shift attack.

That's more than most emissary of power wizards can do (even taking a buttload of sponsor debt).... and all for 1 refresh.
Title: Re: Custom Power List
Post by: BumblingBear on April 04, 2011, 06:01:49 PM


Antimagic Field [Minor Power; -1]
Antimagic Field: Evocation spells cast within your zone inflict one extra mental stress on the caster.

I really like this.

I would even make it a passive ability that a PC could turn on, and if they used a round action, I'd let them extend it to one other zone for a mental stress.

If done sneakily enough, they could take out a caster who is going for broke with a huge nuking spell.
Title: Re: Custom Power List
Post by: bibliophile20 on April 04, 2011, 07:43:54 PM
Me too.

However, I think it /could/ be OP for a character with supernatural recovery.

They could go for broke and add 4 shifts of power from 2 minor consequences, plus 4 shifts of power from their moderate consequence, and their stress track to one shot.  And of course with inhuman recovery they'd be right as rain by the next scene.

That would probably be a power boost of +11 just to the shifts of power, and that's BEFORE adding the control shifts or any stacked aspects there.

We could be looking at a 50 shift attack.

That's more than most emissary of power wizards can do (even taking a buttload of sponsor debt).... and all for 1 refresh.
Simply note that physical stress and Consequences that have been self-inflicted with Blood Magic cannot be healed with recovery powers and bypass Toughness. 

Or, if you want to be nice--the character did, after all, pay for the power--then have the recovery power work, but at the speed and efficacy of the recovery power one rank below what they have.  So, for Blood Magic-induced stress and Consequences, Inhuman Recovery would have no effect, Supernatural would work as Inhuman, and Mythic would function as Supernatural.
Title: Re: Custom Power List
Post by: sandchigger on April 04, 2011, 07:54:40 PM
What Bibliophile20 said. If you want to cut off your own hand, I'll go ahead and assume you know what you're doing well enough to really hurt yourself and thus will get by your Catch.
Title: Re: Custom Power List
Post by: Tedronai on April 04, 2011, 08:01:32 PM
A) I certainly hope, for that character's sake, that they've got bucketloads of FPs to drop on their control roll.
B) With Inhuman Recovery, a moderate consequence clears at the speed of a mild consequence, which lasts for one full scene after healing begins.  That would be, assumedly, the end of the scene following their nova-bomb.
C) If this nova-bomb, for whatever reason, fails to eliminate every remaining opponent in the scene, that practitioner is unlikely to last the scene without also taking, at least, a severe consequence.

D) Self-inflicted harm bypassing a toughness power is relatively easily justified, but even that could be said to simply overwhelm the power's protection, instead, given appropriate fluff.  Having self-inflicted harm bypass a recovery power is less easily justified.  The harm has already been done before the power has any effect, so there is no justification of 'it has to bypass the power for it to happen, it has to happen to get what you want, so it has to bypass'.
Title: Re: Custom Power List
Post by: BumblingBear on April 04, 2011, 11:50:55 PM
Simply note that physical stress and Consequences that have been self-inflicted with Blood Magic cannot be healed with recovery powers and bypass Toughness. 

Or, if you want to be nice--the character did, after all, pay for the power--then have the recovery power work, but at the speed and efficacy of the recovery power one rank below what they have.  So, for Blood Magic-induced stress and Consequences, Inhuman Recovery would have no effect, Supernatural would work as Inhuman, and Mythic would function as Supernatural.

This solution works for me.

I don't mind min/maxing - especially in casters since they have so many weakpoints.

My only problem is when attacks from a 14 refresh character can get in the 50 stress levels.

That level of Wizard should not be able to challenge Mab and seriously be able to hurt her sorta thing - especially not using a power that costs 1 refresh. :P

I'm ok with sponsor debt because emissaries only get power with a price.  Physical consequences are a hell of a lot easier to get rid of than sponsor debt.
Title: Re: Custom Power List
Post by: Viatos on April 05, 2011, 09:27:03 PM
Yeah, Blood Magic is intended to benefit from the common houserule that self-inflicted stress bypasses powers. If the logic bothers you, think of it like Pattern Damage in Mage - for those unfamiliar, essentially self-inflicted magical damage involves fraying away the threads of your own essence, bypassing all defenses (you're partially unmaking yourself on a cosmic level) and unnatural healing. The time it takes you to heal is the time it takes your essence to recover, and while you can draw on your own essence as a power source, it is beyond the reach of a PC (before going off the chart in terms of power level, at least) to restore that essence with magic, as this is close to creating permanent life from nothing.

On a related note, a different take (with an eye towards the ever-popular 'young dragon' PC archetype)...

Natural Channel [Spellcraft, -1]
Musts: Channeling; taking this power prevents upgrade into Evocation
Natural Channel: Your magic is more then your soul's expression; it soaks into your bones, flows through your blood. You may use Endurance in place of Conviction and Fists in place of Discipline for spellcasting. This physical harmony is not without danger, however; the mental stress of spellcasting becomes physical stress, bypassing any Toughness powers or similar defenses.

As a power, you're essentially swapping two trappings with a few small drawbacks (using a more vulnerable stress track, cannot later expand into Evocation). Discipline and Fists are pretty evenly matched; one is a very useful defensive skill and the other is a potentially very useful attack skill. Endurance has higher utility then Conviction, but since you're now casting from it, that general utility becomes restricted. Thoughts?
Title: Re: Custom Power List
Post by: Tedronai on April 06, 2011, 07:58:41 PM
For a power improving channeling, but banning any later upgrade to evocation, I think I might recommend removing channeling's prohibitions regarding refinement (allowing Refinement to be used for Specialization bonuses, though still observing the 'pyramid')
Title: Re: Custom Power List
Post by: BumblingBear on April 06, 2011, 11:18:32 PM
For a power improving channeling, but banning any later upgrade to evocation, I think I might recommend removing channeling's prohibitions regarding refinement (allowing Refinement to be used for Specialization bonuses, though still observing the 'pyramid')

That would be the same thing as evocation but with one extra refresh.

You need 3 trees to specialize with any degree of efficiency.  It costs 1 point of refresh for each new school of magic, so channeling with 3 schools of magic would be 4 refresh instead of the 3 for evocation.

My solution is to allow a stacking straight shot refinement bonus to channeling, but only allow half of the refinement bonus.

For instance, a character with water channeling could have 3 points of refinement that would translate into +3 Water control.  The number of the bonus cannot exceed lore.

Refinement for focus items would work as usual.
Title: Re: Custom Power List
Post by: devonapple on April 06, 2011, 11:42:58 PM
Natural Channel [Spellcraft, -1]

I like the poetry of this ability, but I think Discipline still makes sense for even this sort of casting. If forced to provide an alternative, I would propose that Athletics (instead of Fists) sub for Discipline, but Athletics is already a pretty loaded skill. I also feel that Conviction still accurately reflects one's inner will, even if that magic is coming from within. But if I had to find an alternative, Endurance makes the most sense to me.

If the goal is for a sort of Martial Artist type of "magic," then a new version of Channelling using Fists/Athletics/Endurance makes more sense. But if we're just cannibalizing the caster's body, then maybe this can just be a Supernatural Stunt that switches from Mental Stress to Physical Stress, without changing around the base spellcasting skills.
Title: Re: Custom Power List
Post by: BumblingBear on April 07, 2011, 02:14:19 AM
I like the poetry of this ability, but I think Discipline still makes sense for even this sort of casting. If forced to provide an alternative, I would propose that Athletics (instead of Fists) sub for Discipline, but Athletics is already a pretty loaded skill. I also feel that Conviction still accurately reflects one's inner will, even if that magic is coming from within. But if I had to find an alternative, Endurance makes the most sense to me.

If the goal is for a sort of Martial Artist type of "magic," then a new version of Channelling using Fists/Athletics/Endurance makes more sense. But if we're just cannibalizing the caster's body, then maybe this can just be a Supernatural Stunt that switches from Mental Stress to Physical Stress, without changing around the base spellcasting skills.

I kind of like where you're going with this.

I think I would houserule for channelers that they could take stacking stunts that give +1 to discipline or conviction (chosen at time of taking the power) for the sake of evocations.

I've always felt that someone specializing in one aspect of magic should be more powerful.  Not much more powerful than a wizard, and they pay for that extra oomf with a lot less versatility.  As long as wisdom remains the cap for any such buffs, I don't think it is possible to break the system.
Title: Re: Custom Power List
Post by: ways and means on April 07, 2011, 02:22:05 AM
Mind of Steel (mental immunity) [-8] you are absolutely determined to do something and nothing can stop you, nothing can make you doubt or question your motives besides the voice of doubt in the back of your mind. - You are immune to any mental stress other than self-inflicted stress.
Title: Re: Custom Power List
Post by: Tedronai on April 07, 2011, 04:37:09 AM
That would be the same thing as evocation but with one extra refresh.

Actually, it'd be the same thing as evocation, but without the inherent specialization and with only one element to start out.  Oh, and you use different skills.  Not really a gamebreaker.

You need 3 trees to specialize with any degree of efficiency.  It costs 1 point of refresh for each new school of magic, so channeling with 3 schools of magic would be 4 refresh instead of the 3 for evocation.

...and this is a problem because?  They're spending more refresh to get what is otherwise a lesser benefit (since they still don't get the inherent specialization), in exchange for a relatively minor benefit of using different skills.
Title: Re: Custom Power List
Post by: BumblingBear on April 07, 2011, 06:25:49 AM


...and this is a problem because?  They're spending more refresh to get what is otherwise a lesser benefit (since they still don't get the inherent specialization), in exchange for a relatively minor benefit of using different skills.

Exactly... which is why I can't see anyone ever doing it.  It would make much more sense from an immersion standpoint to just take evocation for another point of refresh, and from a min/maxing standpoint, it's super weak.

Either way this method of house ruling would not make any sense - at least not to me.
Title: Re: Custom Power List
Post by: Tedronai on April 07, 2011, 06:53:45 AM
It wasn't recommended as a 'method of houseruling' but as an addendum for the proposed power if the creator was dead-set on including a potentially troublesome clause
Title: Re: Custom Power List
Post by: BumblingBear on April 07, 2011, 07:09:16 AM
It wasn't recommended as a 'method of houseruling' but as an addendum for the proposed power if the creator was dead-set on including a potentially troublesome clause

Oh ok - I stand corrected.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 11, 2011, 01:20:22 AM
There are a couple powers I'm planning to make that I'd appreciate help with.

The first is one that hurts people who attack you. Like a porcupine. I'm thinking a version of Riposte here, that does not require you to sacrifice an action, does not let you use a weapon, and only works against unarmed attacks. Upgrades would let it work against other things and give it a weapon rating.

The second would create an environmental hazard around you. This one I'm less sure how to model.
Title: Re: Custom Power List
Post by: bibliophile20 on April 11, 2011, 03:22:20 AM
There are a couple powers I'm planning to make that I'd appreciate help with.

The first is one that hurts people who attack you. Like a porcupine. I'm thinking a version of Riposte here, that does not require you to sacrifice an action, does not let you use a weapon, and only works against unarmed attacks. Upgrades would let it work against other things and give it a weapon rating.
Broken, Borked, Beleted.


Quote
The second would create an environmental hazard around you. This one I'm less sure how to model.
How to model... feed some beans and burritos to a male skunk?  :D

Sounds like you want a power that, each round, every enemy/entity in the same zone as you must make a defensive roll against some damage or maneuver.  That about right?
Title: Re: Custom Power List
Post by: ways and means on April 11, 2011, 03:33:04 AM
Retribution seems a little potent and not fully described how is the damage dealt is there a roll involved etc.
Title: Re: Custom Power List
Post by: Tedronai on April 11, 2011, 03:44:19 AM
Retribution [-2]
Prerequisites: Either Evocation, Thaumaturgy, Sponsored Magic or Guide Thy Hand
Attacking you is a dicey proposition for the attacker; anyone who attacks you in melee combat receives the same damage against them.

Upgrades:
The Mark Of Caine [-3]: Big Mistake to attack you.  All damage done to you is repaid sevenfold.

I'm not sold on those prerequisites.  Why wouldn't the Nevernever's Dire Flaming Porcupine of Death (obviously not being a practitioner of any stripe, nor being a creature of Faith) be able to have this power?
As for Mark of Caine...no.  Just no.  Just throwing a fist to the gut (calling it a 1 stress hit) of a character with that upgrade would be capable of killing most humans outright (7 stress being comparable to a solid hit from a hunting rifle).  Combined with the fact that the combined cost is less than a +0-Catch-ed Mythic Toughness...
Title: Re: Custom Power List
Post by: bibliophile20 on April 11, 2011, 03:49:13 AM
I'm not sold on those prerequisites.  Why wouldn't the Nevernever's Dire Flaming Porcupine of Death (obviously not being a practitioner of any stripe, nor being a creature of Faith) be able to have this power?
As for Mark of Caine...no.  Just no.  Just throwing a fist to the gut (calling it a 1 stress hit) of a character with that upgrade would be capable of killing most humans outright (7 stress being comparable to a solid hit from a hunting rifle).  Combined with the fact that the combined cost is less than a +0-Catch-ed Mythic Toughness...
Okay, that was just a thought, a massively rough draft.  But I'm not hearing anything helpful or constructive out of you guys, either.  If that's so broken, then I challenge you to make something that isn't.
Title: Re: Custom Power List
Post by: Tedronai on April 11, 2011, 03:58:03 AM
I'd suggest replacing those prerequisites with a simple appropriate aspect, for starters
for the real crunch, though, I'd suggest stress equal to the incoming shifts+1, with further upgrades increasing that linearly, not geometrically
Title: Re: Custom Power List
Post by: ways and means on April 11, 2011, 04:14:43 AM
[-2] Refraction Shield- You can use your turn to create a reflective block to protect yourself (roll conviction), if you are attacked and the block is not pierced then the person attacking recives their weapons rating in damage (as if someone had rolled and tied thier defence). 
Title: Re: Custom Power List
Post by: devonapple on April 11, 2011, 07:22:27 PM
The first is one that hurts people who attack you. Like a porcupine. I'm thinking a version of Riposte here, that does not require you to sacrifice an action, does not let you use a weapon, and only works against unarmed attacks. Upgrades would let it work against other things and give it a weapon rating.

The effect sounds like a Damage Shield, which in most point-based game systems is an upgrade to an existing melee damage power.

So, for this, I would start with Claws (I'm sorry) and add 1 Refresh to make it reactive (I.e., it does base Claw damage to anyone landing a Fists attack.).

The character could still use the power as a Fists attack. Any upgrades which increase the damage of Claws would apply here. But Might shouldn't add into the damage. Should we consider further additions that allow this Damage Shield to respond to (reasonably determined) Weapons attacks as well

I'm not sure how I would adjudicate increasing the damage based on the incoming attack. FATE combat is so abstract to begin with that it is hard to pick a skill and say definitively "this means an attacker takes more damage." Dealing 2 stress per Fists strike to anyone is going to add up, so it may not be a critical rule.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 11, 2011, 07:54:05 PM
Why would you be sorry for starting with Claws?

Anyway, here's what I had in mind for the first power. I'm currently wondering whether to go with this or not in light of the new suggestions.

Damage Shield [-1]
Description: For whatever reason, attacking you isn't safe. Maybe you're covered in spikes, or maybe your body flows with 10 000 volts of electricity.
Musts: Nothing in particular.
Effect:
Damage Shield. Whenever a character makes an unarmed attack against you and misses, they take physical stress equal to the number of shifts by which your defence roll exceeds their attack roll. This might also trigger on some maneuvers, if the GM deems it appropriate.
Conductive Damage Shield [-1]. This power works against against all melee attacks, not just unarmed ones.
Reflective Damage Shield [-1]. (Requires Conductive Damage Shield) This power works against all attacks, not just melee ones.
Dangerous Damage Shield [-1]. This power inflicts two additional stress whenever it triggers.
Lethal Damage Shield [-1]. (Requires Dangerous Damage Shield) This power inflicts a further two additional stress when it triggers.
Mutual Damage Shield [-1]. (Requires Dangerous Damage Shield) This power triggers when you are hit as well as when you are missed. Treat the attacker's threshold shifts as negative shifts for the purposes of calculating this power's damage.

I think it might be a little underpowered.

Bibliophile has the right idea for what I intended for the second power. I'm having trouble deciding on a difficulty for the defence roll.
Title: Re: Custom Power List
Post by: devonapple on April 11, 2011, 08:05:07 PM
Why would you be sorry for starting with Claws?

Claws (and Breath Weapon) occasionally draw criticism when brought up in balance discussions - nothing more.
Title: Re: Custom Power List
Post by: devonapple on April 11, 2011, 08:08:50 PM
Damage Shield [-1]
Damage Shield. Whenever a character makes an unarmed attack against you and misses, they take physical stress equal to the difference between their attack roll and your defence roll. This might also trigger on some maneuvers, if the GM deems it appropriate.
Mutual Damage Shield [-1]. (Requires Dangerous Damage Shield) This power triggers when you are hit as well as when you are missed. Treat the attacker's threshold shifts as negative shifts for the purposes of calculating this power's damage.

I'm conflicted about this. My reasoning would indicate the opposite: that an opponent only gets hurt when it lands a successful strike, and then maybe an upgrade could have it cause damage even on a miss. At the same time, a success should be a success, and the base power means you can still harm the creature protected with Damage Shield - you just don't want to miss.
Title: Re: Custom Power List
Post by: Tedronai on April 11, 2011, 08:15:23 PM
Is the combination of Dangerous and Lethal intended to produce an effective weapon:4 or weapon:6 shield?

I suggest clarifying the wording of the base power.  As it stands, a literal reading of the second clause of the first sentence would include the Mutual upgrade, while the first clause precludes it.  Rewording to 'equal to the number of shifts by which your defense roll exceeds their attack roll' would remove this possible confusion.
Title: Re: Custom Power List
Post by: devonapple on April 11, 2011, 08:35:09 PM
Is the combination of Dangerous and Lethal intended to produce an effective weapon:4 or weapon:6 shield?

Weapon:6 was my reading, but since we know the base damage of Claws, it might be safe to explicitly "bringing up the damage to 4/6/etc."
Title: Re: Custom Power List
Post by: Sanctaphrax on April 11, 2011, 08:39:11 PM
It's meant to produce a weapon 4 effect. However, it says the opposite of that. Editing now.

Also clarifying first sentence.

And yes, one would expect the "bad touch" power to trigger when you get touched. But this way is mechanically cleaner and doesn't make success bad.
Title: Re: Custom Power List
Post by: Tedronai on April 11, 2011, 09:23:28 PM
of course, in a system where injury from an attack doesn't necessitate that attack actually connecting, the reverse is quite reasonable as well: an attack 'connecting' doesn't necessitate injury, and I would imagine that a creature possessing such a defensive capability as that power is meant to reflect would be more likely to develop defensive techniques emphasizing blocks rather than dodges, or only dodging in such a way as to render the attack non-damaging, while still allowing it to connect
Title: Re: Custom Power List
Post by: Sanctaphrax on April 12, 2011, 02:17:18 AM
Exactly!
Title: Re: Custom Power List
Post by: devonapple on April 12, 2011, 02:37:53 AM
But this way is mechanically cleaner and doesn't make success bad.

Unfortunately, in any game system, that's the exact point of such a power.
But, it is true that we're not playing HERO or Mutants & Masterminds, so I may have to let that go.

Nevertheless, as a reality check (inasmuch as we can have one) can we visualize Karrin Murphy with her martial arts going Aikido on a Fire Elemental and escaping unscathed due to high Fists/good rolls/FATE points?

I suppose if most people rule the fire aura from a Fire Elemental to be an example of Dangerous Mutual Damage Shield, and rule that the porcupine would be just the basic Damage Shield, with a successful Fists check indicating Murphy hit a soft spot?
Title: Re: Custom Power List
Post by: ways and means on April 12, 2011, 02:46:15 AM
I am wondering would it be crass to use Damage Shield as a model for lightsaber/ magic shield deflection?
Title: Re: Custom Power List
Post by: Sanctaphrax on April 12, 2011, 02:47:45 AM
Yeah, Fire Elementals probably need the Mutual Damage Shield upgrade.

Honestly, the game rules are going to create insane situations every once in a while. For example, the current RAW allows you to punch fire elementals and suffer no harm whether you miss or not. The GM is expected to swoop in with compels or creative description at that point.

In situations like that, you might as well just use whatever you would have used if this power doesn't exist. A compel not to attack with Fists seems like the best idea to me.

And it's definitely not crass to use this for attack reflection. What does crass even mean in this context?
Title: Re: Custom Power List
Post by: Tedronai on April 12, 2011, 02:50:04 AM
rule that the porcupine would be just the basic Damage Shield, with a successful Fists check indicating Murphy hit a soft spot?

Or just from the right angle
Title: Re: Custom Power List
Post by: ways and means on April 12, 2011, 02:52:12 AM

Yeah, Fire Elementals probably need the Mutual Damage Shield upgrade.

Honestly, the game rules are going to create insane situations every once in a while. For example, the current RAW allows you to punch fire elementals and suffer no harm whether you miss or not. The GM is expected to swoop in with compels or creative description at that point.

In situations like that, you might as well just use whatever you would have used if this power doesn't exist. A compel not to attack with Fists seems like the best idea to me.

And it's definitely not crass to use this for attack reflection. What does crass even mean in this context?

Well using any power to model lightsabers in dresden files could be seen as cocking a snook.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 18, 2011, 02:36:45 AM
I wouldn't worry about what people think of your snook if I were you.

Anyway, after talking a bit to Belial666 on the Demons! thread I've got a first draft of the other damaging aura power.

Dangerous Aura [-2]
Description: Standing near you is dangerous.
Musts: Nothing in particular.
Effect:
Dangerous Aura. This power makes a Fair physical attack against Endurance at weapon 0 against each character in your zone each turn. EDIT: Please note that this power can be turned off and does not affect the user.
Extra-Dangerous Aura [-1]. This power makes Great attacks.
Super-Dangerous Aura [-1]. This power makes Fantastic attacks.
Hyper-Dangerous Aura [-1]. This power attacks at weapon 2.
Mental Aura [-1]. This power inflicts mental stress and is resisted with Discipline.

For timing, I'm thinking that this would activate at the end of the attacked character's turn. I'm currently debating whether or not it should affect characters who run through your zone. An upgrade that makes it affect a wider area might be a good idea.
Title: Re: Custom Power List
Post by: BumblingBear on April 18, 2011, 03:35:40 AM
I wouldn't worry about what people think of your snook if I were you.

Anyway, after talking a bit to Belial666 on the Demons! thread I've got a first draft of the other damaging aura power.

Dangerous Aura [-2]
Description: Standing near you is dangerous.
Musts: Nothing in particular.
Effect:
Dangerous Aura. This power makes a Fair physical attack against Endurance at weapon 0 against each character in your zone each turn. EDIT: Please note that this power can be turned off and does not affect the user.
Extra-Dangerous Aura [-1]. This power makes Great attacks.
Super-Dangerous Aura [-1]. This power makes Fantastic attacks.
Hyper-Dangerous Aura [-1]. This power attacks at weapon 2.
Mental Aura [-1]. This power inflicts mental stress and is resisted with Discipline.

For timing, I'm thinking that this would activate at the end of the attacked character's turn. I'm currently debating whether or not it should affect characters who run through your zone. An upgrade that makes it affect a wider area might be a good idea.

I really like this power.

Like many other things in this thread, I am going to steal it.

I like powers that will force PCs to think a different way and not turn every physical fight into a tank and spank.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 20, 2011, 12:56:45 AM
Why thank you. Does that mean that you think the cost is reasonable?

Anyway, I've got two additions I want to make. The first is to let people, when taking the power, specify that people use whatever skill they use to defend against ranged attacks to defend against this power instead of Endurance. It occurred to me that Endurance doesn't model defence against a cloud of knives very well.

Anyway, here are the area upgrades I mentioned.

Large Aura [-1]. This power affects everyone within one zone.
Vast Aura [-1]. (Requires Large Aura) This power affects everyone within three zones.

Please note that these area upgrades are not optional once purchased. People who want to fight alongside others would be well advised not to take Vast Aura unless their allies are very tough.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 22, 2011, 03:05:34 AM
Spell-Like Ability [-1]
Description: You have the ability to cast one spell.
Musts: Nothing more than any other power requires.
Effect:
Spell-Like Ability. Design a spell with complexity or power equal to the higher of your Conviction skill and your Lore skill. You may cast that spell as an evocation rote.
Potent Spell-Like Ability [-1]. Add two to the power of one of your spell-like ability. This does not increase the difficulty to control it.

I'm not totally satisfied with this. I'm kinda wondering whether I should let people take Potent Spell-Like Ability more than once.
Title: Re: Custom Power List
Post by: devonapple on April 22, 2011, 03:14:53 AM
I'm not totally satisfied with this. I'm kinda wondering whether I should let people take Potent Spell-Like Ability more than once.

After a few of these, most folks will opt for Rituals and/or Channeling.

It is a good way to model a one-trick spellcaster, though, and at a discount from regular themed Rituals/Channeling.

Does this cost Mental Stress?

Also, Musts: should be something as simple as "not a Pure Mortal."
Title: Re: Custom Power List
Post by: Silverblaze on April 22, 2011, 03:17:49 AM
I propose it not costing mental stress unless -1 Potent magical ability is added to it.

Opinions?
Title: Re: Custom Power List
Post by: Sanctaphrax on April 22, 2011, 03:45:10 AM
It costs stress. Unlimited 5 shift evocations isn't incredibly powerful, but it's probably too much for 1 refresh even if it does eat up your apex skills.

I think that a cap of (Lore) purchases of Potent Spell-Like Ability would be fine for attacks and rituals. But blocks and multi-aspect thaumaturgy maneuvers would be a nightmare.

Point taken about the musts.
Title: Re: Custom Power List
Post by: devonapple on April 22, 2011, 03:48:45 AM
I think that a cap of (Lore) purchases of Potent Spell-Like Ability would be fine for attacks and rituals. But blocks and multi-aspect thaumaturgy maneuvers would be a nightmare.

Would you be able to unpack this bit here? My apologies - I'm simply having trouble following: what specifically would be a nightmare about these things?
Title: Re: Custom Power List
Post by: Sanctaphrax on April 22, 2011, 03:58:51 AM
Well, for 6 refresh you coould purchase Potent Spell-Like Ability 5 times. With Superb Conviction and Lore plus Great Discipline you could drop 15 shifts of power for one stress and one backlash. Attacks would be fine since you only have 5 accuracy. But if you can get 5 fragile aspects or an 11 shift Orbius-equivalent that lasts for 5 turns, you can end most fights instantly.

You'd have weaknesses, of course. You spent 6 refresh on one trick. But when that trick is useful, you'll just crush your opposition. When it's not, you'll probably die.

That's a problem, in my view. Sure, it's easily solved by not building characters like that. But a custom power has to be balanced against the worst case.
Title: Re: Custom Power List
Post by: Gatts on April 23, 2011, 03:54:59 PM
That's a problem, in my view. Sure, it's easily solved by not building characters like that. But a custom power has to be balanced against the worst case.

I couldn't say how balanced that power is, but I'm not sure I agree that a power should be balanced around the worst possible case. People will always find a way to make ridiculous characters, and it is the GM's responsibility to say no. A power, in my opinion, should be balanced in the case it's going to be used. While that's not always obvious, you should at least only balance it against the worst reasonable case.

Sorry for joining in without really discussing the power, but that bothered me a little.
Title: Re: Custom Power List
Post by: devonapple on April 23, 2011, 04:06:23 PM
I couldn't say how balanced that power is, but I'm not sure I agree that a power should be balanced around the worst possible case. People will always find a way to make ridiculous characters, and it is the GM's responsibility to say no. A power, in my opinion, should be balanced in the case it's going to be used. While that's not always obvious, you should at least only balance it against the worst reasonable case.

And, ideally, these are powers given to NPCs by the GM.
Title: Re: Custom Power List
Post by: Belial666 on April 25, 2011, 12:25:32 AM
[-3] Spell-like Abilities
You have 2 spell-like abilities you can use twice per day each - or you may use one by taking a 1-point mental stress hit. You aim SLAs with Discipline or an other thematically appropriate skill. Their power is equal to your Conviction or your Lore, whichever is higher, and you can have any Evocation or Thaumaturgy effect as an SLA. However, once chosen those abilities are fixed and cannot be changed. You may lower the Power of an ability when initially chosen by a number to increase its number of uses by the same number - though it still costs 1 point of mental stress to use.
[-1] Improved Innate Magic
You have more varied spell-like abilities available than normal. Each time you take this ability, you get four new SLAs, each one following the same rules as your original SLAs. Instead of new SLAs, you may take an existing SLA more than once, adding up the total number of uses.
[-1] Potent Innate Magic
Your innate magic is stronger than normal. Each time you take this ability add 1 to the Power and number of uses of each SLA you have. You may take this ability a number of times equal to your Lore or Conviction.




That's how I'd do DnD-like SLAs if you have to have separate, defined effects. The above rules are the exact same rules as those used for Enchanted Items with an extra refresh cost that counts as the reverse of the One-Time-Discount of items of power; instead of giving rebate to put a power into an item, you pay refresh to use the powers of items without physical items. It is easier to do thematically limited SLAs with an Incite Emotion rip-off though.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 25, 2011, 05:27:14 AM
Good idea, Belial, but it kinda hoses characters with only one spell. It's clearly designed for a sizable set of abilities. So I think I'll stick with what I have.

Anyway, does anybody here have any good ideas on how to handle phasing or voluntary intangibility?

Title: Re: Custom Power List
Post by: Silverblaze on April 25, 2011, 04:56:19 PM
Good idea, Belial, but it kinda hoses characters with only one spell. It's clearly designed for a sizable set of abilities. So I think I'll stick with what I have.

Anyway, does anybody here have any good ideas on how to handle phasing or voluntary intangibility?



Not off the top of my head, but... I can hazard that phasing/intangiblity can be overpowered (not that this game is particularly balanced anyhow). 

Were i working on the ability, I'd use mistform(gaseous form) from YS as a basis from which to work.  Perhaps instead simply use Physical Immunity to physical attcks (not energy or mental based)?   In order to offer anymore help, I'd need to know a few things.  Can the intangible being still attack?  Does it disrupt machinery like Kitty Pryde(Shadowcat of Marvel fame)?  What will be able to harm the intangible being, whilst intangible? 

Title: Re: Custom Power List
Post by: Gatts on April 25, 2011, 06:25:38 PM
Anyway, does anybody here have any good ideas on how to handle phasing or voluntary intangibility?

I'd trim the bits you don't want from Spirit Form, and take Physical Immunity probably.
Title: Re: Custom Power List
Post by: devonapple on April 25, 2011, 08:48:03 PM
Anyway, does anybody here have any good ideas on how to handle phasing or voluntary intangibility?

At its simplest, it sounds like a Block (Spirit, or another appropriate theme).
If you want guaranteed immunity to damage, then Physical Immunity (with limitations) is the way to go.
It could also be one or more Maneuver Aspects that can be tagged to successfully protect from damage.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 25, 2011, 10:07:44 PM
I'm thinking that a slightly stronger version of Gaseous Form might be our best bet.

I was thinking that the intangible character would be able to act freely, but not be able to affect the material world.

I'm not sure what would be able to harm the intangible character.
Title: Re: Custom Power List
Post by: jadecourtflunky on April 25, 2011, 10:14:02 PM
If you take it from the Shadowcat example, any attack that is entirely physical and most energy-based attacks go through. Anything specifically designed to hit her, diseases, and mental attacks still hit.
Title: Re: Custom Power List
Post by: devonapple on April 25, 2011, 10:27:51 PM
I'm thinking that a slightly stronger version of Gaseous Form might be our best bet.

I was thinking that the intangible character would be able to act freely, but not be able to affect the material world.

I'm not sure what would be able to harm the intangible character.

"In gas form, you set aside all ability to act in exchange for the Physical Immunity ability" (YS 175), so the inability to affect the material world seems covered already. It seems to allow movement actions and that is it. What types of actions would you want to have available in this "phased" state?

As for harm, you could trade "things that can affect a gaseous cloud" for "things that affect energy fields," so things like magic, electricity, and magnetism may still affect the phased creature.
Title: Re: Custom Power List
Post by: Save_vs_DM on April 25, 2011, 11:31:53 PM
So here are a few powers I've been working on and would like a bit of feedback, if you folks would be so kind.

Focused Study [–1]
Musts: Channeling and/or Ritual; if you take this power you cannot later upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
Description:  Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Deeper Understanding.
Focused Study is a tool for improving your channeling over time. Each time Focused Study is taken, choose two of the following options:
Learn and master 2 additional rote spells.
Gain a +1 power bonus for all your evocations.
Gain a +1 control bonus for all your evocations.
Gain a +1 complexity bonus for all your rituals.
Gain a +1 control bonus for all your rituals.
Unlike refinement, you do not have to structure your specialization bonuses according to the “column” limits for skills (see page 65).

Focused Mastery [-2]
Musts:
Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
Breadth of Knowledge.
You have far fewer blind spots than most other spellcasters who deal with your type of spellcraft. This has no actual game effect other than giving you better justification for performing magic that might be considered unusual for your particular brand of spellcasters. Game masters are encouraged to be a bit more lenient with such players when they attempt more unusual uses of magic.  For example, a pyromancer with this power might make the case for fire being a purifying element and use this justification to perform a spell that “burns out” a sickness or malady someone is suffering.
Depth of Knowledge. You've unlocked a lot of secrets within your area of specialization. Roll Lore at +1 whenever dealing with your particular area of expertise (as defined by your Channeling or Ritual power). For example, a pyromancer would roll his Lore at +1 whenever dealing with fire magic or the results of fire magic.
Respected Master. Your expertise is so extensive that even wizards respect your prowess. When dealing with other spellcasters (anyone with the Channeling, Evocation, or Sponsored Magic powers), all of your social skill rolls operate at a +1 bonus.

Signature Spell [-1]
Musts:
Channeling or Evocation
Description: You've utterly mastered a single spell and have learned how to cast it with an economy of energy and motion.
Skills Affected: Conviction, Discipline, Lore
Effects:
Signature Spell.
Choose one of your rote spells. The stress cost for casting this one particular spell is reduced by one. If this reduction would reduce the stress cost to zero you may only cast this spell for zero stress a number of times equal to your Lore rank, after which you must pay the normal stress cost.


Thoughts
Focused Study is more or less Refinement for people who have Channeling and Ritual. It's always bothered me that people who focus in one particular element can't actually get any better at that element (unless they make an item). This bridges that gap but also locks you out of further upgrading. That's why the bonuses say all evocations: you'll only ever have one element or type of ritual. The addition of gaining rote spells just felt right.

Focused Mastery is a bit murkier. I like the general feel of the power but it's really hard to price because one of the benefits is so nebulous. I made the other two benefits somewhat minor (a lesser version of Marked by Power) to compensate. I'm really open to suggestions if people happen to have other ideas. I just felt that focused practitioners needed a cool capstone ability.

I'm still really up in the air on Signature Spell. It was a neat mechanic I was toying around with and I wanted to write it up formally. I think it might be a bit strong for only 1 point of refresh, but it fills a bit too lackluster for 2 refresh. However, I was looking at the Incite Emotions and Beast Change powers. Both are more or less "one spell" that you can cast for free all the live long day. However, wizard spells are a lot more potent so I knew they shouldn't be unlimited. And linking it to Lore at least makes sure you have to keep a third skill up there (and does play into the Rote spell aspect). Thoughts on the power of this one?
Title: Re: Custom Power List
Post by: devonapple on April 25, 2011, 11:41:22 PM
Focused Study is more or less Refinement for people who have Channeling and Ritual. It's always bothered me that people who focus in one particular element can't actually get any better at that element (unless they make an item).

Alas, the setting strongly privileges full-powered spellcasters, so the rules support that. Which I do not intend as actual criticism of your proposed powers.
Title: Re: Custom Power List
Post by: Save_vs_DM on April 26, 2011, 12:16:12 AM
Alas, the setting strongly privileges full-powered spellcasters, so the rules support that. Which I do not intend as actual criticism of your proposed powers.
None taken, of course. But at the same time page 76 (the sticky notes) makes it sound like some of them should be incredibly capable (that's a literally phrase from "Harry") so I felt the rules should really reflect that.
Title: Re: Custom Power List
Post by: Silverblaze on April 26, 2011, 01:26:25 AM
I think that the first power (Focused Study) is better than Refinement.  This in my opinion shouldn't be.  I think adding two rote spells should be added to the Refinement power in any game that this power is allowed also.  I think perhaps choosing only one option per refresh is more balanced. Perhaps allowing two choices per is fine but once all choices are picked (each only allowed to be chosen once) the power cannot be taken again.

For example: once a playr has chosen this power twice they would have all the bonuses other than +2 rote spells.  Maybe throw in two rotes for free once it has been taken twice?

While on the topic I think it is entirely possible non wizard spell casters get the shaft in the long run, I'm not sure how to fix that, but this doesn't seem quite optimal to me.

Focused Mastery -2 (this costs too much for what it does.

The closest thing to keeping casters in check is forcing them to take metal stress for spells.  Letting them skip that is a bad idea.  If the power is allowed it should only be allowed once, not several times (one signature spell ever).  I also think letting them cast it multiple times per day without stress is a poor idea.  Maybe only allow the casting without stress once a day?
Title: Re: Custom Power List
Post by: Save_vs_DM on April 26, 2011, 01:49:58 AM
I think that the first power (Focused Study) is better than Refinement.  This in my opinion shouldn't be.  I think adding two rote spells should be added to the Refinement power in any game that this power is allowed also.  I think perhaps choosing only one option per refresh is more balanced. Perhaps allowing two choices per is fine but once all choices are picked (each only allowed to be chosen once) the power cannot be taken again.
Not a bad suggestion. What if they still had to obey the column limits? In that instance they'd be limited to a +1 bonus and a +2 bonus for channeling and ritual. In which case this is more or less refinement then.

I'm really leery on only allowing one option per refresh, since that makes it half as effective as Refinement. That one extra refresh for Evocation gives you a heck of a lot of bang for your back when compared to Channeling. Plus if you limit it to only one option per pick then you might as well pick Evocation at that point. You'd get the same specialization benefit plus two extra elements.

Personally, my thinking is this: Refinement lets you pick 2 specialization bonuses per choice (and in my games I did add the rote spell clause to refinement) which is what this does. Those specializations must go into one element; but if you only have one element known then choosing said element is pointless. Then again, I suppose you could take sponsored magic. That loophole needs closed.

While on the topic I think it is entirely possible non wizard spell casters get the shaft in the long run, I'm not sure how to fix that, but this doesn't seem quite optimal to me.
This is so freaking true. My players are now sitting at 13 refresh and the wizard is just an utter powerhouse. It's gotten to the point where the rest of the characters are feeling overshadowed. And unfortunately, the normal balance of compelling the wizard like crazy only makes him stronger in the long run. I've no idea how to close the gap.

Focused Mastery -2 (this costs too much for what it does.
That's good to know. See, I was worried that it was too cheap for what it offered.

The closest thing to keeping casters in check is forcing them to take metal stress for spells.  Letting them skip that is a bad idea.  If the power is allowed it should only be allowed once, not several times (one signature spell ever).  I also think letting them cast it multiple times per day without stress is a poor idea.  Maybe only allow the casting without stress once a day?
Yeah, the power might well be much too powerful. And I never intended it to be taken multiple times.

You know, I might modify it instead. Maybe give the wizard a +1 bonus on his targeting roll with that one spell instead of reducing stress.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 26, 2011, 03:23:43 AM
I kinda like Focused Study. It's sort of similar to the Elemental Command power that I posted here a while ago.

Adding 2 rotes is an acceptable stunt in my books.

Focused Mastery looks like two stunts and an aspect. I wouldn't bother with it.

Signature Spell makes me very nervous.

The main differences between Intangibility and Gaseous Form would be that the Intangible person could fight other Intangible people or make navel-gazing maneuvers. I think maybe social actions should be allowed too.
Title: Re: Custom Power List
Post by: citadel97501 on April 26, 2011, 04:15:32 AM
Signature Spell [-1]
Musts:
Channeling or Evocation
Description: You've utterly mastered a single spell and have learned how to cast it with an economy of energy and motion.
Skills Affected: Conviction, Discipline, Lore
Effects:
Signature Spell.
Choose one of your rote spells. The stress cost for casting this one particular spell is reduced by one. If this reduction would reduce the stress cost to zero you may only cast this spell for zero stress a number of times equal to your Lore rank, after which you must pay the normal stress cost.

I'm still really up in the air on Signature Spell. It was a neat mechanic I was toying around with and I wanted to write it up formally. I think it might be a bit strong for only 1 point of refresh, but it fills a bit too lackluster for 2 refresh. However, I was looking at the Incite Emotions and Beast Change powers. Both are more or less "one spell" that you can cast for free all the live long day. However, wizard spells are a lot more potent so I knew they shouldn't be unlimited. And linking it to Lore at least makes sure you have to keep a third skill up there (and does play into the Rote spell aspect). Thoughts on the power of this one?

I agree the Signature Spell power is something to be careful with, however since your limited to one spell I think it will be OK.  It is just going to balance the evocation/channeling specialists to something closer to the Enchanted Item Crafter's, since evocation specialists do have an issue when comparing straight combat skills. . .
Title: Re: Custom Power List
Post by: Save_vs_DM on April 26, 2011, 05:09:47 AM
Yeah, at this point I think I'm just gonna drop Signature Spell. It's a fun idea (in my head) but there's just no way to make it balanced and interesting. And it's not like wizards need any help.
Title: Re: Custom Power List
Post by: citadel97501 on April 26, 2011, 05:28:11 AM
Yeah, at this point I think I'm just gonna drop Signature Spell. It's a fun idea (in my head) but there's just no way to make it balanced and interesting. And it's not like wizards need any help.

I didn't mean it wasn't balanced, I was just thinking that it should be examined and then compared to the rest of what a wizard can do, remember its always worth it to examine something carefully rather than just trash it. 

As someone who was part of a team rewriting the old Vampire the Masquerade Larp rules, we had a lot of minor things we thought might be to strong, but after play test they worked incredibly well. 

(PM me if you want to take a look at our book, we have had 40 players on it for the last 6 months.)
Title: Re: Custom Power List
Post by: Save_vs_DM on April 26, 2011, 11:24:59 PM
Here are the revisions to the powers I'm working on. I think they work better now. Plus a new flaw for spellcasters.

Focused Study [–0]
Musts: Channeling and/or Ritual.
Description:  Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Intense Focus.
You have chosen to focus heavily upon one particular application of spellcraft. When you take this power you forever give up the ability to upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
Focused Specialization. You may now choose to gain specialization bonuses when buying the Refinement power.

Focused Mastery [-1]
Musts: Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
Esoteric Lore.
You roll Lore at +1 when dealing with magic particular to your area of focus (as determined by your element, ritual, or theme).
Potent Specialization. You no longer need to structure your specialization bonuses for each ability according to the same “column” limits for skills (see page 65). You still cannot have any specialization bonuses higher than your Lore skill.

Rote Reliance [+1]
Musts: At least one rote spell.
Description: You aren't very good at improving with your magic, preferring to stick to a few well rehearsed and known spells.
Skills Affected: Conviction, Discipline, Lore
Effects:
Improvisational Block.
You suck at casting any spell you haven't worked out ahead of time. When casting  non rote spells, consider your Conviction and Discipline to be 2 steps lower than the actual ratings.
Total Reliance [+1]. You are totally reliant upon a few well rehearsed spells. The only spells you can cast are rote spells. When casting such spells you must roll to control the power as if you were casting them normally.

Signature Spell [-1]
Musts: At least one rote spell.
Description: You are well known for one spell in particular. You might be a one trick pony, but it's a damn good trick!
Skills Affected: Discipline, Conviction, Lore.
Effects:
Choose one of your rote spells when you buy this power. This spell then becomes your signature spell and gains the benefits listed below when you cast that spell by rote. You may only have one signature spell at a time. At the game masters discretion you may be able to change your signature spell after a Significant or Major milestone.
Efficient Spellcraft. You've refined one spell so greatly that you can cast it with incredible efficiency. When determining the mental stress cost (page 250) of your signature spell, consider your Conviction to be 1 step higher than its actual rating.
One Last Spell. You've learned to keep a little bit of energy in reserve for your favorite spell. You may spend a Fate Point instead of taking metal stress when casting your signature spell.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 27, 2011, 03:23:03 AM
These look much better. Playtesting is needed, though. Rebates should be handed with special care. Especially if spellcasters are expected to use them.

A couple minor issues:

Quote
Efficient Spellcraft. You've refined one spell so greatly that you can cast it with incredible efficiency. Treat your Discipline as if it were one rank higher than normal when determining the amount of mental stress you take when casting your signature spell.

I think you mean Conviction, not Discipline. Although letting the player choose between +1 power or +1 control might be a good idea.

Quote
Improvisational Block. You suck at casting any spell you haven't worked out ahead of time. You roll Discipline at -2 when casting a non-rote spell and such spells cost one additional point of stress.

What does "one additional point of stress" mean? Does it just mean -1 power? Or do all non-rotes cost 2 stress at a minimum?
Title: Re: Custom Power List
Post by: Save_vs_DM on April 27, 2011, 05:02:53 AM
I think you mean Conviction, not Discipline. Although letting the player choose between +1 power or +1 control might be a good idea.
I do indeed mean Conviction. Maybe wording it with +1 control or power would be better.

What does "one additional point of stress" mean? Does it just mean -1 power? Or do all non-rotes cost 2 stress at a minimum?
I mean that all spells cost 2 stress at minimum.

I've edited the powers for clarification and to reflect the changes.
Title: Re: Custom Power List
Post by: Michael Sandy on April 28, 2011, 03:58:04 PM
Holy Magic -1
Musts:  At least one aspect, preferably the High Aspect, has to explain the innate holiness of your magics
Must have Holy Touch, Righteousness, and either channeling, evocation or sponsored magic.

Effects:  Your evocation or sponsored magic satisfies the Holy Catch.  Your spell maneuvers can make use of your holy touch as well.

Aspect of the Angel Within:
-1 Wings
+1 human form
(possibly with involuntary change)
-2 Inhuman determination  Effectively, +1 to all conviction related faith powers, +2 for Desperate Hour

I figure if a character can pump out a 7 shift zone wide attack that ignores all defenses without even putting fate points into it when a baddy kills a hostage, that is significant incentive for the baddy to avoid tactics like that in the character's presence.

How nasty a Desperate Hour can you make with a submerged character?

Lets see:
-1 Holy Touch
-2 Righteousness
-1 Holy Magic
-2 Channeling spirit magic  (magic focus for +2 with Desperate Hour)

-1 stunt for +2 with desperate hour
-1 Aspect of the Avenging Angel Within

So... 11 shifts that bypasses toughness on every non-allied supernatural thing in the zone.  Probably have at least 2 aspects that could be invoked for it as well.  Probably not an instant kill on a baddy, but not something that could be shrugged off.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 28, 2011, 08:08:26 PM
I dunno about Inhuman Determination. The name bugs me, and I'm not sure about the effect. It should be alright power-level-wise, but I just don't like the way it reads.

-1 refresh for +1 to all Conviction related faith powers (including Desperate Hour) would seem reasonable to me, and it would be more elegant.

Holy Magic seems eminently reasonable to me. In fact, it's quite similar to something I once posted here.

Come to think of it, I might allow it without Holy Touch. It would seem unfair to make a wizard with no Fists skill purchase Holy Touch, and I'm fairly certain that it wouldn't break anything to remove that prerequisite. The flavour works, too.
Title: Re: Custom Power List
Post by: Michael Sandy on April 28, 2011, 09:20:21 PM
Well, Holy Magic is significantly more powerful and useful than holy touch.  A wizard who put the maneuver "illuminated by holy light" on a zone would be effectively hitting the entire zone with a maneuver that triggers a Catch.

And the wizard not needing to buy fists is balanced out by all the physical combatants who have Holy Touch having to buy a high conviction.

I am a little concerned with making it TOO easy to buy up the faith effects, because there are a lot of stunts that allow the character to use Conviction for pretty much everything.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 29, 2011, 01:07:58 AM
I would not allow Inhuman Determination to boost Conviction except for when a supernatural True Faith power is referencing it. Otherwise it could get a bit silly. It would basically be True Aim, except better and for Conviction.

A maneuver that triggers catches is nothing to worry about. The effects are up to the GM, after all.

I just don't like it when you have to buy a power you don't want as a prerequisite.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 29, 2011, 03:36:36 AM
First draft of a master list for powers. If you don't want me to use yours, say so.

This is not an edited list or anything. I'm just copy-pasting everything into one place.

This list exceeds the length limit for a single post, so it will be spread across several.

Gambler [-1]
Description: You have the ability to manipulate probability in a limited way. But it's far from risk free; in fact, the risk is the reason that it works.
Effect: At any time you may pay any number of fate points to make a bet with the GM. If the GM rejects the bet, you get your fate point(s) back. If he accepts and you win, you get back twice the number of fate points that you paid. Some GMs may allow odds other  than double or nothing, but they are in no way obliged to.

Quick Shifting [-1]. You can modify your form pool as a supplemental action instead of a full action (see Supplemental Actions, p 213).  Musts: Modular Abilities.

Fomor Magic [-0]
Description: You're a Fomor, not a human. Your magic reflects that.
Effect: Your magic is never impeded or removed by the presence of running water. Instead, you suffer penalties when casting magic in areas that lack water almost entirely, like deserts or indoor areas without running water.

Incite Emotion trappings:
Emotion Burst [-1]: Requires At Range trapping. You may take a -2 penalty to your roll in order to have Incite Emotion affect everyone in a zone.
At Long Range [-1]: Requires At Range trapping. You may use Incite Emotion on a target up to three zones away

Rune Magic [-4]: Standard Sponsor Benefits, 12 Rune Item Slots (equivalent of Enchanted Item Slots) if paying at -4 (If given a cost discount for Evocation or Thaumaturgy, it loses four Rune Item Slots for each point). These slots can be used to emulate any Evocation or Thaumaturgy effect, but may only be used for Rune Magic Items or Consumable Runes (although Enchanted Item Slots may also to pay for Rune Magic Items or Consumable Runes). A Rune Magic Item works and functions the same as an Enchanted Item (pre-prepared items) and a Consumable Rune works and functions the same as Potions or other Consumables (one-use runes). No channeling (all magical effects are done by using the Rune Item Slots). Others may use Rune Magic Items without using an extra slot to make it usable by others.

Rune Item Slot = Enchanted Item Slot
Rune Magic Item = Enchanted Item
Consumable Runes = Potions/Consumables

The lord is my Shepard [-1]

Description: Due to your deep held beliefs in your faith and in a higher being your mind is shielded from those who wish to do you mental harm

Musts: Must have a supernatural high concept related to faith (i.e "mortal child of a Celestine", High Shaman of Mother Earth etc").

Effect: As long as you have been true to the tenants of your belief system use Conviction +2 to ward off mental attacks/stress. In addition gain 1 mental armor.  At the GM discretion, Glamors, illusion's and the like that affect the mind can also use this power.


Force Field [-2]
Description: You are able to create some kind of defense against attacks
Benefit: You gain a block 2 against all physical attacks equal to the results of this check, this lasts as long as you spend a supplementary action per turn.
Unlimited Concentration [-1]: You no longer need to make a supplementary action to maintain your shield.

Sparkle [-2]:
Anyone of the opposite gender viewing you in sunlight takes a -2 penalty to all social skills used against you.

Danger Sense [-2]:
Once per scene, you may spend a fate point to negate a physical attack.

AQUATIC [-1]
See YS162
Not Amphibious [+1]. You can't survive outside of the water; when taken from the water, (say on to dry land in the middle of a city) The environment makes a Fantastic (+6) maneuver on you, resisted by Endurance; if successful, you gain a Suffocating aspect.
In each subsequent exchange, you must roll Endurance to defend against a Fantastic (+6) Environmental attack. Once you concede or are taken out (falling unconscious), the attacks stop. However, the damage is already done; without medical attention and re-introduction into your necessary environment, a taken out victim will soon die (within a a score of minutes, an hour at most.)
Re-introduction into the water, will end the effect and remove the aspect.

Uncontrolled Power [+1]
Description: You character cannot control his or her powers.  Maybe they react to emotional distress, or some other subconscious cue.
Notes: This is a one time discount applying to however many powers the character cannot control.  If the character has more than -4 Refresh in uncontrolled powers, this discount raises to a +2.

Telepathy [-2]

Description: Maybe you access a part of the brain most people never use, maybe your a genetic aberration or scientific experiment; regardless of the exact biological explanation, the effect is the same... you can read minds. You are not a minor talent, focused practitioner, or any other form of magic wielder, your ability is biological. Despite this fact, some crazy zealots calling themselves "wardens" may not give you time to explain that fact before attempting to remove your head.
Musts: Either a template or aspect denoting your ability with the non-magical psychic arts is required. Magic and Psychic powers (the real ones, not the magical imitations) don't play well together. In the event that any mortal magic power (Evocation, Thaumaturgy, Channeling, Ritual) is taken, the character must remove the Telepathy power and regain all refresh spent on it. It is recommended that Sponsored Magic follow the same rule, although the final decision for any specific sponsor is left to the group.
Skills Affected: Conviction (page YS:124), Discipline (page YS:127), and Empathy (page YS:129)
Effects:
An Open Book. People are easy to understand when you can hear the thoughts they project into the world. Gain a +2 to Empathy and any time requirements are decreased by one shift. Where appropriate targets defend with Discipline instead of the normal social skill.
Dig A Bit Deeper. Some say a person's trash is the best way to learn about them, they're wrong. When using this ability you connect your mind to that of your target, allowing access to thoughts below the surface. At the same time, some of your thoughts and emotions will bleed over into their mind. You may spend a fate point to stop your thoughts from entering the targets mind; however, the target may also spend a fate point, in which case you will not gain any of their thoughts. In the case of NPCs that have no fate points, roll Empathy defended by the target's Discipline to determine if the player gains any information. This skill can not be used more then once per scene. A fate point must be spent on any attempt against a target after the first.
Mind Trick. These are not the droids you are looking for. By rolling Empathy defended by a target's Discipline, you may place a simple suggestion into their unconscious mind. There is no explicit limit to the number of times this ability may be used on a single target, but it is highly recommended that NPC targets receive an increasing bonus to their defense roll on each attempt after the first.
Mental Fortitude [-1]. Taking this upgrade will grant two additional boxes of mental stress capacity (page YS:201).
Mental Fortress [-1]. If this upgrade is taken, you naturally have Armor:1 against all mental stress.
Psychic Strike [-2]. Purchasing this upgrade turns your mind into a weapon. Discipline may be used to make a direct psychic attack, dealing mental stress and consequences. The victim may defend with Discipline, however counter-attacks are not generally possible. Regardless of the success or failure, the attacker takes an automatic point of mental stress each time this ability is used.

[-0] Lesser Immortality: You do not need to eat or drink and do not excrete wastes. If you possess ‘Hunger Dependency’ you must still satisfy it as normal.

[-3] Immortality: As lesser Immortality in addition you cease to age and remain permanently at the age of acquiring this ability (EX: A man in his mid-twenties will always look like he‘s in his mid-twenties even two thousands years later), and cannot be aged magically. You are also immune to all poisons and diseases, both magical and mundane,  and do not need to breath.

Gifted With Soul [+1]
Description: You are different from other Red Court Vampires. Normally your kind do not have a soul, for it is antithesis to your being, and destroyed once you have had your first killing feed. You however have somehow managed to store your soul in an item, making a phylactery of sorts.
Musts: You must be a red court vampire, must have an aspect that reflects this power.
Effects:
Silence the Beast. You loose your Echoes of the Beast power. As a Red Court Vampire with a Soul your beast is suppressed by the morals other Red Court Vampires lack. You are reimbursed for the refresh cost of Echoes of the beast, since you no longer have it.
Refresh Bonus. You have somehow maintained your soul, keeping free will. Add +1 to your refresh level.
Phylactery. Your soul is stored in an item that you must keep on your person at all times. If it leaves your person, you loose the above benefits, becoming an NPC. You may spend one fate point to give you one days time to retrieve the item.
Altered Catch. You are no longer burnt to a cinder in sunlight, but you are weakened in it. In sunlight your catch is automatically satisfied for any attack. In addition add a new condition to your catch: "Phylactery Damage."
Made Whole [-1]. If you take this upgrade your soul no longer resides in your phylactery, which becomes a mundane item, it has been restored to your body. You loose the "Phylactery" portion of this ability, and the "Phylactery Damage" condition on your catch.

Fountainhead of Blood [–2]
Description: You've somehow managed to cut the metaphysical ties that exist between master and servant. You are no longer beholden to the Red King, and are a sovereign in your own right.
Musts: When you gain this power, you must change your High Concept to reflect your new status as the fountainhead of a new bloodline of red court vampires.
Skills Affected: Discipline, Social Skills.
Effects:
Self Control. Your control over the thirst is unparalleled, you gain +1 to your Discipline when using it defensively.
Deeper Reserves. You are the most powerful vampire in your bloodline. Add two boxes to the length of your hunger stress track.
Liege Lord. You are the fountainhead of a new bloodline of red court vampires. Any social skills used against other vampire courts or bloodlines gain a +1 bonus. Increase this to +2 when dealing with members of your own bloodline.
Improved Feeding [-1]. If you purchase this upgrade you gain a +2 (instead of a +1) on subsequent attacks after causing your enemy to bleed, in a grapple you do two extra stress instead of just one. You may also use the Taste of Death of effect of the Blood Drinker power twice per scene instead of only once, however you must spend a fate point to use it the second time.

Red Hot Knives [-1] You may increase the weapon rating of your knives by two by filling in one mental stress box, this lasts for a number of exchanges equal to the value of the stress box you've filled in. Increase the bonus to three if you've cast a fire evocation in the last exchange.

Home is Where You Make It [-1] This character carries his threshold with him, he may, with or without any special objects, setup a threshold with a value of two given adequate time to prepare (5-15 minutes). If the threshold is being setup in the open, then the size is up to the GM. It can be used to strengthen the existing threshold of a building by one. This power stacks with "Bless this House".
Reading the Surface [-1]. You are a natural psychic, and can read the surface thoughts of individuals around you. This is not a violation of the laws of magic, as the thoughts "radiate" out from the thinkers mind. You may use discipline to defend against deceit attacks and maneuvers instead of the usual skill, and possibly in place of other skills whenever the GM deems it appropriate. On a successful defense against a social attack while using "Reading the Surface" you may place the aspect "Open Book" on the attacker. This aspect lasts for one exchange (not sticky) and may be tagged for a bonus on any other social roll.

Undying [-0]
Deathless. Unless utterly destroyed or killed by special means, you will eventually recover from any fatal wound. No "death" result is ever permanent unless special means are used (as determined by your creature type).
Estranged. Most people around you feel uncomfortable, as if they can tell that you are different from others. Take a -1 Penalty on all Rapport and Deceit based maneuvers or attacks you make.

Dream or Reality [-2]
For you the lines between Dream and Reality are blurred, so much so they are almost non-existant. You live just as much in the world of fantasy as you do on planet earth. You are able to bring your control of your Demesne into the mortal world. You are able to shape reality to your whim.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can alter reality as if you were in your personal Demesne, though not as freely as you would be able to in the Nevernever. You can roll Discipline to place scene aspects as normal, and can even use discipline to physically attack using the (now) mutable nature of the zone against your opponents. However, your attacks are all weapon: 0. Any change you make is impermanent, and reverts to its original state at the end of the scene, however, you may spend a fate point to make a change permanent (or more, at the GM's discretion).
Rapid Eye Movement. When you use this power your eyes flicker back and forth as if you were sleeping.
Illiteracy. You are unable to read, it is not because you do not know how, it is just that your brain is unable to correctly identify the symbols on the page. If you somehow loose access to this power, you will be able to read (if you were previously able to).
Improved Sculpting -1. Your attacks are now treated as Weapon: 2.
Powerful Sculpting -1. Your attacks are now treated as Weapon: 4, and any scene aspect you place is automatically made 'Sticky'.
Expansive Magical Repertoire: Your Lore skill is considered 2 steps higher when factoring in how many rotes your character knows.  -1
Unthinkable Size [-4] As Hulking Size, but all effects, positive and negative, are doubled. This applies for creatures larger than whales (Fenrir, Godzilla, Typhon...)

Telekinesis [-2]

Description: Not all is magic and mysticism, the human body holds many wonderful secrets of its own. Your secret is the ability to move objects with the power of your thoughts. Regardless of the specifics of your power's source (evolution, chemistry, mutation, technology, etc) magic is not it. Your ability is "natural" and doesn't cause repercussions from the Laws of Magic, although those know as "wardens" generally don't take the time to ask questions if they think you have broken one of the "laws".
Musts: A template or aspect related to your status as a telekinetic is required.
Skills Affected: Conviction (page YS:124) and Discipline (page YS:127)
Effects:
Mind Over Matter. Why use muscles when your brain can do the heavy lifting. Might is replaced by Conviction for the purposes of lifting things with your mind. When attempting to throw an object or make a direct kinetic attack with this ability, Discipline replaces Weapons and Fists respectively.
Thoughts Take Flight [-1]. You may not have wings, but that doesn't mean you can't fly. Many kinds of borders (page YS:212) are reduced or eliminated and you are able to travel through zones (page YS:197) vertically. The Discipline skill is used to govern flight in the same way that Athletics is used for running.
Kinetic Defense [-2]. Your telekinetic power is great, manifesting in a persistent shield around you granting Armor:1 against physical attacks. When performing a Full Defense (page YS:199) this bonus becomes Armor:2.

Inhuman Stoicism [-2]
Description: Your mind is abnormally stout, withstanding far more abuse then the average human.
Musts: No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).
Skills Affected: Conviction (page YS:124), other mental skills.
Effects:
Hard to Twist. You naturally have Armor:1 against all mental stress.
Hard to Break. You have two additional boxes of mental stress capacity.

Supernatural Stoicism [–4]
Description: Your mind can handle trauma that would normally destroy a person.
Musts: This ability replaces Inhuman Stoicism. No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).
Skills Affected: Conviction (page YS:124), other mental skills.
Effects:
Harder to Twist. You naturally have Armor:2 against all mental stress.
Harder to Break. You have four additional boxes of mental stress capacity.

Mythic Stoicism [–6]
Description: The durability of your mind is beyond the mortal scale.
Musts: You must have permission to purchase this ability. This ability replaces Inhuman or Supernatural Stoicism. No protection against self-inflicted attacks or stress is provided. You must attach this power to an appropriate mental Catch (page YS:185).
Skills Affected: Conviction (page YS:124), other mental skills.
Effects:
Nearly Impossible to Twist. You naturally have Armor:3 against all mental stress.
Nearly Impossible to Break. You have six additional boxes of mental stress capacity.

Impossible Jumps [-1]
Description: Gravity doesn't seem to apply to you the way it does to normal people. You can jump like a video game character when you want to.
Skills Affected: Athletics
Effects:
Superhuman Leap. You get +4 to all athletics rolls made to jump.
Limited Antigravity. You are completely immune to falling damage. You never need a running start to jump properly.
Double Jump [-2]. You can jump off of empty air. When rolling for jump distance, you may roll twice and add the results. When jumping during a conflict, you can remain in midair for a full exchange. Furthermore, you can dodge normally in midair.
Goomba Stomp [-1]. You can hurt someone pretty badly by jumping on them. You can use your athletics skill to attack in melee. If combined with double jump, you may skip an action in order to remain in midair for an exchange and reroll the attack.

Hyperspace Arsenal [-2]
Description: You seem to be able to fit an entire warehouse in your pockets. No-one’s really sure where stuff goes when you’re not using it.
Skills Affected: Might
Effects:
Hammerspace. You can carry a full load (as determined by your might) without hindrance in an extradimensional compartment. The compartment exists outside time, so everything in it stays exactly as it was when it was put in.
Improved Hammerspace [-2]. You can carry much more than a full load in your extradimensional compartment. Add 8 to your might to determine the capacity of your compartment.
Secure Hammerspace [-1]. Nobody but you can access your extradimensional compartment. Metal in it doesn’t trigger metal detectors and so on. If you are unconscious or dead, the compartment cannot be opened at all.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 29, 2011, 03:55:23 AM
Stonewalk [-1]
Description: You can move through rock, stone, and most earth-based substances with ease. Either you are a strong and fast digger, or you can literally pass through stone like a ghost. You are assumed to be able to navigate as you go, but to actually be able to sense through solid substances, you need to take an appropriate Supernatural Sense.
Musts: You must have a high concept that would justify this power, such as Earth Elemental, or Subterranean Behemoth.
Skills Affected: Athletics.

Effects:
Passwall. You can ignore stone, rock or earth-related zone borders of up to 3 shifts. You still need to make a movement or supplemental action to cross the zone.
Death from Below! You can ambush your opponents by hiding below the ground, near the surface of a stone- or rock-based zone border, or even above a tunnel, and springing from your hiding place when they get too close. You get a free +2 to your Stealth roll once per scene to set up an Ambush (page 142). You can usually detect when your target is in position, but if they are using Stealth, you get a +2 to your Alertness roll to feel them approaching if they are in contact with the same surface that is hiding you. You may use a Fate Point to invoke this ability additional times in the same scene, but you must make a movement or supplemental action in order to get in position (per the Passwall effect) to make another Ambush. You can use this ability to Ambush your opponents several times, but if they survive this ploy long enough they may find ways to take advantage of your predictability. To use this ability, you must select zone borders which you would be able to pass using Passwall.
Stonefeint [-1]. If you take this upgrade, you get a free +2 to one Attack roll per scene if there is significant stone or rocky terrain for you to use to your advantage, You may use a Fate Point to invoke this ability additional times in the same scene. To use this ability, you must select zone borders which you would be able to pass using Passwall.
Greater Stonewalk [-1]. If you take this upgrade, you can ignore 6 shifts of stone, rock or earth-related zone borders.
Epic Stonewalk [-2]. Take this upgrade instead of Greater Stonewalk. You can ignore 9 shifts of stone, rock or earth-related zone borders, and you can make an Athletics check to tunnel through any remaining shifts.
Tunnel [+1]. Your ability to move through stone relies on burrowing, and you leave a tunnel behind you as you go. This can be an advantage for allies, but it can also lead pursuers straight to you. You also make noise as you move through the earth, which won't necessarily negate the first use of Death from Below!, but may interfere with any subsequent uses of that ability. You also leave telltale furrows, cracks or lines as you pass. Using this ability places the scene aspect Unstable Tunnels, which can be tagged by anyone. This cannot reduce the total cost of your Stonewalk abilities below -1.

Flesh Forgery [-2]
Musts: True Shape Shifting
Key Skill: Weapons, Fists
You are a Sword and as weapon you come with your blade pre-attached you can use the Material of your body to make any simple +3 weapon or less, the weapons you create other than being made out of your Hardened Flesh act exactly the same way as normal weapons except you can use either fists or weapons to wield them and changing the shape of your weapon can be done as a Supplementary action at the Usual Penalty of Minus 1.

Siren Song [-2]
The voice of a Siren, or those of their lineage, captivates unerringly - with song or no. Those within earshot of the character's voice (non-amplified) have their attention diverted to the character - or in their direction, if the character cannot be seen. The character may then continue to keep those diverted enthralled to her voice with a mental challenge (based on Deceit), although no action other than keeping the victim's attention may be compelled.

Haruspicy [-2]
Reading the entrails of sacred animals (dependent on cultural or supernatural heritage) is more of an art than a science. The ability to divine omens from the liver, heart, etc. functions like Cassandra's tears - without the Catch, but with much more viscera.

Holistic Sense [-1]
Description: You are in tune with the fundamental interconnectedness of the universe. You can draw accurate (if bizarre) conclusions from seemingly random phenomena that bear no obvious relation to the matter you are considering.
Musts: You must have a high concept that would justify this power, such as Holistic Detective, Zen Master, or Protector of the Balance.
Skills Affected: Scholarship, Investigation, and others as appropriate.
Effects:
The Butterfly Effect. You can make an Assessment check using any skill you possess, with only a tenuous justification. The only requirement is that you vary your skills, selecting a different skill with each Assessment. If you opt to use the same skill a second time in a row  (presumably your best skill), you get a -2 to your check.

Displacement [-1]
Description: You are not where you appear to be. A glamor or other optical effect obscures your true location, making it difficult for opponents to properly target you.
Musts: You must have a high concept that would justify this power, such as Cloaked Malk, or Nevernever Mugger.
Skills Affected: Athletics.
Effects:
Missed Me, Missed Me. You gain a +2 bonus to your Athletics for the purpose of defending against attacks. This bonus does not require your attention or concentration: should you be successfully ambushed, this bonus will remain, granting you a minimum Athletics of Fair (+2). You may also use this bonus to any Athletics check to perform a maneuver intended to confound or disorient an opponent. If you take a Full Defense action, this bonus is increased to +4.
Blinking [-1]. When you purchase this upgrade, your power is not an optical effect: you are actually changing positions rapidly during combat, by stepping back and forth between the Nevernever and the real world. In addition to the Missed Me, Missed Me effect, you may set up an Ambush (page 142) as a supplemental action every round. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect.

Edit: it will be up to the GM how to handle any complications of the Nevernever aspect of Blinking. The simplest answer is that Blinking creates a sort of proto-Demesne wherever it happens to be, which does not in itself attract (or make it vulnerable to) any of the Nevernever denizens which may be coterminous with that current location.


Breath Weapon (-2)
As per YS162
        Projectile (-2) Your “Breath weapon” is some form of projectile. Because of this you add increased stress from any Strength powers you possess. In addition, each level of strength increases the range of your breath weapon by 1 zone. (Example, if you have Supernatural Strength you would deal +6 stress with your breath weapon, and you could affect targets up to 3 zones away.)
   Strong Breath (-1) You breath weapon is extremely potent.  You add +4, instead of +2, to the stress your breath weapon deals. In addition you add +1 to any rolls to perform maneuvers.  This power cannot be combined with projectile.
   Mighty Breath (-1) Your breath weapon is extremely powerful. Add an additional +2 stress, and a +1 to maneuvers when using your breath weapon, for a total of +6 Stress/+2 for Maneuvers.  This Power cannot be taken with Projectile.
   Wide Breath (-2) Your breath weapon affects everyone in a single zone.
   Ranged Breath (-1) The range of your breath is increased by one zone.


Special Techniques [-varies]
Description: Supernatural martial arts moves, more or less. A staple of any decent fighting manga.
Skills Affected: Fists, Weapons, Guns
Effect:
Special Techniques -  When you take this power, choose fists, weapons, or guns.  Then pick a number of techniques from the technique list equal to the number of refresh points you spent on this power. Whenever you make an attack with the chosen skill, you may spend a fate point to add the effects of one of your chosen techniques to the attack.
Technique List
Long Range Strike. The range of this attack is increased by 2 zones. (This works for melee attacks).
Armor Piercing Strike. This attack ignores all of the target’s armor.
Area Strike. This attack hits everyone in the target zone (except yourself).
Rapid Strike. You can make a number of attacks up to your skill with one action. Each attack suffers a penalty equal to the number of extra attacks made.
Brutal Strike.  The attack suffers a -1 penalty but inflicts 5 extra stress.

Mind Meld [-1]
Description: You have the ability to possess someone in a benevolent way. Having you in one's head is a good thing, since you can help but not exert control.
Musts: You need some way to become insubstantial in order to enter the target's body.
Effects: When someone is possessed by you, they gain the full effect of any powers or stunts you have. What's more, they may use your skills instead of their own.
Co-Pilot [-1]: The person possessed by you gains the effects of the Demonic Co-Pilot power with you as the demon.

Gaze of Lost Emotion [-1]: The owner of this power merely has to look at someone to drain all of their emotion away. Mechanically once per round as a free action the owner my gaze at one person in their zone placing the aspect Emotionless on the person. This aspect persists until She Who Devours Emotions looks away or departs the zone.

Disability Super(natural) Power [+varies]

Description: You have a disability linked to a supernatural power.  Maybe you're blind, but have skill with divination to compensate.  Maybe you're inhumanly fast, but not as fast as your biopolarism can make your moods swing.  Maybe you're able to move swiftly and silently in the shadows... because you're an albino who is harmed by the sunlight.  Maybe you're superstrong... but seizures are a constant threat.  Maybe you can shapeshift, but you always are missing that pinkie (or hand!), no matter whose or what appearance you're copying.  And so forth.

Skills Affected: None—or any. Skills should be penalized or assigned based on the high concept.  For example, a Deaf character should be required to have at least one rank in Scholarship, with the associated language of ASL, or a character with mobility problems should have a cap on their Athletics skill. 

Musts: Must have a high concept that is related to both the disability and the power, for example BLIND PSYCHOMETRIC DETECTIVE.

Effects:
Supernatural Disability Power: You have a disability.  This grants you a discount on one or more supernatural powers that are linked to it.  The cost reduction to those powers is based on how intrusive and problematic the disability is.  If the disability is ever cured, healed, or removed, the cost reduction goes away. 

If the disability is severe, requiring special accommodation to function in modern society (blindness, serious mobility issues, etc), it's worth a +2. 

If the disability threatens you medically (seizures, diseases requiring a strict drug regime, etc) its a +2.

If the disability is an issue that affects your quality of life but can be worked around without extreme cost/effect (missing/paralyzed limbs, deafness, issues requiring moderately expensive drug treatments, etc) its worth a +1. 

Disabilities cannot reduce the total cost of linked powers below -1.

Mnemosyne's Shadow [-2]

Description: Normally filed beside similar abilities like Cassandra's Tears and Prescience, with Mnemosyne's Shadow you learn things without previouse experience or exposure to the subject matter. You literally pull knowledge out of thin air. You Know things....


Billy: "Where does their knowledge come from Bob? "

Bob: "That's still being debated. Mnemosyne is just the popular theory. It could be any number of things including a form of ranged Psychometry or a version of The Sight."


Skills Affected: Lore

Musts: Must have a High Concept or Trouble that reflects the ability and can be compelled frequently. Examples: The High Concept Mnemosyne's Errand Boy  or the Troubles Knows Way Too Much or Insufferable Know-it-all.

Effects:

Strange Knowledge: You can use your Lore Skill to get Answers about a subject for a Scene. The difficulty of the Lore check set by the GM should reflect not just how general the knowledge is, but also how secret it is. However, you can't control the breadth or the accuracy of the information gained. You almost always get fairly random knowledge in addition to what is being looked for.  For example, if you use the Shadow to gain knowledge about a Clued-in Mobster you may get information about not only his known aliases, but also his shoe size, favorite foods, number of sexual conquests, etc. If using it to find out the combintation to the safe, you might get every combination the safe has ever used and the significance of the digits to the safe's owner.

Dangerous Knowledge: For a price, you can get potentially "Game-breaking" pieces of knowledge such as the Dark Sorcerer's True Name. The Price is negotiated with the GM the same way as an escalated compel. Information such as this that could potentially break a storyline could be worth as little as a few Fate Points or as much as a Serious Mental Consequence.

Strategist of the Gods [-1]

Description: During battle, you connect to your allies on an almost telepathic level.  Under your guidance their actions are like that of a well-oiled fighting machine, flowing from one enemy to another.

Musts: Must have a supernatural high concept related to tactics, battles, or war (i.e., "Son of Ares").

Effect: During combat - and without their input - you may direct the actions of allies.  This directed action must be described simply and within their abilities (attack that foe, grapple the large one, trip the fast enemy, etc).  Your allies need not follow this action, but if they do they are given the temporary aspect of "Guided by (Player Name)".  This aspect may be tagged for free once during the combat; but subsequent uses require the use of a Fate Point.  This aspect will be removed if you move out of range of the tactician (greater than 2 zones away).

Amorphous Form [-1]

Your body isn't solid the way one would expect. It's made of either a stretchy, rubberlike substance or an out and out liquid.

No Hole Too Small: You can squeeze underneath a door if need be. You may ignore all barriers that aren't sealed.
Difficult To Grab: Your body isn't easy to hold. You get +2 to all attempts to avoid or escape a grapple.
No Internal Anatomy: [-1] You don't have the easily damaged organs that most people rely on. You have armour 2 against all attacks that rely on precision or piercing damage.
Living Rope:[-1] You can literally wrap your body around someone. It's quite helpful when wrestling. You get +1 to all rolls made to grapple or escape a grapple.
Long Reach:[-1] Your arms stretch. You may make melee attacks against targets up to a zone away.

Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 29, 2011, 03:56:43 AM
"Force Lightning of Lolz" [-2]
You have the power to make electricity arc between your finger tips and lash out at your target.
This counts as a weapon:2 electrical attack for up to 2 zones targetted with your weapons (or guns) skill.

"IP?... Please" [-1]
You can hack into the internet and surf with your mind from any wire connected to the grid upon touch.

"Dirty little secrets" [-1]
You can touch an electrical device like an iphone or laptop and mystically know if there are porn pics or other incriminating things on them.  This also give you a pretty good idea of what they are.

"Handle aura" [-1]
If you see someone in person who you've interacted with online, they will appear to have an aura to you.  The color and feel of the aura will give you a very good idea of what their handle or user name was as well.

"Noob security systems" (requires IP?... Please) [-1]
If you access the network inside of a building using your "IP?...Please." power, you will be able to see the layout of all the security systems.  For the price of a fate point, you can temporarily turn them all off as well.

Traceing -2:
You can manifest any non-balistic weapon you have seen as a supplemental action. With this ability you can buy Modular Abilities which can be used to represent the imbued abilites of any items of power you are copying. Like True Seeming’s you are limited to only manifesting one item at time.

Resonant Emotion [Incite Emotion Upgrade; -1]
Musts: Lasting Emotion
Attacks and blocks made with Incite Emotion gain a +1 bonus, and aspects placed with Incite Emotion maneuvers are automatically sticky.

Heart-String Virtuoso [Incite Emotion Upgrade; -1]
Musts: Resonant Emotion
When tagging an aspect placed with your Incite Emotion power, you gain a +1 bonus, for a total of +3.

Emotional Control [Incite Emotion Upgrade; -1]
Musts: Incite Emotion
You may use Discipline instead of Deceit or Intimidation for your Incite Emotion power, and gain a +1 bonus when doing so.

Blood Magic [Spellcraft; -1]
Musts: The ability to perform evocation
Blood Magic: You may substitute physical stress for mental stress inflicted by your own evocations. When using this power, it's all or nothing; you must choose to take all mental stress as physical stress, or none.

Antimagic Field [Minor Power; -1]
Antimagic Field: Evocation spells cast within your zone inflict one extra mental stress on the caster.

Holy Magic -1
Musts:  At least one aspect, preferably the High Aspect, has to explain the innate holiness of your magics
Must have Holy Touch, Righteousness, and either channeling, evocation or sponsored magic.

Focused Study [–0]
Musts: Channeling and/or Ritual.
Description:  Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Intense Focus. You have chosen to focus heavily upon one particular application of spellcraft. When you take this power you forever give up the ability to upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
Focused Specialization. You may now choose to gain specialization bonuses when buying the Refinement power.

Focused Mastery [-1]
Musts: Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
Esoteric Lore. You roll Lore at +1 when dealing with magic particular to your area of focus (as determined by your element, ritual, or theme).
Potent Specialization. You no longer need to structure your specialization bonuses for each ability according to the same “column” limits for skills (see page 65). You still cannot have any specialization bonuses higher than your Lore skill.

Rote Reliance [+1]
Musts: At least one rote spell.
Description: You aren't very good at improving with your magic, preferring to stick to a few well rehearsed and known spells.
Skills Affected: Conviction, Discipline, Lore
Effects:
Improvisational Block. You suck at casting any spell you haven't worked out ahead of time. When casting  non rote spells, consider your Conviction and Discipline to be 2 steps lower than the actual ratings.
Total Reliance [+1]. You are totally reliant upon a few well rehearsed spells. The only spells you can cast are rote spells. When casting such spells you must roll to control the power as if you were casting them normally.

Signature Spell [-1]
Musts: At least one rote spell.
Description: You are well known for one spell in particular. You might be a one trick pony, but it's a damn good trick!
Skills Affected: Discipline, Conviction, Lore.
Effects:
Choose one of your rote spells when you buy this power. This spell then becomes your signature spell and gains the benefits listed below when you cast that spell by rote. You may only have one signature spell at a time. At the game masters discretion you may be able to change your signature spell after a Significant or Major milestone.
Efficient Spellcraft. You've refined one spell so greatly that you can cast it with incredible efficiency. When determining the mental stress cost (page 250) of your signature spell, consider your Conviction to be 1 step higher than its actual rating.
One Last Spell. You've learned to keep a little bit of energy in reserve for your favorite spell. You may spend a Fate Point instead of taking metal stress when casting your signature spell.


[-3] Spell-like Abilities
You have 2 spell-like abilities you can use twice per day each - or you may use one by taking a 1-point mental stress hit. You aim SLAs with Discipline or an other thematically appropriate skill. Their power is equal to your Conviction or your Lore, whichever is higher, and you can have any Evocation or Thaumaturgy effect as an SLA. However, once chosen those abilities are fixed and cannot be changed. You may lower the Power of an ability when initially chosen by a number to increase its number of uses by the same number - though it still costs 1 point of mental stress to use.
[-1] Improved Innate Magic
You have more varied spell-like abilities available than normal. Each time you take this ability, you get four new SLAs, each one following the same rules as your original SLAs. Instead of new SLAs, you may take an existing SLA more than once, adding up the total number of uses.
[-1] Potent Innate Magic
Your innate magic is stronger than normal. Each time you take this ability add 1 to the Power and number of uses of each SLA you have. You may take this ability a number of times equal to your Lore or Conviction.

Spell-Like Ability [-1]
Description: You have the ability to cast one spell.
Musts: Nothing more than any other power requires.
Effect:
Spell-Like Ability. Design a spell with complexity or power equal to the higher of your Conviction skill and your Lore skill. You may cast that spell as an evocation rote.
Potent Spell-Like Ability [-1]. Add two to the power of one of your spell-like ability. This does not increase the difficulty to control it.

Damage Shield [-1]
Description: For whatever reason, attacking you isn't safe. Maybe you're covered in spikes, or maybe your body flows with 10 000 volts of electricity.
Musts: Nothing in particular.
Effect:
Damage Shield. Whenever a character makes an unarmed attack against you and misses, they take physical stress equal to the number of shifts by which your defence roll exceeds their attack roll. This might also trigger on some maneuvers, if the GM deems it appropriate.
Conductive Damage Shield [-1]. This power works against against all melee attacks, not just unarmed ones.
Reflective Damage Shield [-1]. (Requires Conductive Damage Shield) This power works against all attacks, not just melee ones.
Dangerous Damage Shield [-1]. This power inflicts two additional stress whenever it triggers.
Lethal Damage Shield [-1]. (Requires Dangerous Damage Shield) This power inflicts a further two additional stress when it triggers.
Mutual Damage Shield [-1]. (Requires Dangerous Damage Shield) This power triggers when you are hit as well as when you are missed. Treat the attacker's threshold shifts as negative shifts for the purposes of calculating this power's damage.

Dangerous Aura [-2]
Description: Standing near you is dangerous.
Musts: Nothing in particular.
Effect:
Dangerous Aura. This power makes a Fair physical attack against Endurance at weapon 0 against each character in your zone each turn. EDIT: Please note that this power can be turned off and does not affect the user.
Extra-Dangerous Aura [-1]. This power makes Great attacks.
Super-Dangerous Aura [-1]. This power makes Fantastic attacks.
Hyper-Dangerous Aura [-1]. This power attacks at weapon 2.
Mental Aura [-1]. This power inflicts mental stress and is resisted with Discipline.


Inhuman Mental Resilience (-1)
You add 1 to your mental stress track. There is no catch vs this power, and you can not take other powers that would increase your mental stress. (Stoicism for instance.)

Supernatural Mental Resilience (-2)
Add 2 boxes to your mental stress. This power otherwise acts like Inhuman Mental Resilience.

Mythic Mental Resilience (-3)
Add 3 boxes to your mental stress. This Power otherwise functions like inhuman mental Resilience.

The Hidden Voice [-1]
You can speak directly in to the mind of anyone you see as long as you have eye contact with the target and it is capable of thought.

Disembodied Voice [-1]
You may use this power on targets up to one zone away without looking them in the eye.

Thought Mimicing Voice [-2]
You can mimic the a persons internal voice, unless they realise the deceit (empathy roll) there defense against
your social attack defaults to 0.

Kulan-Do
You know the secret martial art of Kulan Do. (riposte for fists). This requires inhuman speed or better, and cannot be identified by martial artist, unless the person with martial artist also has Kulan-Do.
Advanced Kulan-Do
You have mastered the upper levels of Kulan-Do. You may riposte by rolling against the opponents athletics (or other physical damage taking stat) -2, and afterwards still take your action. This requires supernatural speed and Kulan-Do, and cannot be identified by martial artist, unless the person with martial artist also has Kulan-Do.
Master Kulan-Do
You are a master of Kulan-Do, and may riposte with fists normally, and then take your action. This has all the trappings of Advanced Kulan-Do, and requires it.
Secrets of Kulan-Do.
You know the deepest secrets of this art, and can make a redirected force style manuever, a riposte-style attack, and then a normal attack. Requires mythic speed, all three Kulan-Do skills, and a very high position in the Jade Court. No outsider can learn this, and if any does, the Jade Court will hunt him/her down. To take this ability, one must also rename one of their aspects to reflect, to reflect their mastery of this art. If they are not jade court, they must rename it to reflect the fact that they are hunted by the Jade Court (unless there is a very special exception made by the Jade Court Leader).

Shadow Manipulation [-1]
This reminds me of some powers I helped set up for a shadow-user I GMed.
Dark Void -1
Effects: You can increase the shadows within a zone. Add the aspect sticky aspect Increased Shadows, by using discipline. This can be opposed by a counterspell.
Myrrk Void: Your shadow-increasing skills rival the Myrrk itself. Give a +1 to attempts to create shadows, and add the aspect Near-Myyrk alongside Increased Shadows.
Shadow Warp -2
You can travel from shadow to shadow with a distance up to one zone. This requires no roll, but in order to escape into the shadows while being attacked use Athletics. When emerging from the shadows, roll stealth against all nearby enemies' alertness. If you succeed, you gain a relevant aspect. If not running away, you may then make an attack as a supplametal action. (Yes, you can warp into an enemy's shadow).

Shadow Manipulation [-1]
Description: You are able to use your shadow to physically manipulate objects, not only that but your shadow is malleable to your will. You can stretch it across great distances or coalesce it into a small area.
Options: This ability costs 1 refresh to start and has several upgrades to it.
Skills Affected: Fists, Might
Effects:
Shadowy Hand. You can manipulate objects with your shadow. You can lift objects in accordance with your might, and attack using fists. Each zone away from you reduces the effectiveness of your might and fists roll by 1. The closer you are, the more effective your shadow is. Using your shadow on something in the same zone as you is easier, and you gain a +1 bonus to any such roll. In addition if you possess inhuman strength or greater your shadow gains those benefits as well.
Deeper Shadows [-1]. Increase the weapon rating of attacks made with your shadows by +2.
Lasting Shadows [-1]. Your shadows take longer to dissipate, allowing you to spread your attention across a battlefield. Any aspect placed with Shadow Manipulation automatically becomes sticky.
Wall of Shadows [-1]. Your shadows have become so dense, so impenetrable that creatures without the cloak of shadows ability are almost utterly incapable of seeing past them. You may use your Shadow Manipulation to create a defensive block opposed by alertness.
Shadows Fall [-1]. Your shadow is capable of growing much larger than it should be, allowing you to attack a whole zone with it (at a -2 penalty).

Inhuman Balance [–1]
Description: You have an uncanny ability to balance on small surfaces.
Skills Affected: Athletics, Stealth
Effects:
You can stand on and walk along ropes, cables, and narrow ledges without a problem. You also take no penalties for running through uneven terrain as you carefully pick your way through the stones and roots over which most others would trip. You aren't a spider, however, and cannot hold your footing against extreme weather conditions or flying demons trying to disrupt you, but you do get a +2 to skill checks to stay situated.

Bound Spiritual Entity [+3]
Description: You are a spiritual entity imprisoned in a physical object, you have no body, and cannot act in the physical world without a bearer.
Effect:
Unbodied. You cannot take physical skills,  you cannot move yourself, and you cannot communicate verbally and other neat things.
Communicate with Bearer. You are able to telepathically speak with the bearer of the object you are tied to.
License to Possession. If you have the domination ability, you qualify for the possession upgrade, and you can possess your bearer.
Called to Bearer [-1]. You have the ability to tie yourself to the bearer of your physical prison, and you can teach them to call your prison to their hand.

Possess Corpse [-2]
Description: You are a spiritual entity, and lack a body, though that does not mean that you can't acquire one (slightly used). You have learned to possess a corpse, allowing you to make use of the former owners skills and abilities.
Musts: You must have a high concept that reflects your predilection for possessing corpses, and you must have a way to become insubstantial (and attach this power to it).
Effect:
Inhabit Corpse. When you inhabit a corpse you gain a limited form of the Mimic Ability power (restricted to what the corpse has to offer). You have a number of form points equal to the amount of refresh you have invested in Possess Corpse and the method by which you become insubstantial in order to Inhabit the body.
Living Dead. The bodies you inhabit are still dead. While Inhabiting a Corpse you gain access to the Living Dead power.
Advanced Inhabitation [-Varies]. You have expanded your ability to take advantage of the corpses you inhabit. Refresh invested in this upgrade is accounted towards your total mimic points as per the Inhabit Corpse effect (see above).

Holy Weaponry [-1]
Description: Your sacred power extends beyond your body to envelop the weapons you wield.
Musts: You must have the Holy Touch power in order to purchase this one.
Effect:
Holy Weaponry. You may apply the effects of Holy Touch to weapons that you wield.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 29, 2011, 03:57:30 AM
Embodiment of the Living Tempest [-3]
Musts: You must have an Aspect that represents your connection to storms.
Description: As someone whose very life force is tied to the wind you can, at need, become the living embodiment of a tempest. You undergo a transformation becoming an elemental being, though the cost is great.
Effects:
Storm Form. Your body becomes insubstantial as a thundercloud. You temporarily gain the ability to fly, and you gain armor 3 against any effect excepting those that might disperse a cloud (ex: air evocations). In addition you place the "Fury of the Storm" aspect within the zone you occupy for the duration of your transformation. Maintaining this form is mentally straining, each round you remain in this form you take one mental stress.
Leashing the Storm Within. Controlling the storm is difficult, and distractions can be deadly. Any effect that causes you physical stress while in this form also shakes your control. In addition to the physical stress taken you also take one mental stress. If you are "taken out" you loose control of the storm, reverting to your physical form and unleashing the storm to run rampant. Treat this as a weapon 3 attack on everyone in the zone (including you) at your conviction rating.
Fury of the Storm. Storms are intensely powerful and majestic events. You may harness the power and majesty of the storm within for your own purposes. Any Air evocation you cast while in this form automatically has two "free" shifts of power (though, you must still roll high enough to control these shifts), and you may roll intimidation checks at +2.

Symbiosis of Spirit -0 (requires Demonic Co-pilot)
Description: You and the demon possessing you are no longer two separate individuals but are instead a symbiosis of man and demon neither truly one thing nor the other, this requires a apropriate High Concept. You no longer have to take mental stress when acting according to your co-piolot's agenda as it is now your agenda, but any action that actively goes against your co-pilots agenda also threatens your gestalt, when doing so, you must roll Discipline against the result as if you were defending against an attack. Failure to succeed in this roll means you take mental stress and any consequences are chosen by the GM showing the friction between you and your co-pilot.

Prophetic Visions [-1]

Bits and Pieces: Once per scene, this character may roll Lore against a target of Good (+3) to make an assessment or declaration regarding the scene or a character in it.  This represents flashes of insight and relevant info being pulled out of the character's otherwise difficult to interpret visions.  For an Assessment, the GM determines what aspect is revealed, while for a Declaration, the player may invent a suitable aspect, so long as the GM and other players approve. These aspects may be tagged/invoked as usual. This ability may not be used repeatedly to assess/declare aspects regarding the same character encountered across multiple scenes.

I've Done This Already: In exchange for a Fate point, this character may roll Lore in place of any other skill, except as an attack in combat.  This represents a vision in which the character sees himself performing the action in the future, so he already knows what to do.

Major Prophecy: The GM has license to give this character a major vision, usually about once per session, describing its contents and possibly asking for a Lore or other roll to interpret it.  These visions tend to reveal one or more important but vague aspects that exist in every scene until the prophecy is fulfilled.  The player is encouraged to remind the GM of this power, as it can provide good plot hooks and potentially compels on the character's reactions to these visions.

Miracle Man [-1]
Description: You are able to perform old school miracles, but at great cost.
Effect:
Bargain For Miracle. Negotiate with your gm for an appropriate cost in fate points for each miracle you perform. This power is potentially limitless in scope, given enough fate points.

Healing Light [-2]
Description: By channeling your supernatural energy into somebody else you allow them to begin the healing process, and may even help them recover to perfect health.
Skills Affected: Conviction, Scholarship
Effects:
Starting Recovery. You may use this power to make scholarship declarations to justify the start of natural recovery from physical consequences, just as if they'd gone to a doctor or the hospital.
Healing Pool. You have a pool of healing power equal to your conviction.
Healing Surge. You may spend a fate point to allow somebody to recover from all of their physical consequences up to severe as if they where a mild. Subtract the value of the highest consequence so affected from your healing pool.
Healing Backlash. At the end of the scene you must roll against a hunger attack with a value equal to the number of negative points in your healing pool. If you have used other powers attached to your feeding dependency during the course of the scene, this (positive) value is added to the overall strength of the hunger attack you would suffer from use of your powers instead.

Incite Crowd [-1], upgrade to Incite Emotion
You may use Incite Emotion against multiple targets simultaneously, as per the Spray Attack rules, splitting effort between targets, or, for a -2 penalty, against everyone in the zone you occupy, excluding yourself if you wish.  The benefit of this upgrade cannot be used in conjunction with the benefit of At Range.  Though you may possess both and use them both, you cannot use them both in the same action.

-2 Immaterial Edge (+2 weapons rating, this blade ignores the first 2 points of armour and also counts as the catch for ghosts and other disembodied spirits.)

-0 Manifested Blade (As the blade is not truly of the mortal world keeping it in this world requires mental effort, summoning the item for a scene requires a point of mental stress at the end of the scene unless another point of stress is taken the item will disappear until summoned again.)

-2 Spiritual Weapon ( As a weapon designed to sever the soul from the body its blows do more than physical harm, the blade can cause mental stress instead physical stress, anyone taken out this way will die as their soul is separated from their body leaving no signs of physical harm.)

Short-term precognition -2
Description: Your can see a few a moments into the future
Must: You must have Cassandra’s Tears

Pre-emptive Evasion: your dodging checks are made at a +2
I saw you coming: you have a + 4 to alertness check to avoid ambush

Skills Effected 
Athletics, Alertness and some other physical skills

Vogon Poetry [-1]
Description: Your poetry is so bad that it renders the spirit of all who here it causing extreme agony
Effect: Lethal Poetry Performance When reciting poetry you have written yourself you do mental damage to all in the area including yourself, treat as a performance attack to everyone in the area.

Natural Channel [Spellcraft, -1]
Musts: Channeling; taking this power prevents upgrade into Evocation
Natural Channel: Your magic is more then your soul's expression; it soaks into your bones, flows through your blood. You may use Endurance in place of Conviction and Fists in place of Discipline for spellcasting. This physical harmony is not without danger, however; the mental stress of spellcasting becomes physical stress, bypassing any Toughness powers or similar defenses

Mana Locust (Vampirism; -2)

Detect Magic: Within your zone, you may attempt to detect the presence of magic (defined as effects created by or individuals possessing Spellcasting Powers) via an Alertness or Investigation roll. Success provides awareness of the presence of magic, and identifies individuals with Spellcasting Powers if you are already aware of them.

Magic Drain: Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts.

Mageslayer: Add +1 to close personal combat attacks made against characters possessing Spellcasting Powers.

Mana Plague (Vampirism; -1)

Musts: Mana Locust

Magic Drought: Magic Drain reduces three shifts of power.

The Taste of Death: Once per scene, if you inflict enough stress and consequences from feeding to kill a character with Spellcraft Powers, you may take an immediate "free" recovery period equal to an extra scene.

"Roll the dice". [-1]
You have the uncanny ability to make dice roll the way you want them to or to call out what the dice will roll while they are rolling.
In game this comes out to a 50/50 chance - a 50% probability of success.

"Lucky dodge" [-1]
Once per scene, you may use one fate point to completely dodge any one attack.

"It's all in the cards" [-1]
For some strange reason, when you throw a card, it doesn't behave how cards thrown by other people do.  It's rather... lethal.  Thrown cards are a +2 weapon each, targeted with weapons or discipline, whichever is highest.

"Time is my friend" [-1]
Whenever you wear a quality watch on your body, your amazing luck influences the world around you to the extent that attacks tend to find your watches instead of you.
This power gives you a natural armor:2 for every watch you have on your person.
The number of watches you have on you is determined by a new stress track governed by your resources, to a maximum of 4.
You can buy more watches (clear the track)  when thematically appropriate.
*Note, whenever you have more than two watches on you, this gives you the aspect, "WTF is up with all the watches?"
Title: Re: Custom Power List
Post by: ways and means on April 29, 2011, 06:37:10 PM
Phantom Slashes [–2] - You can choose when the damage of your attacks come into effect, this allows you to stack stress so that it all comes in to effect at the same instant or choose that it never comes into effect. 
Title: Re: Custom Power List
Post by: devonapple on April 29, 2011, 08:07:26 PM
Phantom Slashes [–2] - You can choose when the damage of your attacks come into effect, this allows you to stack stress so that it all comes in to effect at the same instant or choose that it never comes into effect. 

That seems potentially broken. Would this include the extra shifts from very successful attack rolls, or would it just be the Weapon:2/Spell:4/etc. shifts?

The current RAW-legal way to do this would be to execute multiple Maneuvers to set up Sticky Aspects like "Phantom Slash" that you could then tag later on in the conflict (similarly, at 2 shifts for each Aspect).
Title: Re: Custom Power List
Post by: ways and means on April 29, 2011, 08:54:10 PM
That seems potentially broken. Would this include the extra shifts from very successful attack rolls, or would it just be the Weapon:2/Spell:4/etc. shifts?

The current RAW-legal way to do this would be to execute multiple Maneuvers to set up Sticky Aspects like "Phantom Slash" that you could then tag later on in the conflict (similarly, at 2 shifts for each Aspect).

It was thinking you could store final stress after armour though I thought that might be a bit broken would only storing the weapons damage be less broken ?
Title: Re: Custom Power List
Post by: devonapple on April 29, 2011, 09:12:56 PM
It was thinking you could store final stress after armour though I thought that might be a bit broken would only storing the weapons damage be less broken ?

Less broken, but unfortunately less useful.

That said, a Damage-only version of this power could be easier than stacking up Sticky Aspects:
This power: hit the target with a 0-shift result or better to get Weapon:x shifts that you can "tag" later for +x.
Maneuver: hit the target with a 1-shift result or better to get an Aspect that you can "tag" later for a +2.

One could also write a Stunt version:

Deceptive Strike (Weapons): you are trained to deceive your targets with imperceptible slashes and blows, which prevents a target from noticing how wounded he is until you finish them with a well-timed blow. Add +2 to Weapons checks to place Sticky Aspects reflecting this ability, such as "Phantom Slash" or "Painless Wound."

Chi Point Strike (Fists): You are trained to strike your opponent's chi centers, which prevents a target from noticing how wounded he is until it is too late. Add +2 to Fists checks to place Sticky Aspects reflecting this ability, such as "Imperceptible Wound" or "Chi Disruption."
Title: Re: Custom Power List
Post by: ways and means on April 29, 2011, 09:35:34 PM
Those stunts are really cool, I think that a weapons only version of this ability well strong (potential of massive weapons ratings) given all its costs (exchanges, +2 refresh) is probably reasonably balanced (at least by DFRP magic standards).   
Title: Re: Custom Power List
Post by: devonapple on April 29, 2011, 09:39:02 PM
Those stunts are really cool, I think that a weapons only version of this ability well strong (potential of massive weapons ratings) given all its costs (exchanges, +2 refresh) is probably reasonably balanced (at least by DFRP magic standards).   

*If* I allowed it, I agree that -2 refresh *would* seem about right as the cost.
Title: Re: Custom Power List
Post by: jadecourtflunky on April 30, 2011, 01:10:47 AM
I think this could be plausible as a stunt, but most people don't have the skill it takes to do this and I designed this for a were-mockingbird, so it's in here.

Mimic Sound -1
This character, after being exposed to a sound enough, can mimic it almost perfectly. Using Deceit, this character may mimic any sound that they could justifiably hear often (A guy on the streets won't mimic a jaguar's roar, and a tribal native won't be able to do a police siren). Performance could be swapped for Deceit with justification (like if the character is a comedian who's really good at impersonations). This only applies to general sounds, not speech.

Mimic Voice -1: This character after hearing someone speak for a long enough amount of time (Not a few words, but maybe a short conversation) can mimic that person's voice using Deceit. Just like Mimic sound, this can be used with performance as well.

They're interesting powers (or stunts) for social builds. They have lots of uses too. Have to scare off that criminal? Try a police siren, or mimicing a police officer. Want to distract him so your buddy can knock him out? Mimic the sound of his phone ringing, or mimic a woman calling him over. Wanna scare him? Ever heard a good horror movie scream, and didn't that ghoul you met a few weeks ago have a really creepy voice?
Title: Re: Custom Power List
Post by: Gatts on April 30, 2011, 12:17:39 PM
Mimic Sound -1
This character, after being exposed to a sound enough, can mimic it almost perfectly. Using Deceit, this character may mimic any sound that they could justifiably hear often (A guy on the streets won't mimic a jaguar's roar, and a tribal native won't be able to do a police siren). Performance could be swapped for Deceit with justification (like if the character is a comedian who's really good at impersonations). This only applies to general sounds, not speech.

Mimic Voice -1: This character after hearing someone speak for a long enough amount of time (Not a few words, but maybe a short conversation) can mimic that person's voice using Deceit. Just like Mimic sound, this can be used with performance as well.

I think they're both cool, but more stunts than powers. For a power, I'd combine them both and leave them at one refresh, otherwise it just isn't useful enough to justify magical abilities.
Title: Re: Custom Power List
Post by: Silverblaze on April 30, 2011, 04:04:59 PM
I think they're both cool, but more stunts than powers. For a power, I'd combine them both and leave them at one refresh, otherwise it just isn't useful enough to justify magical abilities.

I agree.

You may also want to find a way to work in ventriloquism (non traditional) to make hte siren sound like it's coming from a certain direction.  Far more useful than a dead end alley emiting a siren.

Could performance be used for ventriloquism or would a power work better?
Title: Re: Custom Power List
Post by: Tedronai on April 30, 2011, 04:15:03 PM
'Throwing one's voice' sounds to be in the range of a stunt, I'd say, comparable to Pickpocket (and similarly achievable without the stunt at penalty).
Title: Re: Custom Power List
Post by: ways and means on April 30, 2011, 10:26:01 PM
[-1] Astral Projection
Requirements: Spirit Form [-3]
You can freely change between your spirit form and your human body, your body is left in a comatose state whilst you are out and will eventually die if you don't return to your body in a timely manner.
Title: Re: Custom Power List
Post by: jadecourtflunky on May 01, 2011, 02:27:34 AM
You may also want to find a way to work in ventriloquism (non traditional) to make hte siren sound like it's coming from a certain direction.  Far more useful than a dead end alley emiting a siren.

I designed it as a "power" for a were-mockingbird... so he could make it sound like the siren's coming from the street. Also, I would probably ppost this on a stunt thread... if we had a stunt thread we could post on in the resoucres thread.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 01, 2011, 07:07:57 PM
Mimic Sound and Mimic voice look like Echoes Of The Beast trappings to me.

I confess that I don't really understand how Phantom Slashes is meant to work.

Astral Projection looks like a good idea to me. Human Form probably shouldn't be allowed to affect Spirit Form anyway, since that makes your character stronger while refunding refresh.
Title: Re: Custom Power List
Post by: devonapple on May 02, 2011, 04:25:14 AM
I confess that I don't really understand how Phantom Slashes is meant to work.

Simply, as written, it lets a character score a hit, write down the number of stress that hit would have inflicted, and (instead of dealing that stress in that exchange) decide later in the conflict to cash them in - the tactical advantage being that you can suddenly inflict a very large hit in one shot that will hopefully overcome all of the consequence and stress tracks in one decisive final blow. It is mechanically the same as stacking Aspects to tag for a decisive final blow, except the potential payoff is much higher.
Title: Re: Custom Power List
Post by: devonapple on May 02, 2011, 04:50:47 AM
Mimic Sound -1
Mimic Voice -1

I think Mimic Sound is a good Echoes of the Beast trapping - allowing Performance to substitute for Deceit in certain situations.

I think the two combined would make a decent 1-refresh Supernatural Power.
Title: Re: Custom Power List
Post by: ways and means on May 03, 2011, 03:42:00 AM
Supernatural Tank Stunt/Powers

Armoured Core [-1]
Requires "Inhuman or greater Toughness" and "Shrug it off"
When using shrug it off to "dodge" an attack with endurance which does not bypass your toughness power add your supernatural armour rating to your dodge roll (+1 for inhuman, +2 for supernatural, +3 for Mythic Toughness)

Perfected Amoured Core [-1]
Requires Inhuman Toughness or greater, Shrug it off and Armoured Core
You can 'dodge' any attack with Endurance which does not bypass your catch regardless of the situation ie (grapples, ambushes etc).  
Title: Re: Custom Power List
Post by: citadel97501 on May 03, 2011, 04:47:04 AM
Supernatural Tank Stunt/Powers

Armoured Core [-1]
Requires "Inhuman or greater Toughness" and "Shrug it off"
When using shrug it off to "dodge" an attack with endurance which does not bypass your toughness power add your supernatural armour rating to your dodge roll (+1 for inhuman, +2 for supernatural, +3 for Mythic Toughness)

Perfected Amoured Core [-1]
Requires Inhuman Toughness or greater, Shrug it off and Armoured Core
You can 'dodge' any attack with Endurance which does not bypass your catch regardless of the situation ie (grapples, ambushes etc).  

Those are good, and to be honest I have always been kind of annoyed that evocation, or enchanted items flat out surpass any other defense.  8 defense is about the highest a speed guy can get, and is still hit easily by a wizard for 2 less refresh. . .
Title: Re: Custom Power List
Post by: Sanctaphrax on May 03, 2011, 08:38:11 PM
Don't like them.

Armoured Core is too good for a stunt and too stuntlike for a power.

Perfected Armoured Core looks like a way to get Physical Immunity (except better) for less.

Enchanted Items do not surpass defence very well at all. Evocation does, but it misses occasionally. Especially if you have defence above 8, which is quite possible at Chest Deep.

PS: It occurs to me that I might be reading Perfected Armoured Core wrong. Could you explain it again, please?
Title: Re: Custom Power List
Post by: Silverblaze on May 03, 2011, 08:52:41 PM
Don't like them.

Armoured Core is too good for a stunt and too stuntlike for a power.

Perfected Armoured Core looks like a way to get Physical Immunity (except better) for less.

Enchanted Items do not surpass defence very well at all. Evocation does, but it misses occasionally. Especially if you have defence above 8, which is quite possible at Chest Deep.

PS: It occurs to me that I might be reading Perfected Armoured Core wrong. Could you explain it again, please?


Agreed.  Might be good for NPC's only...to make foes more challengeing...not for PC's.
Title: Re: Custom Power List
Post by: citadel97501 on May 03, 2011, 08:58:53 PM
Enchanted Items do not surpass defence very well at all. Evocation does, but it misses occasionally. Especially if you have defence above 8, which is quite possible at Chest Deep.

How are you getting defense 8, or above that at chest deep?  I can only pull off defense 7 without mythic speed, which is only an 8/11?
Title: Re: Custom Power List
Post by: ways and means on May 03, 2011, 09:01:33 PM
Perfected Armoured Core isn't physical immunity, all it does is allows someone thier full dodge modifier in all situations which is useful only compaired to enchanted item defense. It does this by making Endurance dodging a passive action, so being grappled won't count as a block against not activly doing some.

I would debate whether Armoured Core is too good for a stunt, first it has expensive pre-requisites a minimum of (2 refresh) second the only time it would class as too strong for a stunt is with mythic toughness a rare power which also requires you to have invested 6 refresh on a power (a lot) and has its build in subjectivity of the catch.  

3rd Enchated Items are very easy to get up to 10 power and also are not effected by ambushes.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 04, 2011, 02:28:45 AM
Stunts can boost defense. Superb Athletics + Supernatural Speed + applicable stunt = 9 defence.

And of course, as w+m points out, an enchanted item can provide 10 defense without trouble for a specialized crafter.

Perfected Armoured Core sounds like a reasonable-ish stunt, then. I'd probably get rid of the power requirement and the note about the catch.

Defending against surprise attacks sounds worrying power-level wise but great fluff-wise.

Defending against grapples, etc, sounds fine power-level wise but weird fluff-wise. How would in work?

The problems with Armoured Core are:

1. Potential bonus is too high. Mythic Toughness is its own reward.
and
2. Almost always applicable. Stunts should be more limited.
Title: Re: Custom Power List
Post by: Belial666 on May 05, 2011, 12:56:06 AM
[-3] EYE OF PROVIDENCE

Description: You see all things as they really are, within limits.
Type: faith powers, order powers, supernatural heavyweights within their domains
Musts: A high concept that relates to knowledge and/or limited omniscience.
Effects:
True Sight You have The Sight. You are immune to mental stress induced or transmitted through vision such as observing the true form of eldritch horrors, seeing horrendous nightmares or facing the gaze of Black Court vampires.
[-2] Farseer: Your vision gets a lot fewer penalties with distance. If the "Eye of Providence" ability costs a total of 3 points, you can see as well as small, amateur telescopes and strong binoculars; observing people a dozen miles away is easy. If it costs 5 or less, you can see as well as most optical telescopes; observing things at the other side of a country is easy - seeing astronauts on the surface of the moon is a bit harder. If it costs 7 or less, you can see as well as the best mortal technology. If it costs the full 9 points, you take no distance penalties at all.
[-2] You Cannot Hide: Your vision penetrates normally opaque objects such as walls; they appear transparent to you.
[-2] See Past The Currents of Time: You can observe events without lightspeed delay, as if the light did not have to cross the intervening distance. Maybe your vision picks up magical or cosmic signals. Maybe your power snatches images as soon as they are generated. Whatever the reason, your sight is always realtime.
The Catch: Most beings with this ability are somehow limited in what they can perceive either in amount or nature. +2 rebate if you can observe only one event or location at the same time - such as a clarvoyant seeing a single room in the next continent or a Dark Lord being able to see only one battle at a time despite having unlimited range and being able to see through objects. +1 rebate if you can observe up to 100 events or locations at a time. If you can see more than 100 things at a time, you get nothing. +2 rebate if the nature of what you can see is very narrow or unimportant - like being able to see for only 1 minute each day, or only observe one bloodline or see all people that are currently scratching their nose. +1 rebate for less narrow sight or greater importance - like being able to see for many minutes each day, or only observe a major city or small country or see all mischief done by young children. More open sights or greater importance give you nothing.
The Catch is usually a +0 instead of no catch at all for very broad or still existent limits such as seeing all things ever written by man, or seeing all enemies of Asgard or seeing all deaths. Only major supernatural heavyweights whose powers are Knowledge, Foresight and the like (such as the Fates, a major deity of Wisdom or the Archangel known as the Watchman) have near-omniscience, even omnisciense limited to the present.




Yeah, I wanted a way to model Intellectus, the Archive, Heimdall's sight from the latest Marvel film and things like that. I was going for skill rolls but then I remembered; the Sight sees things as they are and you keep the memory forever. So, if you also had "X-Ray vision" and "no distance penalty" as supernatural senses, you'd see and remember everything. Add the "no lightlag" upgrade for the sake of completeness, a very narrow mental immunity so you don't get overwhelmed by the Sight and Catch mechanics and you get this ability.
Title: Re: Custom Power List
Post by: Samael on May 05, 2011, 12:58:36 AM
[-1] Emperor Blessed Tech - All ritually consecrated tech wielded by a Grey Knight is immune to being hexed.

[-2] Aegis Daemon Shield - Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; The Emperor Protects. You may spend a Fate Point to create a threshold with a value equal to your Conviction within your current zone for one exchange. You may extend the duration by one more exchange by taking a supplemental action on your next turn. It only repels beings with malicious or ill intent, that are antithetical to Faith of the bearer. 

For the second custom I point to this thread --> http://www.jimbutcheronline.com/bb/index.php/topic,25097.0.html
Title: Re: Custom Power List
Post by: Belial666 on May 05, 2011, 01:35:01 AM
Emperor-Blessed Tech is OK; giving a hexing ability to someone is a 1-refresh power so preventing hexing should cost the same.

Aegis Daemon Shield has a couple of issues; How many times can duration be extended? Indefinitely? Only once? Anything in between? Does the shield move with the wearer or is it fixed to the original zone? And what it repels based on the wearer's faith - what happens if the wearer has a particularly accepting faith? Or a faith that seeks to purge or turn to soaps everyone except humans with a certain set of traits?
Title: Re: Custom Power List
Post by: Samael on May 05, 2011, 01:47:31 AM
@Belial - I think your power works and seems mechanically sound and I don't see anything wrong with it really. Though for the initial power without any of the upgrades I would suggest it having a base cost of -2 instead of -3, given that it starts as a suped up version of supernatural sense + the sight.

It can be extended indefinitely till the end of the combat or scene which ever comes first. Then he has to pay another FP to use the ability again. It follows the wielder (as its attached to him, not the zone its cast down), the effects on the faith in question don't change, it just raises a threshold equal to conviction, which is appropriate to what I am trying to accomplish IE force back/harm daemons, weaken the power of heretics and psykers, etc.
Title: Re: Custom Power List
Post by: Belial666 on May 05, 2011, 01:49:52 AM
It is -3 because it is The Sight plus Mental Immunity with a +6 catch.
Title: Re: Custom Power List
Post by: ways and means on May 05, 2011, 02:11:14 AM
Transcendent Music [-4]
You can play an instrument with a level of skill and subtlety that you can almost make rocks cry and sooth the hearts of the darkest of people.

Superlative Musician: +4 to normal performance rolls with your instrument of choice
Listen to my Song: you can play an instrument so well that all in the area will stop and listen (a zone wide mental grapple at your performance skill to stop doing anything but listen to the music)
The Soothing Song: Whilst people are listening to your music they recover from mental consequences on step quicker than usual. (Inhuman Mental Recovery)
Title: Re: Custom Power List
Post by: Sanctaphrax on May 05, 2011, 08:58:46 PM
Emperor-Blessed Tech looks fine, given Belial's take on it.

I don't understand how Aegis Daemon Shield works. Could you give an example please?

Trancendent Music is interesting, but there are a few issues. Firstly, I don't like powers that provide straight skill bonuses. Secondly, the mechanics behind the grapple are unclear. And thirdlly, The Soothing Song seems like an optional add-on or a separate power.

Eye Of Providence is nicely written, in my opinion. I don't really like the way that Farseer keys off of the total power cost though. And it sould have an upgrade that lets you see in all directions, because otherwise it doesn't do what you want.
Title: Re: Custom Power List
Post by: Samael on May 05, 2011, 11:31:54 PM
Ok here is an example.

Suppose a bunch of demons decide to attack my Grey Knight. I spend a Fate Point and create my Zone Wide threshold, and for a single combat round (unless I extend with a supplemental) they suffer all the effects Thresholds provide IE Their attacks are decreased by the strength of the the threshold and any of the creatures not in the zone must beat the threshold rating to enter. Any spells or natural attacks (so not Guns or the like) these creatures used that enter the zone are likewise weakened. So with a Fantastic Conviction (giving a +6 threshold) that means a wizard who ordinarily casts +7 evocations now only gets the equivalent of +1 shift attacks for the same effort. Any spell used that is below the threshold rating simply does not work, it unravels the spell. But this is only for a single combat round and you must use a supplimental action to maintain it, if you choose not to maintain it or whenever the combat/scene ends (whichever is first) the Shield ends and another FP must be spent to use it.
Title: Re: Custom Power List
Post by: Silverblaze on May 06, 2011, 12:21:44 AM
Transcendent Music [-4]
You can play an instrument with a level of skill and subtlety that you can almost make rocks cry and sooth the hearts of the darkest of people.

Superlative Musician: +4 to normal performance rolls with your instrument of choice
Listen to my Song: you can play an instrument so well that all in the area will stop and listen (a zone wide mental grapple at your performance skill to stop doing anything but listen to the music)
The Soothing Song: Whilst people are listening to your music they recover from mental consequences on step quicker than usual. (Inhuman Mental Recovery)


Can voice be chosen as the instrument?

I like this either way, just curious.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 06, 2011, 01:25:48 AM
I'm worried that that might be a bit too powerful. You'll be pretty much adding your Conviction to your defence skill, which will make you essentially impossible to hit.

Also, I think that thresholds deny powers to those who cross them. That's probably a no-no.

If it was a block instead of a threshold, it would probably be more acceptable. In fact, you could get it for 1 refresh then. At least on a trial basis.

I think you'll find that it'll still be very good (which it should be, for a Fate Point and all those supplemental actions). It'll basically set your defence rolls to a minimum of Conviction, and it'll make it impossible to close to melee range casually.
Title: Re: Custom Power List
Post by: Samael on May 06, 2011, 01:46:53 AM
Hrm.

I see your point, but a big part of the power is the thematic part of it, that it protects him from Daemons and hostile Psykers (spellslingers) giving him the edge when going up against the worst the forces of Hell/Chaos have to offer.
If its just a block then it will be overcome fairly easily (as your average spell-slinger can manage something over 6 shifts) which breaks meaning with the fate point expenditure included, making it vastly over price for what it is, while also nerfing the concept as well.

We need a middle ground, and the first thing I am will to set aside is the threshold ability to deny powers to those who cross them (as that is not what I wanted in the first place.).

Any ideas?
Title: Re: Custom Power List
Post by: Sanctaphrax on May 06, 2011, 01:54:47 AM
The only real problem (aside from removing powers) is that the threshold adds its full value to defence. If it was just a zone border, it'd be no problem. You can knock the price down to -1, and it'll still be a big advantage. You'd be hard to approach and essentially immune to all but the most excessively powerful ranged attacks.

Not sure that that's what you're after though. It lacks some of the feel of the original.

By the way, would this power work against ordinary spellcasters? How about vampires, or zombies, or dragons, or whatever?
Title: Re: Custom Power List
Post by: ways and means on May 06, 2011, 02:10:07 AM
Is this any better, a direct bonus to musical performanance somewhat goes with the aim of the power otherwise I have tried to explain the quasi grapple (as it has no damage options).  

Transcendent Music [-4]
You can play an instrument or sing with a level of skill and power that you can almost make rocks cry and sooth the hearts of the darkest of people.  This skill is usual accompanied by an aspect relating to which particular deal with the devil/fae you made to gain this power.

Superlative Musician: +2 to all performance rolls made with your instrument of choice
Listen to my Song: you can play an instrument so well that all in the area will stop and listen: a zone wide mental grapple (defining zone as range to which people can hear the music clearly) against all actions but listening to the music, made by the rolling performance against the opponents discipline.  

[-2]The Soothing Song: Whilst people are listening to your music they recover from mental consequences on step quicker than usual.
 
Title: Re: Custom Power List
Post by: Samael on May 06, 2011, 02:14:52 AM
@Santaphrax - I think your a bit overestimating the value of this power, given what I need to pay just to use it, I mean even with this power a spell caster like Bel's character can take me out in 4-5 hits, and Tsunami's could manage the same with his Mythic Strength and a big enough weapon. Throw mooks at me with Supernatural Strength/Toughness (Those Fire Giants come to mind) and I'll go quickly enough. I mean your GM so I'll do as you say if that is how your going to rule it, but that it my two cents.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 06, 2011, 02:38:49 AM
The giants could never hit you. Fantastic Conviction + Superb Endurance gives you 11 defense. It is mathematically impossible for them to hit with attacks at Fantastic.

But from the way you talk about it, it sounds like you mean for it to apply as armour. If so, then go ahead and use it as is.
Title: Re: Custom Power List
Post by: Samael on May 06, 2011, 02:42:20 AM
what do you mean Armour? Like armor: #Here Armor?

or as a defense?
Title: Re: Custom Power List
Post by: ways and means on May 06, 2011, 02:45:23 AM
Thresholds stop extra damage from non-spellcasting powers before they effect the accuracy of an attack by magical creature, 1 point of threshold will nullify 1 point of extra supernatural strength damage (as the power is weakened).  Also the giants could hit him for full damage and accuracy if they threw stuff at him from outside the thresheld zone.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 06, 2011, 02:50:44 AM
So thresholds reduce damage?

I thought they decreased the to-hit roll.

As I said, the power's a lot more reasonable then.
Title: Re: Custom Power List
Post by: ways and means on May 06, 2011, 03:00:03 AM
Threshold lower everything for spellcasting including the to hit roll,thresholds weaken and nulify the supernatural powers of those not invited in but most powers don't increase accuracy so unless all powers are nulified to zero it won't start effecting accuracy.
Title: Re: Custom Power List
Post by: polkaneverdies on May 06, 2011, 07:21:20 PM
Should "dream or reality" give you any ability to shape the never never while not in your demense?
Title: Re: Custom Power List
Post by: Belial666 on May 06, 2011, 07:56:20 PM
I think you got thresholds wrong;


1) They lower power and accuracy of spells.
2) They diminish the power of supernatural creatures (negating some of their powers) when they are inside the threshold - but not when they're outside.
3) If they negate enough powers to take the creatures into negatives, they decrease rolls instead.
Title: Re: Custom Power List
Post by: devonapple on May 06, 2011, 08:20:43 PM
Should "dream or reality" give you any ability to shape the never never while not in your demense?

I don't believe it would, but I'm not the power's creator. Although it would be creepy to have the monster "redecorate" so that the demesne is already prepared for guests.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 08, 2011, 03:00:35 AM
The use of "threshold" in Aegis Demon Shield has caused a great deal of trouble. I propose the following rewrite:

[-2] Aegis Daemon Shield - Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; The Emperor Protects. You may spend a Fate Point to create a shield of True Faith around yourself and your zone. This shield functions as a zone border with a value equal to the user's Conviction against all supernatural creatures that oppose the user, reduces the power and control of evocations that target characters inside of it by the user's Conviction, and reduces all stress inflicted by the natural attacks of supernatural creatures that oppose the user to characters inside of it by the user's Conviction. This effect only lasts one exchange, but it can be extended indefinitely at the cost of a supplemental action each exchange.

Formatting's ugly, but I think it gets the point across. Ask if you need clarification, complain if you don't like.
Title: Re: Custom Power List
Post by: BumblingBear on May 08, 2011, 03:15:15 AM
The use of "threshold" in Aegis Demon Shield has caused a great deal of trouble. I propose the following rewrite:

[-2] Aegis Daemon Shield - Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; The Emperor Protects. You may spend a Fate Point to create a shield of True Faith around yourself and your zone. This shield functions as a zone border with a value equal to the user's Conviction against all supernatural creatures that oppose the user, reduces the power and control of evocations that target characters inside of it by the user's Conviction, and reduces all stress inflicted by the natural attacks of supernatural creatures that oppose the user to characters inside of it by the user's Conviction. This effect only lasts one exchange, but it can be extended indefinitely at the cost of a supplemental action each exchange.

Formatting's ugly, but I think it gets the point across. Ask if you need clarification, complain if you don't like.

I think that it works, and it is a very, very cool power.

Title: Re: Custom Power List
Post by: Samael on May 08, 2011, 03:29:15 AM
The use of "threshold" in Aegis Demon Shield has caused a great deal of trouble. I propose the following rewrite:

[-2] Aegis Daemon Shield - Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; The Emperor Protects. You may spend a Fate Point to create a shield of True Faith around yourself and your zone. This shield functions as a zone border with a value equal to the user's Conviction against all supernatural creatures that oppose the user, reduces the power and control of evocations that target characters inside of it by the user's Conviction, and reduces all stress inflicted by the natural attacks of supernatural creatures that oppose the user to characters inside of it by the user's Conviction. This effect only lasts one exchange, but it can be extended indefinitely at the cost of a supplemental action each exchange.

Formatting's ugly, but I think it gets the point across. Ask if you need clarification, complain if you don't like.

Precisely what I wanted Sanctaphrax, this is again why I think your awesome.

I'll move this power on my Marine right quick.
Title: Re: Custom Power List
Post by: Silverblaze on May 09, 2011, 02:01:01 AM
Noticed this on the custom power compilation thread Sanctaphrax made:  (Nice thread btw, good idea)

Holy Weaponry [-1]
Description: Your sacred power extends beyond your body to envelop the weapons you wield.
Musts: You must have the Holy Touch power in order to purchase this one.
Effect:
Holy Weaponry. You may apply the effects of Holy Touch to weapons that you wield.
 
I feel this devalues IoP and may be abusable (not so much overpowered).  Didn't know where else to post this opinion.
Title: Re: Custom Power List
Post by: Silverblaze on May 09, 2011, 02:11:07 AM
Size Doesn't Matter...: -1 (-2)?
Effect: You may wield any weapon regardless of might or endurance requirements.  Tripod support weapons? No problem.  Zweihanders? Child's play. Boat mounted  6 or 8 gauge shotguns for duck hunting? All are within the realm of possiblities for you.

...But It Sure Does Help: requires above power -1      
Effect: Most any weapon you can manage to hold one handed you can wield in combat..also one handed.  (likely quite abusable with two weapon training stunt)

They need refinement (not the power) but certain genres may make use of these.  Anime characters and video game characters often carry and wield things they shouldn't be able to.  The goal is to create something similar to this.
Title: Re: Custom Power List
Post by: ways and means on May 09, 2011, 02:15:32 AM
Size Doesn't Matter...: -1 (-2)?
Effect: You may wield any weapon regardless of might or endurance requirements.  Tripod support weapons? No problem.  Zweihanders? Child's play. Boat mounted  6 or 8 gauge shotguns for duck hunting? All are within the realm of possiblities for you.

...But It Sure Does Help: requires above power -1      
Effect: Most any weapon you can manage to hold one handed you can wield in combat..also one handed.  (likely quite abusable with two weapon training stunt)

They need refinement (not the power) but certain genres may make use of these.  Anime characters and video game characters often carry and wield things they shouldn't be able to.  The goal is to create something similar to this.

I think the massive weapons in anime are mainly wielded by people with super strength and years of training in the school of silly weaponry which would mean that inhuman strength or above would probably do most of what this power does.
Title: Re: Custom Power List
Post by: Silverblaze on May 09, 2011, 03:15:48 AM
I think the massive weapons in anime are mainly wielded by people with super strength and years of training in the school of silly weaponry which would mean that inhuman strength or above would probably do most of what this power does.

I respect that, but I'm certain I've seen many examples where this wasn't the case which is why I brought this up. 
Title: Re: Custom Power List
Post by: Belial666 on May 09, 2011, 07:15:44 AM
@Aegis Demon Shield:
If the point of the latest edit was making it non-stacking, can you rephrase from "reduces all stress inflicted by the natural attacks of supernatural creatures that oppose the user to characters inside of it by the user's Conviction" to "gives armor against opposing supernaturals to characters in the zone" ? That way someone that has already, say, armor 4 is not going to ignore the first 10 points of damage from attacks. They are only going to ignore the first 6. (i.e. the rephrase prevents stacking with armor)

Otherwise, even medium amounts of armor will make those within invulnerable to even major supernaturals such as a giant's weapon 8 attacks.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 09, 2011, 09:33:14 PM
Aegis Demon Shield is meant to stack. You really shouldn't be suffering damage from the natural attacks of affected beings while this is active, barring extreme circumstances.

Comments on the master list would be best posted to the master list thread.

I honestly think that Holy Weaponry is significantly underpowered. If you could explain your objection, I'd really appreciate it.

I like Size Doesn't Matter. I suggest that it be limited, though, so that we don't end up with characters wielding the main guns of battleships. Perhaps a note saying that it generally allows the use of massive melee weapons and bows up to approximately weapon 5, massive thrown weapons up to approximately weapon 4, and massive guns up to approximately weapon 6.

That's a bonus comparable to that of a stunt. In fact, I'd probably allow this as a stunt if it only applied to one ability and was justified a little differently.

Normally I don't like powers that resemble stunts so closely, but the thematics here are good enough to justify it and I don't see this as likely to render your average +2 stress bonus stunt obsolete.
Title: Re: Custom Power List
Post by: Silverblaze on May 10, 2011, 04:10:27 AM
Glad you like Size Doesn't matter and it's add on...But It Sure Helps.  Feel free to adjust it as appropriate for the master list.

Holy Weaponry: I read it as your weapons now satisfy all catches.  Could you by chance further explain what is meant by Holy Touch extends to weapons?

If it only allows a touch for one stress against any foe and satisfies the catch of those opposing your sponsor I think it's still nasty and seems to make Swords of the cross and similar IoP less important and special.

if it satisfies all catches I think its OP.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 10, 2011, 07:54:01 PM
It only satisfies the catch of "Holy Stuff".

You know the Holy Touch power? It's like that, only you can use it with Weapons/Guns. And you need Holy Touch in order to buy it.

It always kinda bugged me that Knights Of The Cross have to buy a power that isn't compatible with their swords.

The only way I can see for it to infringe on the Swords Of The Cross is if you assume that Holy Stuff should be super-special. Which it doesn't seem to be.
Title: Re: Custom Power List
Post by: Silverblaze on May 10, 2011, 08:20:27 PM
I think it could be a little mean still, but I see no reason to alter it.  Custom stunts are optional and if it bugs me when I run a game I'll just alter it or disallow it.  It doesn't seem so bad now though.
Title: Re: Custom Power List
Post by: Samael on May 11, 2011, 10:59:58 AM
[-2] Screw The Rules, I Have Money! - For a Fate Point you can substitute Resources for any and all rolls for a scene, regardless of justification.
Title: Re: Custom Power List
Post by: Silverblaze on May 11, 2011, 01:13:53 PM
[-2] Screw The Rules, I Have Money! - For a Fate Point you can substitute Resources for any and all rolls for a scene, regardless of justification.

 One scene is too long.
Title: Re: Custom Power List
Post by: Samael on May 11, 2011, 02:42:07 PM
It's balanced, Righteousness has a similar effect without a limit so long as you stay within your purpose plus a secondary effect. This removes the limitation of your purpose and the secondary effect, balancing each other in return for length. 
Title: Re: Custom Power List
Post by: Sanctaphrax on May 11, 2011, 09:26:11 PM
Righteousness allows Conviction to complement all other skills, if I recall correctly. Replacing them would be a whole lot better than that.
Title: Re: Custom Power List
Post by: jadecourtflunky on May 11, 2011, 09:56:44 PM
Wow. Nice title. Maybe it should be for one roll instead, if you want a replacement.
Title: Re: Custom Power List
Post by: SunlessNick on May 11, 2011, 11:36:50 PM
From some custom vampire Courts I just posted.  Somewhat rough and ready.


Area Drinker -4

The character leeches upon the vitality of their surroundings as a whole:  people, animals, plants, and all.  Each day, they roll Conviction to feed - this affects a radius in zones equal to ten times the numberical value of the numerical value of the result on the ladder (and the character must remain within this area for the whole day) - the affected area takes on an Aspect of "Depleted," which can be compelled and invoked to cause illness and decreptitude, and against the healing of physical consequences suffered by inhabitants (inhabitant being defined as someone who last slept in the affected area).  The effect is cumulative if multiple characters with this power feed.


Manipulate Dream -2

This power allows the character to incite or alter a target's dreams. In general, this is a contest of Deceit vs the victim's Discipline - success allows the character to lay an Aspect on the dreamscape, which can be tagged or invoked to ease further manipulations, or the use of other powers such as Dream Vampirism. Aspects on dreams can be environmental ("everything grows dark"), emotional ("everything is inexplicably frightening"), or an incorporated element or monster ("beware the jabberwock"). [Mortals can take a Lucid Dreaming stunt for Discipline, which allows them to use this power on their own dreams, which counters the manipulations of others]


Dream Vampirism -1

This is carried out using the same system as Emotion Feeding, using the vampire's Decit vs the victim's Discipline - as the name implies, it can only be used on a target who is currently dreaming - however, any Aspects laid on a dream by the Manipulate Dream power can be tagged or invoked to benefit feeding. Some Dream vampires draw on emotional energy, while some siphon life force more directly - the only mechanical difference is that the former inflicts psychological stress and the latter physical - decide which one this character does (they can't pick and choose).
Title: Re: Custom Power List
Post by: Silverblaze on May 12, 2011, 05:20:19 AM
It's balanced, Righteousness has a similar effect without a limit so long as you stay within your purpose plus a secondary effect. This removes the limitation of your purpose and the secondary effect, balancing each other in return for length. 

Fate point per roll.
Title: Re: Custom Power List
Post by: ways and means on May 12, 2011, 04:24:05 PM
Conceptual Killer:
[-2] Description: You can kill anything no matter what it is even if it does not have a body
For a fate point you can attack anything with weapons, this can be a song, a disease, a concept or even a memory. The more entrenched a concept the harder it is to kill.

A power I was thinking could combine well with a reskinned version of All Thing Equal Before God.
Title: Re: Custom Power List
Post by: devonapple on May 12, 2011, 05:19:34 PM
Conceptual Killer:
[-2] Description: You can kill anything no matter what it is even if it does not have a body
For a fate point you can attack anything with weapons, this can be a song, a disease, a concept or even a memory. The more entrenched a concept the harder it is to kill.

A power I was thinking could combine well with a reskinned version of All Thing Equal Before God.

This reminds me of Teatime from Pratchett's "The Hogfather." His assassination attempt really highlights the use of Declarations, and was basically an extended Thaumaturgical Ritual.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 12, 2011, 08:45:32 PM
It's pretty darn cool, but I have no idea what I'd do if a player took it.

"Okay, so you kill his masculinity. I suppose he becomes a woman now...does that count as an extreme consequence?"

And so on.

By the way, something similar would be pretty interesting as a type of Ritual or Sponsored Magic.
Title: Re: Custom Power List
Post by: Mindflayer94 on May 12, 2011, 08:47:27 PM
I attack the darkness
Title: Re: Custom Power List
Post by: devonapple on May 12, 2011, 09:03:45 PM
It's pretty darn cool, but I have no idea what I'd do if a player took it.

"Okay, so you kill his masculinity. I suppose he becomes a woman now...does that count as an extreme consequence?"

And so on.

By the way, something similar would be pretty interesting as a type of Ritual or Sponsored Magic.

I can imagine this as a weapon-based, limited scope Ritual option which could change anything if Taken Out.
Title: Re: Custom Power List
Post by: ways and means on May 13, 2011, 12:53:19 PM
Vacuum Air Blade [-1]
Your speed with the blade is so fast you can create a current of wind to hit your enemy in the distance
Description: When wielding a sword you now have a range of up to three zones  

Shimmer Sham: [-1]
Prereq: Glamours
Description: You are never where you appear to be.
You can use you Seemings Roll for Defense

Magic Lasoo Powers

No Matter the Strength [-2]
Once an enemy is successfully grappled their strength and speed powers are nulified until they break free from or are let loose from the grapple.  

No Matter the Power [-4]    
Once an enemy is successfully grappled their strength, speed and toughness power (not including physical immunity) are totally nulified until they break free or at let loose from the grapple.

Divinity Breaker [-8]
Once an enemy is successfully grappled all of their powers are nulified (including physical immunity) until they break free or are let loose from the grapple.
Title: Re: Custom Power List
Post by: Peteman on May 14, 2011, 12:44:59 PM
Obvious Dubbing [-0] (Well suited for a Supernatural Martial Artist)

You have the ability to talk like you're a badly dubbed character from a martial arts film. This grants no mechanical benefits unless you have aspects that reflect the fact that you are supposed to be a cheesy martial arts film character.


Obvious Actual Dubbing [-2] (Well suited for a Supernatural Martial Artist)

You are able to talk (but not read) in any language without learning it. However, you suffer a -1 to any social rolls involving conversation in any language you do not actually know because you're not well translated and the way your mouth doesn't synch with your mouth looks funny. Nonverbal communication is unaffected.
Title: Re: Custom Power List
Post by: Belial666 on May 14, 2011, 04:29:43 PM
Quote
Magic Lasoo Powers

Unless those are a joke, they are obviously overpowered. A -2 refresh should never nullify up to 12 refresh worth of powers. A -4 refresh should never nullify up to 24 refresh worth of powers. And -8 refresh should never nullify everything.
Title: Re: Custom Power List
Post by: ways and means on May 14, 2011, 06:51:00 PM
Your right Divinity Breaker is a little strong how about this modification


Once an enemy is successfully grappled any power less than 8 refresh are nulified (including physical immunity) until they break free or are let loose from the grapple.
Title: Re: Custom Power List
Post by: Belial666 on May 14, 2011, 06:56:07 PM
Well, seeing as all powers are less than 8 refresh except for no-catch physical immunity, it still ends up the same. You could state it like this;

[-X] No Matter the Power
Once an enemy is successfully grappled, X refresh worth of their powers are nullified. If you know what powers the enemy has, you may choose which to nullify.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 14, 2011, 07:00:25 PM
How about this:

No Matter The Strength [-2]

The Might bonus from strength powers and the Athletics bonus from speed powers do not aid characters in escaping your grapples.

No Matter The Power [-2] (Requires No Matter The Strength)

Your grapples automatically satisfy the catch for all toughness powers other than Physical Immunity.
Title: Re: Custom Power List
Post by: ways and means on May 14, 2011, 07:07:14 PM
Those powers are what I was aiming for thanks.
Title: Re: Custom Power List
Post by: Belial666 on May 14, 2011, 07:25:45 PM
OK, so someone with Mythic Strength, Blood Drinker, Tentacles and No Matter the Power would not only grapple at Skill+5 (so probably at least legendary), but they'd also negate enemy bonuses vs their grapples, satisfy catches automatically and deal 5 stress per successful grapple. I think that's an automatic takeout 95% of the time.



Negating numerical bonuses while still getting your own numerical bonuses is a BAD idea.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 14, 2011, 07:52:04 PM
They'd hit like an evoker.

I'm not sure if that's a good thing.

Belial's example costs 12 refresh, so it ought to be badass. But it shouldn't outdo Evocation + Refinement + All Creatures Are Equal Before God.

Needs playtesting, I think.

PS: I still regard Tentacles as a typo.
Title: Re: Custom Power List
Post by: Belial666 on May 14, 2011, 08:07:23 PM
Maybe. Or maybe they ought to be a power and not a stunt.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 14, 2011, 09:59:58 PM
I suppose they could be...but I don't like the idea. At all.
Title: Re: Custom Power List
Post by: ways and means on May 14, 2011, 10:59:21 PM
I think tentacles make sense as a creature feature

Here is another stunt like made of tentacles from neutral ground

Vise Grip (Might): When clenching or crushing
something with its rocky hands (usually in
terms of grapples), a rock demon is at +2 to
its Might rolls. (This stunt is slightly overpowered,
seen as an extension of the creature’s
Inhuman Strength.)

Also in the Tentacled Horror section the grapple roll they mentioned in the notes did not seem to stack with the inhuman strength otherwise the grapple roll would be Epic.

Tentacled Horror

Skills
Might: Great (+4)

Stunts
Made of Tentacles (Might): +2 when using
Might to grapple.
Powers
Inhuman Strength [–2]

Notes
Average initiative, Great attack & defense,
Weapon:4 crushing tentacles, and Fantastic
Might in a grapple.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 14, 2011, 11:05:41 PM
Having tentacles would be decent Creature Feature.

But the stunt that we're talking about here shouldn't be reskinned as a power, in my opinion.

Give the tentacles some other effect.
Title: Re: Custom Power List
Post by: ways and means on May 15, 2011, 11:05:02 AM
Infinity Chain - [- 2]?
Description:You carry a weapon with a range only limited by your perception
Your attacks have a range of your alertness (someone with good alertness has an effective range of three zones)
Title: Re: Custom Power List
Post by: citadel97501 on May 15, 2011, 10:17:14 PM
Infinity Chain - [- 2]?
Description:You carry a weapon with a range only limited your perception
Your attacks have a range of your alertness (someone with good alertness has an effective range of three zones)

Great idea on that one, I would make it only a -1, however and probably advise it be put into the Item of Power list. 
Title: Re: Custom Power List
Post by: Mindflayer94 on May 16, 2011, 12:26:19 AM
Minor Magic [-1]

Magical talent is primarily gained through maternal bonds, but what about the paternal bonds? In some people whose fathers have gross magical talent, a faint spark of magic appears.
Minor Rituals: You can use rituals with 5 shifts or less of effect
Minor Evocation: You can create evocations from any element of 1 shift or less
Title: Re: Custom Power List
Post by: ways and means on May 17, 2011, 01:31:57 AM
The Mist Control[-2]
You can control and create mist

Obscure: With a moment of concentration, you may draw or create a large amount of mist into an area obsuring the vision of everyone but you. This counts as a zone wide block at discipline +2 against perception which is not necessarily pierced when discovered. The block last until it's summoner banishes it or it is dispersed (by magic or a very big fan etc).

Decieve [-1]: Perception is warped in the mist friends can see enemies where friends should be and many an army have torn itself a part under its thick blanket, you can make manouvres at discipline +2 on anyone in your mist.

Nightmare (requires Decieve)  [-2]: Those in your mist may see monsters and horrors floating in the mist that may scar them for life, you can make mental attacks on anyone in the mist at discipline +2.

No way out [-1]: Once you have entered the mist it is nearly impossible to leave, attempts to leave the mist are blocked at discipline +2 this is part of the main block on perception.

Deep Mists [-1]: Your mist can cover up too three zones
Title: Re: Custom Power List
Post by: zaczane on May 17, 2011, 02:28:53 AM
hey i noticed that there is kinda a covorsation going on but i had an idea for a custom sponsored magic
its called Cosmic fire
its the fire of our sun and other stars, very very hot fire, really hard to put out, it doesn't even need oxygen to burn.
Title: Re: Custom Power List
Post by: Silverblaze on May 17, 2011, 07:11:42 AM
hey i noticed that there is kinda a covorsation going on but i had an idea for a custom sponsored magic
its called Cosmic fire
its the fire of our sun and other stars, very very hot fire, really hard to put out, it doesn't even need oxygen to burn.


You mean radiation?
Title: Re: Custom Power List
Post by: ways and means on May 17, 2011, 07:44:01 PM
Here is my first attempt at exalted stylised martial arts trees for DFRP, it is intentionally grim and a little silly and doesn't stack with True Aim, any stunt which ups Weapon accuracy or weapons rating, though it does stack with strength powers.  

Scarlet Sword Style
This is a Supernatural Martial Arts which focuses on using ones bloodlust and life energy to augment its strength.

Manifest Bloodlust [-0]: +1 to attacks on an opponent you have already hit, free recovery after a kill one time a scene, feeding Dependency: so a Discipline Hunger track etc

Perfected Killing Intent (require manifest bloodlust) [-1] you can boost your swordsmanship by surrendering to your killing intent.  
Re-skinned Holy Guardian except instead of using mental stress you use your hunger stress track all other rules apply.

Scarlet Sword Form [-2] - You burn your life force to push your body to its true potential, this causes a real change in a person anatomy as their muscles bulge and blood fills their eyes turning them scarlet.

You must take a minor consequence or higher (if the slot is filled) to activate the warp spasm in which your Weapons Roll is increased by 2 and gives you access to the powers below.  

Crimson Blade (requires Scarlet Sword Form) [-3]: You project life energy into your sword this manifests as a red energy surrounding the blade allowing the blade to parry anything and increasing its weapons rating by your conviction.  

Scarlet Wave [-1] Requires Crimson Blade, you can attack everyone in an area with your sword by reducing its weapon rating by 2.  This manifests as a line of red energy forming out of the end of your blade.

Curved Cut [-1] Requires Crimson Blade: You can curve your attack so that they do not come from where they appear to come from this allows you to make ambush an opponent with your weapons attack for a fate point.  
 


 




  

Title: Re: Custom Power List
Post by: Belial666 on May 17, 2011, 08:45:35 PM
You can't use the Hunger track to fuel powers for the simple reason that whenever you take hunger stress, you must lose powers with refresh equal to the stress taken. So, filling your 2nd hunger stress box means losing 2 refresh worth of powers. Filling your 4th means losing 4 refresh worth of powers.
Title: Re: Custom Power List
Post by: ways and means on May 17, 2011, 09:06:33 PM
I ran under the assumption that hunger stress like every other type of stress happened before the concequences rather than after them, loss of powers seems to me to be a concequence. Otherwise you could just fly for a scene to get back you powers (wings is a -1 power so you will pass the discipline roll and get back the stress). 
Title: Re: Custom Power List
Post by: Tsunami on May 17, 2011, 09:42:13 PM
You can't use the Hunger track to fuel powers for the simple reason that whenever you take hunger stress, you must lose powers with refresh equal to the stress taken. So, filling your 2nd hunger stress box means losing 2 refresh worth of powers. Filling your 4th means losing 4 refresh worth of powers.

Loss of powers comes after your stress track is full, and after your consequences are used up.

Only then do you need to loose powers to cope with the stress.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 17, 2011, 10:09:40 PM
Feeding Dependency is awkwardly written. I once espoused Belial's reading of it, but I changed my mind for sanity's sake.

Manifest Bloodlust looks like Feeding Dependency + Blood Drinker to me. Which doesn't cost 0 unless you have something else linked to Feeding Dependency too.

I like Perfected Killing Intent more than I like Sacred Guardian. Although that's not saying much.

After that, things get a little sketchy. I'll say more about why I think so later, when I have more time.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 18, 2011, 01:02:46 AM
Scarlet Sword Form probably isn't broken, but I don't like accuracy-boosting powers. If you rewrite it so that it doesn't stack with other accuracy boosters, then maybe it'd be better. Still, it's kinda bland. Also, I think it ought to alter your behaviour.

You know, I think a modified version of Human Form could work here.

Also, you call it Warp Spasm in the next power. You may want to fix that.

Crimson Blade has stacking issues too. It provides a huge damage bonus at a very high cost, which stacks with other damage bonuses. So the maximum weapon damage becomes much higher. Which probably isn't a good thing.

As the game is written right now, you have to diversify after a while. Because your competency "caps out" if you focus in a specific field. I like it that way.

Anyway, Scarlet Wave is probably reasonable-ish.

Curved Cut might be ridiculously powerful, but it's hard to tell. Could you provide an example of it in action?
Title: Re: Custom Power List
Post by: ways and means on May 18, 2011, 01:20:29 AM
Curved Cut is pretty powerful (though it does require a fate point) in narrative terms it would run something like this you shoot a beam of energy at your enemy with your sword you appear to miss your enemy and then they are totally surprised when they are struck from behind. The enemy has to figure out your attack was a feint (alertness roll vs your weapons skill) or they are counted as ambushed and don't get a defence modifier. Its basicly trick shot with sword magic.

Scarlet Sword Form is basicly true aim + a weapons accuracy stunt + a weapons defence stunt + human form ie 2 refresh though it definatly is not meant to stack with any off those stunts or powers. It should alter a person behaviour being something of a Hyde Form powered by bloodlust but the only way I can think to do that is aspects. Any ideas how I could make it interesting I thought a power which consumes your life and makes you eyes glow red was pretty cool in a silly kind of way.

Crimson Blade isn't meant to stack with any stunts, or other powers besides strength powers, it does up the top melee weapons rating by 2-4 depending on the skill level but by the point that this power becomes really powerful magic so far esclipses melee that I don't think that it is unbalanced.      
Title: Re: Custom Power List
Post by: Silverblaze on May 18, 2011, 01:22:26 AM
Curved Cut sounds like a good way to kill people fast.
Title: Re: Custom Power List
Post by: jadecourtflunky on May 18, 2011, 01:30:32 AM
Curved cut sounds like the perfect way to humiliate bad guys.


Outside of Time and Space -3

You are effectively outside of time and space. You can't touch anything, and it can't touch you. You can be seen and heard, but that's it. You can be anywhere at any time.
Knowledge is all I've got: Add +2 to all knowledge skills.
Insubstantial: You cannot affect anything physically, but it can't affect you. Pysical Immunity: Everything, but everything is immune to you too.
Anywhere, Anywhen: Zone borders do not affect you. You can be anywhere you want, at any time. Ever. You can even have several yous in the same timespace.


This is only for support character, but can make for a funny NPC. In a non-stat roleplay I once played, a guy was like this. He got so bored due to his insubstantiality, he had watched every movie he could find and could quote them all almost perfectly. This really isn't a serious power, but if you guys want to help me balance it more you can.
Title: Re: Custom Power List
Post by: Belial666 on May 18, 2011, 10:21:34 AM
Quote
Outside of Time and Space

Really, really, really broken. You can literally send any amount of "yous" to search for stuff and find everyone or everything you want (by simply searching in all of a city's or country's or continent's zones) in an exchange or two and then use several "yous" to pass along the info to people who can do stuff about it really fast. Essentially, you can shape the world via blackmail and trafficking of information, and nobody can do anything about it.
Title: Re: Custom Power List
Post by: jadecourtflunky on May 18, 2011, 07:19:01 PM
As I said, it's not a serious power, nor is it suggested for anything other than NPCs. Yes, it is broken though.. I aknowledge that.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 18, 2011, 07:28:05 PM
Probably best not to bother with a refresh cost, then.

I've been thinking about accuracy-boosting powers, and I've concluded that making them count as stunts for stacking purposes would solve a lot of my problems. What do people think of that?
Title: Re: Custom Power List
Post by: jadecourtflunky on May 18, 2011, 07:30:05 PM
Also, you do still have a mental stress track and a social one. If someone using this power was doing this, the Blackstaff would probably get ahold of him, somehow summon him (true name summoning and thresholds still work too) and simply blow up his mind.
Title: Re: Custom Power List
Post by: Belial666 on May 18, 2011, 08:44:48 PM
Quote
making them count as stunts for stacking purposes would solve a lot of my problems.
I really, really, really don't like it. Why? Two reasons;

1) Speed Powers give a defense bonus. Strength powers do not give an accuracy bonus. To keep things equal, powers (and stunts) that boost accuracy must exist.
2) Defense stunts and powers are currently more effective that accuracy boosters.
3) I'd prefer PCs and NPCs of high refresh having something like accuracy 8-9 with weapon 6-8 rather than accuracy 6 and weapon 12-14 for the same cost. The first one makes for a steady but slightly slower combat. The second makes for combat that only lucky rolls matter.



And yes, a mythically strong guy dual-wielding quarter-ton maces or I-beams or rails in each hand has weapon 12 (6 strength, 4 weapon, 2 dual-wield). It only costs -7 refresh, leaving enough refresh for supernatural toughness. He will only hit at superb but being hit by him would feel like being hit by a locomotive.
Title: Re: Custom Power List
Post by: ways and means on May 18, 2011, 09:40:04 PM
The degree of stackability for melee will never compair to the degree of stackability for magic: focus item 1-8 (possible with legendary lore),  specialisation 1-8 (ok even with legendary lore this is pushing 50 refresh) + lawbreaker 1-3. A potential +19 to accuracy and 16 to power, when you compare the furthest you can go with melee accuracy +4: +1 for true aim, +1 for blood drinker and +2 for a stunt.  You can boost melee weapons rating further up to 13 (+5 for ridiculously oversized weapon say 10ft of Obsidian, +2 for a stunt and +6 for mythic strength) but this still caps out lower than magic  which can get weapon rating up to 25 easily (again at legendary levels) significantly higher than melee.  Your rule seems to be gimping non-magic as compaired to magic even further. I am not even going to go into what epic level thamturgy can do compared to melee, there is just no point.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 19, 2011, 12:13:53 AM
You make a compelling argument, Belial. I'll have to give this some more thought.

Although I like the way that superior defences encourage maneuvers and Declarations.

Also, keeping accuracy low gives weaker characters a chance of survival.

And the Strength and Speed bonuses are more interesting to me than any accuracy bonus I've seen. When you buy Mythic Strength, you don't just buy +6 stress. You also buy a bunch of other stuff. Most of the accuracy bonus powers aren't like that.

I worry that players will just take whatever gives to-hit bonuses, regardless of their concept. This isn't an issue with Strength, since it's very unlikely for Strength to be incompatible with a concept focused on massive physical damage.

Honestly, most of what I've said about accuracy bonuses applies to stress boosts too. Which is why I try to be careful about those, too. Anything that goes beyond Strength + weapon + stunt makes me antsy.

You know, if we had a building block physical power that increased accuracy this wouldn't be a problem. But then we'd have combat characters that always hit, which would be a different problem.

Oh, and ways and means? Magic's stackability is heavily limited. The return on Refinement diminishes drastically as you purchase it.
Title: Re: Custom Power List
Post by: ways and means on May 19, 2011, 12:25:59 AM


Oh, and ways and means? Magic's stackability is heavily limited. The return on Refinement diminishes drastically as you purchase it.

Cough Cough Focus Items (no slippery slope for them)
Though if you want an example of an under 10 refresh spell caster having more accuracy than a melee fighter could ever have no matter what the refresh, take the example of the

Kemmlerite Necromancer -

Evocation -3
Thamaturgy -3
5th Law breaker -2
Kemmlerite Necromancy -1

Focus Item +4 Necromancy Control
+1 Spirit Power Specialisation
+1 Necromancy Control Specialisation

Total Control Boost- 12 Weapons Rating 6-9 (reasonably)

The most a submerged melee fantatic can get is +9 and that is only when obeying his higher power after already hitting somebody.  

Title: Re: Custom Power List
Post by: Silverblaze on May 19, 2011, 12:38:36 AM
I really, really, really don't like it. Why? Two reasons;

1) Speed Powers give a defense bonus. Strength powers do not give an accuracy bonus. To keep things equal, powers (and stunts) that boost accuracy must exist.
2) Defense stunts and powers are currently more effective that accuracy boosters.
3) I'd prefer PCs and NPCs of high refresh having something like accuracy 8-9 with weapon 6-8 rather than accuracy 6 and weapon 12-14 for the same cost. The first one makes for a steady but slightly slower combat. The second makes for combat that only lucky rolls matter.



And yes, a mythically strong guy dual-wielding quarter-ton maces or I-beams or rails in each hand has weapon 12 (6 strength, 4 weapon, 2 dual-wield). It only costs -7 refresh, leaving enough refresh for supernatural toughness. He will only hit at superb but being hit by him would feel like being hit by a locomotive.


agreed on all fronts


"Cough Cough Focus Items" --- these can be destroyed if the GM needs breathing room..for better or worse.  I'm not agreeing nor disagreeing just stating a fact. it aids and harms both sides of the debate honestly
Title: Re: Custom Power List
Post by: Silverblaze on May 19, 2011, 12:46:34 AM
I propose a power or stunt for "blind fighting".  Do we have one yet?

There is no system for swingign at invisible things or being in total darkness is there?  Other than perhaps a maneuver or aspect?

As a community I think we need one. (system and corresponding stunt to negate it).  Glamours causing invisibility and the power Myrk sort of necessitates something of the like.  Perhaps just a negation of the manuever blind or pitch dark. This is equal to a plus 2 bonus no?
Title: Re: Custom Power List
Post by: Belial666 on May 19, 2011, 02:35:05 AM
@accuracy powers/stunts;
If you are worried about the numbers side of things, here are some things you can do;

1) In order to have accuracy or dodge powers, request the character's concept include skill of some sort. A brute like Magog for example has no accuracy boosters despite being a primary melee denarian.

2) Impose some sort of soft cap. I.e. request your players that their attack skill modifiers be no higher than skill+3, the same level supernatural speed + stunts can bring them. If you are in a high refresh game, that would be skill+4, the same level mythic speed + stunts can bring them. This would be for static bonuses though, not abilities that cost FP or stress. (those need to be on par with magic so no cap)

3) Accept no new accuracy powers. When players suggest a new attack boosting power or stunt, it will be considered a reflavor of an existing power and not stack with it. That way, you only ever need to worry about the accuracy boosters already in the book.


@magic:
Yeah, it can get really powerful really fast. At submerged, a weapon 10 control 11 caster is doable without any powers offering rebate (IoPs, Dependency, Human Form). At twice submerged refresh, you are looking at weapon 17 control 19 for really strong warlocks. That does not so much create an imbalance between casters and other character types as make any combat that involves a caster a game of ICBM tag; who goes first nukes and wins. That is why I usually set aside about 1/4 of the refresh of any casters I play to get non-blasting stuff.
As for foci, some foci are easily broken. But others are much less so. If instead of a wooden rod you make a tungsten bracelet, hide the bracelet under your sleeve, wear several identical bracelets (1 focus and 3-4 fake foci) and conceal each bracelet under its own veil, it is considerably more difficult to get your foci removed. Of course, if a strong opponent is close enough to attempt to break your foci, they are also close enough to attempt to break you.
Title: Re: Custom Power List
Post by: ways and means on May 19, 2011, 12:15:54 PM
Power for a Exorcist

Spiritual Disruption [-2] Your attacks satisfy the catch of Ghost, also If you succeed in hitting a spirit as well as dealing normal stress you also inflict the aspect 'extreme pain'.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 20, 2011, 01:39:57 AM
Nitpick: Kemmlerian Necromancy costs 2 refresh.

Anyway, Belial said more or less what I wanted to say.

So far, I've been adhering to Belial's method #3.

I suggested the "counts as a stunt" text because I allow new accuracy stunts on the basis that they don't stack.

So similar logic would make powers with that text good for me.

PS: Belial had a good idea for a blaster warlock in the game I GM. Living Dead variant, and an IoP granting recovery. Means I don't have to be too careful with his life, and therefore makes things much easier for me.
Title: Re: Custom Power List
Post by: polkaneverdies on May 20, 2011, 04:11:00 AM
I am contemplating taking "dream or reality" with the associated upgrades for a game I hope to join. I was informed that it would probably be revised for the master list and that I should take the updated version. So any ideas for  a better system for it?
Title: Re: Custom Power List
Post by: Sanctaphrax on May 20, 2011, 10:15:29 PM
crusher_bob and Belial666 both think the illiteracy part is dumb, and I think I agree with them. So it's gone. (You can still take it as a compellable aspect).

I think the Rapid Eye Movement should go as well. Players can narrate it that way if they like, but it seems wrong to dictate it.

Otherwise, it seems more or less OK. But it could use some cleaning up, to make its function more clear. I'll do that later today.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 20, 2011, 11:15:25 PM
First draft. Needs a good looking-over.

Reality Warper [-2]
You are able to shape reality to your whim, as if the entire world was simply a dream of yours.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can always alter reality as if you were in your personal Demesne, though with slightly reduced effectiveness. This allows you to make declarations and maneuvers related to the nature of the local reality with your Discipline skill. The duration of the changes created by this power is variable, but it's generally at least one scene.
Offensive Sculpting. You may use the world around you as a weapon. This allows you to make Weapon: 0 attacks with your Discipline skill against anything within your line of sight. You may make spray attacks with this power. You may also attack entire zones with this power, although you suffer a -2 penalty to do so.
Improved Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon: 2.
Powerful Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon: 4, and any scene aspect you place with Sculpt Reality is automatically made Sticky.
Counter-Conceptual Interposition [-1]. You may use your Discipline skill to defend against physical attacks.
Title: Re: Custom Power List
Post by: devonapple on May 20, 2011, 11:54:07 PM
First draft. Needs a good looking-over.

Dream or Reality [-2]
You are able to shape reality to your whim, as if the entire world was simply a dream of yours.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can always alter reality as if you were in your personal Demesne, though with slightly reduced effectiveness. This allows you to make declarations and maneuvers related to the nature of the local reality with your Discipline skill. The duration of the changes created by this power is variable, but it's generally at least one scene.
Offensive Sculpting. You may use the world around you as a weapon. This allows you to make Weapon: 0 attacks with your Discipline skill against anything within your line of sight. You may make spray attacks with this power. You may also attack entire zones with this power, although you suffer a -2 penalty to do so.
Improved Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon: 2.
Powerful Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon: 4, and any scene aspect you place with Sculpt Reality is automatically made Sticky.
Counter-Conceptual Interposition [-1]. You may use your Discipline skill to defend against physical attacks.

It seems clear enough to me! Good work.
Title: Re: Custom Power List
Post by: Belial666 on May 21, 2011, 12:09:16 AM
It is a rather weak power numbers-wise. For 6 refresh, you get a weapon 4 attack/maneuver at your discipline skill that you can't give a bonus to unless you make more custom stuff. Compared to other forms of attack/maneuver, it's weak for its cost.  Its sole advantage is lasting (potentially permanent) aspects.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 21, 2011, 01:19:28 AM
Um, 6 refresh?

Where do you get that from?

PS: Changed the name.
Title: Re: Custom Power List
Post by: Belial666 on May 21, 2011, 01:24:48 AM
It requires Demense and Demense is only useful in your own portion of the Nevernever (so 99% of a time it isn't used in a campaign). Thus -6 refresh total.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 21, 2011, 01:34:30 AM
Oh, I see.

Doesn't seem fair to count the cost of the prerequisite power, since that one presumably provides something for its cost. (And it does, automatically sucessful declarations are a massive advantage).

I assumed that each trapping was worth 1 refresh, and I tried to make them as stunt-like as possible. Which of course makes them a bit weak by power standards, but I try to err on the side of weakness when making powers. Besides, I figured that Offensive Sculpting's massive range and versatility balanced it out somewhat.

Anyway, I'd be glad to hear your ideas for making it stronger.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 21, 2011, 01:57:23 AM
Alright, now for one new and one semi-new custom power that have nothing to do with Dream Or Reality.

MAGICAL WORKSHOP [-1]
Description: You don't need tools to make things. Your magical powers/your communion with the small gods of the world/the toolkit implanted in your stomach/something else will suffice.
Skills Affected: Craftsmanship
Effects:
Magical Workshop. You are always considered to have access to a workshop with a rating equal to your Craftsmanship skill.
Magical Worksite [-2]. Your workshop expands in scale, allowing you to handle the construction of entire buildings single-handedly. You are always considered to have the assistance of a full team of workers with all appropriate tools and machinery when attempting to build or repair stuff.

LONG REACH [-1]
Description: You have very long arms or some other advantage that lets you punch someone from the other side of a room.
Skills Affected: Might, Fists, Weapons
Effects:
Long Reach. Your unarmed and melee weapon attacks, maneuvers, blocks, and grapples have a range of one zone.
Title: Re: Custom Power List
Post by: citadel97501 on May 21, 2011, 02:09:17 AM
MAGICAL WORKSHOP [-1]
Description: You don't need tools to make things. Your magical powers/your communion with the small gods of the world/the toolkit implanted in your stomach/something else will suffice.
Skills Affected: Craftsmanship
Effects:
Magical Workshop. You are always considered to have access to a workshop with a rating equal to your Craftsmanship skill.
Magical Worksite [-2]. Your workshop expands in scale, allowing you to handle the construction of entire buildings single-handedly. You are always considered to have the assistance of a full team of workers with all appropriate tools and machinery when attempting to build or repair stuff.


OK, now that power I like, it will work a lot better than Sponsored Conjuring magic for a scion/emissary of Hephaestus. 
Title: Re: Custom Power List
Post by: Sanctaphrax on May 21, 2011, 04:08:49 AM
Glad to hear it.

If you ever get around to using it, please tell me how it goes.

PS: Rewrites of Creature Features are going up on the master list thread now. Feedback wanted.
Title: Re: Custom Power List
Post by: Belial666 on May 21, 2011, 08:25:14 AM
I reconsidered. Only the "weapon rating" part of the power is useless, because you are not going to use it as a weapon most of the time. But the maneuvers and declarations part is very effective when combined;

Reality Warper + Combat:  declarations take no action and you can target the scene rather than an enemy with high defense. Since you now have justification to make declarations, you effectively get a free aspect once per exchange you can immediately tag for your combat action.
Reality Warper + Ambush:  Doubles the ambush effectiveness as you can create aspects twice per round - once for declaration, another for maneuver. You can even declare a hiding place or vantage point for the ambush roll itself.
Reality Warper + Thaumaturgy: You now always have justification to make extra declarations in addition to standard ones through skills. Ritual magic gets +2 complexity per declaration. I don't think that requires any more explanation.  ;D



BTW, Demense is the reason you don't fight an entity in its domain. Then they auto-succeed in declarations and basically get a free +2 to any action.
Title: Re: Custom Power List
Post by: jadecourtflunky on May 21, 2011, 07:16:46 PM
I took this from a web-manga I read occasionally called Bibliography. Some of the characters give up their normal eyes in exchange for 3rd and 4th eyes that can float far away from them.

Floating Eyes -? (You guys help me with this part, please...)
Faraway Eyes: Your eyes can move around a mile away from your position. Your alertness drops by 2 when they are away from you, but you may make investigation, alertness, and lore (third eye) checks wherever your eyes are.
Eyes above me: Whenever your eyes are with you, you get +2 to detecting ambushes and seeing hiding people, along with a +2 bonus to use of the third eye.
Linked to Me: The eyes can be attacked, but evade attacks at Discipline +2. Only physical attacks work on the eyes, but they can be treated as links to their owner, and as such with enough focus a strong spellcaster can "shoot a spell up the link", though it takes 1 shift more to do so.
Flying Eyes: The eyes are treated as if they have wings.
Breath Channel (-1): The eyes are treated as a channel for your Breath Weapon. You can fire it out of either eye. Using it in this manner requires Discipline, not weapons.
Convert Eye (-1): Your eyes can be transformed, either into a weapon: 2 weapon or a Armor: 2 Shield. When in this form, they must be weilded and cannot float on their own.

Other trappings could be added to make other powers go through the eyes, as reasonable. What do you guys think?
Title: Re: Custom Power List
Post by: Sanctaphrax on May 21, 2011, 07:46:03 PM
Interesting idea, and interesting comic too.

I think that it would make sense if the eyes had the Diminutive Size power.

Not sure about the emphasis on Discipline.

Convert Eye is just plain weird.

It seems too easy to cast spells through the eye.

What happens when the eye takes a hit?
Title: Re: Custom Power List
Post by: jadecourtflunky on May 22, 2011, 01:17:10 AM
I don't want to make the person take that power so the eyes can have it, but they essentially do. For the Discipline, I just figure that the person would concentrate to make them move or spy on people. Convert Eye is based on one of the Lexicon spells from the comic, Ocular Sword. I don't really know why I added it... I'll boost the difficulty for casting spells. What difficulty seems right to you? (+2 or +3 seems about right now that I think about it). I also forgot to mention... if they eye gets hit, the character takes Mental stress. I'll repost it after a reply with the changes.
Title: Re: Custom Power List
Post by: Belial666 on May 22, 2011, 01:18:51 PM
[-3] There Is No Salvation

There are many powers in the world that make it their business to level the playing field and give inferior creatures a "fair" chance by rewarding their inferiority.
Sometimes though, rejoice, despair, Fate does not care. This is where you come in; removing all external crutches you put all creatures in their rightful place in the world.

Effect: Pay a Fate point. For the duration of the scene, only your actual catch can negate your toughness and recovery powers.
Title: Re: Custom Power List
Post by: jadecourtflunky on May 22, 2011, 09:19:07 PM
Ok then... I guess I'll just finish it up now.

Floating Eyes -3
Faraway Eyes: Your eyes can move around a mile away from your position. Your alertness drops by 2 when they are away from you, but you may make investigation, alertness, and lore (third eye) checks wherever your eyes are.
Eyes above me: Whenever your eyes are with you, you get +2 to detecting ambushes and seeing hiding people, along with a +2 bonus to use of the third eye.
Linked to Me: The eyes can be attacked, but evade attacks at Discipline +2. Only physical attacks work on the eyes, and if they land they are treated as mental stress for the owner. They can also be treated as links to their owner, so as to cast "counter-scryings" and make mental attacks against them. Attacks such as Incite Emotion suffer no penalty, but Domination attempts and spells suffer a +2 increase to difficulty.
Flying Eyes: The eyes are treated as if they have wings.
Breath Channel (-1): The eyes are treated as a channel for your Breath Weapon. You can fire it out of either eye. Using it in this manner requires Discipline, not weapons.
Eye Multitasking (-1): You may manipulate the eyes as a supplamental action in combat. You may still only make one attack, whether this be from the eyes or by you.
Any other suggestions? Other add-ons, a different refresh cost...
Title: Re: Custom Power List
Post by: Sanctaphrax on May 23, 2011, 12:28:39 AM
There Is No Salvation seems a touch overpriced. Then again, nobody who needs to care will have it.

I've just finished reading Bibliography and now I think I'm ready to comment fully on the power.

Eye Multitasking seems like it should be a basic function of the power.
Breath Channel could be expanded to cover any power.
You'd be better off having the eyes use your normal skills than your Discipline.
The notes about using the eye as a link seem redundant in the light of the rules for eyes taking stress.

I'll post my take on it in a moment.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 23, 2011, 12:49:48 AM
FLOATING EYES [-3]
Description: Your eyes aren't in your skull: instead, they fly around under your psychic control.
Note: Taking this power means that you don't have normal eyes.
Skills Affected: Alertness, Investigation, Lore, (Discipline)
Effects:
Faraway Eyes. Your eyes can move around independently of you, although they must stay roughly within a mile of your main body. You can see through them, making appropriate skill checks as normal. They do not have access to any of your powers (except for appropriate Supernatural Senses) but they act as though they had Wings and Diminutive Size. Their skills are equal to your skills. They cannot attack or maneuver. It requires a supplemental action to direct them. If they are damaged, you take the damage in the form of mental stress.
Eyes Above Me. You get +2 to your Alertness skill and to the perception trapping of Lore when both of your eyes are nearby. However, you take a -2 penalty to those rolls when both of your eyes are away from you. Also, you are blind when your eyes are not present.
Power Channel [-1]. Pick one of your other powers. Your eyes have access to that power. If that power requires you to take an action, then you must take an action in order to have your eyes use it.
Title: Re: Custom Power List
Post by: jadecourtflunky on May 23, 2011, 12:52:41 AM
Much more short. Thanks Sanctaphrax.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 23, 2011, 04:21:24 AM
You are very welcome.
Title: Re: Custom Power List
Post by: BumblingBear on May 23, 2011, 11:05:47 AM
FLOATING EYES [-3]
Description: Your eyes aren't in your skull: instead, they fly around under your psychic control.
Note: Taking this power means that you don't have normal eyes.
Skills Affected: Alertness, Investigation, Lore, (Discipline)
Effects:
Faraway Eyes. Your eyes can move around independently of you, although they must stay roughly within a mile of your main body. You can see through them, making appropriate skill checks as normal. They do not have access to any of your powers (except for appropriate Supernatural Senses) but they act as though they had Wings and Diminutive Size. Their skills are equal to your skills. They cannot attack or maneuver. It requires a supplemental action to direct them. If they are damaged, you take the damage in the form of mental stress.
Eyes Above Me. You get +2 to your Alertness skill and to the perception trapping of Lore when both of your eyes are nearby. However, you take a -2 penalty to those rolls when both of your eyes are away from you. Also, you are blind when your eyes are not present.
Power Channel [-1]. Pick one of your other powers. Your eyes have access to that power. If that power requires you to take an action, then you must take an action in order to have your eyes use it.

This power reminded me of the weirdo stalker doctor on an episode of angel who could remove body parts. :P

That episode really creeped out my gf.

It almost inspires me to make a power where one can remove one's body parts to act independent of one's own body. ...almost, but not quite. :P
Title: Re: Custom Power List
Post by: ways and means on May 23, 2011, 11:45:44 AM
Re-animator [-2]: You have perfected a formula to bring dead tissue back to life, using this formula never ends well.

You can use scholarship to re-animate the dead (creating composite zombies), you cannot control these dead creatures or how powerful they are. 
Title: Re: Custom Power List
Post by: zaczane on May 23, 2011, 10:19:13 PM
would it still be with a drum beat and i think if you wanted to and u succeeded well enough according to that description bring someone back as themselves not a zombie
Title: Re: Custom Power List
Post by: ways and means on May 23, 2011, 10:48:16 PM
would it still be with a drum beat and i think if you wanted to and u succeeded well enough according to that description bring someone back as themselves not a zombie

No Need for a Drumbeat, Drumbeats are used for controlling the undead, as there is no way to control these creature (besides electricity and semtex). I suppose if you were really lucky and court the body moments after death you could re-animate a person without them become a monster but they would still be emotional cripples for science.
Title: Re: Custom Power List
Post by: zaczane on May 24, 2011, 09:42:15 PM
or maybe just like kenny was in the one episode of south park, still the same old kenny thoughts feelings and all just was completely paralyzed as if he was a tomato
Title: Re: Custom Power List
Post by: Samael on May 30, 2011, 09:25:41 PM
Here are a handful of powers I have put together for a balance check, they are made to fit the supernatural summons/contract type characters, and the highly syngergized group.Critiques are welcome.

[-1] Covenant Bond - You have a contract that connects you to a supernatural creature of some sort or another. This link allows for a level of unparalleled teamwork boardering close to the impossible. When maneuvers one of the pair has created, the other can tag it for +3 instead of the ordinary +2.

[-2] One of Mind - Your contract with each other has brought you close together, so much so you have trancended self to become more then the sum of your parts. When in the same zone as each other maneuvers taken to benefit your partner are rolled at +2. Additionally you may communicate mind to mind with your other half, staying in sync with each other regardless of distance. Mechanically when one succeeds in a relevant roll (such as Lore, Scholarship, or Alertness) the other shares in that success.

Title: Re: Custom Power List
Post by: Sanctaphrax on May 31, 2011, 01:36:56 AM
Don't like Pack Instincts?

Regardless, these look pretty fine-ish. Covenant Bond might be too broad, or maybe not. One Of Mind seems reasonable, although there's no precedent for such a thing.

They'll go on the list.
Title: Re: Custom Power List
Post by: Samael on May 31, 2011, 08:10:30 PM
Pack Instincts strike me as too limited, and not really what I was aiming for with power. The idea behind it is that its for major use of team work and synergy.  Even if only two players or a player an relevent NPC share these abilitiies, they can do a whole lot, especially if one is made for support (think stealth gunner or general utility mage) and the other is a heavy hitter. The support starts laying down a whole bunch of aspects like Dodge This! Distracted by Gunfire, and Veils Are Your Worst Enemy and then the partner tags it for heavy damage.

  With the second power you can easily justify things like "In Sync" to represent the level of cooperation going on, and pretty soon you are starting to rape the baddies. Part of my inspiration for this power was Ivy and Kincaid in Small Favors, though I doubt they have anything like this.
Title: Re: Custom Power List
Post by: Sanctaphrax on June 02, 2011, 01:43:13 AM
Well, I always got the impression that Pack Instincts was made with the same intention. But it isn't the most appealing power, I agree. So I can see why you'd want to pump it up.

PS: Incorrect use of the word "rape". Sort of a pet peeve of mine.
Title: Re: Custom Power List
Post by: ways and means on June 04, 2011, 01:41:23 AM
Absorption [-3]: You can feed off the energy of your enemies attacks.
Anytime an Enemy physically hits you in combat (he succeeds his attack roll) you gain a temporary aspect relating to being charged which can be freely tagged once.

Elemental Absorption: [-2]; You can feed off a certain element. (fire, air, earth, spirit, water)
Anytime someone attacks you or you come into contact with your element you can gain a temporary aspect relating to being charged up which you can freely tag once.

Mind Scape Battlefield [-3]: You can drag an opponent stupid enough to look you in the eyes to mental battlefield (after a conviction contest) whilst you are fighting in this mental battlefield both you and your target lie prone. In the mental battlefield you no access to powers that require you body, but can fight with your conviction and discipline rather than fists, weapons and guns. Attacks in the mindscape battlefield do mental stress and if  an opponent is taken out this is justification for posession if a person has the power.

 
Title: Re: Custom Power List
Post by: ways and means on June 07, 2011, 05:55:56 PM
Tepesh Mark 1 Battle Frame [-7]
It is a 8ft tall power armour with assorted canons and a 6ft Monofilament Blade built in.
Obvious Item of Power +2
Mythic Toughness [-6]
Catch Internal Damage (poison, radiation etc) [+3]
Mythic Strength [-6]

6ft Monofilament Blade:
Weapons 6 (4+2)  
Monofilament Edge [-2] : +2 weapons rating and ignores 2 armour
  

Title: Re: Custom Power List
Post by: Gatts on June 07, 2011, 06:31:07 PM
Absorption [-3]: You can feed off the energy of your enemies attacks.
Anytime an Enemy physically hits you in combat (he succeeds his attack roll) you gain a temporary aspect relating to being charged which can be freely tagged once.

Elemental Absorption: [-2]; You can feed off a certain element. (fire, air, earth, spirit, water)
Anytime someone attacks you or you come into contact with your element you can gain a temporary aspect relating to being charged up which you can freely tag once.
Need some clarification on Absorbion, do you get a free tag every time you're hit? If so, it's pretty good, if not then it seems like a waste of refresh: worse than just spending a single fate point, and would be much better suited to an aspect.
Title: Re: Custom Power List
Post by: ways and means on June 07, 2011, 06:34:29 PM
Its a free tag everytime your hit otherwise it would be spending a 3 fate points worth of refresh to get one back.
Title: Re: Custom Power List
Post by: ways and means on June 13, 2011, 07:14:42 AM
Spiritual Aegis [-1] (Should be attached to a IoP Shield) – You wield a Shield which represent a mental forma which can be used to defend yourself against mental and spiritual attacks.
You can use weapons skill to defend against unnatural mental attacks (for example; incite emotion, addictive saliva and pychomancy).  
Title: Re: Custom Power List
Post by: Belial666 on June 13, 2011, 11:19:39 AM
I would be better if "Spiritual Aegis" allowed you to use the shield or armor's armor rating for mental attacks as well as physical.
Title: Re: Custom Power List
Post by: ways and means on June 21, 2011, 11:22:24 PM
Blink Fighter [-2] - Becuase of your inhuman speed you attacks are much harder to avoid.
Add your athletics bonus from Speed Powers to your phsyical attack accuracy. (Dosen't stack with any other forms of accuracy boost.)
Title: Re: Custom Power List
Post by: Magus Black on June 22, 2011, 03:39:28 AM
[-3] There Is No Salvation

There are many powers in the world that make it their business to level the playing field and give inferior creatures a "fair" chance by rewarding their inferiority.
Sometimes though, rejoice, despair, Fate does not care. This is where you come in; removing all external crutches you put all creatures in their rightful place in the world.

Effect: Pay a Fate point. For the duration of the scene, only your actual catch can negate your toughness and recovery powers.

Perhaps it might be better as:

The Catch and Only the Catch (-3)
Life for Mortals is not fair, get over it!
Must: 1 Toughness Power
 World Don’t Work That Way!: Your Toughness Powers can only be overcome by the Catch and only the Catch.  This Power counts as a Toughness Power for determining total cost.

(Designer  Note: If the Catch for the Toughness Powers are too unreasonable a Game Master can disallow a Player from choosing this Power; so as to prevent some super-munchkin from taking an absurd Catch and making it the only way to harm them.)

Void of Faith (-4)
Believing against Belief  is a funny and frightening thing.
Must: Must have a High Concept that rejects the faith entirely, and can never have or take any True Faith or Spellcraft Powers.
 “I Care Not for Your Superstitious Beliefs!”:  You ignore the effects of Bless This House has on Thresholds.
 “I Reject Your Faith!”:   You gain Physical Immunity to all Holy/Unholy damage that ignores the general rule of “Faith Trumps All”.
Title: Re: Custom Power List
Post by: ways and means on July 03, 2011, 05:56:44 PM
Legion Style Power  

Composite Personality [-2]
You are not alone in your mind, you have access to dozens of other minds, memories and skills.

Skill Shuffle.You may shuffle around your skills for a different configuration while changed (using the same number of skill points and following the same rules as during character creation, page 65), so long as any purely physical skill are not given a higher value by the change. (Might, Endurance, Athletics)  

See-Saw Mentality (Requires Composite Personality) [-2] When one personality is pushed down another is pushed up.
You are immune to unnatural mental stress but any mental damage greater than your mental stress track forces you to change personality.  
Title: Re: Custom Power List
Post by: Sanctaphrax on July 05, 2011, 03:24:06 AM
The anti-faith powers look OK, I guess, but I somehow find them aesthetically displeasing.

Composite Personality is just reverse-Beast Change, right? How does it interact with Beast Change and True Shapeshifting?

I have no idea what See-Saw Mentality is supposed to do. Explain, please.
Title: Re: Custom Power List
Post by: ways and means on July 05, 2011, 11:05:49 AM
The anti-faith powers look OK, I guess, but I somehow find them aesthetically displeasing.

Composite Personality is just reverse-Beast Change, right? How does it interact with Beast Change and True Shapeshifting?

I have no idea what See-Saw Mentality is supposed to do. Explain, please.

Composite Personality isn't really meant to interact with the shape changing powers it is supposed to represent the reverse of shape changing one body multiple minds rather than one mind multiple bodies, so I am going to say to avoid confusion the powers are mutually exclusive.

See-Saw Personality is basically meant to represent the fact that when people are mentally attacking someone with this power they are not attacking one mind but many so even if they affect one mind another mind will rise up to take its place. (a forced skill change which counts as a supplemental action).
Title: Re: Custom Power List
Post by: Sanctaphrax on July 06, 2011, 05:26:05 AM
I still don't understand the way that See-Saw Personality would work mechanically. Could you provide an example?

I wonder if a -3 power letting you pick a second skill list with no restrictions would be balanced. Or maybe a -6 power letting you reshuffle your skills endlessly...nah.

Would Composite Personality change your aspects when in use?
Title: Re: Custom Power List
Post by: ways and means on July 06, 2011, 10:54:31 AM
As i can't seem to get see-saw personality to work in away in keep with the fate ethos consider the power ditched (mental immunity + a compel do the power better than any mechanics I could come up with. 

Composite Personality could change your aspects in use (GM caveat as all ways) though I would think most characters with Composite Personality would have aspects relating to the group rather than the individual.
Title: Re: Custom Power List
Post by: ways and means on July 21, 2011, 12:12:06 PM
The Power of the Blood- [-4]
Description: A true blooded elder vampire can draw a form of magical power from the life in the blood they have stolen. This power can be used to manipulate the blood of others and the blood of the vampire itself. The power of the blood works like evocation though cause hunger stress rather than mental stress.

+2 Focus Item Slots etc

Potential uses of Power: [evocation examples]:Controlling blood flow, causing internal injury, blood projectiles, [thaumaturgy at the speed of evocation examples]: blood chemistry alteration, blood binding (mental control) and blood tracking.      
Title: Re: Custom Power List
Post by: Sanctaphrax on July 22, 2011, 02:49:22 AM
I like it.

Balance looks pretty good, since Hunger stress is actually worse than mental most of the time.

Although I'd be worried if people are allowed to mix and match mental and hunger stress.

Can they?
Title: Re: Custom Power List
Post by: ways and means on July 22, 2011, 08:14:48 AM
I like it.

Balance looks pretty good, since Hunger stress is actually worse than mental most of the time.

Although I'd be worried if people are allowed to mix and match mental and hunger stress.

Can they?

No, the power of the blood runs entirely off of hunger stress as the power is meant to be burning life/blood and the hunger stress track is the closest DFRP has to a Vampire Requiem style blood counter.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 23, 2011, 04:05:06 AM
Should probably make that more explicit. Otherwise it looks like you can just use your normal evocation and get 8 spells per scene without consequences.
Title: Re: Custom Power List
Post by: Belial666 on July 23, 2011, 10:07:47 AM
Well, if you got both normal evocation and "the power of blood", nothing stops you from using those powers after paying the refresh. Evocation with 3 refresh spent on that custom power giving extra mental stress boxes is about the same both cost and power-wise.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 24, 2011, 02:31:14 AM
Well, maybe I'm overreacting.

Extra spells just make me nervous.

Heck, I'm not even confident in the balance of the extra mental stress box power.
Title: Re: Custom Power List
Post by: ways and means on July 24, 2011, 11:30:53 AM
The power was never meant to be stacked with evocation, it is a power meant for semi-traditional vampires who being undead can't use evocation (I think). As the power has blood drinker as a pre-requisite it is mainly meant as a NPC power which should dodge the balance issue of stacking evocation with blood drinker.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 25, 2011, 01:45:31 AM
I don't follow.

Why can't the undead evoke?

Why would Blood Drinker not be taken by PCs?

What is the balance problem with Blood Drinker + Evocation?
Title: Re: Custom Power List
Post by: ways and means on July 25, 2011, 01:56:14 PM
The reason I thought that the undead couldn't have evocation is that evocation is magic drawn partly from life so it wouldn't make sense for something dead to have it without a sponsor.

The reason I think blood drinker will be rare for PC's is that besides from RCI there are no PC blood drinkers in canon and even if you were play a RCI you probably wouldn't want to use a power which causes you hunger stress (power of the blood) which would in turn make you more lily to lose control and kill someone.

I was responding to Belials comment on taking my custom power and evocation the problem of potentially double caster stamina rather than blood drinker and evocation.
Title: Re: Custom Power List
Post by: devonapple on July 25, 2011, 06:40:25 PM
The reason I thought that the undead couldn't have evocation is that evocation is magic drawn partly from life so it wouldn't make sense for something dead to have it without a sponsor.

Undead should be able to do magic without an add-on power: even BCVs. If they couldn't, I am fairly certain that Evil Hat would have included such a power in the Powers section, or specified in their monster writeup such a shortcoming.
Title: Re: Custom Power List
Post by: polkaneverdies on July 25, 2011, 07:52:33 PM
Vamps can do magic. Harry mentions in the books that they don't draw on life like wizards do. They tap some pool of greasy dark energy that gives him the willies.
Iirc it is the same place that he thinks that the real fear in the vamp war is that they could take you alive and turn you.
Title: Re: Custom Power List
Post by: ways and means on August 15, 2011, 04:45:06 AM
Sponsored Magic Bibliomancy  [-4] You can project the world of the word (book) into the real world. Nothing from the world of the word can exist without context as it would lose its meaning and therefor its existence, monster drawn from books remain monsters and heroes, heroes. (all Evocation effects of this power fall under the element words and all focus items for this powers are books.)
 
Title: Re: Custom Power List
Post by: Watson on August 16, 2011, 10:40:54 AM
Is there a summary of the custom powers somewhere (as the Master list in the first post does not have all entries)?
Title: Re: Custom Power List
Post by: Sanctaphrax on August 16, 2011, 03:52:21 PM
http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1097989.html#msg1097989 (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1097989.html#msg1097989)
Title: Re: Custom Power List
Post by: ways and means on September 07, 2011, 07:17:52 PM
Magic Eater[-2] -  Anyone who makes the mistake of targeting a magic eater with magic shouldn't be surprised when it back fires dramatically.

When ever targeted by magic a magic eater can spend their turn in advance to wrestle control of a spell from the caster (direct discipline contest). Succeeding this contest allows the magic eater to redirect the spell to his chosen target. 
Title: Re: Custom Power List
Post by: Sanctaphrax on September 07, 2011, 07:56:24 PM
I don't understand.

Could I get an explanation or an example, please?
Title: Re: Custom Power List
Post by: Silverblaze on September 07, 2011, 08:03:53 PM
Magic Eater[-2] -  Anyone who makes the mistake of targeting a magic eater with magic shouldn't be surprised when it back fires dramatically.

When ever targeted by magic a magic eater can spend their turn in advance to wrestle control of a spell from the caster (direct discipline contest). Succeeding this contest allows the magic eater to redirect the spell to his chosen target.

Isn't that more like reflecting the spell?  Eating it tells me they absorb it or take strength from it rather than send it back.
Title: Re: Custom Power List
Post by: Silverblaze on September 07, 2011, 08:04:40 PM
I don't understand.

Could I get an explanation or an example, please?

A baseball bat to a baseball or a laser to a mirror; is how I interpret this.  The spell bounces off/returns to sender.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 07, 2011, 08:11:20 PM
The "spend turn in advance" thing is giving me trouble.

Does this work like a block? Is it similar to Riposte? Is it something totally different from either?

And how does the reflection work? If I throw a zonewide attack at the guy with this power, does he reflect the whole thing? And if I try to block his movement with a spell, can he reflect the block?

And how does targeting work? If the guy with this power walks into a magical wall, what happens?
Title: Re: Custom Power List
Post by: ways and means on September 07, 2011, 08:44:04 PM
It basically gives you control of the spell, I was aiming for something on the lines of the Mask but with magic (aka he swallows a tonne of magic and spits it right back). It costs a turn because it basically allows you to use the spell as an attack/manouvre/ block and these take a turn. Basically this power allows you to nullify a spell as (free action) and then fire your own one at the same amount of power back (which costs the turn).
Title: Re: Custom Power List
Post by: Sanctaphrax on September 07, 2011, 09:02:39 PM
Sorry, I'm still unclear on exactly how this works.

Could you provide an example or two?
Title: Re: Custom Power List
Post by: ways and means on September 07, 2011, 09:27:58 PM
Someone hits you with a control 7 power 7 fire ball  you roll discipline against it and get 8 that means you can sacrifice a go to cast a power 7 attack spell on the target of the choice (at your discipline). 

Someone hits you with a 7 shift maneuver same effect but with a 7 shift maneuver as the end result rather than an attack.

Same effect if someone hits you with an area attack (the area still hits everyone else before being swallowed.) 
Title: Re: Custom Power List
Post by: Sanctaphrax on September 08, 2011, 04:09:35 AM
I still don't really get it, but I guess it's not that important that I do.

As long as the people using it get it, there's no problem.
Title: Re: Custom Power List
Post by: ways and means on September 08, 2011, 11:16:36 AM
Basically its a power in two parts first it allows a zero stress free action "counter spell" at discipline and secondly it allows you to cast a spell without gathering the power for it because the power for it comes from the "countered" spell. 
Title: Re: Custom Power List
Post by: KOFFEYKID on September 12, 2011, 02:01:01 PM
How does this look?

[Family] Shifter [-4]
Description: Your shapeshifting abilities are limited to one family of creatures. For example you might only be able to shapeshift into any type of canine/feline/avian creature.
Musts: You must choose a type of creature that you can shapeshift into.
Skills Affected: Varies
Effects
Limited Multiform. You may take on nearly any form so long as it falls within the family of creatures you've chosen.
Limited Skill Shuffle. At the end of the day most cats or most dogs have the same types of skills, just in varying degrees, a tiger might have a higher might rating than a tabby cat. You may build only one alternate skill configuration, but may choose three skills which may be adjusted from form to form within that configuration.
Function Follows These Forms. You have two form points which you may use to gain temporary access to powers that make sense given your chosen family of creatures.
Extra Form Points [-]. You may purchase an extra form points at a one for one ration to refresh spent.
A Family Understanding [+1]. Your understanding of your chosen family of creatures is expansive. You may purchase the pact instincts power for free.

I made this power because if you dont want the full shifting you should get a discount. It doesn't make sense to buy the full suite if you just want to turn into cats big and small, but it still makes sense to be able to swap diminutive size (your tabby cat) for hulking (your tiger), or your strength and speed depending.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 12, 2011, 07:58:22 PM
I like the idea, but I think this might be a bit too powerful. And it looks like it might be rather easy to abuse.

Here's my breakdown of the abilities it provides:

Limited Multiform and Limited Skill Shuffle are basically a slightly upgraded version of Beast Change when taken together. So we'll call that 1.5 refresh.

Function Follows These Forms is a weakened version of a 2-point Modular Abilities pool. So we'll call it 3 refresh.

A Family Understanding is theoretically worth 1 refresh, but Pack Instincts is pretty lame.

So we have a total cost of 4.5-5.5 refresh.

I recommend you ditch A Family Understanding and tighten up the limitations on the modular powers a little. "Makes sense" is such a slippery term.

EDIT: Is this supposed to include Human Form?
Title: Re: Custom Power List
Post by: Silverblaze on September 12, 2011, 08:46:01 PM
At present it costs the same as true shapeshifting which is more powerful.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 12, 2011, 09:00:13 PM
True Shapeshifting doesn't include 2 Modular Ability points. It isn't really more powerful.
Title: Re: Custom Power List
Post by: Silverblaze on September 12, 2011, 09:12:45 PM
Maybe not, but the infinite skill shuffle bears respect.

I think a power does need to exist similar to
(click to show/hide)
  Well, by system anyhow.

Pretty sure this isn't the best way, but it's a start.  I think we could make it and
(click to show/hide)
work.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 13, 2011, 04:34:43 AM
Isn't that just True Shapeshifting?
Title: Re: Custom Power List
Post by: KOFFEYKID on September 13, 2011, 03:58:00 PM
No it does not include Human Form. As for it being too powerful, I dont think it's too much, a bit stronger than average but not game breaking.
Title: Re: Custom Power List
Post by: polkaneverdies on September 13, 2011, 05:01:47 PM
With the extra form points upgrade It allows you to entirely bypass the -2 refresh penalty you normally have to pay. That is a potent advantage.
Title: Re: Custom Power List
Post by: ways and means on September 13, 2011, 10:38:51 PM
Life Eater [-2] attache to an Item of Power
Every time you kill someone with this blade the life energy is stored (in the form of complexity) which can be used later in a ritual.
Title: Re: Custom Power List
Post by: polkaneverdies on September 13, 2011, 11:05:10 PM
What complexity does a dog, pixie, person, etc. grant you?
Title: Re: Custom Power List
Post by: ways and means on September 13, 2011, 11:16:19 PM
A person grants you 20, the dog 2-4 and the pixie what ever seems appropriate (4-10 i would go with). 
Title: Re: Custom Power List
Post by: Sanctaphrax on September 14, 2011, 01:04:06 AM
I don't think that this is a good idea.

Human sacrifices are pretty freakin' powerful in this game. This power would make them easy to acquire, and it might even avoid the Lawbreaker problem.

That's scary powerful.
Title: Re: Custom Power List
Post by: Silverblaze on September 14, 2011, 01:08:29 AM
I don't think that this is a good idea.

Human sacrifices are pretty freakin' powerful in this game. This power would make them easy to acquire, and it might even avoid the Lawbreaker problem.

That's scary powerful.

Blackstaff powerful.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 14, 2011, 01:17:32 AM
And the Blackstaff probably has some kind of sponsor debt mechanic for balance.

This doesn't.
Title: Re: Custom Power List
Post by: ways and means on September 14, 2011, 01:44:48 AM
I did not see it bypassing lawbreaker (though anyone using this power (usually in a dagger) as intended would probably already have lawbreaker 1st twice anyway), in terms of game balance it dose not change anything lives are cheap and any semi-competent supernatural can get hold multiple prisoners without much trouble and sacrifice them. The power on expedites the process so 2 refresh for a mere utility upgrade dose not seem overpriced.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 14, 2011, 01:57:18 AM
Um..no.

If human sacrifices were supposed to be really easy, then they wouldn't give 20 complexity.

You do stuff like that, you can expect complications.

Besides, this is excessively convenient. Kidnapping and imprisoning people just in case you eventually need them as sacrifice fodder is massively impractical. This is mechanically equivalent and very easy.
Title: Re: Custom Power List
Post by: Silverblaze on September 14, 2011, 02:08:22 AM
Um..no.

If human sacrifices were supposed to be really easy, then they wouldn't give 20 complexity.

You do stuff like that, you can expect complications.

Besides, this is excessively convenient. Kidnapping and imprisoning people just in case you eventually need them as sacrifice fodder is massively impractical. This is mechanically equivalent and very easy.

Pretty much my line of thinking.

 I will say I like the idea, but more for an item th PC's destroy that belongs to a NPC.
Title: Re: Custom Power List
Post by: Belial666 on September 14, 2011, 10:23:49 AM
Actually, if you don't mind Lawbreakers, sacrifices can be stored in a few ways;

1) Kill the victim ritualistically in the first place and take symbolic trophies - no need to hoard up live victims when you can offer their torn-off hearts to your patron.
2) Transform target into a miniature statue of themselves (or a coin!) with a Transformation/Disruption spell then dismiss the transformation when you need them back.
3) Transmigrate the target's soul into another, more easily carried living being or lifelink a human with such a being . Rabbits, cats and other pets are all good options for the aspiring necromancer. When the time comes, kill the rabbit/other pet thus also killing the human without needing access to the original body.
4) Entrap the target's mind into a mirror or voodoo doll, leaving their body comatose, sleeping or delirious behind and make sure that destroying the object also kills the victim. Leave behind as many "sick" people as you want for the mortal authorities to take to hospitals and take care of them for you. You can slay them at the time of the ritual through the mental link.
5) Hit the victim with a mind-mojo to make them willingly follow you around. No need to hold them captive or even hide them till the sacrifice. You could even program them to kill themselves at the specified time, saving you the trouble.
6) Cast a temporal banishment spell on the sacrificial targets that sends them directly to the site of sacrifice at the correct time. You could amass victims over months with such magic and still have them appear where you want them (i.e. over the sacrificial pit full of iron spikes) when the time comes.
7) Make a tiny weakening of the Veil to the Outside so that you create a sort-of wrinkle, a dimensional bubble of sorts that can store someone for a time. Store your captives in this bag of holding thingy. Kill them when the time comes. Alternatively, offer up the victims to an Outsider immediately with this deal in mind; the Outsider takes their souls and when it's time for your ritual, they sponsor you for half that much power, keeping the difference for their own use.


See? At least one way to store sacrifices per Law broken. Still, an Item of Power storing the energy would make it too easy - and far less interesting.
Title: Re: Custom Power List
Post by: ways and means on September 14, 2011, 12:33:55 PM
As life energy can be found in the blood (from the books) there is nothing to stop you storing blood alone for ritual purposes (just do a small ritual to keep it potent). Though it probably would be easier to go somewhere with no human rights perhaps a war zone where people disappear all the time and just get as many lives as you need on demand.
Title: Re: Custom Power List
Post by: Belial666 on September 14, 2011, 11:27:37 PM
Blood dies pretty fast. But you don't need to store spell complexity for a ritual; ritual preparation can be divided along as much time as you want unless there is a specific reason it cannot. The vamps in Changes killed people over weeks to build up the ritual and the sacrifices still counted after those weeks.
Title: Re: Custom Power List
Post by: computerking on September 15, 2011, 01:09:21 AM
My Humble suggestion for a Recovery analogue to Physical Immunity:

Physical Renewal
Refresh Cost: -8
Through some quirk of fate, you have been given the power to recover from wounds like no other. For a Fate Point once per scene, you may heal from All non-Extreme, physical-based consequences, be they Mild, Moderate, or Severe, as a Full Action. Such power does not come without cost, as your will is taxed to the limit doing this, and your body is just barely healed of your consequences: Your Mental and Physical stress tracks are filled as a result of using this power(if not already filled). Strenuous activity after this healing is not recommended. (Note: Consequences taken before using this power still count toward Fate Point gains if you Concede or are Taken Out)
 
Title: Re: Custom Power List
Post by: Sanctaphrax on September 15, 2011, 02:06:28 AM
About human sacrifices:

Stored blood is just an aspect. 2 complexity =/= 20 complexity. Also, while you can commit sacrifices over time, you need to have a ritual in mind when you do it. You can't just kill five guys and store 100 complexity in case you need it.

About Physical Renewal:

I see no need for all the restrictions. Even recovering all physical consequences and stress (including extreme consequences) as a free action that you can take during other people's turns would be worse than PI.
Title: Re: Custom Power List
Post by: KOFFEYKID on September 18, 2011, 07:10:05 PM
Magic-Tech [-4]
Description: Your magic, unlike most, mixes well with technology. In fact they are fast friends, and with them together you are able to create strange mechanical devices that beggar imagination.
Note: The cost is -4 refresh unless you already practice another kind of true magic (e.g., Evocation, page 180, or Thaumaturgy, page 181), in which case the cost is reduced by 1 for each ability you already possess.
Skills Affected: Conviction, Discipline, Lore, Scholarship
Effects:
Magical Cooperation. Your magic no-longer disrupts technology, you can rely on technology, but it can also rely on you. You are no-longer able to hex devices but they will not fail on you.
Knowledge Transparency. For you there is no difference between Scholarship and Lore. You may use them interchangeably.
Arcane Constructs. Anything that you build that has a magical component and also has a technological component benefits from the amalgam of both. All rolls made for such devices are made at a +1 bonus. Enchanted Items which feature both technology and magic have +1 Strength and +1 Uses.


Version 2.0


Magic-Tech [-4]
Description: Your magic, unlike most, mixes well with technology. In fact they are fast friends, and with them together you are able to create strange mechanical devices that beggar imagination.
Note: The cost is -4 refresh unless you already practice another kind of true magic (e.g., Evocation, page 180, or Thaumaturgy, page 181), in which case the cost is reduced by 1 for each ability you already possess.
Skills Affected: Conviction, Discipline, Lore, Scholarship
Effects:
Magical Cooperation. Your magic no-longer disrupts technology, you can rely on technology, but it can also rely on you. You are no-longer able to hex devices but they will not fail on you.
Knowledge Transparency. For you there is no difference between Scholarship and Lore. You may use them interchangeably.
Arcane Constructs. Anything that you build that has a magical component and also has a technological component benefits from the amalgam of both. You main gain a +2 bonus to rolls with such devices by invoking an appropriate aspect and taking a point of sponsor debt. Enchanted Items which feature both technology and magic have +1 Strength and +1 Uses.
Title: Re: Custom Power List
Post by: Silverblaze on September 18, 2011, 10:02:00 PM
I honestly think you should still be able to hex things.  Other than that, I like it!
Title: Re: Custom Power List
Post by: ways and means on September 19, 2011, 10:26:59 PM
Narrative Control [-8]
The fiction your right comes true, any character who resists their role in your plot takes mental stress until they become a slave of the plot (attacks with conviction of the author every round until submission or the writing is destroyed) as long as the writer knows the true name of the characters. 
Title: Re: Custom Power List
Post by: Sanctaphrax on September 20, 2011, 01:10:46 AM
This is likely horribly broken, but I can't be sure because it is unclear how exactly it works.
Title: Re: Custom Power List
Post by: ways and means on September 20, 2011, 02:09:22 AM
It is similar to ritual that binds people to your will except all if its power is enshrined in the act of writing. The Power allows you to bind people whose true name you have to your plot/story (having the true name allows the power to pretty much ignore range though it is still obviously diminished by thresholds etc). If they resit falling into line with your plot they take mental stress (based of the writers conviction skill opposed by the targets conviction, basically mental poison mechanics), until they follow your plot or destroy the source of your ritual/ book. Considering it requires 8 refresh and true name it isn't broken (with 8 refresh and a true name you can target as many mind effect ritual as you want at your target which means you will eventually win).  It was either that or a block vs all actions that opposed the plot but I thought this would be less broken.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 20, 2011, 03:57:01 AM
Very well then. I propose the following rewrite, which in my opinion is much clearer:

Narrative Control [-8]
If you know someone's True Name, they automatically become your slave forever. Roll some dice to see how long it takes, but don't pay too much attention to the results because it's ultimately totally arbitrary.

Taking someone out with a ritual is a significant effort, and there are probably limits on how much it can do without extra complexity.

So this is much more powerful than Ritual.

I recommend you just use heavily-Refined Sponsored Magic for this.
Title: Re: Custom Power List
Post by: Silverblaze on September 20, 2011, 08:50:08 PM
Something about forcing people to do something in a game (long term) doesn't sit well with me.

Add it to whatever list you like.

I'm pretty much disgusted by the initial write up.  (That's not so much trying to be rude; as honest.  I am adamantly against long term mind controling PC's  irrationally so... apologies if it offends.  I just truly hate being *FORCED* to do things in games I'm  supposed to be having fun in.

Fairly certain if you have someones true name and magic...you pretty much own them until their name changes a bit to allow freedom.  So I'm not sure you need a power for it.
Title: Re: Custom Power List
Post by: polkaneverdies on September 20, 2011, 09:18:08 PM
Rename Narrative Control to GM fiat and call it a day.
Title: Re: Custom Power List
Post by: Silverblaze on September 20, 2011, 09:25:45 PM
Rename Narrative Control to GM fiat and call it a day.

Pretty much, yeah.

Should never be used by players...and I don't even like it when GM's take too heavy a hand in character actions.  ( I do understand it, but I don't like it to be frequent or long term.)
Title: Re: Custom Power List
Post by: polkaneverdies on September 20, 2011, 09:40:22 PM
Upon further reflection my comment is antagonistic rather than explanatory, my apologies.
As it is written I could the bbg with the power could be in new york doing this on some poor schmuck in chicago. Even if the schmuck has conviction 6 vs bbg conviction 3, there are an untold multitude of rounds in the travel time. The bbg gets to whittle away the stress boxes with no cost or limit  and inevitably takeout the good guy. The plot he writes could easily be schmuck cuts his own throat and bleeds to death. The end, good game.

This sort of thing is why the power is ruffling our feathers.
Title: Re: Custom Power List
Post by: ways and means on September 21, 2011, 12:26:04 PM
Mind Controlling Parasite [-4]
Your claws can be used to infect enemies with mind controlling parasites, Make a fist maneuver; if successful, the target gains a "Infected" Aspect. In each subsequent exchange, the target must roll Conviction to defend against a mental attack from the parasites equal to your Fists score. Once the target concedes or is taken out the attacks end. However, the damage is already done; without the parasite being cut out of the target a taken out target will be completely controlled by the parasite within hours. Cutting out the parasite will stop it causing any further harm to the target. Cutting out the parasite will require a scholarship roll (for medical knowledge) modified by lore (understanding what the parasite is). This scholarship roll must beat the original fist roll (to infect the target) for it to successfully remove the parasite.

(using the form and inspiration from the venomous powers Your Story pg 163)

Title: Re: Custom Power List
Post by: Sanctaphrax on September 22, 2011, 03:33:40 AM
I like this a lot better.

Though I'd allow Discipline to be used for defense.

A social variant based off of a Voice-Of-Command effect would be cool.
Title: Re: Custom Power List
Post by: JayTee on September 23, 2011, 01:28:24 AM
Bit of a Work in Progress that I would like some feedback on, particularly in regards to pricing.

GEIS [-?]
You have a touch of the Faire in your blood, not enough to render you a full Changeling, but enough to give your words have a much more significant impact.
An Oath Given is an Oath Kept Like many magical folk, your word is your bond. However in your case this is even more so. Provided you have the time to do so, you may make a formal Oath related to a purpose that you wish to pursue. Any Roll that directly helps you fulfill your Oath gains a +1. You may take multiple Geisa, however their effects do not stack. Should you choose to break your Oath, you take a -1 to all your Rolls until you find some way to ether fulfill your Oath, or reconcile it in some way.

Blessing of the Fey Subject to GM and/or Player approval, you may levy a helpful Geis on someone else, aiding them in their efforts towards a pre-agreed upon purpose. The benefits and drawbacks are identical to levying a Geis on yourself, likewise the person may take multiple Blessings, but their effects do not stack.

Curse of the Fey Subject to GM and/or Player approval, you may levy a harmful Geis on someone else, restricting them in their efforts towards a specific purpose. Whenever the target of your Curse makes a Roll that in some way opposes your Geis, they take a -1 to that Roll. However unlike placing a Geis on yourself or an ally, you must also include a reasonable condition that the target of your Curse can fulfill to remove the Geis.

EDIT: In may respects, its a heavily tweaked Righteousness. The main alterations being you get punished if you don't fulfill your Oath (instead of it simply ending) and you can involve others in it as well.
Title: Re: Custom Power List
Post by: Silverblaze on September 23, 2011, 01:57:09 AM
That power will require a LOT of GM attention.  Otherwise you'll ahve a player swearing oaths to do everything, essentially giving him/her a +1 to all rolls about hte current plot.

I think the +1 and -1 system may work well for what happens when NPC's/PC's give their word and break their word or when thrice bound etc. 

Dunno if it works as a power really...
Title: Re: Custom Power List
Post by: JayTee on September 23, 2011, 02:00:47 AM
Perhaps if I remove the ability to use the power more than once? Only one Oath per customer?

EDIT: What I'm mainly trying to go for is a way to use the concept of magically bound oaths in a more. . . involved sense. I like the idea of subtler, more old school magic that you see a lot in fairy tales, fables and folklore, and this is one of my attempts to bring it in to the game.

That said, if its unworkable I'll scrap the idea and try to come up with something else, but thanks for the feedback regardless!
Title: Re: Custom Power List
Post by: Sanctaphrax on September 23, 2011, 04:28:05 AM
Hm.

Eh.

This isn't great, I'm afraid.

The harmful oath thing is bad for five reasons:

a) it messes someone up and allows no defence
b) -1 to everything is damn harsh
c) the "out" is poorly defined and looks suspiciously like railroading being done in-character
d) it has nothing to do with oaths
e) a power that only works subject to player and GM approval isn't so much a power as it is a plot device

The beneficial parts are not so bad, but they are kinda lame and very likely to be powergamed terribly even if the players aren't trying to do so.

I suggest making this more like Righteousness. Swear an oath, spend a fate point, your Conviction complements everything in pursuit of that oath for a while.

Also, the consequences of breaking an oath can be done with something like sponsor debt. Maybe instead of spending a FP, you could take a debt.
Title: Re: Custom Power List
Post by: JayTee on September 24, 2011, 09:33:05 PM
Well, after doing some thinking it seemed to me alternate methods of making Geis was too similar to Righteousness to stand out on its own, so I decided to scrap the power. Thanks for the feedback!
Title: Re: Custom Power List
Post by: ways and means on September 24, 2011, 09:53:01 PM
Chaos Magic / The blessing of the Un-Named
Drawing on the Power of the Nameless God of Chaos you are able to cast spells that fit into its essential nature, chaos, destruction, madness and the bending of reality. Making uses of it might cause ripples in the very nature of causality which may have many manifold effects. (some sort of hexing effect possibly effecting npc's).
Costs:4 refresh and some connection to chaos are needed to have this power. 
Benefits: Gain a +1 to control and Complexity on spells of that twist somethings nature.
In addition, Chaos magic may be used as an element for evocation, allowing evocation spell effects that encourage chaos, madness and the bending of reality.This includes the ability to produce effects along the lines of entropomancy (page 285), Psychomancy (page 286) and Diabolism (page 284) with evocation's speed and methods.
Title: Re: Custom Power List
Post by: Haru on September 24, 2011, 10:44:00 PM
Bit of a Work in Progress that I would like some feedback on, particularly in regards to pricing.

GEIS [-?]
You have a touch of the Faire in your blood, not enough to render you a full Changeling, but enough to give your words have a much more significant impact.
[...]

I was thinking about how to make this work. I think "Blessing of the Fey" is a bit much, because that would mean giving some of your power, which you don't actually have, to someone else. Just seems weird. It should remain between you and the one you give/take the oath from. That said:

Geis [-1]
An Oath given is an Oath kept: Instead of taking a mild consequence in social combat, you may take an aspect, representing an oath sworn to that person instead. You may never have more than one of these aspects at any given time, so you would have to fulfil your oath before making a new one. The aspect is permanent, until you have fulfilled your oath or reconciled in another way.

I'll take your word for it: If an opponent is taken out in social conflict from your attack, you can place an aspect on him that represents an oath given to you. You may invoke it to enforce that oath or make the target reconcile in some other way. You may never have more than one person bound to you like that.

The new aspects would come with a free tag (since it is new), and you could use it whenever you are doing something concerning the oath. Likewise, it may be compelled whenever you are trying to act against it, so you have another source for a few fate points. I think an approach like that would be better suited than a flat out bonus to rolls. I'm not sure if my approach is the best, but Righteousness is probably not the power to copy for what you are trying to do.

For I'll take your word for it, I thought about making it identical to An Oath given is an Oath kept, so you could give an oath aspect instead of inflicting a consequence, but the way above should be better.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 25, 2011, 01:44:25 AM
@JayTee:

You're welcome.

@ways and means:

Looks good, although it should be made clear whether the control bonus applies to evocation.

@Haru:

Isn't this sort of thing already possible without any powers at all?
Title: Re: Custom Power List
Post by: Haru on September 25, 2011, 01:47:03 AM
That is... a good point. Never mind then  :o
Title: Re: Custom Power List
Post by: Silverblaze on September 28, 2011, 11:26:58 PM
I need help putting a power together.

I want to simply alter Incite Emotion to do the following: heighten pre existing emotions only.  (Essentially it could still put maneuvers on people, but it could only be a heightened version of whatever already existed.)  Such a power existed in old world of darkness for some vampires.  It was really usefu if used cleverly.

+1 Refresh to incite emotion (only incites pre-existing emotions)?

New power?

How should this work?
Title: Re: Custom Power List
Post by: Sanctaphrax on September 29, 2011, 12:35:47 AM
Maybe just use normal Incite Emotion, and replace the ability to incite a single emotion with the ability to incite any emotion that is already present.

On one hand, you have a greater variety of effects. On the other, you don't get to choose which one you have access to at any given time.

A rebate would be appropriate if you could only incite one emotion and it had to be partially there already.
Title: Re: Custom Power List
Post by: Silverblaze on September 29, 2011, 04:16:30 PM
I was worried it would offer too much variety if it just replaced the normal function on incite emotion.  I guess I'm trying to stress the downside of not being able to choose the emotion incited.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 29, 2011, 06:59:01 PM
Eh. It might not be exactly as powerful as standard Incite Emotion, but I doubt the difference would be enough to be worth worrying about.
Title: Re: Custom Power List
Post by: Silverblaze on September 29, 2011, 11:41:43 PM
So +0 alteration then?  Just for the sake of statting it.
Title: Re: Custom Power List
Post by: polkaneverdies on September 30, 2011, 02:38:18 AM
Is this overpowered?

Brand of St. Giles (-1)
 +1 to discipline for hunger defense
 Add two boxes to your hunger stress track.

The Fellowship of St. Giles offers a home to all the freaks and outcasts. Unfortunately the magic of their Tattoo's only work because of the interplay between the "soul" and the force the RCI draw power from. This power was developed to help its other members to control their unnatural hungers and focus on the "Mission".
Title: Re: Custom Power List
Post by: Sanctaphrax on September 30, 2011, 03:14:46 AM
It's underpowered, actually. It just mitigates the effects of a disadvantage that costs the same amount as it. For the same price, you could just not take Feeding Dependency.
Title: Re: Custom Power List
Post by: polkaneverdies on September 30, 2011, 04:25:47 AM
 Feeding dependency is a must for the character template.
In case the gm won't go for just making the hunger an aspect, can you suggest a more reasonably powered alternative?
Title: Re: Custom Power List
Post by: Sanctaphrax on September 30, 2011, 04:31:54 AM
Hm.

Well, if your GM thinks you need Feeding Dependency, then a power that straight-up negates your Dependency is not the way to go. But otherwise, how could a power like this be balanced?

I guess it could provide benefits beyond just mitigating Hunger. Perhaps a form of Toughness that applies to hunger and mental stress tracks?
Title: Re: Custom Power List
Post by: ways and means on September 30, 2011, 06:56:09 PM
Pre-requisites full wizard template

Conceptual Thaumaturgy [-2]
As a massively skilled practitioner of the arts you can cast Thaumaturgical spells up to your starting complexity without the props by working through the magic in your head. As the spell is taking place in your head you can only take backlash instead of fallout when casting.  This allows on the fly casting of low level Thaumaturgical spells at some risk to the caster.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 30, 2011, 10:37:20 PM
Does this allow the use of Thaumaturgy in combat time?
Title: Re: Custom Power List
Post by: ways and means on September 30, 2011, 11:00:23 PM
No combat would be a bit distracting (well not unless someone could justify it with legendary discipline) I could add a stress clause for allowing it in combat if you think the power is too weak, something like
combat is stressful: you can use this in combat but doing so it stressful each round of putting power in costs at least 1 stress (evocation mechanics). 
Title: Re: Custom Power List
Post by: Sanctaphrax on September 30, 2011, 11:18:26 PM
To be honest, I have no idea whether this is costed correctly. I guess it depends on whether you let players assume that they have basic thaumaturgical materials on them normally.

I think you could reasonably expand this to cover rituals beyond starting complexity.
Title: Re: Custom Power List
Post by: ways and means on October 01, 2011, 12:13:27 AM
The idea was to allow zero prep minor thaumaturgy though allowing consequences to boost the power and immediate declarations and maneuvers might be balanced with a good gm. 
Title: Re: Custom Power List
Post by: ways and means on October 03, 2011, 12:44:16 PM
Horrific Imagery [-2] Your Illusions are so vile they can cause serious mental harm to those who view them.
You can use your illusion creating powers (evocation, glamours etc) to cause mental stress instead of its usual function. (this would allow mental attack spells with spirit illusions and allow those with the glamours ability to roll there seemings roll as a mental attack.)

Title: Re: Custom Power List
Post by: Sanctaphrax on October 03, 2011, 06:28:33 PM
I like it for Glamours. Not so much for Evocation. You can probably guess why.
Title: Re: Custom Power List
Post by: ways and means on October 03, 2011, 07:28:46 PM
 
I like it for Glamours. Not so much for Evocation. You can probably guess why.


Yep though at least they would be paying for the privilege rather than just getting it free with evocation.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 03, 2011, 08:55:45 PM
It is a little better that way. Maybe it's even balanced. But I still don't like it.
Title: Re: Custom Power List
Post by: HumAnnoyd on October 03, 2011, 09:43:00 PM
Seems to me Incite Emotion would cover what you are talking about.  Just use it and say that it is scary illusions.
Title: Re: Custom Power List
Post by: ways and means on October 03, 2011, 09:52:51 PM
Incite Emotion is good but limited by emotion this power is a little more open in that illusions could easily generate or amplify multiple emotions (such as horror, disgust, fear, hatred, possibly even lust (well the fae seem to use that trick quite often) or just cause mental trauma. Glamours is a mainly defensive power and this power is aimed to give glamours the sort of teeth that illusion used offensively possibly should have.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 04, 2011, 02:20:06 AM
There are also some other differences, that in my opinion make the new power worth making.

CHANTER [-1]
Description: Most spellcasters use incantations, but for you the effects of magic words are far more pronounced. This makes your spells stronger, but much slower to cast.
Musts: You need some form of spellcasting to take this power.
Skills Affected: Discipline
Effects:
Magical Chant. When you tag an incantation-based aspect to boost a spellcasting roll, add an additional two to your roll.
Incantation Dependency. Whenever you cast a spell without tagging or invoking an incantation-based aspect, subtract two from your spellcasting roll.
Title: Re: Custom Power List
Post by: Rephath on October 06, 2011, 08:31:08 AM
Skepticism beyond Reason [-1]
Description: People believe in many things. You believe they're idiots. Religion is hogwash. Monsters are just silly legends. Magic doesn't exist. You have faith in science and reason and nothing will sway you from it.
Musts: This power does not count as a supernatural ability, but every other supernatural power you take increases the cost of this power by 1. After all, it's hard to cast a fireball one round and then say you don't believe in magic the next. Your must have a high concept referencing your complete disbelief in the supernatural.
Effects:
There Must Be a Rational Explanation: Your disbelief in the Supernatural is solid. You always have a +2 bonus to resist belief in the supernatural, and those trying to convince you get no benefit from declarations that are based on the truth of their claims or the strength of their conviction. You may defend against all such attacks with either conviction or scholarship. Treat any attempt to convince you of the supernatural, or any use of a supernatural power in your presence as a social attack.
True Nonbeliever: Your belief in science is absolute. Petty things like "witness accounts," "evidence," or "personal experience" won't shake your faith. You believe science holds the potential to solve all mankind's problems, if only it weren't held up by those superstitious flat-earthers. Symbols of science count as symbols of your faith, and satisfy appropriate catches on monsters. Your house and any place of science are treated as holy ground when you are present, and you raise their thresholds by 2.
I Don't Believe in Fairies: Your presence satisfies the catch on all faekind. Additionally, you deal damage against tulpas and any other constructs whose existence is based solely on belief in them.
This Can't Be Happening: [-1] Your utter disbelief in the supernatural gives you +2 to avoid the effects of any supernatural influence on you. However, you automatically oppose any helpful supernatural effects at +2 as well. By default you resist with the higher of conviction or scholarship.
Title: Re: Custom Power List
Post by: Silverblaze on October 06, 2011, 04:11:13 PM
Too much for -1 refresh.

Only True Mortals should have this, (or ones in the dark about their powers, which someday would be remedied.) the problem is True Mortals can't have powers.

This could be re-tooled as various stunts however.
Title: Re: Custom Power List
Post by: JayTee on October 07, 2011, 12:49:51 AM
New idea for a power, feedback please?

Self-Sponsored Magic -4, plus or minus additional constraints

You've studied a branch of magic long enough to understand and use it intuitivly without resorting to complex rituals. Pick a magical theme or element as per traditional Sponsored Magic, when casting a spell any Sponsor Debt you gain now act as Compels on your Aspects that you DO NOT gain Fate Points from, likewise you must still pay Fate Points to resist a Compel. A GM may allow you to Self-Compel to pay off a part of your Debt, but you would still not gain any Fate Points (Self-Compels or regular Compels that do not pay off Debt still earn Fate Points normally).
Title: Re: Custom Power List
Post by: Sanctaphrax on October 07, 2011, 01:35:26 AM
I like the idea of Self-Sponsored Magic, but I am unable to understand the mechanics. Please explain further.

Skepticism Beyond Reason has problems. To start:

1. It should cost more. The increased cost on other powers is not a good way to balance an undercosted power.
2. Some of its effects are hard to understand.
3. The anti-faerie thing makes little sense to me. How is it connected to the rest of the power?
4. If this is a power, then it's a power. Saying otherwise makes little sense.
Title: Re: Custom Power List
Post by: JayTee on October 07, 2011, 01:51:34 AM
I like the idea of Self-Sponsored Magic, but I am unable to understand the mechanics. Please explain further.

It basically takes all the mechanics of regular Sponsored Magic, but as YOU are the Sponsor there is no alternate Agenda that the Sponsor wishes you to fulfill (Winter's hatred of Summer, Hellfire's desire to spread suffering) other than your own. This means that any "Debt" you acquire only goes to yourself, in the form of Debt Compels that the GM can send your way that you don't gain Fate Points from like regular Compels. Alternately the player can chose to Self-Compel without gaining Fate Points for it in order to pay of his "Debt Compels".

Likewise the "Plus or Minus additional constraints" Mentioned above is in case you wish to add an extra benefit to your Magic, such as Soulfire's ability to reduce Toughness Powers.

Did this help? I feel like I just rephrased everything in the original power, which means it probably didn't. Could you specify what you don't understand about the mechanics of it if I didn't elaborate on it well enough?
Title: Re: Custom Power List
Post by: ways and means on October 07, 2011, 02:00:10 AM
I like the idea of Self-Sponsored Magic, but I am unable to understand the mechanics. Please explain further.

Skepticism Beyond Reason has problems. To start:

1. It should cost more. The increased cost on other powers is not a good way to balance an undercosted power.
2. Some of its effects are hard to understand.
3. The anti-faerie thing makes little sense to me. How is it connected to the rest of the power?
4. If this is a power, then it's a power. Saying otherwise makes little sense.

The Anti-Fairy thing is a reference to Peter Pan where if you say I don't believe in fairies (clap clap clap) then a fairy falls down dead.
Title: Re: Custom Power List
Post by: Silverblaze on October 07, 2011, 02:34:44 AM
The Anti-Fairy thing is a reference to Peter Pan where if you say I don't believe in fairies (clap clap clap) then a fairy falls down dead.

It'd be hilarious...OP, but hilarious.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 07, 2011, 04:27:42 AM
The faerie thing is amusing, but not a good justification for the inclusion of that effect.

Going by that description, Self-Sponsored Magic isn't so much a power as a template for power creation. So I can't really evaluate it. But what there is looks goodish.
Title: Re: Custom Power List
Post by: computerking on October 07, 2011, 06:32:50 PM
Imageless
Cost: -1
Description: Just like the Vampires of the olden days, you cannot be photographed. Be it film, digital, or video, you never show up as more than a blur, or a burst of video static. Butters would say it’s a very specialized form of Mana Static, which only affects visual recording devices. Kincaid would say it’s a great way to get past Security devices.

Musts: A suitably vampiric, magical or "Sneaky Supernatural" High Concept

Skills Affected: Stealth

Effects:
Imageless provides a constant “semi-veil” of +4 to Stealth rolls against photographic attempts to detect you, and +4 to all direct attempts to defend against having your picture taken.

When unaware of or not trying to avoid surveillance, attempts to get an identifying picture of you suffer a -2 to the Performance rolls for photo or video quality.

Reflectionless: [-1] Your reflection is similarly prevented from occurring, reducing up to 3 points of penalties on stealth rolls where reflective surfaces could reveal your position.
Title: Re: Custom Power List
Post by: computerking on October 07, 2011, 07:08:20 PM
Decoy
Cost: -3
Activation Speed: Supplemental Action
Description: There have been many precedents of high-speed fighters utilizing persistence of vision to fool their enemies to attacking where they aren’t. This power takes that to another level, allowing a life-and-death game of Three-card Monte with your own body on the line.

Musts: Supernatural Speed, or Mythic Speed, or the Faster than the Eye or Like the Wind  trappings from those respective speed powers.

Skills Affected: Athletics, Weapons, Fists, Guns

Effects:
Twin Me: You move quickly between two points in the same zone, stopping slightly in each one, so that it seems that there are two of you. You gain +2 to defense rolls, as your attacker can’t be sure which one of you to attack at what time.  You also gain +2 to your attack rolls, for similar reasons.

Triple Threat: Similar to the Twin Me power, but only available if you have Mythic Speed or Like the Wind. Three of you will seem to be in the zone at the same time, providing +3 to attacks and Defense.

Multiplicity: [-2]: For a Fate point, you can sacrifice some of your individual speed power bonuses and the bonuses to attack and defense in the above trappings for a scene; but in trade you receive a more powerful result: Your multiple images can seemingly attack and defend separately. Your multiple selves have your (natural) Alertness for Initiative, and cannot move more than 1 zone away from the other(s), but are allowed to attack different targets (Or the same target multiple times!). Be careful, though, you still only have one Stress track and set of Consequences, and your multiple selves can all be hit!

Notes: At any point you can stop using this power as a free action, and can choose which multiple stays. In the case of Multiplicity your initiative does not regain the benefits of your speed bonuses until the beginning of the next exchange.


Title: Re: Custom Power List
Post by: Silverblaze on October 07, 2011, 11:07:19 PM
Decoy
Cost: -3
Activation Speed: Supplemental Action
Description: There have been many precedents of high-speed fighters utilizing persistence of vision to fool their enemies to attacking where they aren’t. This power takes that to another level, allowing a life-and-death game of Three-card Monte with your own body on the line.

Musts: Supernatural Speed, or Mythic Speed, or the Faster than the Eye or Like the Wind  trappings from those respective speed powers.

Skills Affected: Athletics, Weapons, Fists, Guns

Effects:
Twin Me: You move quickly between two points in the same zone, stopping slightly in each one, so that it seems that there are two of you. You gain +2 to defense rolls, as your attacker can’t be sure which one of you to attack at what time.  You also gain +2 to your attack rolls, for similar reasons.

Triple Threat: Similar to the Twin Me power, but only available if you have Mythic Speed or Like the Wind. Three of you will seem to be in the zone at the same time, providing +3 to attacks and Defense.

Multiplicity: [-2]: For a Fate point, you can sacrifice some of your individual speed power bonuses and the bonuses to attack and defense in the above trappings for a scene; but in trade you receive a more powerful result: Your multiple images can seemingly attack and defend separately. Your multiple selves have your (natural) Alertness for Initiative, and cannot move more than 1 zone away from the other(s), but are allowed to attack different targets (Or the same target multiple times!). Be careful, though, you still only have one Stress track and set of Consequences, and your multiple selves can all be hit!

Notes: At any point you can stop using this power as a free action, and can choose which multiple stays. In the case of Multiplicity your initiative does not regain the benefits of your speed bonuses until the beginning of the next exchange.

I'll weigh in on this like I usually do on powers that offer mutliple attacks.  I do not like it.  I think it can be very overpowered.  Sanctaphrax and I went rounds for days over multiple actions in an exchange and I still haven't changed my mind...pretty sure he hasn't either.

Long story short.  I wouldn't allow, I don't feel the system supports multiple attacks in combat well.

The other aspects of the power have been simulated by a displacement power already.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 07, 2011, 11:13:39 PM
Good ideas, not so good mechanics.

Imageless works, but I think it would work better if it simply made all attempts to record your image with a machine fail. If you don't show up on film, you don't show up on film.

And Reflectionless isn't worth another point of Refresh, I think. Fold it into the base power.

Decoy has a great number of issues.

1. "Activation Speed" doesn't mean anything. You may want to explain it a bit more.
2. I don't think it's possible to get the trappings of Supernatural/Mythic Speed without taking Supernatural/Mythic Speed.
3. The power having the same cost but providing more benefit if you have Mythic Speed is bad. If it's worth 3 refresh when it gives +2, then it's unfair for it to give +3.
4. Twin Me and Triple Threat are horribly boring.
5. Twin Me and Triple Threat are prime munchkin-bait.
6. It is unclear how Multiplicity works with zone attacks.
7. Anything giving multiple actions is worrying. I believe that in principle it can work, but that it'd be tough to do right. This might be balanced, but it also might really not be. Have you tested this in play?
Title: Re: Custom Power List
Post by: Silverblaze on October 08, 2011, 01:25:36 AM
Good ideas, not so good mechanics.

Imageless works, but I think it would work better if it simply made all attempts to record your image with a machine fail. If you don't show up on film, you don't show up on film.

And Reflectionless isn't worth another point of Refresh, I think. Fold it into the base power.

Decoy has a great number of issues.

1. "Activation Speed" doesn't mean anything. You may want to explain it a bit more.
2. I don't think it's possible to get the trappings of Supernatural/Mythic Speed without taking Supernatural/Mythic Speed.
3. The power having the same cost but providing more benefit if you have Mythic Speed is bad. If it's worth 3 refresh when it gives +2, then it's unfair for it to give +3.
4. Twin Me and Triple Threat are horribly boring.
5. Twin Me and Triple Threat are prime munchkin-bait.
6. It is unclear how Multiplicity works with zone attacks.
7. Anything giving multiple actions is worrying. I believe that in principle it can work, but that it'd be tough to do right. This might be balanced, but it also might really not be. Have you tested this in play?

I agree mostly.  4. and 5. are sort of cool, but covered by Displacement, anotehr custom power I think ?Devonapple? made.

Title: Re: Custom Power List
Post by: computerking on October 08, 2011, 01:45:59 AM
Good ideas, not so good mechanics.

Imageless works, but I think it would work better if it simply made all attempts to record your image with a machine fail. If you don't show up on film, you don't show up on film.

And Reflectionless isn't worth another point of Refresh, I think. Fold it into the base power.

Decoy has a great number of issues.

1. "Activation Speed" doesn't mean anything. You may want to explain it a bit more.
2. I don't think it's possible to get the trappings of Supernatural/Mythic Speed without taking Supernatural/Mythic Speed.
3. The power having the same cost but providing more benefit if you have Mythic Speed is bad. If it's worth 3 refresh when it gives +2, then it's unfair for it to give +3.
4. Twin Me and Triple Threat are horribly boring.
5. Twin Me and Triple Threat are prime munchkin-bait.
6. It is unclear how Multiplicity works with zone attacks.
7. Anything giving multiple actions is worrying. I believe that in principle it can work, but that it'd be tough to do right. This might be balanced, but it also might really not be. Have you tested this in play?

No, this was my attempt to create something that at least looks like  semi-viable multiple attack power. I tried to balance the multiple actions with suitable detriments (losing the Initiative bonus, vulnerability to attacks, and prohibitive cost) And I think requiring the superior or superlative speed powers helped balance it with a heavier cost. A player would have to spend between 9 and 11 refresh total to get the benefit of multiple attacks.
Title: Re: Custom Power List
Post by: ways and means on October 08, 2011, 03:10:53 AM
Crimson Eyes of Destruction [-4]
With the help of your crimson eyes of destruction you can destroy people and objects on a conceptual level. You can use your eyes to carry out a mental attack on anyone within range (1 zone default) you roll conviction to attack (will to destroy) vs the enemies conviction (will to live) if the attack is successful you gain +4 stress bonus to damage. Enemies taken out by this power are obliterated leaving nothing behind but gore.   
Title: Re: Custom Power List
Post by: Sanctaphrax on October 08, 2011, 04:13:03 AM
Other than the skills used, the lack of maneuvers, and the take-out results, is Crimson Eyes Of Destruction any different from Incite Emotion with all upgrades?

I actually think that the Multiplicity part of that power might well be balanced. But it needs testing.

And the rest of the power can just disappear or get completely rewritten. It's uninteresting and bad.
Title: Re: Custom Power List
Post by: ways and means on October 08, 2011, 04:31:22 AM
 
Other than the skills used, the lack of maneuvers, and the take-out results, is Crimson Eyes Of Destruction any different from Incite Emotion with all upgrades?

I actually think that the Multiplicity part of that power might well be balanced. But it needs testing.

And the rest of the power can just disappear or get completely rewritten. It's uninteresting and bad.

Well other than skills, the maneuvers and the ability to use it on objects not that different but that was mainly out of trying to balance it it could and probably should have an area upgrade and higher damage at a higher refresh.
Title: Re: Custom Power List
Post by: Silverblaze on October 08, 2011, 01:54:10 PM
Does the power effect mental stress or physical stress tracks?
Title: Re: Custom Power List
Post by: ways and means on October 08, 2011, 02:13:39 PM
Its a mental (well conseptual) attack so it does mental stress, basically it destroy 'I' completely soul, mind, spirit, the physical  consequence was the result of the destruction of the persona leading to a dissociation of the particles that made up that once person (basically I went with this extremely questionable interpretation of reality so the power cool have an impressive looking disintegration effect rather than leave mounds of life-less husks).
Title: Re: Custom Power List
Post by: Sanctaphrax on October 08, 2011, 07:12:34 PM
Mechanically speaking, it looks fine-ish. But I'm not a huge fan of forcing people to defend with Conviction. I think that Discipline should be an option.

In other news, I'm going to be collecting a bunch of powers I wrote elsewhere next post.

Feedback would be greatly appreciated, especially on Spirit Form and Telekinesis.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 08, 2011, 07:43:29 PM
MENTAL LIBRARY [-2]
Description: Your knowledge is so extensive that you have no need for printed libraries. This power can represent a perfect memory, a computer in your head, knowledge of everything ever written down, or a number of other things.
Musts: You must have an aspect reflecting your extensive knowledge.
Skills Affected: Lore, Scholarship, possibly others
Effects:
Mental Library. Your memories constitute a library on every subject that you are familiar with. The rating of the library on a given subject is equal to the skill that is used for knowledge of that subject. You may access this library freely, and other characters may use it by questioning you in detail.
Inexplicable Knowledge. You are no longer bound by the normal human limits on knowledge. You may make assessments and declarations concerning things that you cannot observe directly, either looking back through your memories to examine the thing again or perceiving that thing in mysterious and incomprehensible ways. Players should work together with the GM to work out the exact limits of this power.
Improved Mental Library [-1]. Increase the rating of each of your mental libraries by two.
Instant Recall [-1]. All research using your mental library is two time increments faster.

MAGICAL SELF-ENHANCEMENT [+varies]
Description: Many supernatural abilities can be mimicked through an application of spellcasting. But that requires specialization, of the sort that this power represents.
Musts: A character must possess the Evocation, Channeling, and/or Sponsored Magic powers in order to use this one. Other powers to link this power to are also required.
Skills Affected: Conviction, Discipline, Lore
Effects:
Limited Powers. When you take this power, you must select at least one other supernatural power that you possess. Which powers may be selected with this power is a matter of the GM's discretion. The selected powers are disabled, and the character gets a rebate equal to one-third of the powers' total cost.
Magical Self-Enhancement. This power allows the user to grant themselves access to the selected powers through evocation. Such evocations may be of any element that makes sense, and they may be offensive or defensive. The power required of an evocation that grants powers is equal to the total refresh cost of the granted powers plus the intended duration. The user may extend this effect using the normal rules for the extension of evocation, and they may choose to grant themselves only a few of the selected powers. This also allows them to grant lesser versions of the selected powers. For example, a character who had selected Supernatural Strength and Inhuman Speed with this power may grant themselves Inhuman Strength for 5 exchanges with a 7-shift evocation.

DUAL NATURE [-0]
Description: You are solid to both ghosts and men, like a cat.
Musts: A character must possess the Ghost Speaker power in order to use this one. This power is not compatible with Spirit Form.
Skills Affected: Many.
Effects:
Dual Nature. Your body is solid to both material and immaterial objects. You may interact normally with characters that have the Spirit Form power and other incorporeal things. This also allows such things to interact normally with you, so be careful around violently-inclined spirits.

SPIRIT FORM [-3]
Description: You are an incorporeal spirit form, able to pass through walls and other barriers in the mortal world. Thresholds still have an almost physical reality to you, however.
Skills Affected: Many, especially Conviction.
Effects:
Insubstantial. You are invisible, inaudible, and incorporeal. This means that you can neither affect nor be affected by physical things, except as dictated under Vulnerabilities and Manifestation. Any magic that you cast is also incorporeal, and useless against anything physical. However, you can perceive the physical world normally, and under some circumstances it may be possible for physical characters to perceive and communicate with you. Characters with this power may affect each other freely.
Shaped By Belief. Your very existence is defined by belief. As a result, you are not closely bound by physical reality. You may make Maneuvers and Declarations with Conviction to define your physical form and the nature of your interactions with the world.
Vulnerabilities. Certain physical things can harm you despite your intangibility. These things include ghost dust, fire, and sunlight. What's more, you cannot cross thresholds at all.
Manifestation [-2]. Once per scene, you may force yourself to manifest physically. This negates the Insubstantial trapping of this power until the scene ends, you choose to become immaterial, or you get taken out in a physical conflict. Using this trapping is an insane act, and as such this trapping may not be possessed by sane ghosts.
Poltergeist [-1]. You can exert a tiny amount of force on the material world. Normally this does nothing of importance, but when machinery is around you can often interfere with it. You may use Conviction to make maneuvers disrupting physical machinery.
Spiritual Physics Abuse [-1]. The laws of physics only affect you if you think they should. Teleportation is possible for you. You may substitute your Conviction skill for your Might skill when exerting force, your Athletics skill when moving, or for any other physical skill as the GM feels is appropriate.
Mind = Matter [+1]. Your body and your mind are the same thing. You have one stress track that is used for both mental and physical stress. Its length is determined by your Conviction skill. Toughness powers apply to this track, but mental stress automatically satisfies catches. Consequences taken on this track do not recover naturally unless you provide some form of special justification, generally involving the absorption of memories. More severe consequences require more elaborate justifications.

TELEKINESIS [-3]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. You may use your mind to exert force upon targets within three zones. This allows you to use all applications of the Might skill at a range of three zones, using your Conviction skill instead of your Might skill. You may also perform other physical tasks mentally with a range of three zones, using your Discipline skill to represent your dexterity.
Telekinetic Attacks. You may make physical attacks and maneuvers against targets within three zones using your mental powers. These attacks and maneuvers are controlled with Discipline and may be made with or without a weapon. Attacks made with this power without a weapon are weapon: 2.
Blades Of Force [-1]. When using Telekinetic Attacks without a weapon, your attacks are weapon: 4.
Force Field [-1]. You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical blocks.
Infinite Range [-1]. You may use this power against any target within your line of sight.
Telekinetic Self-Propulsion [-2]. Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.
Metaphysical Strength [-0]. (Requires Inhuman Or Better Strength) Your Strength powers apply to your Telekinesis rather than to your physical body. This increases your Conviction when using it to lift or break things, helps with your mental grapples, and increases the stress inflicted by your Telekinetic Attacks.
Unification Of Mind And Body [-1]. (Requires Metaphysical Strength) Your Strength powers apply to both your Telekinesis and your physical body. This provides all the benefits of Metaphysical Strength alongside all the benefits of ordinary strength.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 08, 2011, 07:55:08 PM
Context:

Mental Library is an attempt to represent the powers of Bob and The Archive. It is also intended for possible PC use. I'm pretty happy with it, though the wording could be better.

Magical Self-Enhancement is an attempt to model Aristedes' powers while answering the persistent question about how to give yourself powers with magic. It's not perfect (it's complex and its rebate is awkward), but I think it's pretty good. At least, I can't think of a way to make it better. An upgrade power that lets you use it on other people will be made eventually.

Dual Nature is a minor afterthought made to model Mister's ability to touch Dresden. It's kinda boring, but oh well.

Spirit Form is a rewrite of a canon power intended to address my dislike of this part of canon while making ghosts as depicted in GS stattable. This is the second draft of it, and I must admit it's still rather clunky. But I think it addresses most of what ghosts and other spirits should be capable of. Possession and astral projection remain to be statted.

Telekinesis is what it sounds like. This is also a second draft, slightly more powerful and less upgrade-heavy than the original on account of reader feedback.
Title: Re: Custom Power List
Post by: Silverblaze on October 08, 2011, 10:55:31 PM
I approve the other powers listed recently by Sanctaphrax, they look solid to me, though perhaps Mental Library needs care when allowed to be taken by PCs.

Changes or additions I would like to see done to this power:


TELEKINESIS [-3]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. You may use your mind to exert force upon targets within line of sight. This allows you to use all applications of the Might skill at a range of three zones, using your Conviction skill instead of your Might skill. You may also perform other physical tasks mentally with line of sight, using your Discipline skill to represent your dexterity. Also due to lack of need for leverage I propose the roll of conviction (in place of might) gain a +1 or +2 Telekinetic Attacks. You may make physical attacks and maneuvers against targets within line of sight using your mental powers. These attacks and maneuvers are controlled with Discipline and may be made with or without a weapon. Attacks made with this power without a weapon are weapon: 2.
Blades Of Force [-1]. When using Telekinetic Attacks without a weapon, your attacks are weapon: 4. I feel this may be redundant since you can just use a weapon with X rating or weight for damage.  (Cars, greatswords, machine guns...buildings...etc)
Force Field [-1]. You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical blocks.Can this be used to create armor also?
Infinite Range [-1]. You may use this power against any target within your line of sight.I deem this redundant.
Telekinetic Self-Propulsion [-2]. Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.This should be included in the core power.
Metaphysical Strength [-0]. (Requires Inhuman Or Better Strength) Your Strength powers apply to your Telekinesis rather than to your physical body. This increases your Conviction when using it to lift or break things, helps with your mental grapples, and increases the stress inflicted by your Telekinetic Attacks.
Unification Of Mind And Body [-1]. (Requires Metaphysical Strength) Your Strength powers apply to both your Telekinesis and your physical body. This provides all the benefits of Metaphysical Strength alongside all the benefits of ordinary strength.

The creation of this power sort of demands a need for rules regarding dropping heavy objects on people, holding people in the air so they can be virtually defenseless while others attack them, or holding them underwater to drown people...over fires to burn them etc.  Though I suppsoe rules from other parts of hte system can easily be applied...it just raised a few questions like those I mentioned.

Overall I like TK (telekinesis) it just needs a few tweaks...in my opinion anyhow.
Title: Re: Custom Power List
Post by: ways and means on October 08, 2011, 11:11:05 PM
With telekinesis I would probably include the defense trappings of weapons with the main power, it makes sense for someone with even basic telekinesis to be able to catch blades and fists, but deflecting bullets and magic make less sense and so would fit the Force Field Power. Otherwise I think it is good.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 09, 2011, 03:22:20 AM
1. Holding people in nasty places is just a grapple combined with abuse of an environmental hazard. Dropping someone is just narration on an attack, according to YS page 319.

2. Blades Of Force would be pretty useful for people who either lack the strength to lift something worth Weapon 4 or who spend time in wide open spaces. Or to people who want to avoid the massive property damage incurred by using a car as a bludgeoning instrument.

Also, you aren't supposed to be able to wield guns with this. Not that you'd need to...

3. Why upgrade the range to LoS? I'm not opposed to the idea, I'd just like to hear the reason.

4. I don't intend to fold basic defense and flight into the base power. Here's why:

4.1. There are valid character concepts that include telekinesis but not flight or shielding. It should be possible to stat up a character with telekinesis who can't fly. Especially when you consider that some telekinetics won't have the power to lift themselves.

4.2. I want the base power to remain fairly affordable. Folding in those two trappings would make it rather expensive.
Title: Re: Custom Power List
Post by: Silverblaze on October 09, 2011, 03:37:12 AM
1. Holding people in nasty places is just a grapple combined with abuse of an environmental hazard. Dropping someone is just narration on an attack, according to YS page 319.

2. Blades Of Force would be pretty useful for people who either lack the strength to lift something worth Weapon 4 or who spend time in wide open spaces. Or to people who want to avoid the massive property damage incurred by using a car as a bludgeoning instrument.

Also, you aren't supposed to be able to wield guns with this. Not that you'd need to...

3. Why upgrade the range to LoS? I'm not opposed to the idea, I'd just like to hear the reason.

4. I don't intend to fold basic defense and flight into the base power. Here's why:

4.1. There are valid character concepts that include telekinesis but not flight or shielding. It should be possible to stat up a character with telekinesis who can't fly. Especially when you consider that some telekinetics won't have the power to lift themselves.

4.2. I want the base power to remain fairly affordable. Folding in those two trappings would make it rather expensive.

Pretty sure, you can lift man sized things with a 2 might...people should not have the power if they don't intend to have a 2 conviction.  Much like people should not make a spell caster without higher than a 2 conviction.  One should be able to lift themselves.  I understand you reasoning for not lifting yourself...concepts that can't fly...I accept that.  Just defending my stance on it.

Line of sight:  In most forms of media telekinesis is not based on range, be it comics, TV, books, movies, gaming.  Most people can lift it if they can (A see it...or (B picture it in their mind.  If you want people to be able to lift things without seeing it, I suppose 3 zones away is acceptable, but keep in mind 3 zones can be a very short distance.  I don't think it should cost more to be able to use TK on things you can see regardless of range.  Wizards can cast spells at pretty much any range (within reason) most guns reach farther than 3 zones...etc.

Defense: I wouldn't fold it into the power either.

Wielding guns: maybe not wield, but anyone with the power should be able to pull the trigger...or stop the gun from firing.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 09, 2011, 03:48:00 AM
Point taken about the range. I'll just toss that in, it won't change much. (Honestly, that upgrade probably wasn't worth a full refresh in the first place).

On further reflection, I'd allow gun-wielding with this power, but you'd have to use the Guns skill modified by Discipline to do it.

Preventing the trigger from being pulled would be a block.

Disagree with some minor mathematical points, but whatever.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 09, 2011, 06:59:35 AM
Currently thinking about the powers promised in the context for these powers. Possession, Astral Projection, and the use of magic to give others powers.

Astral Projection should be fairly easy. It's just Human Form that only applies to Spirit Form with an extra rider saying that you leave an empty body behind. But it needs to cost a point of refresh to balance out the fact that it avoids most of the drawbacks of Spirit Form.

Possession is going to be tricky. It's supposed to be a benevolent "teamwork" thing, not a domination thing. Suggestions would be greatly appreciated.

Extending Magical Self-Enhancement to cover others will be easy to write but hard to cost. Do you think forgoing the rebate is cost enough?

PS: Just worked out a couple of minor edits for Spirit Form. Need to prohibit rebate powers and explain that the insanity with manifestation thing only applies to ghosts.
PPS: Would you be willing to use Spirit Form as written here in your games? This goes for the other powers too, but especially for Spirit Form. I intend to get a lot of use out of it.
Title: Re: Custom Power List
Post by: Rephath on October 09, 2011, 10:56:46 PM
Skepticism Beyond Reason has problems. To start:

1. It should cost more. The increased cost on other powers is not a good way to balance an undercosted power.
2. Some of its effects are hard to understand.
3. The anti-faerie thing makes little sense to me. How is it connected to the rest of the power?
4. If this is a power, then it's a power. Saying otherwise makes little sense.

1. Yeah, the power allows you to do a lot. However, it also carries with it mandatory penalties. The biggest one is taking social stress every time you see something supernatural happen. Also, some of its benefits really aren't benefits. The +2 to resisting believing in the supernatural is beyond useless. It actually allows your character to remain ignorant of important facts rather than accepting useful information. It also grants a +2 to resisting social stress that without this power you wouldn't be taking in the first place.

Generally, I tried to balance the advantages this power gave you with the disadvantages and figured out the cost from there, not just totaling the advantages and ringing up the cost.

2. I should work on clarifying.

3. I added the anti-fairy thing because it sounded funny. It seemed like a plausible catch. I should probably cut that.

4. Powers allow you to do supernatural things and to break the limitations of being human. A thief who can turn into a mouse can get around a lot of mortal security. A soldier who can use magic suddenly has a lot more options. Someone who takes this power is still limited to doing things a mortal can. Hence, why I would argue you still count as a vanilla mortal even after taking it.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 10, 2011, 01:11:57 AM
I suggest that you ditch the drawbacks and replace them with compels. They're not easy to understand or elegant, and I have no idea how they are supposed to work. So they wouldn't be very effective as drawbacks. Compels, on the other hand, are easy and effective.

Also. Your argument for why this shouldn't be a power is terrible. Here's why:

1. A character with Inhuman Strength is still limited to doing things a mortal can. It provides no bonus that a whole pile of stunts wouldn't give.
2. This power actually lets you do things mortals can't. It lets you create holy ground and improve thresholds. It's just as much a power as, say, Bless This House.
3. The definition of "power" actually has more to do with mechanics than with whether something is magical. Made Of Tentacles can be a stunt, while Claws can be a power. The Inhuman Strength of a gorilla is a power too. And so on.
Title: Re: Custom Power List
Post by: cybertier on October 13, 2011, 08:53:55 PM
I don't know if this has been done before. Didn't find anything in the Wiki.

True Seeing [-2]
A more specialised form of The Sight allows you to pierce any Power that hides somethings True Appearance from you. Might that be a Veil, Glamour or Shapeshifting.


Don't know if its overpriced/underpriced or if it should just give a substantial bonus.
I gave that power to a Priest NSC in my game.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 14, 2011, 05:33:23 AM
It looks okay, I think.

But I'd rather it gave a substantial bonus instead of being absolute. I'm generally not a fan of absolute powers.
Title: Re: Custom Power List
Post by: The Mighty Buzzard on October 14, 2011, 06:05:30 PM
I thought that was fairly well a fundamental aspect of The Sight.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 14, 2011, 10:27:30 PM
I guess so, but this isn't really all that similar to The Sight. The Sight has its own little subsystem that this isn't involved in.

Honestly, this is mostly personal taste. I just prefer to avoid absolutes, especially because they lead to more absolutes.

For example, would this power let you see through a veil drawn by Mab? As written, it should. But I suspect that many people wouldn't play it that way. Which means that Mab gets a little farther away from stattability.
Title: Re: Custom Power List
Post by: ways and means on October 15, 2011, 04:42:30 PM
Burn Life[-2]: You can take a single physical consequence (or all of them to turn yourself into a death curse styled walking bomb)  to add twice its value in weapons rating to your attack that turn as you burn yourself out to become more powerful.
Title: Re: Custom Power List
Post by: Revlid on October 16, 2011, 09:26:03 PM
SPIRIT VESSEL [–1] (PSYCHIC ABILITIES)
Description: Through training, natural inclination, or ritualistic treatment of your body, you've come to be an optimal vessel for a supernatural entity to inhabit, capable of inviting them in (or firmly showing them the door) as the mood takes you.
Musts: You must have some Aspect referencing your ability to act as a host, which is replaced by a more specific one whenever you actually serve as a vessel, detailing your current “passenger”. Generally, characters with this power have some other ability to interact with spirits, whether through the Ghost Speaker power or Thaumaturgy, but this is not a requirement.
Skills Affected: Any skills appropriate to whatever you are hosting.
Effects:
Medium. While in physical contact with an insubstantial creature, or one who could become insubstantial, you may attempt to become a vessel for their consciousness as a free action. The creature feels a slight tug on its form, and (if it is willing) will be drawn into your body, where you can telepathically communicate (this includes sharing memories, etc, and largely ignores normal time constraints on conversations). They may also speak through you, with your permission, and are protected from thresholds and running water as though they were possessing you (see Our World, page 35). You may only act as a vessel to a single creature at once in this manner. The creature may leave whenever it pleases, and you may forcibly eject it by taking one point of mental stress (though it gains the sticky aspect Been Inside Your Head for the remainder of the scene, which will aid it in any further mental assault). A creature that is aware you possess this power (through assessment of your related aspect or previous experience) may make contact itself (ignoring any usual limits of perception), though you must still willingly invite them into your form for this power to take effect.

Distant Medium [-1]. You may attempt to become a vessel for creatures up to one zone away, drawing them in without the need to touch them.

Willing Steed [-1]. You benefit from the effects of the Demonic Co-Pilot power (page 175), but instead of it applying only when you are shapeshifted, it applies only when you are acting as a vessel for an insubstantial creature, granting you +1 to all rolls that are in line with the nature or agenda of your spiritual passenger in exchange for the usual mental stresses. You may ignore the effects of this power by convincing your passenger to back off and let you work, or by suffering one point of mental stress to suppress it for that exchange. Note that consequences incurred from suppressing a passenger will not be in line with the passenger’s agenda, as is the norm with Demonic Co-Pilot; forcing a vessel into a mental wrestling match is more likely to result in brain damage than a pliable host.

Horse Power [-Varies]. The Willing Steed upgrade is a prerequisite for this one. You benefit from the effects of the Mimic Abilities power (page 176), but rather than acquiring your powers by defeating and diminishing (or outright killing) an opponent, you get them “on loan”, from your passenger. In essence, for as long as you have a passenger that is willing to offer aid, you may assign your mimic points to powers or stunts it possesses. At the end of any scene in which these abilities were used, you must roll Discipline against the total refresh cost of the used abilities, as if you were being attacked, with the results described in Demonic Co-Pilot. Your passenger cannot avoid this; even if they are not attempting to twist your mind, mental contamination will still occur. Since your powers rely on the continued co-operation and presence of a suitable passenger, the refresh that you must allocate to this power is reduced by two; in other words, you can acquire two “free” points of abilities from your passenger, in addition to any purchased with mimic points. You must still assign at least one point of refresh to this upgrade.

Reverse Possession [-3]. You no longer need a creature’s permission to become (or continue being) a vessel for it. If a valid target refuses your offer of possession, you may roll Discipline as a psychic attack against them, inflicting stress and consequences until they concede and become your passenger, or are broken and forced into you as a result of being taken out. If a passenger attempts to leave your body without your permission (or you simply decide to torment them) you may roll Discipline against their Conviction, with a success preventing them from taking any action and inflicting a single point of mental stress; this is effectively a mental grapple.

Spirit Eater [-1].
The Horse Power and Reverse Possession upgrades are prerequisites for this one. If you use the mental grapple provided by Reverse Possession to take out a passenger, you may utterly destroy them, and thereby indefinitely retain any of the powers they could have granted you through Horse Power, just as described in Mimic Powers. Alternatively, you may permanently acquire those powers at the normal refresh cost, as part of a sheet-rewrite, as consuming the spirit works deep changes on your body and soul.

Legion [-1, -2 or -3]. You may have more than passenger at once; the one-point version of this power allows a maximum of three passengers, while the two-point version allows up to seven passengers, and the three-point version allows an unlimited number of distinct passengers. This does not increase the bonuses provided by Willing Steed or Horse Power, but does increase their breadth.

Specific Vessel [+1]. You can only serve as a vessel for one specific kind of creature (i.e. demons, spirits, ghosts, loa, angels, Outsiders, etc), a restriction which should flavour the mandatory aspect listed in “Musts” accordingly. Note that this upgrade cannot provide more refresh than the overall cost of the Spirit Vessel power.

-----------------------------------

MULTIPLE BODIES [–7]
Description: Two heads are better than one, and many hands make light work; you can split off a single copy of yourself, which shares your memories and abilities. Depending on the upgrades taken, this power could represent the fission of an ooze demon, the splitting up of a swarm of lesser creatures, or even the magical duplicative hair of Sun Wukong.
Skills Affected: Physical skills.   
Effects:
Cloning Blues. You may produce a single, exact copy of yourself as a supplemental action. This copy is indistinguishable physically, though mystical observation shows it to be a construct of ectoplasm. The copy has the same skills, stunts and powers as you, and has your memories at the time of creation; the only mechanical difference (besides the normal vulnerabilities of ectoplasmic constructs) is that their High Concept is “Copy of a [Original High Concept]”. You have no special ability to communicate with your copy (outside of invoking their High Concept to guess what they’ll do next), and do not learn what they learn unless you recall them (requiring a free action while in physical contact), at which point they dissolve into ectoplasm and you gain all their memories since they were created. You and your copy have separate stress tracks; however, your supply of consequences remains the same, and must be split between the two of you. You do not cash out (see page 206) for consequences suffered by your copy. If your copy is killed (rather than being recalled) you may not generate a new one until the next scene (if you are killed, your copy immediately dissolves into ectoplasm). Note that despite having the same powers as you, your copy does not acquire their own item slots from spellcraft powers, and cannot create its own copies through this power.

We Are Many [-1]. This upgrade increases the number of copies that you can have active at the same time by one. You may take this upgrade multiple times, increasing the number of potential copies by one for each purchase. Note that, should one of your copies be killed, it does not completely remove your ability to create new ones until the next scene; it simply reduces the maximum number you can create this scene by one.

Von Neumann’s Magic [-2]. The We Are Many upgrade is a prerequisite for this one. Your copies can create copies of their own using this power. They use the creating copy’s memories, rather than your own, but are otherwise created just as described in Cloning Blues. They are still your copies, and therefore cannot exceed the number of copies you may have active at once.

Distant Recall [-1]. This upgrade allows you to recall your copy from a distance as a free action, instantly dissolving it into the ectoplasm from which it was formed. If you have a Hive Mind (below), this upgrade becomes free.

Hive Mind [-2]. You and your copy share minds. You know everything they know, and vice-versa, allowing real-time sharing of information and memories without the need for recall. This has numerous applications, and adds two shifts to any maneuver made by you or your copy to co-ordinate an action with the other (see page 208). However, with this upgrade, you and your copy share the same mental stress track; this means that you are treated as the same target for the purposes of psychic attacks, allowing them to damage both of you at once. In addition, you and your copy both suffer from the taggable aspect produced by taking a mental consequence, regardless of which of you actually “spent” the consequence in question. Other appropriate temporary aspects might also "spill over" in this way.

Ontological Inertia [-0]. This upgrade cannot be taken by characters with positive refresh. Upon taking this upgrade, your copies become just as “real” as you are (arguably, not very), making the question of who the original is rather moot. As a result, rather than imploding into ectoplasm upon your death, your copies will remain intact (and may produce another copy to replace you, if they have that ability). This will sometimes result in one of your copies acquiring true independence, at which point it becomes a separate character with the ability to create its own roster of copies; a number of creatures native to the Nevernever reproduce in this manner.

Split Skills [+4]. Rather than being able to produce exact duplicates of yourself, you must split your power amongst the bodies you produce, resulting in a set of weaker copies. Whenever you produce a copy, all of its skills default to Mediocre (+0). You must provide it with skills by reducing your own and adding an equivalent number of skill points to its sheet (see page 65). For example, by reducing a Superb (+5) skills to Good (+3), you would acquire two skill points to raise one of your copy’s skills to Fair (+2). Skill points taken from one skill need not be spent on that same skill; it is acceptable to reduce your Might in order to increase your copy’s Lore. Your copy may not have any skill ratings higher than your original score in that skill. Keep a record of your character’s original skill ratings; they return to their previous level once the copy is recalled (if the copy is killed, it is treated as being recalled one scene later).
   
Split Power [+Varies]. This upgrade provides you with refresh equal to half the total refresh cost of your supernatural powers (excluding Multiple Bodies, but including any refresh spent on We Are Many), rounded down. Whenever you produce a copy, you must total up the cost of your supernatural powers (excluding Multiple Bodies) and divide it by two. This is the new refresh cost of the powers you and your copy may possess. You must first spend this refresh on powers that are core to your High Concept (i.e. (i.e. Living Dead for a Zombie or Lawbreaker for a Warlock), and you cannot produce a copy without such powers. Often, this will result in a simple reduction of power; splitting Supernatural Toughness into two iterations of Inhuman Toughness, or reducing Evocation and Refinement into two iterations of Channelling. You cannot provide your copy with supernatural powers you do not possess any version of. If you have any spare refresh, you may temporarily assign it to appropriate powers for you or your copy.

Keep a record of your character’s original powers; they return to normal once the copy is recall (if the copy is killed, it is treated as being recalled one scene later). If you can produce more than one copy, then you must divide the refresh cost of your supernatural powers evenly again between yourself and each copy, each time you produce one. It would probably be wise to produce a number of "templates" based on the kind of power-sets you could give different numbers of clones, to save time.

-----------------

SWARM BODY [–3]
Description: Rather than one entity, your body is made from a multitude of lesser creatures, making you more difficult to harm.
Musts: This power comes with its own specific Catch (see page 185). If you suffer physical consequences, they must take into account the non-singular nature of your body; a demon with a body made from five-hundred-and-two stone crabs is unlikely to suffer a Broken Arm.
Skills Affected: Endurance, other physical skills.   
Effects:
Chipping Away. Physical attacks cannot inflict more than one stress on you at a time; no matter how devastating the blow, it can only target a small part of your “body”. The effects of this power are applied after additions and subtractions from weapons and armour; wielding a sword will not appreciably increase one’s ability to fight off a swarm of bees (by the same token, bees do not classically benefit from wearing kevlar).

Specific Catch. Unlike other Toughness powers, Swarm Body comes with its own preset Catch, which offers no discount. The effects of this power are completely bypassed by area attacks; that is, those attacks that encompass a great majority of the target’s body. Diminutive insect swarms would be thus affected by sprayed insecticide, while a human-sized enemy would be vulnerable to flamethrowers or suitable evocations, and even larger swarms might require more extreme measures to seriously damage. Note that a clever maneuver might force a swarm into a confined space or formation, and thereby reduce the size of the attack necessary to harm it.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 20, 2011, 03:16:50 AM
Telekinesis and Spirit Form have been edited.

Telekinesis now has infinite range and a restriction against the use of guns with its attack trapping.

Spirit Form now has some clarifying text and two new optional add-ons. Also, Mind=Matter no longer provides a rebate. It is now way more complicated than I'd prefer, but this level of intricacy is necessary here. (I think.)

SPIRIT FORM [-3]
Description: You are an incorporeal spirit form, able to pass through walls and other barriers in the mortal world. Thresholds still have an almost physical reality to you, however.
Skills Affected: Many, especially Conviction.
Note: This power may not normally be attached to Human Form, Feeding Dependency, an Item Of Power, Magical Self-Enhancement, or any other power that can "turn off" the powers it is attached to.. The Astral Projection and Manifestation upgrades, if taken, entirely remove this restriction except with regards to Human Form.
Effects:
Insubstantial. You are invisible, inaudible, and incorporeal. This means that you can neither affect nor be affected by physical things, except as dictated under Vulnerabilities and Manifestation. Any magic that you cast is also incorporeal, and useless against anything physical. However, you can perceive the physical world normally, and under some circumstances it may be possible for physical characters to perceive and communicate with you. Characters with this power may affect each other freely.
Shaped By Belief. Your very existence is defined by belief. As a result, you are not closely bound by physical reality. You may make Maneuvers and Declarations with Conviction to define your physical form and the nature of your interactions with the world.
Vulnerabilities. Certain physical things can harm you despite your intangibility. These things include ghost dust, fire, and sunlight. What's more, you cannot cross thresholds at all.
Manifestation [-2]. Once per scene, you may force yourself to manifest physically. This negates this power until the scene ends, you choose to become immaterial, or you get taken out in a physical conflict. Using this trapping is an insane act for a ghost, and as such this trapping may not be possessed by sane ghosts. (Other forms of spirit might not have this limitation.)
Poltergeist [-1]. You can exert a tiny amount of force on the material world. Normally this does nothing of importance, but when machinery is around you can often interfere with it. You may use Conviction to make maneuvers disrupting physical machinery.
Spiritual Physics Abuse [-1]. The laws of physics only affect you if you think they should. Teleportation is possible for you. You may substitute your Conviction skill for your Might skill when exerting force, your Athletics skill when moving, or for any other physical skill as the GM feels is appropriate.
Mind = Matter [-0]. Your body and your mind are the same thing. You have one stress track that is used for both mental and physical stress. Its length is determined by your Conviction skill. Toughness powers apply to this track, but mental stress automatically satisfies catches. Consequences taken on this track do not recover naturally unless you provide some form of special justification, generally involving the absorption of memories. More severe consequences require more elaborate justifications.
Astral Projection [-1]. You are a physical creature, but you can leave your body when you feel inclined. You normally do not have access to this power, but you may gain access to it any time by taking a supplemental action. When you do so, your physical body is unconscious and immobile. You may return to your physical body at any time by physically entering it with a supplemental action.
Involuntary Projection/Manifestation [+1]. (Requires Astral Projection or Manifestation) You have no control over whether or not you are corporeal at any given time. Choose a condition in collaboration with the GM. This condition determines whether or not this power is active at any given time.

TELEKINESIS [-3]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. You may use your mind to exert force upon targets within your line of sight. This allows you to use all applications of the Might skill at a distance, using your Conviction skill instead of your Might skill. You may also perform other physical tasks mentally with your line of sight, using your Discipline skill to represent your dexterity.
Telekinetic Attacks. You may make physical attacks and maneuvers against targets within your line of sight using your mental powers. These attacks and maneuvers are controlled with Discipline and may be made with or without a melee weapon. Attacks made with this power without a weapon are weapon: 2.
Blades Of Force [-1]. When using Telekinetic Attacks without a weapon, your attacks are weapon: 4.
Force Field [-1]. You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical blocks.
Telekinetic Self-Propulsion [-2]. Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.
Metaphysical Strength [-0]. (Requires Inhuman Or Better Strength) Your Strength powers apply to your Telekinesis rather than to your physical body. This increases your Conviction when using it to lift or break things, helps with your mental grapples, and increases the stress inflicted by your Telekinetic Attacks.
Unification Of Mind And Body [-1]. (Requires Metaphysical Strength) Your Strength powers apply to both your Telekinesis and your physical body. This provides all the benefits of Metaphysical Strength alongside all the benefits of ordinary strength.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 20, 2011, 03:32:17 AM
This was originally intended to be a stunt tree, but I think it's more appropriate as a power. Added an extra mild consequence because I felt that the power was a bit weak, and because it seemed fitting.

FEEL NO PAIN [-3]
Description: For some reason, physical injury doesn't even bother you.
Skills Affected: Endurance, Discipline
Effects:
Feel No Pain. You are immune to pain, and suffer no stress from attacks based on upon pain. You automatically succeed at any roll made to endure or ignore your own suffering. More importantly, your physical consequences cannot be tagged or invoked.
No Pain, Just Gain. It takes an excessive amount of punishment to put you down for good. You may take an additional mild physical consequence.

In case it isn't clear, I'm looking for feedback on everything I just posted.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 20, 2011, 04:47:32 AM
Well, I added the promised Magical Self-Enhancement upgrade that lets you boost others. Worried about its balance, especially when it is combined with Recovery. Feedback wanted.

I kinda regret not allowing zone buffs, but I think it's necessary for balance reasons.

MAGICAL SELF-ENHANCEMENT [+varies]
Description: Many supernatural abilities can be mimicked through an application of spellcasting. But that requires specialization, of the sort that this power represents.
Musts: A character must possess the Evocation, Channeling, and/or Sponsored Magic powers in order to use this one. Other powers to link this power to are also required.
Skills Affected: Conviction, Discipline, Lore
Effects:
Limited Powers. When you take this power, you must select at least one other supernatural power that you possess. Which powers may be selected with this power is a matter of the GM's discretion. The selected powers are disabled, and the character gets a rebate equal to one-third of the powers' total cost.
Magical Self-Enhancement. This power allows the user to grant themselves access to the selected powers through evocation. Such evocations may be of any element that makes sense, and they may be offensive or defensive. The power required of an evocation that grants powers is equal to the total refresh cost of the granted powers plus the intended duration. The user may extend this effect using the normal rules for the extension of evocation, and they may choose to grant themselves only a few of the selected powers. This also allows them to grant lesser versions of the selected powers. For example, a character who had selected Supernatural Strength and Inhuman Speed with this power may grant themselves Inhuman Strength for 5 exchanges with a 7-shift evocation.
Magical Enhancement [-varies]. This option removes the rebate from Magical Self-Enhancement, making the total cost of the power 0. In exchange, it gives the user the ability to cast power-granting evocations on other characters. Please note that these evocations cannot be zone-wide.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 20, 2011, 05:30:24 AM
Yet another Spirit Form rewrite. Possession has been added, and I think the power is done.

However, I'm not too happy with the wording of Possession. I feel as though it might be missing something or bad for balance or just written badly.

Feedback wanted even more than usual.

Once this has been reviewed, I will finally write up Bob! Evil Hat said it couldn't be done, but I'll show them!

SPIRIT FORM [-3]
Description: You are an incorporeal spirit form, able to pass through walls and other barriers in the mortal world. Thresholds still have an almost physical reality to you, however.
Skills Affected: Many, especially Conviction.
Note: This power may not normally be attached to Human Form, Feeding Dependency, an Item Of Power, Magical Self-Enhancement, or any other power that can "turn off" the powers it is attached to.. The Astral Projection and Manifestation upgrades, if taken, entirely remove this restriction except with regards to Human Form.
Effects:
Insubstantial. You are invisible, inaudible, and incorporeal. This means that you can neither affect nor be affected by physical things, except as dictated under Vulnerabilities and Manifestation. Any magic that you cast is also incorporeal, and useless against anything physical. However, you can perceive the physical world normally, and under some circumstances it may be possible for physical characters to perceive and communicate with you. Characters with this power may affect each other freely.
Shaped By Belief. Your very existence is defined by belief. As a result, you are not closely bound by physical reality. You may make Maneuvers and Declarations with Conviction to define your physical form and the nature of your interactions with the world.
Vulnerabilities. Certain physical things can harm you despite your intangibility. These things include ghost dust, fire, and sunlight. What's more, you cannot cross thresholds at all.
Manifestation [-2]. Once per scene, you may force yourself to manifest physically. This negates this power until the scene ends, you choose to become immaterial, or you get taken out in a physical conflict. Using this trapping is an insane act for a ghost, and as such this trapping may not be possessed by sane ghosts. (Other forms of spirit might not have this limitation.)
Poltergeist [-1]. You can exert a tiny amount of force on the material world. Normally this does nothing of importance, but when machinery is around you can often interfere with it. You may use Conviction to make maneuvers disrupting physical machinery.
Spiritual Physics Abuse [-1]. The laws of physics only affect you if you think they should. Teleportation is possible for you. You may substitute your Conviction skill for your Might skill when exerting force, your Athletics skill when moving, or for any other physical skill as the GM feels is appropriate.
Mind = Matter [-0]. Your body and your mind are the same thing. You have one stress track that is used for both mental and physical stress. Its length is determined by your Conviction skill. Toughness powers apply to this track, but mental stress automatically satisfies catches. Consequences taken on this track do not recover naturally unless you provide some form of special justification, generally involving the absorption of memories. More severe consequences require more elaborate justifications.
Astral Projection [-1]. You are a physical creature, but you can leave your body when you feel inclined. You normally do not have access to this power, but you may gain access to it any time by taking a supplemental action. When you do so, your physical body is unconscious and immobile. You may return to your physical body at any time by physically entering it with a supplemental action.
Involuntary Projection/Manifestation [+1]. (Requires Astral Projection or Manifestation) You have no control over whether or not you are corporeal at any given time. Choose a condition in collaboration with the GM. This condition determines whether or not this power is active at any given time.
Possession [-1]. You may enter the bodies of others, combining your power with theirs. Given a willing host, you may enter that host's body as a supplemental action. This allows you to control their body, using your own skills for all rolls. While you possess a host, you have access to all of your own powers and those of your host's powers that your GM deems appropriate. The host's skills may modify yours, at the GM's discretion. Physical stress is inflicted on the host, not on you, and the host's physical stress track is not affected. If you cast spells while in another characters body, you must pay for those spells with your own mental stress. However, your host suffers backlash for you. A character who is being possessed may not act, but they may force the possessor out of their body at any time.
Title: Re: Custom Power List
Post by: Howl on October 20, 2011, 08:02:24 AM
This was originally intended to be a stunt tree, but I think it's more appropriate as a power. Added an extra mild consequence because I felt that the power was a bit weak, and because it seemed fitting.

FEEL NO PAIN [-3]
Description: For some reason, physical injury doesn't even bother you.
Skills Affected: Endurance, Discipline
Effects:
Feel No Pain. You are immune to pain, and suffer no stress from attacks based on upon pain. You automatically succeed at any roll made to endure or ignore your own suffering. More importantly, your physical consequences cannot be tagged or invoked.
No Pain, Just Gain. It takes an excessive amount of punishment to put you down for good. You may take an additional mild physical consequence.

In case it isn't clear, I'm looking for feedback on everything I just posted.

The Spirit Form power is very well done.
Feel no Pain is an awesome idea. I like that one very much :)
Title: Re: Custom Power List
Post by: Sanctaphrax on October 20, 2011, 08:01:19 PM
Why, thank you.

Is there anything that you think needs changing?
Title: Re: Custom Power List
Post by: polkaneverdies on October 20, 2011, 08:09:10 PM
Dang it Sancta, it would have new nice if you posted "feel no pain" before I drew up my character for the grey council game. I am a fan of these shiny new toys you have presented us.
Title: Re: Custom Power List
Post by: Tsunami on October 20, 2011, 08:32:35 PM
This was originally intended to be a stunt tree, but I think it's more appropriate as a power. Added an extra mild consequence because I felt that the power was a bit weak, and because it seemed fitting.

FEEL NO PAIN [-3]
Description: For some reason, physical injury doesn't even bother you.
Skills Affected: Endurance, Discipline
Effects:
Feel No Pain. You are immune to pain, and suffer no stress from attacks based on upon pain. You automatically succeed at any roll made to endure or ignore your own suffering. More importantly, your physical consequences cannot be tagged or invoked.
No Pain, Just Gain. It takes an excessive amount of punishment to put you down for good. You may take an additional mild physical consequence.

In case it isn't clear, I'm looking for feedback on everything I just posted.
Isn't this really just Physical immunity with a Catch of "Only against pain based attacks" +2 against specific, +2 easy to come by, +1 or 2 for knowledge...
resulting in a cost of -3 or maybe -2
plus a beefed up version of the unshakeable stunt (YS:151) applied to Physical consequences instead of mental or social aspects?
Which i would priceat easily -2 Refresh. Since it basically renders consequences useless for you opponent.

that would come out at a cost of -4 or -5.

Also, could you elaborate on what you think of as an "attack based on pain"? It's a bit fuzzy for me.

Otherwise it's an interesting concept. Could be fun to play.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 20, 2011, 08:46:46 PM
Heh.

This was originally a three-stunt tree building off of an Unshakeable variant. But it seemed like too much for a stunt tree, so I made it into a power. Then I thought,

"If it's a power, then it should be a bit stronger. Reducing the price to 2 might be too strong, and anyway it'd make the stunts kinda obsolete. So I'll tack on an extra bonus...maybe a mild consequence?"

Then I actually started writing it, and I remembered that I had once written something with Incite Emotion (Pain). This reminded me that immunity to pain might actually have mechanical effects beyond non-invokable consequences, so I added a bit saying that you took no stress from attacks based on pain, etc. I figured that it was enough of a fringe benefit that it wouldn't affect the cost.

If you think it's too much, maybe I'll get rid of the mild consequence. It's really only there as padding anyway.

PS: Torture, certain spells, and some varieties of Incite Emotion would be pain-based attacks. Such attacks are not exactly a common thing in most games.

EDIT: Glad you liked it, polka. "I'd use it" is the highest compliment around. Maybe you could buy Feel No Pain after a milestone or two? Though it's a bit pricey...
Title: Re: Custom Power List
Post by: KOFFEYKID on October 26, 2011, 11:08:32 AM
Telekinesis is cool, though I am concerned about it scaling too far damage wise (with a full compliment of strength, I know it would be a high refresh character to have mythic strength on top of it but weapon 10 is intimidating).
Title: Re: Custom Power List
Post by: Sanctaphrax on October 26, 2011, 05:26:43 PM
I'm not too worried. A character with Mythic Strength could just pick up a car, and I think that cars are weapon 4 before Strength bonuses.

Which gives results roughly in line with what Evocation can do at the same level.
Title: Re: Custom Power List
Post by: Silverblaze on October 26, 2011, 09:26:53 PM
Yeah, getting a weapon 10; especially with stunts added in...isn't too hard to accomplish.
Title: Re: Custom Power List
Post by: ways and means on October 27, 2011, 10:22:03 PM
Trying to stat the Geas ability from code geas.

The Eyes of the King [-4]
This ability requires eye contact between the target and the holder of this power. The holder of this power can plant a suggestion in his opponents subconscious which must be obeyed. Planting this suggestion requires a presence maneuver to make eye contact (usually vs empathy) and gives the aspect "commanded". The target of this attack then suffers an mental attack at the holders presence vs discipline each round until he is either taken out (when he will automatically obey the command) or he chooses to obey the command. To remove this command would require magical assistance the complexity for such a ritual would have to beat the original maneuver roll.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 29, 2011, 04:21:56 AM
I don't think so. The "every round" part is far too brutal, and it seems unfair to be completely screwed if you don't have Thaumaturgy. Basically this lets you inflict instant take-out with a maneuver on most of the world's population.

Also it beats up Domination and takes its lunch money.

I think a compel-based mechanism might be good. Something like:

"You may make Presence or Deceit maneuvers to force eye contact, which gives an aspect phrased in the form of a command. The aspect never goes away barring plot or ritual magic. You may spend FP to compel the aspect whenever you please, and the GM may compel it as well."

How's that look?

It's still pretty brutal. Maybe too much so. But it ought to be at least somewhat brutal...
Title: Re: Custom Power List
Post by: ways and means on October 29, 2011, 10:03:50 AM
Really it is just venom mechanics (ok with mental stress) the only real change to it (besides the obvious) is the change from scholarship removal to lore based removal (because I don't see a way standard medicine could remove it) and a different taken out result, its different from domination in that one domination can't be removed by magic (not even by the Merlin) and you only get 1 command.   
Title: Re: Custom Power List
Post by: The Mighty Buzzard on October 29, 2011, 10:14:38 AM
and you only get 1 command.

Ever per subject?
Title: Re: Custom Power List
Post by: ways and means on October 29, 2011, 11:42:23 AM
Ever per subject?

Yes one command per subject forever and it could and should be compelled like the sight for accidental use or unintentional interpretations of commands.   
Title: Re: Custom Power List
Post by: The Mighty Buzzard on October 29, 2011, 08:43:05 PM
That's significantly better but still effectively a deus ex machina for anyone you're only going to see once.
Title: Re: Custom Power List
Post by: polkaneverdies on October 29, 2011, 09:00:02 PM
Saying its venom mechanics with lore switched for scholarship isn't really an accurate description. The number of doctors, nurses, paramedics, etc. outnumber magical practitioners by a gigantic degree. Add into that the fact that their on the fly complexity would have to be high enough to whip out a cure or they would need to research  in a lore library  and it isn't really comparable at all.
Title: Re: Custom Power List
Post by: ways and means on October 29, 2011, 09:34:36 PM
I don't think so. The "every round" part is far too brutal, and it seems unfair to be completely screwed if you don't have Thaumaturgy. Basically this lets you inflict instant take-out with a maneuver on most of the world's population.

Also it beats up Domination and takes its lunch money.

I think a compel-based mechanism might be good. Something like:

"You may make Presence or Deceit maneuvers to force eye contact, which gives an aspect phrased in the form of a command. The aspect never goes away barring plot or ritual magic. You may spend FP to compel the aspect whenever you please, and the GM may compel it as well."

How's that look?

It's still pretty brutal. Maybe too much so. But it ought to be at least somewhat brutal...

That being said the point of the power is that it will eventually take out the enemy and get them to obey your command, in the series it came from the command was pretty much absolute but could be resisted with will power for a little time. So trying to stat it was always going to be a problem balance wise. I thought this was the only way to stat such a power without being game breaking but I suppose it is too strong for most peoples tastes, amusingly still considerably weaker than mental evocation but still too strong.

I like  Sanctaphrax's method a lot and think it would be a pretty good way to do what I would probably mod it though so the aspect created came with a free tag each scene like addictive saliva or just adding the addicted saliva mechanic (with a 1 or 2 refresh surcharge) to some sort of mental attack or maneuver power (probably based of incite emotion mechanics).
Title: Re: Custom Power List
Post by: polkaneverdies on October 29, 2011, 11:00:27 PM
Saying its venom mechanics with lore switched for scholarship isn't really a fair comparison.The number of doctors, nurses, paramedics, etc. outnumber magical practitioners by a gigantic degree. Add in the fact that their on the fly complexity would have to be high enough to whip out a cure or they would need to research in a lore library. and it isn't really comparable at all.
Title: Re: Custom Power List
Post by: ways and means on November 03, 2011, 03:11:44 PM
Magical Ninja Powers

Mystic Fate Ninjutsu [-1]
Impossible Stealth - Your training in the mystic art of Ninjutsu allows you to become all but invisible so you can hide in anywhere no matter the terrain, lighting or any other conditions. A fate ninja can hide in the middle of combat and ignores all terrain or lighting penalties when hiding.

Absolute Destiny  Blow [-1] (requires Mystic Fate Ninjutsu) After successfully ambushing an opponent you can spend a fate point for your attack to bypass all mundane Armour and toughness powers that attack. 
Title: Re: Custom Power List
Post by: Sanctaphrax on November 03, 2011, 11:45:27 PM
Interesting ideas.

I don't like the Incredible Stealth trapping, though. It's both boring and excessively stuntlike.

Would suggest rewording Impossible Stealth too. I'm not sure how it works as written.

Maybe reduce the cost to -1 to compensate for the loss of Incredible Stealth.

As for Absolute Destiny Blow:

It's clearly based off of All Creatures Are Equal Before God, which costs 3-4 refresh and a FP per scene. It also lets you ignore mundane armour. With that in mind, I suggest that you make this cost 1 refresh and a FP per use. And let it ignore mundane armour, it seems only reasonable.
Title: Re: Custom Power List
Post by: ways and means on November 04, 2011, 12:15:20 AM
I changed "Absolute Destiny Blow" to your recommendation it does seem a better way to do it. Impossible stealth was based off veils in that it allows you to hide as if you were invisible (veiled) but with the stealth skill using your super secret magical stealth training. I am not quite sure how to word the description properly.     
Title: Re: Custom Power List
Post by: Sanctaphrax on November 04, 2011, 04:32:21 AM
New wording for Mystic Fate Ninjitsu is good. Not perfect, but I don't think I could do better.

Not absolutely certain about the balance, but it looks about right.
Title: Re: Custom Power List
Post by: ways and means on November 05, 2011, 01:51:17 AM
Inhuman Dexterity [-2]
+1 to accuracy with weapons where dexterity matters 
+1 to weapons parry
+2 to any non combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)

Supernatural Dexterity [-4]
+2 to accuracy with weapons where dexterity matters
+2 to weapons parry
+4 to any non-combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)
 
Mythic Dexterity [-6]
+3 to accuracy with weapons where dexterity matters
+3 to weapons parry
+6 to any non-combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)
Title: Re: Custom Power List
Post by: Sanctaphrax on November 05, 2011, 02:03:51 AM
They look roughly balanced, maybe a bit strong. But I'm inherently suspicious of anything that boosts attacks and defenses like that.

Also, insert my standard complaint about stunt obviation here.
Title: Re: Custom Power List
Post by: Silverblaze on November 05, 2011, 03:12:46 AM
Pretty sure inhuman-mythic dexterity is OP.  It will stack with stunts.  Some people let stunts stack...so that compounds it further.  I feel it is also way better than mythic strength, in validating player strong types for combat efficiency. 

Also there is no reason other than an attempt at game balance that it doesn't add to all attacks made and athletics.

Mythic speed already exists, I think that's good enough.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 05, 2011, 05:58:07 AM
It isn't so bad.

Strength gives +2 stress/level, Dexterity gives +1 accuracy/level. Roughly equal.

Strength gives +1 to grapple, +1 grappling stress, and +1 grappling move/level, Dexterity gives +1 defense/level. Dexterity comes out ahead for most characters, but behind for a few.

Strength gives +1 Might modification and +3/+6 lifting & breaking/level, Dexterity gives +2 lockpicking & pickpocketing & some Craftsmanship/level. Strength seems slightly better here.

So it definitely doesn't obsolete Strength. But it might be a little bit better than it for fighting, which is bad.
Title: Re: Custom Power List
Post by: Silverblaze on November 05, 2011, 03:57:53 PM
You aren't taking the logic far enough.

Those accuracy bonuses are almost guarnteed stress on the target.  With strength you can miss entirely.  Accuracy much like with spells, is always better in this system.

Also, nothing prevents you from adding more accuracy or damage to this power.
Title: Re: Custom Power List
Post by: ways and means on November 05, 2011, 04:07:09 PM
The power is comparable to Strength, the ratio to stress compared to accuracy is 2 to 1 in this power rather than the 1 to 1 ratio which can make casting broken. Strength Powers +2 to stress will be much more effective if you character already hits reliably so the effectiveness of the power entirely depends upon the game in question. A +1 to accuracy counts as two shifts of effect (+1 to hit, +1 to stress) and + 2 to stress counts as two shifts of effect both are equally powerful in game turns and both are worth about a refresh (Lethal Weapons: +2 stress , way of the ak: +1 to accuracy).
Title: Re: Custom Power List
Post by: Silverblaze on November 05, 2011, 10:31:31 PM
New powers for consideration:

Phouka Beast Change: Your beast form is mutable.  While you may only change into one animal, you can change into variations of the same one.  You can change coloration and alter size and weight by up to 50% (smaller or larger ~ lighter or heavier). This grants a +3 to any roll used to dupe people into thinking you aren't the same animal they saw before.

 This is only being created for an NPC I want to post on the generic NPC thread...would it even be worth another refresh or just a -0 and have a high concpet related to shapechaing fae?

Gift of the Spriggan: -3:  You have the ability to drastically alter your size. This power allows a character to shift to a smaller form identical to diminuitive size or a larger form; identical to hulking size.

-1: The change is done as a supplemental action, still only once per round.

Figured it would cost 3 since it combines two powers that cost -1 and -2. Then -1 to change as a supplemental so -4 overall?

(Should require a high concept being Spriggan Fae or changeling...or something similar)
Title: Re: Custom Power List
Post by: Sanctaphrax on November 05, 2011, 11:27:15 PM
First power looks like a stunt. +2 to Disguise. There you go.

Second power really highlights the problems with size powers by RAW, but it isn't bad in itself. I suggest allowing it as a supplemental action by default and maybe reducing the cost.
Title: Re: Custom Power List
Post by: Silverblaze on November 05, 2011, 11:33:04 PM
First power looks like a stunt. +2 to Disguise. There you go.

Second power really highlights the problems with size powers by RAW, but it isn't bad in itself. I suggest allowing it as a supplemental action by default and maybe reducing the cost.

A stunt that only allows a disguise bonus in beast form?  Not arguing it, just saying it sounds odd.

How much cheaper would you make Gift of the Spriggan?
Title: Re: Custom Power List
Post by: Sanctaphrax on November 05, 2011, 11:41:03 PM
Nah, boost disguise in general. Or make the bonus +3 and limit it to beast form.

GotS seems like it's worth 2.5 refresh to me, just at a glance. Course, that's a bit unhelpful. Sorry.
Title: Re: Custom Power List
Post by: cybertier on November 06, 2011, 11:36:14 AM
Regarding the power Telekinesis.
Would you allow the usage of other skills over range?
Like Larceny for pickpocketing or Craft for repairing a car out of a comfy chair. Negatively modified by your Discipline skill.

Or should that rather be an upgrade that allows tactile sense through you Telekinesis and thus better justifying for skills like pickpocketing?
Title: Re: Custom Power List
Post by: Sanctaphrax on November 06, 2011, 06:31:07 PM
Yes, you can use other skills at range. That was part of the idea behind the power. Should have made that more obvious.

PS: Larceny is not a skill in this game.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 07, 2011, 02:15:17 AM
Three new powers. Two of these were inspired by my desire to make DFRPG golem stats.

MINDLESS [-1]
Description: You don't have a mind. Either you mindlessly obey others or you simply execute a complex program.
Musts: You must take an aspect to represent the thing that you use instead for a mind. For example, THE MERLIN'S PROPERTY or PROGRAMMED TO KILL.
Skills Affected: Mental and social skills
Note: This power requires excellent justification if taken by a character with positive refresh. Not for balance reasons, but for logical reasons. As such, this power is mostly unsuitable for player characters.
Effects:
No Mind. As a mindless creature, you cannot be attacked mentally. Duh. You have no mental stress track and never take mental stress. You are not immune to social stress, but social attacks and maneuvers have no effect on your actions even if you are taken out. So unless someone wants to ruin your reputation or credibility, there's no point attacking you socially.
Incapable Of Thought. Not being able to think has its downsides. You may not use any skill trapping that, in the GM's opinion, involves thought.
Superior Instincts/Programming [-1]. The complexity of your program or your instincts is impressive. Select one skill trapping. Ignore the effects of Incapable Of Thought on that trapping. This trapping may be purchased multiple times.

HOLLOW [-1]
Description: You are hollow. There's enough space inside you for a person to curl up in.
Skills Affected: None
Effects:
Hollow. You may hide objects inside your body. This gives a +4 bonus to any attempt to conceal something.
Living Armour. You may place another character inside your body, if they are willing or helpless. While a character is inside you, you make their physical defense rolls for them. In addition, add your physical armour to theirs. Obviously, a character who is inside moves when you do. A character who is inside you may not take any non-mental actions without first escaping.
Size Limit. A normal-sized character with this power may contain up to one normal-sized human or an equivalent volume and mass of other matter. Diminutive size divides storage capacity by 10, while Hulking Size multiplies it by 10, Titanic Size multiplies it by 100, and Unthinkable Size multiplies it by 1000.
Bigger Inside [-1]. Multiply your storage capacity by 10.
Limited Freedom [-1]. Characters inside you may take social actions. This allows them to make maneuvers in combat.
Full Freedom [-1]. (Requires Limited Freedom) Characters inside you may act normally, with one exception: they may not move outside of you without first escaping.

SUPERIOR HOLD [-2?]
Description: For whatever reason, people you grab stay grabbed without any effort from you.
Skills Affected: Might
Effects:
Superior Hold. When you hold another character in a grapple, you may take a supplemental action to apply a Superior Hold to them. If you do so, you may continue to grapple them on subsequent turns without taking an action.
Swallow Whole. [+1] Gulp. You may only apply Superior Holds to characters smaller than you.

Feedback wanted, as usual.
Title: Re: Custom Power List
Post by: polkaneverdies on November 07, 2011, 12:58:40 PM
If superior hold lets you take other actions while still applying a full grapple, then it is problematic. Grapples are already a massive pain to oppose so if you combine that with one player being able to fully attack and grapple each turn it is pretty dang powerful.
Title: Re: Custom Power List
Post by: ways and means on November 07, 2011, 01:29:36 PM
Superior Hold seems balanced compared to Evocation Grapples because they can be extended, probably would go with something like webbed up etc as the aspect. 
Title: Re: Custom Power List
Post by: polkaneverdies on November 07, 2011, 01:53:40 PM
The validity of evo grapples seems to be a common topic of debate on the boards so I wouldn't suggest using them as the guideline to judge things by. Additionally more than one full action a turn causes a great deal of consternation to some board  members. This effectively gives you that. Why take a supplemental to apply one stress when you can just hit them with a full attack?
Title: Re: Custom Power List
Post by: devonapple on November 07, 2011, 04:38:06 PM
Re: Superior Hold

Yes, multiple actions is a point of contention, but I interpret this as an NPC power, a challenge to be overcome. This type of power is an element of a Chain Golem I invented for AD&D 2e and then D&D 3.x: a hunter golem that took captives alive. This also appears to be something which a Doctor Octopus type of character might take.

The less problematic way to do this by straight RAW would be to give the hunter golem an Aspect "My Body is a Cage" and then Invoke that after an opponent has been Taken Out normally. The victim will be held (by narrative power, not by any skill) until the other PCs manage to Take Out the hunter golem or it returns home with its prize.

However, another option for this is to make it an in-scene challenge to be overcome, in which case I feel it potentially valid to give the hunter golem an extra effective action in order to make a challenge for PCs. The captured PC is going to fight the grapple; the other PCs will probably try to Take Out the hunter golem: the players still have agency.

So, if a power has to be good for PCs as well as NPCs to be considered valid, then yes, this one is problematic, but then, allowing a golem as a PC is a pretty singular GM decision.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 07, 2011, 08:22:38 PM
Oh, I definitely think that this power should be suitable for PCs.

I don't think it's inherently game-breaking, so there's definitely a refresh cost out there that will make it reasonable. Same goes for other powers giving multiple actions.

The idea here was to give grapplers a way to be useful against crowds. This power is really only useful against opponents who have no real chance of escaping your grasp, especially because the supplemental action penalties really add up when you grapple more than one person.

So you'll mostly use it against people that you totally outclass. If you weren't a grappler, you could just one-shot them. But you are a grappler, so you have to buy an extra power and make some extra effort in order to not spend 5-6 actions on each opponent.

Once you had them grappled, it was over for them. This power just lets you do something else why you finish them.

I'm not sure about its cost, though. Maybe -3 would be more appropriate. Or maybe I ought to make maintaining the Superior Hold a supplemental action.

Can I take the lack of criticism for Mindless and Hollow as an indication that they are good as-is?

PS: Hollow, if appropriately upgraded, can be used to make vehicles and buildings as characters. It isn't the pointless little gimmick power that it might look like.
Title: Re: Custom Power List
Post by: devonapple on November 07, 2011, 09:15:14 PM
PS: Hollow, if appropriately upgraded, can be used to make vehicles and buildings as characters. It isn't the pointless little gimmick power that it might look like.

Clllllllever!

Edit: okay, actual feedback:
I'm conflicted about wanting to require Hollow as a prerequisite for the Swallow Whole option... in fact, I'm thinking the whole pricing for that series of powers may need to be reoriented. It feels like we're getting for free the ability to vanish something one's own size, and it feels backwards to me.

Perhaps if we price Superior Hold it as a -2 power which allows you to do that only to targets smaller than you, and then made it an additional -1 to allow it to affect targets your own size...?
Title: Re: Custom Power List
Post by: Sanctaphrax on November 08, 2011, 02:16:50 AM
Aw, thanks.

Anyway, Hollow and Swallow Whole are not even intended to be connected. Heck, Swallow Whole could easily be fluffed as holding the target with one of your many gigantic hands.

Hollow lets you hide things inside yourself, and gives the mechanical effects of doing so. Swallow Whole lets you grapple smaller targets without an action every turn, and lets you flavour it as swallowing if you so choose.

So I don't think either should require the other.

But I do like the idea of making Swallow Whole the baseline which is upgraded to Superior Hold.

Still undecided on whether it should cost 2-3 refresh or 1-2 refresh.

PS: These three powers will be showing up on the Character Request Game and Generic NPC threads a fair bit over the next couple of days, so feel free to look if you want to get an idea of how they might be used.
Title: Re: Custom Power List
Post by: ways and means on November 10, 2011, 02:48:45 AM
Another mod of all things equal before god but based on two powers from two completely different universes.

Mystics Eyes of Death Perception/ Shatterpoint [any view weakness power] [-4] You can see creatures deaths these manifest as crimsons lines on your enemies bodies, attacking these lines allows you to bypass any toughness or recovery powers. To use this power you must first spend a turn searching for the lines of death (alertness vs endurance roll to create the aspect 'lined') you can then tag this aspect to bypass all toughness powers or mundane Armour of the opponent for a scene.

They were the exact same power so I renamed them (ones from star wars the other is from an graphic novel).
Title: Re: Custom Power List
Post by: Sanctaphrax on November 10, 2011, 02:52:34 AM
The first one looks pretty good.

The second one looks the same as the first one.
Title: Re: Custom Power List
Post by: Silverblaze on November 10, 2011, 03:05:45 AM
Having the power no longer require fate points and last for a scene may be a little more Op than -1 refresh can cover.  Just my opinion.

The second power definetly looks the same as the first one.

Also, I hazard this not as a question of balance: the one scary thing about KoC's is the ability to bypass armor and defenses.  i think the more powers and mroe things that have a reflavoring of siad power...makes Knights less interesting or powerful in the grand scheme.

I think in a game with a KoC player... you may want to not allow such things 9or fewer of them, or they'll feel like they aren't as unique or important. 

Just advising caution.  Not really finding fault.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 10, 2011, 03:13:38 AM
I thought that All Creatures... was scene-long anyway.

As for the lack of a FP cost: it's only a profit if you use it more than once before refreshes. And wasting an exchange every fight is not trivial.

I actually think that this is weaker than All Creatures...
Title: Re: Custom Power List
Post by: ways and means on November 10, 2011, 03:05:40 PM
Vibro-Sword [-1] Your sword vibrates at an incredible frequency that allows it to cut through material cleanly but makes the blade pretty unwieldy.
 
Vibro Cut - Add +4 stress on a successful strike.
Unwieldy Blade - There is a -1 penalty to accuracy when attacking with the blade.
Title: Re: Custom Power List
Post by: The Mighty Buzzard on November 10, 2011, 03:18:56 PM
Vibro-Sword [-1] Your sword vibrates at an incredible frequency that allows it to cut through material cleanly but makes the blade pretty unwieldy.
 
Vibro Cut - Add +4 stress on a successful strike.
Unwieldy Blade - There is a -1 penalty to accuracy when attacking with the blade.

Adds up essentially the same as Claws for cost but I'm not sure how it would play out balance-wise.
Title: Re: Custom Power List
Post by: ways and means on November 12, 2011, 01:23:28 AM
Item of Power

Vorpal Sword [-4]
Obvious Item of Power [+2]
Description: Weapons 2: A sword of surpassing Vorpalness which cleaved the monstrous Jabberwock's head clean off it neck with a snicker-snack.
Snicker Snack [-3] +6 stress on a successful hit and any enemies taken out by the blade loose their head
All Things Equal Before god [-3]


 
Title: Re: Custom Power List
Post by: Silverblaze on November 12, 2011, 05:48:29 AM
Someone really likes making everything bypass toughness,
(click to show/hide)
Title: Re: Custom Power List
Post by: ways and means on November 12, 2011, 08:23:39 AM
Someone really likes making everything bypass toughness,
(click to show/hide)

Personally I prefer mental stress but I don't think the Vorpal Sword is overpowered for what it is.
(click to show/hide)
Title: Re: Custom Power List
Post by: Sanctaphrax on November 12, 2011, 05:37:34 PM
Dunno about overpowered, but I don't like it.

Snickerty-Snack is boring and questionably balanced. Stacking restrictions are there for a reason.

And now that I'm paying attention, All Creatures Are Equal Before God does show up an awful lot on IoPs. I wonder why.
Title: Re: Custom Power List
Post by: ways and means on November 12, 2011, 07:45:39 PM
Dunno about overpowered, but I don't like it.

Snickerty-Snack is boring and questionably balanced. Stacking restrictions are there for a reason.

And now that I'm paying attention, All Creatures Are Equal Before God does show up an awful lot on IoPs. I wonder why.

Because most weapon items of powers are meant for killing things that can't usually be killed (it is a standard trope in fantasy which I like to call the Dark Lord Slaying Sword) or are mystic artifacts of doom (also common in fantasy the weapons that erase people completely) well the latter could be done via a mental stress sword of soul slaying (of questionable balance and refresh), All thing Equal just makes sense for a dark lord slaying sword as it allows you pierce plot Armour (physical immunity) and kill anyone.
Title: Re: Custom Power List
Post by: ways and means on November 13, 2011, 12:43:27 AM
Plot Device Obviously Overpowered Item of Power (which doesn't have all things equal before god)


The Sword of Rupture [-66 refresh]
Obvious Item of Power +2

It is a cylindrical, drill-shaped sword engraved with crimson cuneiform lettering on three, independently rotating segments, created during the banishment of the old ones as a weapon capable of killing a God in the right hands. It was know as the sword that cut the land from the Sky and created the Horizon.

Event Horizon Strike [-60] The Sword of Rupture swallows, compresses, and accelerates wind pressure into an artificial space-time distortion capable of pulverizing any opposition before it. The effects of this distortion are catastrophic on the environment around it crushing and warping everything in the immediate area.

When the Sword of Rupture is activated it causes a 40 shift environmental hazard within a 10 zone radius of the sword. ([-40] for the environmental hazard, [-20] for the 10 zone radius)

Expanding Radius [-5]: The Radius of the temporal distortion increases by 1 zone every round that it is active, if activated long enough it could easily consume a city.   

User Immunity [-3]: The user of this blade is immune to its effects.



 
Title: Re: Custom Power List
Post by: Sanctaphrax on November 17, 2011, 04:27:44 AM
I don't feel qualified to comment on the balance of 60-refresh powers, I'm afraid.

NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to pick one type of weapon (eg. fire breath, metal claws, three-foot tusks) when you take this power.
Skills Affected: Fists, Weapons, Guns
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Integrated Weaponry [-1]. You may use your Weapons skill to attack, defend, maneuver, and block unarmed or with your natural weapon.
Ranged Weaponry [-1]. Your natural weapon has a range of three zone and is capable of spray attacks. It may be wielded with the Fists, Weapons, or Guns skill. It cannot be used with the defense trapping of Weapons unless you possess the Integrated Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1] (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
Title: Re: Custom Power List
Post by: Silverblaze on November 17, 2011, 06:41:26 AM
I don't mind. I do however think it should replace claws as a power.  This is a more comprehensive version of claws and then some.  I honestly like it.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 17, 2011, 09:33:42 PM
Thanks.

And yes, this is intended to replace both Claws and Breath Weapon.
Title: Re: Custom Power List
Post by: Silverblaze on November 17, 2011, 09:56:05 PM
Excellent.  I also disagree that in the book (Your Story), you cannot take the claws power multiple times. (not adding damage, but representing other modes of natural attack)  This seems to allow someone to have horns, claws, breath weapons [magma chili farts! Skunk blasts!], bladed wings, a tail, and eye beams.... or something.  So that's good also.

One question:

Should there be a elemental clause?  What i mean is that some natural weapons will be able to use elemental effects?  Such as knockback (moving a target), causing fires, freezing things etc?  I'm not sure that it is required or that it should cost additional refresh, but ..."common sense isn't so common" otherwise we would not have rules lawyers arguing with common sense ruling by GM's etc.

Think of this post as more of a querry rather than criticism (constructive or otherwise).
Title: Re: Custom Power List
Post by: devonapple on November 17, 2011, 10:19:31 PM
I also disagree that in the book (Your Story), you cannot take the claws power multiple times. (not adding damage, but representing other modes of natural attack)  This seems to allow someone to have horns, claws, breath weapons [magma chili farts! Skunk blasts!], bladed wings, a tail, and eye beams.... or something.  So that's good also.

I always took that as not needing to be that picky about the special effect of the power (though certainly more picky than the spread of effects you mentioned!).

Ultimately, you're still only making one attack that exchange. In situations in which the specific type of damage would be important, the monster would ideally have an existing Aspect reflecting their abilities which can be Invoked for the effect.

Taking advantage of a Catch requires you to invoke an Aspect, and that either comes for free once with a Declaration or Maneuver, or it has to be Invoked with a Fate Point.

If we established a special effect as automatically satisfying a Catch, for one we'd trigger a special effect escalation ("my claws are adamantium-tipped bone protuberances lit on  fire and blessed with holy water"). But if we did, then adding more special effects would possibly be something I'd only require 1 Refresh to buy.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 18, 2011, 02:32:36 AM
I'd let someone define their natural weapon as a whole bunch of random deadly appendages.

As for elemental effects: the description of your weapon affects the catches that it satisfies and the maneuvers that can be made with it.

Some descriptions should probably cost extra refresh, but others could be free. If you want flaming knuckles, you don't have to pay extra. If you want to pull a cold iron sword out of nowhere, you don't have to pay extra. If you want to breathe holy Soulfire, you need to pay extra.
Title: Re: Custom Power List
Post by: ways and means on November 21, 2011, 11:47:45 PM
Blood Bound[-2]
Finishing each other sentences- you are your blood bound have a form of telepathy which allows you communicate without saying a word as long as you can see each other. This allows enhanced cooperation gain a +2 to any non-combat roll where having a perfectly in time partner would help.
The Call of Blood - You have an instinctive feel for where your partner is this allows you to find them anywhere in the world with enough time. In the case of an opposed roll you gain a +6 to all investigation rolls to help find your partner.

Upgrades

Perfect Battle Synergy [-1] When in the same zone as your partner you can defend them instinctively and they you, you can make defense rolls for your partner and your partner for you as a free action.
Offensive Combination [-1] When ever tagging a maneuver made by your partner gain an addition +1 to your roll. Also gain a +2 to any maneuvers to help your partners in combat.
 

     
Title: Re: Custom Power List
Post by: Sanctaphrax on November 22, 2011, 02:17:14 AM
The latter half of the base power should probably just be a Supernatural Sense.

Offensive Combination is basically just two stunts.

But Perfect Battle Synergy is pretty cool.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 23, 2011, 06:14:35 AM
CHAOTIC FATE [-0]
Description: For whatever reason, the randomness of your life is much greater than normal. Your personal bell curve is pretty flat.
Skills Affected: All
Effects:
Chaotic Fate. All of your rolls are made with six fudge dice instead of the standard four.
Aura Of Chaos [-1]. All rolls made in your presence are made with six fudge dice instead of the standard four.

ORDERED FATE [-0]
Description: For whatever reason, the randomness of your life is much less than normal. Your personal bell curve is pretty pointy.
Skills Affected: All
Effects:
Ordered Fate. All of your rolls are made with two fudge dice instead of the standard four.
Aura Of Order [-1]. All rolls made in your presence are made with two fudge dice instead of the standard four.

CONTROLLED FATE [-1]
Description: You can control probability to a limited extent, making life more or less predictable through magical power.
Skills Affected: All.
Effects:
Fate Control. Whenever you roll, you may choose to roll any number of fudge dice between two and six.
Aura Of Control [-1]. Whenever someone in your presence rolls, you may choose to have them roll any number of fudge dice between two and six.

PROBABILITY MANIPULATION [-3]
Description: God's dice are loaded in your favour. Your luck is literally supernatural.
Skills Affected: All
Effects:
Weighting The Dice. Whenever anyone in your presence rerolls dice, you may "lock down" one of those dice. Doing so ensures that the result of that die is the same on the reroll as it was on the original roll.
Palming The Cards. Whenever you are involved in an opposed roll, you may cause your opponent to reroll by invoking an aspect.
Fixing The Wheel. You may take a point of sponsor debt instead of spending a Fate Point when invoking an aspect in order to cause a reroll. Sponsor debt taken this way represents accumulated bad luck, karmic backlash, or the build-up of paradoxes in the structure of reality.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 23, 2011, 06:30:14 AM
The above powers are among the most experimental powers I've ever written.

As such, they contain a lot of pure guesswork.

Opinions wanted. (Surprise!)

Do these powers represent the "feel" of magical luck and/or entropy manipulation well?

Are they balanced?

Would you use them in your games?
Title: Re: Custom Power List
Post by: Gatts on November 23, 2011, 01:50:35 PM
Probability Manipulation is definitely the most interesting, and thematically it looks great for a luck based power. Balanced? I really couldn't say, it looks like something that might need play-testing just to figure out how good it is.
Title: Re: Custom Power List
Post by: Howl on November 23, 2011, 05:15:44 PM
CHAOTIC FATE [-0]
Description: For whatever reason, the randomness of your life is much greater than normal. Your personal bell curve is pretty flat.
Skills Affected: All
Effects:
Chaotic Fate. All of your rolls are made with six fudge dice instead of the standard four.
Aura Of Chaos [-1]. All rolls made in your presence are made with six fudge dice instead of the standard four.

ORDERED FATE [-0]
Description: For whatever reason, the randomness of your life is much less than normal. Your personal bell curve is pretty pointy.
Skills Affected: All
Effects:
Ordered Fate. All of your rolls are made with two fudge dice instead of the standard four.
Aura Of Order [-1]. All rolls made in your presence are made with two fudge dice instead of the standard four.

CONTROLLED FATE [-1]
Description: You can control probability to a limited extent, making life more or less predictable through magical power.
Skills Affected: All.
Effects:
Fate Control. Whenever you roll, you may choose to roll any number of fudge dice between two and six.
Aura Of Control [-1]. Whenever someone in your presence rolls, you may choose to have them roll any number of fudge dice between two and six.

PROBABILITY MANIPULATION [-3]
Description: God's dice are loaded in your favour. Your luck is literally supernatural.
Skills Affected: All
Effects:
Weighting The Dice. Whenever anyone in your presence rerolls dice, you may "lock down" one of those dice. Doing so ensures that the result of that die is the same on the reroll as it was on the original roll.
Palming The Cards. Whenever you are involved in an opposed roll, you may cause your opponent to reroll by invoking an aspect.
Fixing The Wheel. You may take a point of sponsor debt instead of spending a Fate Point when invoking an aspect in order to cause a reroll. Sponsor debt taken this way represents accumulated bad luck, karmic backlash, or the build-up of paradoxes in the structure of reality.

These powers are very interesting. I like them, especially Probability Manipulation. I think they represent the feel of magical luck/entropy very well, but I can't say if they are balanced before play testing them. Rolling Six dice sounds very powerful but it can also be very bad. I just can't say without seeing how they work. :)
Title: Re: Custom Power List
Post by: Sanctaphrax on November 23, 2011, 07:06:35 PM
Looks like you guys are in the same boat as me.

Man, I really need guinea pigs. Actually, I think I'll start a thread looking for some.

PS: I was considering having Palming The Cards work on any roll made in your presence. Would that be fair? Would it be worth an extra refresh?
Title: Re: Custom Power List
Post by: wyvern on November 23, 2011, 08:04:07 PM
I'd suggest, for Chaotic Fate, instead rolling 1d6-1d6.  (If using actual dice, use two of different colors & note which one is positive before rolling.)  This gives a much flatter & thus more random-feeling distribution.  1/18 chance to get either plus or minus five - versus 6dF, where your odds of getting plus or minus five or six is a bit worse than 1/50.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 23, 2011, 10:02:57 PM
I'm not so keen, really. It seems inelegant to make people use different dice. Also, it ruins the symmetry with Ordered Fate.

Still, I do like the idea of making the curve flatter.
Title: Re: Custom Power List
Post by: Howl on November 23, 2011, 11:04:50 PM
I agree about not making people use different dice, and I never bother with how high a chance there is to roll somthing. :D

PS: I was considering having Palming The Cards work on any roll made in your presence. Would that be fair? Would it be worth an extra refresh?

Sounds interesting, it could potentially be quite powerful, but you do have to spend a fate point and invoke an aspect. I'm kinda leaning towards it being worth an extra refresh.

Title: Re: Custom Power List
Post by: justin1976 on November 25, 2011, 09:51:35 AM
I was specifically referring to D&D4e, though I suppose the new d20 version of Star Wars is applicable as well, where ones character is really defined by ones powers.  As an example, if someone were to create an archery-based ranger, it would likely be virtually identical to a ranger with the same theme created by someone entirely different. 

Roleplaying is the burden of the individual and its lack thereof is the failure of the player and not the game they are playing. Saying certain systems stiffle or eliminate roleplaying altogether is a fallacious(It means logically unsound or deceptive ,and not fellatio pervs.....)  statement. You can roleplay a Monopoly game if you so desired(look, I was drunk and bored and when you combine the two with me stuff happens,I just hope the video doesn't still exist). However, I do agree that Fate is a vastly superior system that encourages that play style and allows players ,through aspects, to take a more active roll in the molding of the story. In 4e yes you could have two different archery based rangers that have alot of overlap in terms of their powers, but as you so succinctly put it the powers don't matter for the purely roleplaying aspect of the game, so if they don't matter then how they play the characters is what is the most important thing. All I am saying is when you get down to it a roleplying game is an environment that encourages communication, creativity , and just good old fashion down home fun.I personally look at games like 4e as an occasional cathardic release, you have long campaign highly cerebral with twists and turns and genuine emotional tension where there is a lvl of creative exchange  between storyteller and player that just doesn't exist in other medium,taking a break and rolling thog the barbarian and smashing goblins with your mighty thews, can be a nice change, but also can be an enriching roleplaying experience as well,if you allow it to be.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 25, 2011, 06:30:43 PM
I strongly suspect that you posted to the wrong thread, justin.
Title: Re: Custom Power List
Post by: justin1976 on November 25, 2011, 11:38:02 PM
I strongly suspect that you posted to the wrong thread, justin.

No sir not at all I was reeplying to a comment made by todjaeger made its post number 19 in this thread,granted he made it months ago so I am exceedingly late,but, I felt the need to say what I said.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 26, 2011, 04:24:39 AM
Oh, okay.

I'm afraid that was before my time.  Before I made an account here, actually.
Title: Re: Custom Power List
Post by: ways and means on December 06, 2011, 04:04:32 AM
Sentai Custom Powers

[-1] Transformation Sequence - Your transforming between forms takes an entire action but whilst transforming you have Temporary immunity from all harm, this immunity can only be used once a scene.  (As everyone knows you cannot interrupt a transformation sequence).

[-2] Named Attack - You have a special attack whose name you must yell to use but doing so gives you a +1 boost to accuracy and +2  to weapons rating for the attack.

[-1] Who do you think I am. - Your your awesome fighting spirit and determination make you hard to control or put down, you can use conviction as a defense against social and mental attacks.

[-1] Redeeming Punch - You can use your fist skill as a social attack skill when trying to redeem someone turned the dark side, because actions speak louder than words.

[-1] Our Powers Combined - Anyone with this stunt can sacrifice their turn to give a +2 bonus to anyone else with this power without rolling anything because they automatically know how best to assist each other.

 
Title: Re: Custom Power List
Post by: Silverblaze on December 06, 2011, 10:01:27 PM
Sentai Custom Powers

[-1] Transformation Sequence - Your transforming between forms takes an entire action but whilst transforming you have Temporary immunity from all harm, this immunity can only be used once a scene.  (As everyone knows you cannot interrupt a transformation sequence).

[-2] Named Attack - You have a special attack whose name you must yell to use but doing so gives you a +1 boost to accuracy and +2  to weapons rating for the attack.

[-1] Who do you think I am. - Your your awesome fighting spirit and determination make you hard to control or put down, you can use conviction as a defense against social and mental attacks.

[-1] Redeeming Punch - You can use your fist skill as a social attack skill when trying to redeem someone turned the dark side, because actions speak louder than words.

[-1] Our Powers Combined - Anyone with this stunt can sacrifice their turn to give a +2 bonus to anyone else with this power without rolling anything because they automatically know how best to assist each other.

 

I feel these powers are likely balanced, but they do not fit in the cannon DFRPG genre.

That's pretty much my only criticism.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 07, 2011, 01:40:20 AM
Transformation Sequence is cool but probably overpriced. I'd call it a -0 power.

Middle three would make good stunts.

Our Powers Combined is good, though it could get a bit silly if 15 mooks all had it.
Title: Re: Custom Power List
Post by: computerking on December 07, 2011, 04:06:34 AM
PS: I was considering having Palming The Cards work on any roll made in your presence. Would that be fair? Would it be worth an extra refresh?

I think forcing rerolls on any roll would be worth an extra Refresh... as a separate trapping, perhaps called Stacking the Deck?
Title: Re: Custom Power List
Post by: Sanctaphrax on December 08, 2011, 02:50:40 AM
I like that name.

New version:

PROBABILITY MANIPULATION [-3]
Description: God's dice are loaded in your favour. Your luck is literally supernatural.
Skills Affected: All
Effects:
Weighting The Dice. Whenever anyone in your presence rerolls dice, you may "lock down" one of those dice. Doing so ensures that the result of that die is the same on the reroll as it was on the original roll.
Palming The Cards. Whenever you are involved in an opposed roll, you may cause your opponent to reroll by invoking an aspect.
Fixing The Wheel. You may take a point of sponsor debt instead of spending a Fate Point when invoking an aspect in order to cause a reroll. Sponsor debt taken this way represents accumulated bad luck, karmic backlash, or the build-up of paradoxes in the structure of reality.
Stacking The Deck [-1]. Whenever anyone in your presence rolls dice, you may cause them to reroll by invoking an aspect.
Title: Re: Custom Power List
Post by: ways and means on December 08, 2011, 01:12:05 PM
Perfected Toughness [-2]
Your great toughness means you can take hits that would obliterate other men entirely but you cannot do so repeatedly.
You can use more than one stress boxes per attack and so can soak much higher levels of stress per hit.

If someone hits you with 30 shifts of stress (and you have mythic toughness) you could take a 10,9,8 and 3 shift stress boxes to soak the damage without any consequences.   
Title: Re: Custom Power List
Post by: Silverblaze on December 08, 2011, 05:16:49 PM
Perfected Toughness [-2]
Your great toughness means you can take hits that would obliterate other men entirely but you cannot do so repeatedly.
You can use more than one stress boxes per attack and so can soak much higher levels of stress per hit.

If someone hits you with 30 shifts of stress (and you have mythic toughness) you could take a 10,9,8 and 3 shift stress boxes to soak the damage without any consequences.

I have a proposal. 

We could rename the power and allow anyone to do it, even without toughness...but:  If a player or NPC chooses to do this he/she may not take consequences from that attack.  if it over comes his/her stress boxes he is considered taken out. It makes a player make a choice for each attack.  It allows more people to take the power.  it makes tanks a little less nasty (which this power truly amplified in short battles).
Title: Re: Custom Power List
Post by: Sanctaphrax on December 08, 2011, 09:55:32 PM
Hm.

Something about this power seems really off to me.

It's not that it's broken...it just seems like too much of a rules change for a power.

Can't really put my finger on why it bothers me.
Title: Re: Custom Power List
Post by: ways and means on December 08, 2011, 10:17:27 PM
In terms of changing the mechanics and lack of precedence Perfected Toughness is far more standard than Probability Manipulation (which allows you to effect other PC's rolls directly and gives your pc meta game powers) in the Fate System , Perfected Toughness is inspired from an Endurance stunt in spirit of the century which allows you to do the same thing. Now obviously there is a different balance in DF than Spirit of the Century but as an alternative for high level pc's who want to take PI it makes sense. I also like the fact it makes Burst Damage builds (casters) less powerful but that is just me.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 09, 2011, 02:25:17 AM
I do like the way it depowers burst damage.

Still...it just doesn't sit right with me.

PS: Probability Manipulation doesn't give metagame powers. If it seems to, tell me why and I will try to fix it.
Title: Re: Custom Power List
Post by: ways and means on December 09, 2011, 02:55:18 AM
The reason I thought Probability was a meta gamey power was because it allowed your character to effect dice rolls explicitly even though those dice rolls aren't actually happening in the game universe. I know that rolling is meant represent chance so it makes sense that manipulating chance would mean controlling dice rolls to a certain extent, but the lack of any probability control effect besides messing with meta dice i find a little problematic.  I would recommend adding to the power (perhaps as an upgrade) the ability to make declarations you would usually have to pay a fate point for with perhaps a discipline roll (like declaring unlocked car when in a street chase).
Title: Re: Custom Power List
Post by: Silverblaze on December 09, 2011, 08:22:36 PM
I honestly agree with ways and means, on almost all fronts.

I know people think that posts simply agreeing with someone serve little to no purpose, but i think posters knowing multiple people in the community feel a certain way is a good thing.

I think Perfect toughness could have a few issues with game balance, but without testing it i can't really form much of an opinion.  It sounds like it could be abusable without a few caveats or limits put on it, but again...until it is tested... :-\
Title: Re: Custom Power List
Post by: Sanctaphrax on December 09, 2011, 09:31:19 PM
I actually do not mind +1 posts. They are sometimes helpful and even when they are not they serve to keep threads alive.

Good idea about the Declarations. I think I will expand the Sponsor Debt option so that it can be used for Declarations.

Perfected Toughness is appropriately costed, as far as I can tell. I just think it feels like a houserule instead of a power.

Feel free to ignore me on this: I actually have little to contribute. I am simply voicing vague dislike.
Title: Re: Custom Power List
Post by: ways and means on December 12, 2011, 09:33:33 PM
Stone Homunculus: (A simulacrum of a person made of stone and animated by magic or alchemy)  Power

Body of Stone (steel for robots) [-1]
Corpse Body. Your body is made of stone. This means that you cannot recover from consequences with time, because your body does not regenerate. Any physical consequences you suffer are permanent until you take some kind of effort to remove them (know any good stone masons?)or seek supernatural assistance to reconstruct your body.
Made of Stone: As you are made of stone your body is naturally tougher than that of a human and can survive things a human cannot. You have a natural Armour of 2 against all harm (this stacks with toughness).

Title: Re: Custom Power List
Post by: Quackerjack on December 13, 2011, 08:12:47 AM
I thought Gollum was a living being, not a stone statue :D

(read: Think you mean Golem. And Golems aren't normally made of Stone, they are made of clay)
Title: Re: Custom Power List
Post by: Sanctaphrax on December 15, 2011, 01:45:31 AM
I don`t think it`s balanced. Corpse Body isn`t really a meaningful drawback in many games.

And armour 2 for 1 refresh is rather a lot.
Title: Re: Custom Power List
Post by: Silverblaze on December 15, 2011, 03:50:34 AM
I thought Gollum was a living being, not a stone statue :D

(read: Think you mean Golem. And Golems aren't normally made of Stone, they are made of clay)

Traditionally yes, but most media uses the D & D golems.  Stone, flesh, iron etc etc
Title: Re: Custom Power List
Post by: ways and means on December 15, 2011, 10:23:37 AM
I don`t think it`s balanced. Corpse Body isn`t really a meaningful drawback in many games.

And armour 2 for 1 refresh is rather a lot.

True but its comes with the negative of no recovery and you notice this power doesn't come with the intimidation bonus and no death clause.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 15, 2011, 07:08:57 PM
The thing is that the value of the "no death" and the "no healing" vary enormously from game to game. In some games (including mine), therefore, Body Of Stone would be too strong.
Title: Re: Custom Power List
Post by: ways and means on December 22, 2011, 04:16:53 AM
Heat Vampire [-1]
You can and must with feeding dependency plunder the life energy of living things around you in the form of body heat. To do this you can roll discipline against an a opponents endurance to steal their body heat this ability has an effective range of a zone.
Taste of death- Once per seen after plundering enough heat to kill an opponent you can take a free recovery period, recovering from all stress and minor consequences (or higher with recovery powers).

Plunder (Required Heat Vampire) [-1]  Your heat stealing ability now has a weapon rating of 2. This also increases the range of the ability to 2 zones.

Snap Freeze [-1] (requires Plunder) Your heat stealing ability now has a weapon rating of 4. This also increase the effective range of the ability to 3 zones.

Field of Cold:[-2] You can plunder the heat of everyone in a zone and gain a free tag of the 'empowered' aspect for  every enemy you kill after the first in a scene.     

(Edit: included a range for the heat steal ability and gave the upgrades a +1 to range each which I didn't think was worth it's own upgrade.)
Title: Re: Custom Power List
Post by: Sanctaphrax on December 22, 2011, 04:57:25 AM
So it's like Blood Drinker, but the to-hit bonus is replaced with a new mode of attack?

I like it. Though the attack should specify a range and Snap Freeze should require Plunder.

Does Field Of Cold hit you if you use it on your own zone?

Anyway, this is cool. I plan to use it sometime soonish.
Title: Re: Custom Power List
Post by: ways and means on December 22, 2011, 05:30:43 AM
So it's like Blood Drinker, but the to-hit bonus is replaced with a new mode of attack.

Pretty much.

Does Field Of Cold hit you if you use it on your own zone?

I am not sure about this, the power allows you to suck the heat from a zone so if you are in the zone you will be effected by the cold but any heat being stolen from your body should also be being returned at the same time. I am tempted to leave this blank and let anyone who wants to use the power decide what they think is appropriate, what is your opinion?

Title: Re: Custom Power List
Post by: polkaneverdies on December 22, 2011, 02:41:31 PM
I would say no you aren't hitting yourself. Thematically it doesn't make sense. Mechanically you are paying 2 refresh instead of the normal one for zone attacks, although you aren't taking the standard -2 to the roll.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 23, 2011, 04:32:06 AM
I'd probably go with what polka said. For 2 refresh, a little extra like not hitting yourself seems appropriate.

By the way, I like the idea of stealing heat from yourself and recovering as quickly as you are drained. I don't know why, but it's kinda funny.
Title: Re: Custom Power List
Post by: polkaneverdies on January 02, 2012, 03:43:45 PM
Life is Tasty: -1
 Musts: one of the vampiric feeding powers
This power grants you the effects of supernatural recovery when using the "taste of death". At all other times you are considered to have your normal rate of recovery.
Life is delicious: -1
 Must: life is tasty
  With each additional life you take per scene you can clear your physical stress strack. The standard once per scene for the full taste of death recovery still applies.
Title: Re: Custom Power List
Post by: Sanctaphrax on January 02, 2012, 10:11:09 PM
How does the first power work if you already have some level of Recovery?

Other than that concern, they both look decent. I worry somewhat about the second power being abusable, but I'm probably just being paranoid.
Title: Re: Custom Power List
Post by: polkaneverdies on January 02, 2012, 10:24:22 PM
I was also a little shaky about the upgrade which is why I thought I would open it up to comment.

I wouldn't give it any extra benefit if they already have IR. it is powerful enough as it is. 
Title: Re: Custom Power List
Post by: ways and means on January 29, 2012, 07:36:35 AM
Invisible Blade Style [-1] Pre-requisite Glamours
You are a master of misdirection and trickery and can use your ability with illusions to make your strokes nearly impossible to block.
Whilst veiled you gain a +2 to bonus to weapon accuracy against any opponent that cannot beat the veil (alertness check vs veil strength).

   

Title: Re: Custom Power List
Post by: Sanctaphrax on January 29, 2012, 11:01:30 PM
Too stunt-like.

A stunt giving +1 to hit while veiled would be reasonable and appropriate. Making a power that does that, but better, is bad.

Of course, you've heard me make this complaint before. You know how I feel about this kind of thing. I'm probably just wasting pixels here.
Title: Re: Custom Power List
Post by: Sanctaphrax on February 18, 2012, 04:00:45 AM
Some of you might remember an old argument about what skills one ought to be able to use with the Natural Weaponry custom power. You might also remember that my solution to the argument was pretty lousy.

Well, I think I may have found a better solution now. Feedback would obviously be appreciated.

NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to pick one type of weapon (eg. fire breath, metal claws, three-foot tusks) when you take this power.
Skills Affected: Fists, Weapons, Guns, Discipline
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1]. (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
Title: Re: Custom Power List
Post by: wyvern on February 18, 2012, 07:26:21 AM
Hm.  Not sure on the three zone range - it's good balance-wise, but it does kinda rule out shorter range effects; it means there's nothing inbetween claws vs. built in rifle.  ...I'm not sure that there's a good solution to that, though, or even if it's really a problem.

...I'm assuming the "Integrated Weaponry" upgrade referenced under "Ranged Weaponry" is a reference to "Summoned Weaponry"?

And I'm not really sure about the requirement of Imprecise needing Selective.  I can kinda see it from a game mechanics stand point, but it just feels slightly loopy from a narrative standpoint.  Then again, I suppose from a narrative standpoint, you'd never see the underlying mechanics anyway.  So... carry on.
Title: Re: Custom Power List
Post by: Sanctaphrax on February 18, 2012, 08:40:22 PM
Hm.  Not sure on the three zone range - it's good balance-wise, but it does kinda rule out shorter range effects; it means there's nothing inbetween claws vs. built in rifle.  ...I'm not sure that there's a good solution to that, though, or even if it's really a problem.

Compels can fix that.

...I'm assuming the "Integrated Weaponry" upgrade referenced under "Ranged Weaponry" is a reference to "Summoned Weaponry"?

Ugh, editing artifact. Will fix, thanks for pointing it out.

And I'm not really sure about the requirement of Imprecise needing Selective.  I can kinda see it from a game mechanics stand point, but it just feels slightly loopy from a narrative standpoint.  Then again, I suppose from a narrative standpoint, you'd never see the underlying mechanics anyway.  So... carry on.

...I don't follow.
Title: Re: Custom Power List
Post by: Gatts on February 19, 2012, 10:32:00 PM
Some of you might remember an old argument about what skills one ought to be able to use with the Natural Weaponry custom power. You might also remember that my solution to the argument was pretty lousy.

Well, I think I may have found a better solution now. Feedback would obviously be appreciated.

NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to pick one type of weapon (eg. fire breath, metal claws, three-foot tusks) when you take this power.
Skills Affected: Fists, Weapons, Guns, Discipline
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1] (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.

That looks fantastic actually, I was going to make a character for a Supers game who summoned javelins and threw them, and this looks absolutely perfect for it with the Ranged and Summoned upgrades. Looks like it covers all the bases too.
Title: Re: Custom Power List
Post by: Sanctaphrax on February 20, 2012, 06:42:09 AM
Cool, thanks.
Title: Re: Custom Power List
Post by: admiralducksauce on February 22, 2012, 08:16:14 PM
Yeah, it looks really good.  You Mutants & Masterminds'd it.  :)
Title: Re: Custom Power List
Post by: Sanctaphrax on February 27, 2012, 03:41:20 AM
Thanks, admiral. Not sure what that means, but thanks.

Updated the master list again. Look here (https://www.dropbox.com/s/eclun6icxi51vk7/Custom%20Powers%20Master%20List%20%28V3%29.odt?dl=0).
Title: Re: Custom Power List
Post by: devonapple on February 27, 2012, 05:25:44 PM
Thanks, admiral. Not sure what that means, but thanks.

Mutants and Masterminds provides a lot of options for superpowers (understandably so) and the format looks similar to this.
Title: Re: Custom Power List
Post by: Sanctaphrax on February 27, 2012, 09:25:25 PM
Oh, okay. Thanks for explainificating.
Title: Re: Custom Power List
Post by: ways and means on April 17, 2012, 11:42:12 PM
Inhuman Mental Stamina [-2]
You have strengthened your mind and your stamina over many years and can cast many spells without hurting yourself.
You have access to two extra stress boxes which can only be used for casting.

Supernatural Mental Stamina [-4]
You have strengthened your mind and your body over decades and can now cast many more spells than normal wizards without endangering yourself.
You have access to four mental stress boxes which can only be used for casting.

Mythic Mental Stamina [-6]
You have strengthened your mind and body over centuries to be capable of casting many more spells than a normal wizard could ever dream about.
You have access to six mental stress boxes which can only be used for casting.
Title: Re: Custom Power List
Post by: Silverblaze on April 18, 2012, 04:21:16 AM
Inhuman Mental Stamina [-2]
You have strengthened your mind and your stamina over many years and can cast many spells without hurting yourself.
You have access to two extra stress boxes which can only be used for casting.

Supernatural Mental Stamina [-4]
You have strengthened your mind and your body over decades and can now cast many more spells than normal wizards without endangering yourself.
You have access to four mental stress boxes which can only be used for casting.

Mythic Mental Stamina [-6]
You have strengthened your mind and body over centuries to be capable of casting many more spells than a normal wizard could ever dream about.
You have access to six mental stress boxes which can only be used for casting.

Yeah...wizards really don't need to be more badass.

I wouldn't this power in a game I was in.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 18, 2012, 05:24:32 AM
It's been done. Some people think it's underpowered though.

See the Custom Powers Master List thread.
Title: Re: Custom Power List
Post by: Silverblaze on April 18, 2012, 01:22:14 PM
It's been done. Some people think it's underpowered though.

See the Custom Powers Master List thread.

I'm sure it has.  i wouldn't want to play in that game unless the story was good.  I'd feel the mages were OP.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 18, 2012, 08:48:52 PM
Why?

Taking these powers will make PC wizards weaker if you're playing at standard levels of power.
Title: Re: Custom Power List
Post by: devonapple on April 18, 2012, 09:08:13 PM
Why?

Taking these powers will make PC wizards weaker if you're playing at standard levels of power.

Is that because they are spending Refresh on stress slots, when they could be spending it on Refinements?
Title: Re: Custom Power List
Post by: Sanctaphrax on April 18, 2012, 09:09:25 PM
Yes.
Title: Re: Custom Power List
Post by: Silverblaze on April 18, 2012, 09:21:47 PM
Why?

Taking these powers will make PC wizards weaker if you're playing at standard levels of power.

Not true.  I will not believe it.  Not unless you can find me mathmatical proof.  That many more spells (2/4/6) per fight had better yield more damage than the +'s you get.  If someone can show me the math for 4 spells with similar amounts of refinement and min/max damage per attack against the same foe ; then show the damage of 2-6 more spells without the refinement against the same foe, I'll have my mind changed. 

I think the smartest way to go is only the first level of it then the rest as refinement.  Which is still OP in my opinion.  The extra stress boxes also stop mental damage from inhibiting a wizard from acsting spells.  Say an incite emotion took up a stress box, that is one less spell or maybe 2 if two attacks hit.  With mental toughness the paper to a wizards rock is diminished.

I do not like it.  Like I said though, provide the math and I'll change my mind on the matter.
Title: Re: Custom Power List
Post by: ways and means on April 19, 2012, 06:46:25 PM
Supernatural Orator [-1]
Your words have a weight that beggars belief you can literally change people minds with your words. Your social attacks do mental stress.

A thousand words in one. [-1] You can say a lot in a very little time, your can attack mental and socially during physical combat.

Words with the weight of worlds [-2] Your words are unnaturally effective and any attack you make with them has a weapon rating of 4.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 21, 2012, 02:23:28 AM
Supernatural Orator is cool but needs elaboration.

A Thousand Words In One is too strong.

Words With The Weight Of Worlds is boring and also turns the setting upside-down. Or at least tilts it 30 degrees.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 21, 2012, 02:32:53 AM
As for the mental stress expanders:

It's not possible to provide clear math, because extra stress is situationally useful. And because stress math is weird, there's a thread in the main forum about that fact.

But we can try.

Refinement makes each attack do +2 stress. Resilience gives a fifth attack. (We'll pretend that you hit automatically and have no ability to attack without magic.) So when counting total stress, the question is whether the stress inflicted by the fifth attack is greater than 4x2 = 8. Which it sometimes will be and sometimes won't be.

When you consider that Refinement makes you more likely to hit and that wizards only occasionally run out of spells and that a wizard who's used his spells can take consequences to cast more and that wizards without spells can still act and that single big hits are usually better than multiple small ones, Refinement is clearly better as long as you can still get the full +2 from it.

And as a general rule, what you can do each action is paramount. Refinement increases that.
Title: Re: Custom Power List
Post by: ways and means on April 21, 2012, 02:48:59 AM
Supernatural Orator is cool but needs elaboration.

A Thousand Words In One is too strong.

Words With The Weight Of Worlds is boring and also turns the setting upside-down. Or at least tilts it 30 degrees.

Supernatural Orator basically just switches the stress that its user does in social combat from Social to mental to represent the orators ability to use his power to get into his subjects mind.

I don't see why a thousand words is too strong it just moves social action a couple of step up the time increment ladder, its useful but it doesn't really do anything that isn't already done better by incite emotion.

I can see your point about Weighty words being boring but it hardly seems setting defying as far as I can tell most of the  high sidhe seem to have either invested into powers like this or into presence charms.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 21, 2012, 08:42:20 PM
Does Supernatural Orator change the skills used to defend or the range of permissible take-out effects?

Incite Emotion gives a weapon 2 range 1 mental attack with one social skill for 3 Refresh. A Thousand Words In One gives infinite range with all social skills and whatever weapon rating you use in social conflict for 1 Refresh. Plus it can hit the social track, which means that high-Conviction high-Discipline opponents might have their skills ignored. Plus it makes every social attack boost you buy better by letting it apply to physical fights.

I've never seen evidence that fey have social powers beyond simple Marked By Power and maybe Incite Emotion or some sort of Captivation power. You'll notice that when Harry argues with Mab, he puts up a pretty good fight.

The default setting contains no uber-social supernaturals, and the rules currently reflect that.

PS: Do you need Supernatural Orator for A Thousand Words In One?
Title: Re: Custom Power List
Post by: ways and means on April 21, 2012, 09:01:50 PM
Does Supernatural Orator change the skills used to defend or the range of permissible take-out effects?

It does not change the skills used to defend but it defiantly changes the range of permissible take-out effects and consequences that is its main purpose as a power.

PS: Do you need Supernatural Orator for A Thousand Words In One?

Yes its an upgrade I should have stated that at the outset. Would limiting a thousand words to one social skill or one trapping balance it?



Title: Re: Custom Power List
Post by: Sanctaphrax on April 21, 2012, 09:19:56 PM
Dunno.

I think that limiting it to mental attacks might be better, or maybe not.

Really not sure.
Title: Re: Custom Power List
Post by: Locnil on April 26, 2012, 04:18:26 AM
Limiting it to one skill and mental stress only would seem to be the best, but then you might as well use a reflavoured Incite Emotion.
Title: Re: Custom Power List
Post by: ways and means on April 28, 2012, 08:44:59 PM
Teleportation [-3]
You can teleport from one space to another.
Unfettered Movement: This allows you to ignore all penalties and blocks against movement. 
[+1] Sight Affirmed Teleportation : Visual barriers count as a barrier against movement with teleportation.
Title: Re: Custom Power List
Post by: Locnil on April 29, 2012, 08:29:06 AM
How did you price that?
Title: Re: Custom Power List
Post by: ways and means on April 29, 2012, 09:47:48 AM
Physical Immunity to Movement Restriction, so 8 - 5(only vs movement restrictions).   
Title: Re: Custom Power List
Post by: Locnil on April 30, 2012, 05:05:29 AM
Interesting approach...

Edit: Why only -5?
Title: Re: Custom Power List
Post by: Sanctaphrax on April 30, 2012, 05:11:54 AM
The effect of this power needs to be made clearer. Is the distance I can teleport limited by a sprint roll? If I'm moving upwards, is it a climbing or jumping roll? Does this negate grapples?

Also, I have no idea what Physical Immunity has to do with this.
Title: Re: Custom Power List
Post by: Locnil on April 30, 2012, 05:16:42 AM
I just think he meant for it to be represented by being immune to zone borders and movement restrictions. And no, I don't really think that works, but I thought it was an interesting approach.
Title: Re: Custom Power List
Post by: ways and means on April 30, 2012, 01:09:07 PM
The distance you can travel is still limited by your sprint distance, but otherwise not limited at all, meaning a character can move in any direction (down, up, through a brick wall, out of a cage etc) so you can move completely freely within you sprint range regardless of what might physical impeded doing so. The power would nullify the movement part of a grapple so you could still move around freely whilst being blocked on any other type of action. 
Title: Re: Custom Power List
Post by: Silverblaze on April 30, 2012, 05:53:00 PM
I think this is a power worth exploring.  I feel only teleporting as far as a sprint roll can take you feels a littel short to me.  I'm not sure how to make it farther without effecting balance.  Just giving first impressions.

I think the costing method was genius.

Do speed powers effect sprinting distance for purposes of teleporting?


I think we could work together to make this power work better.  Not sure it will be balanceed at all, but it would be a fun exercise to try.

Title: Re: Custom Power List
Post by: devonapple on April 30, 2012, 06:54:20 PM
I think this is a power worth exploring.  I feel only teleporting as far as a sprint roll can take you feels a littel short to me.  I'm not sure how to make it farther without effecting balance.  Just giving first impressions.

Caveat: if you care about precedents set in the Dresden setting (according to the book and the rules), then teleporting reliably is very hard. It's one of those situations where, all things being equal, it is easier to use the Nevernever, or to just not use magic at all. But for those niche cases, the sprint roll appears to be the benchmark on how well it should work.
Title: Re: Custom Power List
Post by: Harboe on April 30, 2012, 07:31:57 PM
Well, it's very hard to teleport for wizards. As far as Dresden knows.
I could see some "wanderer"-type Nevernever inhabitants with Teleportation and Worldwalker easily enough. There are enough stories about such types in literature and mythology that I wouldn't feel like I was "cheating" or anything. Besides, it encourages creative tactics in combat rather than slugging it out and that always makes things better :)
Title: Re: Custom Power List
Post by: ways and means on April 30, 2012, 07:59:18 PM
I think this is a power worth exploring.  I feel only teleporting as far as a sprint roll can take you feels a littel short to me.  I'm not sure how to make it farther without effecting balance.  Just giving first impressions.

I think the costing method was genius.

Do speed powers effect sprinting distance for purposes of teleporting?


I think we could work together to make this power work better.  Not sure it will be balanceed at all, but it would be a fun exercise to try.

I was thinking longer range teleportation would defiantly be better as a off-screen thing or as a concession result.

Speed Power do effect the teleportation range and I would expect a character like Night Crawler to have inhuman or above speed (justified by his ability to teleport), I kind of see speed powers to be the natural upgrade of this ability.
Title: Re: Custom Power List
Post by: ways and means on April 30, 2012, 08:06:17 PM
Caveat: if you care about precedents set in the Dresden setting (according to the book and the rules), then teleporting reliably is very hard. It's one of those situations where, all things being equal, it is easier to use the Nevernever, or to just not use magic at all. But for those niche cases, the sprint roll appears to be the benchmark on how well it should work.

I agree with you about teleportation not exactly being canon but such a power could also be used to model phase runner (ghosting) which would be far more in keeping with the setting if people are not willing to play a little fast and loose with the canon.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 30, 2012, 08:42:34 PM
So if I teleport while grappled, the grappler moves with me?

I also would be interested to see this developed. I've been wanting to write up He Who Walks Behind for some time now.
Title: Re: Custom Power List
Post by: ways and means on April 30, 2012, 08:45:10 PM
So if I teleport while grappled, the grappler moves with me?

I also would be interested to see this developed. I've been wanting to write up He Who Walks Behind for some time now.

Probably yes that is how it happens in films, they would obviously get the option to let go.
Title: Re: Custom Power List
Post by: devonapple on April 30, 2012, 10:46:06 PM
Well, it's very hard to teleport for wizards. As far as Dresden knows.

I can believe that Dresden has it more or less right... for Wizards (good point of distinction you made there), while simultaneously accepting that certain non-Wizard creatures (probably very powerful ones) might be able to do it.

I'd be hesitant to make it a Power without some caveats, such as requiring that the creature with the power needs to be something like a Demon or an Outsider, something that is only really borrowing ectoplasm to exist in the first place. Like when I played a water elemental in my first Champions game: he was invisible and incredibly fast as long as he was in water, but we established that when he used his super-swimming to move quickly, he was actually displacing his consciousness/spirit in the watery medium and "borrowing" a new body where he ended up, so he was as murky or clear as whatever water he had just left.

So if something like a Demon or a Ghost could get this, great. But if mortals started doing it, I'd worry about them damaging their physical body by not being able to do it right.
Title: Re: Custom Power List
Post by: Sanctaphrax on April 30, 2012, 11:09:53 PM
Eh, that's just compels. I see no reason to make Nightcrawler impossible in DFRPG.
Title: Re: Custom Power List
Post by: polkaneverdies on May 02, 2012, 11:47:44 AM
Is it a supplemental action? Just once a turn or could you jump close to opponent, attack, jump away?
Title: Re: Custom Power List
Post by: ways and means on May 02, 2012, 11:59:02 AM
Is it a supplemental action? Just once a turn or could you jump close to opponent, attack, jump away?

At the moment its just a movement upgrades so you get to move one round as a supplemental action with it, and if you have any speed powers you could possibly jump in and jump out if you allow people to split there free actions movements from those powers. I would say yes that you can split those zones of movement before and after an attack but that is just my opinion.
Title: Re: Custom Power List
Post by: ways and means on May 03, 2012, 04:22:46 PM
Transcendent Swordsmanship [-4]
Description: Legends speaks of hero's of old who fought dragons with nothing but sword and mail, these hero's fought creatures with the powers of centuries might untold and some of them actually won. Of those mighty warriors it was oft that they had transcended that of a mere-warrior and became a hero. Transcendent Swordsmanship channels the power of the heroes of old and uses it to do the impossible with swords.

Sponsor: Heroic Spirits
Agenda: The Destruction of Evil and Proving your worth.
Evocation: Transcendent Swordsmanship evocation allows the control of iron and steel and some air attacks.
Thaumaturgy: Transcendent Swordsmanship can be used to Summon the legend of Heroic Spirit's
Evothaum:
Extra Benefits: Might replaces Conviction for spell casting strength and weapons replaces discipline for control. (All focuses must be a type of weapon preferably a sword).
Title: Re: Custom Power List
Post by: Sanctaphrax on May 04, 2012, 04:17:43 AM
Looks good to me.

I'll toss it onto the list later unless you object.
Title: Re: Custom Power List
Post by: ways and means on May 14, 2012, 03:14:29 AM
Speedster Powers

to fast to perceive (-2) (requires speed powers)
You may use your athletics skill instead of stealth, you can also sprint and sneak in the same action.

To fast to perceive (-2) (requires speed power)   
Enemies with a lower alertness than your athletics takes a -2 penalty to trying to block your attacks as they can't properly see your movements.
   
Title: Re: Custom Power List
Post by: Sanctaphrax on May 14, 2012, 04:23:30 AM
Not a huge fan.

Because I'm not really sure how the first power's second effect works, and because the second power is just a boring number booster. Plus it's too narrow for a power, if you know what I mean. It would be better as a stunt.
Title: Re: Custom Power List
Post by: Thugorp on May 19, 2012, 05:06:06 PM
Sentai Custom Powers

[-1] Who do you think I am. - Your your awesome fighting spirit and determination make you hard to control or put down, you can use conviction as a defense against social and mental attacks.
 

Is this one from Guren-Logon?

I like that name.

New version:

PROBABILITY MANIPULATION [-3]
Description: God's dice are loaded in your favour. Your luck is literally supernatural.
Skills Affected: All
Effects:
Weighting The Dice. Whenever anyone in your presence rerolls dice, you may "lock down" one of those dice. Doing so ensures that the result of that die is the same on the reroll as it was on the original roll.
Palming The Cards. Whenever you are involved in an opposed roll, you may cause your opponent to reroll by invoking an aspect.
Fixing The Wheel. You may take a point of sponsor debt instead of spending a Fate Point when invoking an aspect in order to cause a reroll. Sponsor debt taken this way represents accumulated bad luck, karmic backlash, or the build-up of paradoxes in the structure of reality.
Stacking The Deck [-1]. Whenever anyone in your presence rolls dice, you may cause them to reroll by invoking an aspect.

I VERY much like this power. However, I have a simple question. Two of the power's trapings involve either invoking an aspect I don't understand this. Why would I have to invoke an aspect to make them re-role something? which aspect must I invoke? Do I need to invoke one of my aspects or can it be one of thiers, or even a seen aspect?
Title: Re: Custom Power List
Post by: Sanctaphrax on May 20, 2012, 04:50:47 AM
A re-roll is one of the standard effects of an Aspect Invocation. This power expands that effect, making it more useful. You can get a re-roll with any Aspect that is, in the estimation of the GM, applicable.

Does that answer your question?
Title: Re: Custom Power List
Post by: Thugorp on May 20, 2012, 07:23:40 PM
I think so, but that means I have to spend a fate point every time I want to use this power does it not?
Title: Re: Custom Power List
Post by: Sanctaphrax on May 21, 2012, 12:40:01 AM
I think so, but that means I have to spend a fate point every time I want to use this power does it not?

No. You can also use it with free invocations. And of course there's always sponsor debt.
Title: Re: Custom Power List
Post by: ways and means on May 26, 2012, 04:01:06 AM
Shape-shifting Weapon [-1] Your weapon is weightless in your hands and can change its shape either remaining the same size or shrinking. (attache to a IoP)

Giant Weapons [-1] (requires shape-shifting weaponry) Your weapon can now be made much bigger (add +2 to base weapons rating) Giant Weapons are very large and noticeable (at least person sized).

Mega Weapons (requires giant weapon) [-2] Your weapons can become obscenely over sized (car sized or Bigger) they hit for an extra 4 stress and have a zone wide radius of damage.

Giga Weapons (requires mega weapons) [-2] Your weapon can become unbelievably massive (house sized or bigger) they hit for an extra 6 stress and have a two zone radius.


Title: Re: Custom Power List
Post by: Sanctaphrax on May 26, 2012, 08:20:52 PM
Not a fan.

The base Power seems to have no mechanical effect, and the upgrades encourage weapon value inflation. An ordinary two-handed weapon with all of these would be weapon 15.

Also, I'm not sure what "two-zone radius" means.

And I'm not sure why these must be attached to an IoP.
Title: Re: Custom Power List
Post by: ways and means on May 26, 2012, 10:50:30 PM
Not a fan.

The base Power seems to have no mechanical effect, and the upgrades encourage weapon value inflation. An ordinary two-handed weapon with all of these would be weapon 15.

Also, I'm not sure what "two-zone radius" means.

And I'm not sure why these must be attached to an IoP.

Sorry by two zone radius I meant hits everyone in two zones, as for balance it hardly seems over strong (compared to refinement or strength) and the high weapons rating involved actually make thematic sense when you think that in the example you mention above you are dealing with a mythically strong character wielding a Hammer the size of a house (+6+6+3).

The first power allows you to smuggle your weapon in anywhere by turning it into something non offensive.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 27, 2012, 05:15:42 AM
It's not totally broken, though it's definitely pushing limits.

The thing that bugs me is that it's a simple, massive, stacking bonus to a trait.

I think this might be a philosophical difference between you and I. I really don't like Powers that work like that. You seem to enjoy them.

Powers should not be that boring unless they're covering a basic competency, in my opinion.

PS: I suggest giving the base power some numbers.
Title: Re: Custom Power List
Post by: Thugorp on May 28, 2012, 07:14:06 AM
A re-roll is one of the standard effects of an Aspect Invocation. This power expands that effect, making it more useful. You can get a re-roll with any Aspect that is, in the estimation of the GM, applicable.

Does that answer your question?

actually now that I have gotten farther in my book, I am more confused about this. I would like to preffice all of my future questions(and especially this one) though, with the fact that I am only in the middle of my first read threw of the Your Story book; and that also, I have not yet read the How To Play The Game chapter.

Now then my question is, if re-roles are a basic effect of invocatoins, then why do I need this power to do them?
Title: Re: Custom Power List
Post by: Sanctaphrax on May 28, 2012, 07:43:54 AM
You don't.

This power lets you fuel non-free re-rolls with debt instead of with Fate Points. And it makes re-rolls more advantageous to you.

It also lets you make other people re-roll, which is not normally possible.

But you can re-roll without it.
Title: Re: Custom Power List
Post by: ways and means on May 28, 2012, 05:12:33 PM
Urban Magic [-4]
Description: Cities are living growing things, power runs through cities like blood and a Urban Magician has the ability to tap into this power.
Sponsor: The veins of a city (roads, trains, power cables, telephone lines) and the rituals of a city (commuting, rubbish collecting, regulars at a bar etc).
Agenda: An Urban Mage mostly just taps into overflowing power of a city but if a city had a motive it would be the continuations of the rituals of a city.
Evocation: Mainly Electricity (from the power cables), fire (if a gas pipe is available) and smoke (if traffic is nearby).
Thaumaturgy: Mainly divination; your mind can float through the veins of a city, you can also summon urban spirit and demons.
Evothaum:
Title: Re: Custom Power List
Post by: Sanctaphrax on May 29, 2012, 05:21:28 AM
Interesting idea, but needs more juice. Most Sponsored Magics include some evothaum and an extra benefit worth roughly 1 Refresh.

What does this provide, beyond basic spellcasting?
Title: Re: Custom Power List
Post by: Thugorp on May 29, 2012, 09:56:27 PM
You don't.

This power lets you fuel non-free re-rolls with debt instead of with Fate Points. And it makes re-rolls more advantageous to you.

It also lets you make other people re-roll, which is not normally possible.

But you can re-roll without it.

Ho great, thank you Very much. I think my first character will have this power! :-)
Title: Re: Custom Power List
Post by: Vargo Teras on May 30, 2012, 04:32:15 AM
Interesting idea, but needs more juice. Most Sponsored Magics include some evothaum and an extra benefit worth roughly 1 Refresh.

What does this provide, beyond basic spellcasting?
My first thought is that, where most magic hexes technology or at best ignores it, Urban Magic will interact rather effectively with most large machines.  It won't be particularly useful for hacking a cell phone, but cars and power grids are innate parts of a city, and can be manipulated in far more interesting ways by Urban Magic than they could be by mortal wizardry.  The most obvious evothaum would be transportation effects; by arranging coincidences in the transport grid, an urban sorcerer can move at surprising speed over both short distances (e.g., catch a passing vehicle for extra shifts of movement or dart through a hitherto-unnoticed gap in a zone boundary) or long (e.g., cross twenty miles of city in twenty minutes despite traffic, poorly arranged roads, and even active attempts at interdiction).
Title: Re: Custom Power List
Post by: Sanctaphrax on May 31, 2012, 01:14:47 AM
@Thugorp: You're very welcome.

@Vargo Teras: Good idea. So that's the evothaum sorted. What should the extra benefit be like?
Title: Re: Custom Power List
Post by: LordDraqo on May 31, 2012, 02:16:58 AM
@Thugorp: You're very welcome.

@Vargo Teras: Good idea. So that's the evothaum sorted. What should the extra benefit be like?

For an Extra Benefit a Urban Magic gives the bearer the advantages of Marked by Power when dealing with the Faces of the City.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 31, 2012, 02:29:31 AM
That could work, but I'd hate to prevent an Emissary Of The City from taking normal Marked By Power.

Maybe just +2 to Presence within the city? Or maybe a Contacts boost?

I like the idea of something social, at least.
Title: Re: Custom Power List
Post by: ways and means on May 31, 2012, 02:32:45 AM
How about a +1 to alertness or lore for detecting things that are out of place in your city because of your connection to it?
Title: Re: Custom Power List
Post by: Sanctaphrax on May 31, 2012, 02:33:22 AM
Or maybe a Supernatural Sense?
Title: Re: Custom Power List
Post by: LordDraqo on May 31, 2012, 02:44:33 AM
Or maybe a Supernatural Sense?

Or perhaps the idea of an additional +1 gained when tagging any Aspect having to do with the City. This is based on memories of the Spirit movie.
Title: Re: Custom Power List
Post by: ways and means on May 31, 2012, 02:45:25 AM
Or maybe a Supernatural Sense?

That would work, the ability to 'feel the city' would make sense from the description. 
Title: Re: Custom Power List
Post by: Sanctaphrax on May 31, 2012, 04:25:13 AM
Okay, we now have lots of good ideas.

ways and means, as the power's writer it's your right to choose which one to go with.

So what will it be?
Title: Re: Custom Power List
Post by: Sanctaphrax on June 03, 2012, 03:54:57 AM
I'd like to update the Sponsored Magic list tomorrow, so I'd appreciate it if you could pick an effect now.
Title: Re: Custom Power List
Post by: ways and means on June 03, 2012, 12:14:11 PM
A Supernatural City Sense: aka the ability to talk to a your city.
Title: Re: Custom Power List
Post by: Sanctaphrax on June 03, 2012, 08:15:37 PM
Thanks.

I'll get to work on the list update now.
Title: Re: Custom Power List
Post by: KnightOrbis on June 05, 2012, 03:14:59 PM
Energy-Purge[-5]
Charging. The maximum Charge is 300%, this can be spent on other things, but the way to recharge is by absorbing large amounts of energy be it magical, electrical, solar.
The first way is by taking stress from an energy-based attack, you get 10% for each 1 stress taken. The second way is through taking a basic action to charge from an large energy source (no batteries), the most common electricity, each source has a Charge rating
and if you charge from it you gain 10% per point of Charge rating (Charge:4 gives 40%). You also have Armor:2 against all energy-based attacks.
Energy Overload. You can spend up to 60% Charge to make an energy-based attack. Roll Weapons to attack, and the Weapon rating is 1/10% ( 10% makes Weapon:1). This can also be a zonewide attack as long as you pay more then 30% Charge (Weapon:3 Zonewide) , It can also be range but only as long as you pay 40% ( Weapon:4 Range, maybe Zonewide).
Cellular Augmentation. By infusing the excess energy into your cells you can increase their growth rate, efficiency, and strength by enormus amounts. You can pay to increase any physical abilities (Strength, Speed, Toughness, Recovery) by one step for each payment, you can increase them from, Nothing to Inhuman-40%, Inhuman to Supernatural 70%, Supernatural to Mythic 120%. These abilities purchased only last for the duration of the scene unless canceled.
Dead Battery. You need at least 40% Charge to use this ability, if you have under 40% or 0% then you cannot use any of the abilities except Charging, if this is put on an Item of Power, the IOP won't function.
Title: Re: Custom Power List
Post by: ways and means on June 05, 2012, 04:41:54 PM
Spectral Light Wings [-2]
You can generate wings of pure light, they work in the same fashion as normal wings but can be created at will.
Also add +2 to your presence rolls against opponents  that can be impressed by wings of transcendent white light. (non-supernaturally aware, religious).

Purpose [+1] Requires at least 2 refresh worth of affected Powers
You can only use these powers when you are fulling your specified purpose (such as slaying demons etc) these powers are not available at any other time.

 
Title: Re: Custom Power List
Post by: Sanctaphrax on June 05, 2012, 09:09:40 PM
Energy-Purge is interesting, and I like the idea of gaining and spending energy in combat.

But the charging mechanics seem wonky. What stops me from sitting down at an ordinary electrical socket and acquiring 300% charge, which I could then use to acquire two Supernatural abilities and two Inhuman ones?

Plus the stress-based charging is a bit weird thanks to the abstract nature of stress.

Also, I can't see myself choosing the weapon option over the Power option. It just seems so much less good.

Two things that need clarification: If my battery goes dead, what happens to Powers that I've purchased with Charge? And if I want to buy Powers, does that take an action?

Spectral Light Wings looks like a stunt and the Wings Power put together. Why make it its own thing?

Purpose strikes me as bad. This is what Compels are for.
Title: Re: Custom Power List
Post by: KnightOrbis on June 05, 2012, 10:53:07 PM
Well I planned on having it so once you can only use one given source of electricity once. And once Charge hits 0% you lose anything to do with the power (abilities too) besides Charging. And it does take an action but you can spend any amount of Charge during that action. The energy through stress is a thing meant to be a thing of desperation and if you don't have time to take an action charging from a street lamp or something.
Title: Re: Custom Power List
Post by: Sanctaphrax on June 06, 2012, 05:18:05 AM
Makes sense.

Unfortunately, this Power is too complex for me to judge properly. Maybe if it was a simple base power with upgrades it'd be easier.

But really I can't say anything beyond what I've already said. The limits of my ability have been reached.
Title: Re: Custom Power List
Post by: ways and means on June 07, 2012, 06:01:19 PM
Teleportation [-3]
You can teleport from one space to another bypassing any attempt to interdict your movement.
Unfettered Movement: This allows you to ignore all penalties and blocks against movement, you can move unfettered in any direction through any barrier only limited by your movement speed (athletics roll). Any one holding on to you when you teleport (say someone grappling you) will be transported with you if they can hold on (beat a might roll vs the athletics moving roll).

[-1] Long Range Teleportation:  You can teleport great distances.  Outside of combat you can declare you are anywhere regardless of transportation limitations.

[+1] Sight Affirmed Teleportation : Visual barriers count as a barrier against movement with teleportation.

Title: Re: Custom Power List
Post by: Sanctaphrax on June 07, 2012, 07:54:34 PM
The base Power looks pretty good. You could probably add a bonus to movement rolls without breaking anything, since it's not overwhelmingly strong for 3 Refresh.

You should clarify the interaction with grappling, though.

Long Range Teleportation doesn't need the bit about fleeing combat. Just say that it takes X time to use. Also, I think it might be a bit too good for 1 Refresh.

Sight Affirmed Teleportation looks good to me.

An upgrade that lets you take passengers would be cool.

PS: Do Wards stop teleportation?
Title: Re: Custom Power List
Post by: ways and means on June 07, 2012, 08:01:57 PM
The base Power looks pretty good. You could probably add a bonus to movement rolls without breaking anything, since it's not overwhelmingly strong for 3 Refresh.

You should clarify the interaction with grappling, though.

Long Range Teleportation doesn't need the bit about fleeing combat. Just say that it takes X time to use. Also, I think it might be a bit too good for 1 Refresh.

Sight Affirmed Teleportation looks good to me.

An upgrade that lets you take passengers would be cool.

PS: Do Wards stop teleportation?

I will add an upgrade to take passengers, removed the bit about combat, wards don't stop telelportation it is argueable that they should do but it was not how I costed out the power in my head (immunity to movement barriers).
Title: Re: Custom Power List
Post by: Sanctaphrax on June 10, 2012, 09:31:19 PM
Updated the master list.

Here's a link. (http://dl.dropbox.com/u/43356063/Custom%20Powers%20Master%20List%20%28V3%29.odt)
Title: Re: Custom Power List
Post by: KnightOrbis on June 12, 2012, 02:42:32 AM
True Glamours[-8]
Veils. With a moment of concentration, you may draw a veil over something (not particularly large—maybe the size of a small, tight group of people), hiding it from sight and other means of detection, as with the Minor Veils effect of Glamours. Use your Discipline or Deceit at +4 to oppose any efforts to discover the veil. You may set aside this +4 bonus to draw a veil over a whole zone.
 
Seemings. You are able to cause someone or something to appear to be other than what it is. You may use your Discipline or Deceit skill to oppose any efforts to discover that the seeming is something other than real.

Greater True Seemings. You may create up to five objects—and with some difficulty, even ephemeral creatures— out of ectoplasm. You can create creatures with up to -15 Refresh and 35 Skill Points. And even some machines. You may use your Discipline or Deceit skill to oppose any efforts to discover that the seeming is something other than real.

Title: Re: Custom Power List
Post by: Silverblaze on June 12, 2012, 04:09:09 PM
True Glamours[-8]
Veils. With a moment of concentration, you may draw a veil over something (not particularly large—maybe the size of a small, tight group of people), hiding it from sight and other means of detection, as with the Minor Veils effect of Glamours. Use your Discipline or Deceit at +4 to oppose any efforts to discover the veil. You may set aside this +4 bonus to draw a veil over a whole zone.
 
Seemings. You are able to cause someone or something to appear to be other than what it is. You may use your Discipline or Deceit skill to oppose any efforts to discover that the seeming is something other than real.

Greater True Seemings. You may create up to five objects—and with some difficulty, even ephemeral creatures— out of ectoplasm. You can create creatures with up to -15 Refresh and 35 Skill Points. And even some machines. You may use your Discipline or Deceit skill to oppose any efforts to discover that the seeming is something other than real.

Biggest issue I see here is the -15 refresh critters.  it allows a character with -9 refresh (so they have 1 positive) to make minions much stronger than they are.
Title: Re: Custom Power List
Post by: KnightOrbis on June 12, 2012, 05:13:30 PM
I'm thinking of making the requirements a more strict. And making cost -10

EDIT: I could also lower the refresh to (-12)-(-13) as I have done some calculations. I also realize five creatures if quite excessive, so I was thinking five objects and two or three creatures probably three.
Title: Re: Custom Power List
Post by: ways and means on June 13, 2012, 12:21:55 PM
A hopefully non-broken Lily Power.

Access to the Akashic records [-3]
Also known as the Library of Fate, The Source of all Knowledge and the Root of Magic. The Akashic records holds all the knowledge since the begging of the cosmos.   

All Knowledge Gathered: Some one with access to the Akashic record can learn anything with a sufficiently successful scholarship roll (for balance purposes the GM gets to decide what sufficiently successful is).

Embracing Eternity: Someone with access to the Akashic records can boost their scholarship roll by taking mental stress (up to limit of the mental stress track) this involves them streaming massive quantities of information through their mind whilst searching for something specific, this method of browsing comes with the significant danger of losing your mind in the streams of data.
Title: Re: Custom Power List
Post by: justin1976 on July 08, 2012, 10:32:44 AM
Updated the master list.

Anyway we can get that doc in another format or just simply in a post in this thread?
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:30:43 PM
Yeah, sure, I can copy it onto this thread. It'll take more than one post, though. I expect to need 8-10.

But first, comments on the Akashic Records.

Expanding the limits of Scholarship is a good idea here, but I don't really like the mental stress mechanic. A mental stress hit is meaningless if you aren't going to take more mental hits that scene. So it's not a very effective cost.

An attack of some kind might be better, since that involves risk.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:31:57 PM
CUSTOM POWERS MASTER LIST (V3)

CREATURE FEATURES


SWARM BODY [-3]
Description: Your body is made from a multitude of lesser creatures, making you more difficult to harm.
Note: This power often has a drastic effect on the range of physical consequences that its user can take, and many characters with it will be unable to use conventional weapons and armour. This is not part of the Power's effects, and should be treated as a Compel if it ever impedes a character. This power is usually, but not always, taken with the Amorphous Form Power.
Skills Affected: Endurance, other physical skills.
Effects:
Chipping Away. Single-target attacks don't hurt you much, no matter how deadly they are. Whenever you would suffer physical stress from an attack that does not encompass your entire body, you take only a single point of stress.

MINDLESS [-0]
Description: You don't have a mind. Either you mindlessly obey others or you simply execute a complex program or you operate entirely on instinct.
Musts: You must take an aspect to represent the thing that you use instead for a mind. For example, THE MERLIN'S PROPERTY or PROGRAMMED TO KILL.
Skills Affected: Mental and social skills
Note: This power requires excellent justification if taken by a character with positive refresh. Not for balance reasons, but for logical reasons. As such, this power is mostly unsuitable for player characters.
Effects:
No Mind. As a mindless creature, you cannot be attacked mentally. Duh. You have no mental stress track and never take mental stress. You are not immune to social stress, but you cannot be persuaded or frightened or otherwise influenced mentally. So unless someone wants to ruin your reputation or credibility, there's no point attacking you socially.
Incapable Of Thought. Not being able to think has its downsides. You may never use the listed trappings of the following skills: Burglary (Casing, Infiltration), Contacts (All Trappings), Conviction (All Trappings), Deceit (All Trappings), Discipline (All Trappings), Empathy (All Trappings Except Social Initiative), Intimidation (Provocation, Interrogation, Social Attacks), Investigation (Examination), Lore (Common Ritual, Magical Versions Of Banned Scholarship Trappings), Performance (All Trappings), Presence (Command), Rapport (All Trappings), Resources (All Trappings), Scholarship (Research And Lab Work, Computer Use, Medical Attention), Survival (Animal Handling, Camouflage). In addition, all of your actions are limited by your brainlessness. Your knowledge rolls are simply the regurgitation of stored data, your ability to build things is simply a matter of following memorized procedures, and so on. This has no mechanical effect, though, and should be handled with Compels.
Superior Instincts/Programming [-1]. The complexity of your program or your instincts is impressive. Select one skill trapping. Ignore the effects of Incapable Of Thought on that trapping. This trapping may be purchased multiple times.

SUPERIOR HOLD [-2?]
Description: For whatever reason, people you grab stay grabbed without any effort from you.
Skills Affected: Might
Effects:
Superior Hold. When you hold another character in a grapple, you may take a supplemental action to apply a Superior Hold to them. If you do so, you may continue to grapple them on subsequent turns without taking an action.
Swallow Whole. [+1] Gulp. You may only apply Superior Holds to characters smaller than you.

FEEL NO PAIN [-3]
Description: For some reason, physical injury doesn't even bother you.
Skills Affected: Endurance, Discipline
Effects:
Feel No Pain. You are immune to pain, and suffer no stress from attacks based on upon pain. You automatically succeed at any roll made to endure or ignore your own suffering. More importantly, your physical consequences cannot be tagged or invoked.
No Pain, Just Gain. It takes an excessive amount of punishment to put you down for good. You may take an additional mild physical consequence.

NOT AMPHIBIOUS [+1]
Description: You are not able to breathe air.
Musts: You must have the Aquatic power in order to take this one.
Skills Affected: Endurance
Effects:
Not Amphibious. You can't survive outside of the water; if at any time you are not submerged you gain a "Suffocating" aspect. This aspect remains until you are once again able to breathe water. So long as you have that aspect, the enviroment makes a Fantastic (+6) physical attack against your Endurance each exchange. Once you concede or are taken out (falling unconscious), the attacks stop. However, the damage is already done; without medical attention and re-introduction into your necessary environment, you will soon die.

TITANIC SIZE [-4]
Description: You are very very very large. You are at least the size of a house, and at the very largest you stand as tall as a skyscraper.
Musts: You must have an aspect related to your size. Almost all characters with this power also have high levels of Strength and Toughness, but it's not actually required. Same goes for Long Reach.
Note: This ability is always in effect unless you can shapeshift.
Skills Affected: Fists, Weapons, Stealth, others
Effects:
Very Easy To Hit, Very Hard To Hurt. You're a pretty big target, giving any attacker +2 to hit you when target size is a factor. But that increase in body mass means that you can soak up more punishment, adding four boxes to the length of your physical stress track.
Everything Is Tiny. You cannot interact meaningfully with any object of any reasonable size. You also cannot enter buildings or other enclosed spaces, with few exceptions. The GM is free to impose arbitrarily large zone borders on you if you try to pass through openings of limited size. However, you get +4 to all attempts to lift or break stuff on top of the bonus from Strength powers. Also, you get +3 to your Athletics when trying to cover distance with your enormous stride.
Big Is Frightening. You get +4 on any Intimidation attempt against a target likely to consider your size an advantage.
Very Easy To Detect. Your Stealth is automatically considered to be Terrible -1 (-3) and you can never gain any shifts on a Stealth roll.

UNTHINKABLE SIZE [-6]
Description: You are incredibly, unbelievably, unrealistically large. You are at the very least larger than a skyscraper, and you could be up to city-sized.
Musts: You must have an aspect related to your size. Almost all characters with this power also have high levels of Strength and Toughness, but it's not actually required. Same goes for Long Reach, and for Physical Immunity to human-scale weaponry.
Note: This ability is always in effect unless you can shapeshift.
Skills Affected: Fists, Weapons, Stealth, others
Effects:
Nearly Impossible To Miss, Nearly Impossible To Hurt. You're a pretty big target, giving any attacker +5 to hit you when target size is a factor. But that increase in body mass means that you can soak up more punishment, adding ten boxes to the length of your physical stress track.
Everything Is Miniscule. You cannot interact meaningfully with any object of any reasonable size. You also cannot enter buildings or other enclosed spaces, with very few exceptions. The GM is free to impose arbitrarily large zone borders on you if you try to pass through openings of limited size. However, you get +8 to all attempts to lift or break stuff on top of the bonus from Strength powers. Also, you get +6 to your Athletics when trying to cover distance with your enormous stride.
Big Is Terrifying. You get +6 on any Intimidation attempt against a target likely to consider your size an advantage.
Impossible To Ignore. Don't even think about Stealth. You are literally visible from miles away.

UNDYING [-0]
Description: You do not die when you are killed.
Skills Affected: Endurance
Effects:
Deathless. Unless utterly destroyed or killed by special means, you can never suffer a fatal wound. No "death" result is ever permanent unless special means are used (as determined by your creature type).

SEMI-ANIMATE [-1]
Description: You are not fully alive. Maybe you're undead, or maybe you're some kind of robot. Very creepy.
Skills Affected: Endurance, Intimidation, other social skills
Effects:
Unhealing Body. Your body is not, technically speaking, alive. This means that you do not heal naturally, though you can recover normally from physical consequences given repair work or some sort of supernatural effect. (Like a Recovery Power).
What Is Not Alive Cannot Die.  Unless utterly destroyed or killed by special means, you can never suffer a fatal wound. No "death" result is ever permanent unless special means are used (as determined by your creature type).
Very Creepy. When dealing with people not accustomed to things like you, add one to your Intimidation skill and subtract one from your Rapport and Empathy skills. Add one to this bonus/penalty for each level of physical consequence that you are carrying. At the GM's discretion, this bonus/penalty might be ignored in some situations where it would normally apply (like when Reading People) or applied in some situations where it would normally be ignored (like when using Leadership).
No Metabolism. You do not need to eat or sleep or breathe. Furthermore, you do not excrete wastes and you do not age. You are immune to both poison and disease.

NO METABOLISM [-1]
Description: You have no metabolism. It's like your body is frozen in time. Thermodynamics cries itself to sleep.
Skills Affected: Endurance
Effects:
No Metabolism. You do not need to eat or sleep or breathe. Furthermore, you do not excrete wastes and you do not age. You are immune to both poison and disease.

AMORPHOUS FORM [-1]
Description: Your body isn't solid the way one would expect. It's made of either a stretchy, rubberlike substance or an out and out liquid.
Skills Affected: Might
Effects:
No Hole Too Small. You can squeeze underneath a door if need be. You may ignore all barriers that aren't sealed.
Difficult To Grab. Your body isn't easy to hold. You get +2 to all attempts to avoid or escape a grapple.
No Internal Anatomy [-1]. You don't have the easily damaged organs that most people rely on. You have armour 2 against all attacks that rely on precision or piercing damage.
Living Rope [-1]. You can literally wrap your body around someone. It's quite helpful when wrestling. You get +1 to all rolls made to grapple or escape a grapple.

DAMAGE SHIELD [-1]
Description: For whatever reason, attacking you isn't safe. Maybe you're covered in spikes, or maybe your body flows with 10 000 volts of electricity, or maybe it's something else along those lines.
Effect:
Damage Shield. Whenever a character makes an unarmed attack against you and misses, they take physical stress equal to the number of shifts by which your defence roll exceeds their attack roll. This might also trigger on some maneuvers, if the GM deems it appropriate.
Conductive Damage Shield [-1]. This power works against all melee attacks, not just unarmed ones.
Reflective Damage Shield [-1]. (Requires Conductive Damage Shield) This power works against all attacks, not just melee ones.
Dangerous Damage Shield [-1].This power inflicts two additional stress whenever it triggers.
Lethal Damage Shield [-1]. (Requires Dangerous Damage Shield) This power inflicts a further two additional stress when it triggers.
Mutual Damage Shield [-1]. (Requires Dangerous Damage Shield) This power triggers when you are hit as well as when you are missed. Treat the attacker's threshold shifts as negative shifts for the purposes of calculating this power's damage.

DANGEROUS AURA [-2]
Description: Standing near you is dangerous.
Effects:
Dangerous Aura. This power makes a Fair physical attack against Endurance (or Athletics, as decided when this power is taken) at weapon 0 against each character in your zone each turn. This power can be turned off and does not affect the user.
Extra-Dangerous Aura [-1]. This power makes Great attacks.
Super-Dangerous Aura [-1]. (Requires Extra-Dangerous Aura) This power makes Fantastic attacks.
Hyper-Dangerous Aura [-1]. (Requires Super-Dangerous Aura) This power attacks at weapon 2.
Mental Aura [-1]. This power inflicts mental stress and is resisted with Discipline.
Large Aura [-1]. This power affects everyone within one zone.
Vast Aura [-1]. (Requires Large Aura) This power affects everyone within three zones.

LONG REACH [-1]
Description: You have very long arms or some other advantage that lets you punch someone from the other side of a room.
Skills Affected: Might, Fists, Weapons, other skills
Effects:
Long Reach. You have a basic range of one zone. Among other benefits, this extends the distance at which you may make unarmed and melee weapon attacks, maneuvers, blocks, and grapples.
Extended Reach [-1]. You have a basic range of three zones. Among other benefits, this extends the distance at which you may make unarmed and melee weapon attacks, maneuvers, blocks, and grapples.
Restricted Reach [+1]. (Requires Extended Reach) Your Extended Reach power applies only to a specific type of action, like swinging swords or picking pockets.

EXTRA APPENDAGES [-2]
Description: You have some extra arms (or other limbs) which make you pretty darn good at multasking in combat.
Skills Affected: Fists, Weapons, Guns
Effects:
Multiple Targets. You may make spray attacks with anything, within reason.
Mix And Match. You may use multiple different weapons in a single spray attack. Use the lowest applicable skill. You may also make attack-like (offensive, not navel gazing) maneuvers as part of a spray attack.
Flurry Of Blows [-1]. You may direct multiple attacks (or maneuvers) within a single spray at one character.
Excellent Coordination [-1]. For each purchase of this trapping, add 1 to the accuracy of each attack or maneuver within spray attacks that you make. This cannot increase accuracy beyond the number of shifts that you had to split up between attacks in the first place. This trapping may be purchased up to twice and is mutually exclusive with Superb Coordination.
Superb Coordination [-1]. For each purchase of this trapping, add 2 to the total pool of shifts that you may divide among attacks and maneuvers when making a spray attack. You may not apply more shifts to any one attack or maneuver than you had to split up before the bonus from this trapping. This trapping may be purchased up to twice and is mutually exclusive with Excellent Coordination.

FLOATING EYES [-3]
Description: Your eyes aren't in your skull: instead, they fly around under your psychic control.
Note: Taking this power means that you don't have normal eyes.
Skills Affected: Alertness, Investigation, Lore, (Discipline)
Effects:
Faraway Eyes. Your eyes can move around independently of you, although they must stay roughly within a mile of your main body. You can see through them, making appropriate skill checks as normal. They do not have access to any of your powers (except for appropriate Supernatural Senses) but they act as though they had Wings and Diminutive Size. Their skills are equal to your skills. They cannot attack or maneuver. It requires a supplemental action to direct them. If they are damaged, you take the damage in the form of mental stress.
Eyes Above Me. You get +2 to your Alertness skill and to the perception trapping of Lore when both of your eyes are nearby. However, you take a -2 penalty to those rolls when both of your eyes are away from you. Also, you are blind when your eyes are not present.
Power Channel [-1]. Pick one of your other powers. Your eyes have access to that power. If that power requires you to take an action, then you must take an action in order to have your eyes use it.

NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to pick one type of weapon (eg. fire breath, metal claws, three-foot tusks) when you take this power.
Skills Affected: Fists, Weapons, Guns, Discipline
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1] (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:33:46 PM
FAERIE MAGIC


Fairy Truth [-0]
Description: You are more believable, but you cannot lie.
Musts: You must be a fairy, changeling, or for some other reason be unable to lie but willing to deceive.
Skills Affected: Deceit, some others.
Effects:
No Lying: Everything you say is considered to be on your power. If say any fact that is not true, or break any promise, you immediately gain an extreme consequence. However...
Aura of Honesty: You have a +1 to convincing anyone of the truth of your words, whether or not they're familiar with fairy lore. This even works as a +1 to deceit in social situations to convince someone of the truth of what you meant but didn't technically say. And of course a lore roll of 1 is enough to know that fairies always tell the truth even if they do so with weasel words.

Geis [-1]
An Oath given is an Oath kept: Instead of taking a mild consequence in social combat, you may take an aspect, representing an oath sworn to that person instead. You may never have more than one of these aspects at any given time, so you would have to fulfil your oath before making a new one. The aspect is permanent, until you have fulfilled your oath or reconciled in another way.
I'll take your word for it: If an opponent is taken out in social conflict from your attack, you can place an aspect on him that represents an oath given to you. You may invoke it to enforce that oath or make the target reconcile in some other way. You may never have more than one person bound to you like that.

Bindings [-1]
Description: You're able to forge metaphysical links to things and people, increasing your magical influence.
Effects:
Link Forged: Whenever you make a pact with an entity, an entity eats food imbued with your power, or you have sexual intercourse with an entity, you place an aspect on that target that reflects the link you share. The pact link lasts until the entity has fulfilled its end of the bargain. The others last until the link is broken, however the GM feels that would be accomplished.
Link Exploited: As long as you have a link to the target, you are considered to be a ritual link to him, and may target him with thaumaturgy without need for any additional links. This also satisfies any requirements that the target belong to you or make a pact with you before using glamours or other fairy powers on him. However, the link goes back to you as well, and the target may use ritual magic against you, or may be used as a ritual component to send ritual magic against you. This may be worth a fate point depending on how badly you had it coming.
Mutual Bond: [-1] Both you and the individual you create the link with need to take this power, though only one of you need purchase Bindings. The two of you are considered to have the ability to exchange compels as per the benefits of sponsored magic. This represents a bond between near equals. Sponsored magic is better for when a powerful entity gives a much less powerful one significant magical power in addition to these benefits.

Glamourous [-1]
Description: Constant illusions enhance your beauty.
Effects:
Sex Appeal: The magic you weave shifts your appearance slightly, making you appear like a person's version of an ideal man/woman. This gives you a +2 to social skills for any situation in which physical attractiveness is a major contributing factor. Anyone trying to describe your physical appearance does so at a -1 penalty for purposes of identifying you.
Not Even Skin Deep: Magical investigation, and especially the Sight quickly pierces this ability. Mirrors, even those found in cameras, reflect your true form.


MINOR ABILITIES


Life Eater [-2] attache to an Item of Power
Every time you kill someone with this blade the life energy is stored (in the form of complexity) which can be used later in a ritual.

Burn Life[-2]: You can take a single physical consequence (or all of them to turn yourself into a death curse styled walking bomb)  to add twice its value in weapons rating to your attack that turn as you burn yourself out to become more powerful.

MENTAL LIBRARY [-2]
Description: Your knowledge is so extensive that you have no need for printed libraries. This power can represent a perfect memory, a computer in your head, knowledge of everything ever written down, or a number of other things.
Musts: You must have an aspect reflecting your extensive knowledge.
Skills Affected: Lore, Scholarship, possibly others
Effects:
Mental Library. Your memories constitute a library on every subject that you are familiar with. The rating of the library on a given subject is equal to the skill that is used for knowledge of that subject. You may access this library freely, and other characters may use it by questioning you in detail.
Inexplicable Knowledge. You are no longer bound by the normal human limits on knowledge. You may make assessments and declarations concerning things that you cannot observe directly, either looking back through your memories to examine the thing again or perceiving that thing in mysterious and incomprehensible ways. Players should work together with the GM to work out the exact limits of this power.
Improved Mental Library [-1]. Increase the rating of each of your mental libraries by two.
Instant Recall [-1]. All research using your mental library is two time increments faster.

DUAL NATURE [-0]
Description: You are solid to both ghosts and men, like a cat.
Musts: A character must possess the Ghost Speaker power in order to use this one. This power is not compatible with Spirit Form.
Skills Affected: Many.
Effects:
Dual Nature. Your body is solid to both material and immaterial objects. You may interact normally with characters that have the Spirit Form power and other incorporeal things. This also allows such things to interact normally with you, so be careful around violently-inclined spirits.

MAGICAL COMPARTMENT [-1]
Description: You possess the ability to contain things within your own body or within an extra-dimensional space. Or perhaps within some other sort of container. Most vehicles, if treated as characters, have this power.
Skills Affected: None
Effects:
Magical Compartment. You may hide objects inside a supernatural container of some kind. Doing so gives you a +4 bonus to any attempt to conceal something.
Living Armour. You may place another character inside your compartment, if they are willing or helpless. Treat the space inside your compartment as a separate zone. When someone inside this zone is attacked by someone outside of it, you may make their physical defence rolls for them. In addition, you must add your physical armour to theirs against such attacks. Obviously, a character who is inside your compartment moves when you do. A character who is inside you may not take any actions that affect anything outside of you without first escaping. Entering or leaving your compartment without your consent requires that an appropriate aspect first be invoked for effect.
Size Limit. A normal-sized character with this power may contain up to one normal-sized human or an equivalent volume  of other matter within their compartment. Diminutive size divides storage capacity by 10, while Hulking Size multiplies it by 10, Titanic Size multiplies it by 100, and Unthinkable Size multiplies it by 1000. A character with this power is impeded normally by the weight of everything inside their compartment, but they add 4 to their Might skill for the purpose of carrying such things.
Sealed Compartment [-1]. The space inside your compartment is effectively a separate world. Anything or anyone inside it cannot interact with anything outside of it at all unless worldwalking magic is used. Entering or leaving the compartment without your consent requires similar magic. This is not compatible with Non-Restrictive Compartment.
Time Stands Still [-1]. Time does not pass within your compartment. Everything inside of it is held in stasis.
Expanded Compartment [-1]. Multiply your compartment's storage capacity by 10. Add 4 to your Might skill for the purpose of carrying things inside your compartment.
Non-Restrictive Compartment [-1]. Characters inside your compartment may take social actions against you and things outside of you. This allows them to make maneuvers in combat.
Open Compartment [-1]. (Requires Non-Restrictive Compartment) Characters inside your compartment may act normally, with one exception: they may not move outside of you without first escaping.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:35:29 PM
True Seeing [-2]
A more specialised form of The Sight allows you to pierce any Power that hides somethings True Appearance from you. Might that be a Veil, Glamour or Shapeshifting.

Imageless
Cost: -1
Description: Just like the Vampires of the olden days, you cannot be photographed. Be it film, digital, or video, you never show up as more than a blur, or a burst of video static. Butters would say it’s a very specialized form of Mana Static, which only affects visual recording devices. Kincaid would say it’s a great way to get past Security devices.
Musts: A suitably vampiric, magical or "Sneaky Supernatural" High Concept
Skills Affected: Stealth
Effects:
Imageless provides a constant “semi-veil” of +4 to Stealth rolls against photographic attempts to detect you, and +4 to all direct attempts to defend against having your picture taken.
When unaware of or not trying to avoid surveillance, attempts to get an identifying picture of you suffer a -2 to the Performance rolls for photo or video quality.
Reflectionless: [-1] Your reflection is similarly prevented from occurring, reducing up to 3 points of penalties on stealth rolls where reflective surfaces could reveal your position.

SUPERHUMAN ACROBATICS [-1]
Description: Gravity doesn't seem to apply to you the way it does to normal people. You can dance on a tightrope and jump like a flea.
Skills Affected: Athletics, Stealth
Effects:
Inhuman Balance. You can move freely and without penalty over any surface sturdier than a spiderweb. You never fall accidentally and you may add four to your Athletics skill when using it to resist an attempt to knock you down.
Impossible Jumps. Add four to your Athletics skill when using it to jump.
Soft Landing. You are immune to falling damage.

Absorption [-3]: You can feed off the energy of your enemies attacks.
Anytime an Enemy physically hits you in combat (he succeeds his attack roll) you gain a temporary aspect relating to being charged which can be freely tagged once.

Elemental Absorption: [-2]; You can feed off a certain element. (fire, air, earth, spirit, water)
Anytime someone attacks you or you come into contact with your element you can gain a temporary aspect relating to being charged up which you can freely tag once.

TRACING [-2]
Description: You have the ability to project weapons from your mind into reality.
Skills Affected: Craftsmanship, Weapons, Guns
Effects:
Projection. With a supplemental action, you may create a melee or thown weapon out of thin air. Two-handed melee weapons created this way are capped at weapon rating 3, while thrown weapons and one-handed melee weapons are capped at weapon rating 2. Weapons created this way last until the end of the scene or until you make a new weapon.
Reinforcement. By spending a scene and making a successful Craftsmanship roll, you may cause your projected weapon to become fully real. This means that it lasts indefinitely.
Versatile Tracing [-1]. You may create simple objects other than melee weapons with this power. Armour, simple tools, keys, and levers are all possible.
Complex Tracing [-2]. (Requires Versatile Tracing) You may create complex objects with this power. Firearms, explosives, chemicals, and machines are all possible, although at the GM's discretion a Craftsmanship roll may be required for certain items. Explosives, firearms, and two-handed melee weapons are now capped at weapon rating 5, while thrown weapons and one-handed melee weapons are now capped at weapon rating 4.

DISPLACEMENT [-1]
Description: You are not where you appear to be. A glamor or other optical effect obscures your true location, making it difficult for opponents to properly target you.
Skills Affected: None
Effects:
Missed Me, Missed Me. Your uncertain location makes it difficult to target you in combat. All attacks against you are subject to a strength 3 block. You may suppress or resume this effect as a free action.
Too Fast To Hit. Moving quickly makes your displacement more effective. Add 1 to the strength of the block from Missed Me, Missed Me for each level of Speed that you possess.
Enhanced Displacement [-1]. Add 2 to the strength of the block from Missed Me, Missed Me.
Invisibility [-1]. You are invisible, simple as that. The block from Missed Me, Missed Me is now treated as a veil rather than as a block against attacks. It does not impede your ability to see at all.
Blinking [-1]. Your displacement is not just an optical effect: you are actually inconsistently tangible. You may treat all physical blocks, including grapples and zone borders, as if their strength was reduced by a margin equal to the strength of the block from Missed Me, Missed Me.

No Matter The Strength [-2]
The Might bonus from strength powers and the Athletics bonus from speed powers do not aid characters in escaping your grapples.

No Matter The Power [-2] (Requires No Matter The Strength)
Your grapples automatically satisfy the catch for all toughness powers other than Physical Immunity.

Scarlet Sword Form [-2] - You burn your life force to push your body to its true potential, this causes a real change in a person anatomy as their muscles bulge and blood fills their eyes turning them scarlet.
You must take a minor consequence or higher (if the slot is filled) to activate the warp spasm in which your Weapons Roll is increased by 2 and gives you access to the powers below. 

Crimson Blade (requires Scarlet Sword Form) [-3]: You project life energy into your sword this manifests as a red energy surrounding the blade allowing the blade to parry anything and increasing its weapons rating by your conviction. 

Scarlet Wave [-1] Requires Crimson Blade, you can attack everyone in an area with your sword by reducing its weapon rating by 2.  This manifests as a line of red energy forming out of the end of your blade.

Curved Cut [-1] Requires Crimson Blade: You can curve your attack so that they do not come from where they appear to come from this allows you to make ambush an opponent with your weapons attack for a fate point. 

The Mist Control[-2]
You can control and create mist
Obscure: With a moment of concentration, you may draw or create a large amount of mist into an area obsuring the vision of everyone but you. This counts as a zone wide block at discipline +2 against perception which is not necessarily pierced when discovered. The block last until it's summoner banishes it or it is dispersed (by magic or a very big fan etc).
Decieve [-1]: Perception is warped in the mist friends can see enemies where friends should be and many an army have torn itself a part under its thick blanket, you can make manouvres at discipline +2 on anyone in your mist.
Nightmare (requires Decieve)  [-2]: Those in your mist may see monsters and horrors floating in the mist that may scar them for life, you can make mental attacks on anyone in the mist at discipline +2.
No way out [-1]: Once you have entered the mist it is nearly impossible to leave, attempts to leave the mist are blocked at discipline +2 this is part of the main block on perception.
Deep Mists [-1]: Your mist can cover up too three zones
Spiritual Disruption [-2] Your attacks satisfy the catch of Ghost, also If you succeed in hitting a spirit as well as dealing normal stress you also inflict the aspect 'extreme pain'.

MAGICAL WORKSHOP [-1]
Description: You don't need tools to make things. Your magical powers/your communion with the small gods of the world/the toolkit implanted in your stomach/something else will suffice.
Skills Affected: Craftsmanship
Effects:
Magical Workshop. You are always considered to have access to a workshop with a rating equal to your Craftsmanship skill.
Magical Worksite [-2]. Your workshop expands in scale, allowing you to handle the construction of entire buildings single-handedly. You are always considered to have the assistance of a full team of workers with all appropriate tools and machinery when attempting to build or repair stuff.

CHAOTIC FATE [-0]
Description: For whatever reason, the randomness of your life is much greater than normal. Your personal bell curve is pretty flat.
Skills Affected: All
Effects:
Chaotic Fate. All of your rolls are made with six fudge dice instead of the standard four.
Aura Of Chaos [-1]. All rolls made in your presence are made with six fudge dice instead of the standard four.

ORDERED FATE [-0]
Description: For whatever reason, the randomness of your life is much less than normal. Your personal bell curve is pretty pointy.
Skills Affected: All
Effects:
Ordered Fate. All of your rolls are made with two fudge dice instead of the standard four.
Aura Of Order [-1]. All rolls made in your presence are made with two fudge dice instead of the standard four.

CONTROLLED FATE [-1]
Description: You can control probability to a limited extent, making life more or less predictable through magical power.
Skills Affected: All.
Effects:
Fate Control. Whenever you roll, you may choose to roll any number of fudge dice between two and six.
Aura Of Control [-1]. Whenever someone in your presence rolls, you may choose to have them roll any number of fudge dice between two and six.

PROBABILITY MANIPULATION [-3]
Description: God's dice are loaded in your favour. Your luck is literally supernatural.
Skills Affected: All
Effects:
Weighting The Dice. Whenever anyone in your presence rerolls dice, you may "lock down" one of those dice. Doing so ensures that the result of that die is the same on the reroll as it was on the original roll.
Palming The Cards. Whenever you are involved in an opposed roll, you may cause your opponent to reroll by invoking an aspect.
Fixing The Wheel. You may take a point of sponsor debt instead of spending a Fate Point when invoking an aspect in order to cause a reroll or when making a Declaration that has to do with random chance. Sponsor debt taken this way represents accumulated bad luck, karmic backlash, or the build-up of paradoxes in the structure of reality.
Stacking The Deck [-1]. Whenever anyone in your presence rolls dice, you may cause them to reroll by invoking an aspect.

PACK INSTINCTS [-1]
Description: You are part of a pack, a group of beings that are connected on a supernatural level.
Musts: You must define who is in your pack, and they all must share this ability with the same upgrades.
Skills Affected: Alertness, Investigation, others.
Effects:
Pack Communication. When you are near another member of your pack, the two of you may communicate in a manner that no-one outside the pack can understand. The exact mechanism that this ability works by varies from pack to pack. One pack might be telepathic, while another might speak in squeaks, while another might simply read body language very well.
Combined Awareness. When you are near another member of your pack, add one to your Alertness skill. If any nearby member of your pack notices an ambush or something hidden, you also notice that ambush or that hidden thing.
Locate Packmate. You have an instinctive awareness of your packmates' locations, and you may use your Investigation skill to determine what those locations are.
Cooperative Instincts [-1]. When making a maneuver to assist one of your packmates, add two to your roll. Furthermore, when tagging an aspect created by one of your packmates, add one to your roll.
Protective Instincts [-1]. When you are attacked while in the same zone as one of your packmates, you may use that packmate's defence skill instead of your own.
Pack Communion [-1]. You may use your Pack Communication ability without regard for distance.

Event Horizon Strike [-60] The Sword of Rupture swallows, compresses, and accelerates wind pressure into an artificial space-time distortion capable of pulverizing any opposition before it. The effects of this distortion are catastrophic on the environment around it crushing and warping everything in the immediate area.
When the Sword of Rupture is activated it causes a 40 shift environmental hazard within a 10 zone radius of the sword. ([-40] for the environmental hazard, [-20] for the 10 zone radius)
Expanding Radius [-5]: The Radius of the temporal distortion increases by 1 zone every round that it is active, if activated long enough it could easily consume a city.
User Immunity [-3]: The user of this blade is immune to its effects.

Vibro-Sword [-1] Your sword vibrates at an incredible frequency that allows it to cut through material cleanly but makes the blade pretty unwieldy.
Vibro Cut - Add +4 stress on a successful strike.
Unwieldy Blade - There is a -1 penalty to accuracy when attacking with the blade.

Mystics Eyes of Death Perception/ Shatterpoint [any view weakness power] [-4] You can see creatures deaths these manifest as crimsons lines on your enemies bodies, attacking these lines allows you to bypass any toughness or recovery powers. To use this power you must first spend a turn searching for the lines of death (alertness vs endurance roll to create the aspect 'lined') you can then tag this aspect to bypass all toughness powers or mundane Armour of the opponent for a scene.

Size Doesn't Matter...: -1 (-2)?
Effect: You may wield any weapon regardless of might or endurance requirements.  Tripod support weapons? No problem.  Zweihanders? Child's play. Boat mounted  6 or 8 gauge shotguns for duck hunting? All are within the realm of possiblities for you.
...But It Sure Does Help: requires above power -1     
Effect: Most any weapon you can manage to hold one handed you can wield in combat..also one handed.  (likely quite abusable with two weapon training stunt)

Uncontrolled Power [+1]
Description: You character cannot control his or her powers.  Maybe they react to emotional distress, or some other subconscious cue.
Notes: This is a one time discount applying to however many powers the character cannot control.  If the character has more than -4 Refresh in uncontrolled powers, this discount raises to a +2.

Stonewalk [-1]
Description: You can move through rock, stone, and most earth-based substances with ease. Either you are a strong and fast digger, or you can literally pass through stone like a ghost. You are assumed to be able to navigate as you go, but to actually be able to sense through solid substances, you need to take an appropriate Supernatural Sense.
Musts: You must have a high concept that would justify this power, such as Earth Elemental, or Subterranean Behemoth.
Skills Affected: Athletics.
Effects:
Passwall. You can ignore stone, rock or earth-related zone borders of up to 3 shifts. You still need to make a movement or supplemental action to cross the zone.
Death from Below! You can ambush your opponents by hiding below the ground, near the surface of a stone- or rock-based zone border, or even above a tunnel, and springing from your hiding place when they get too close. You get a free +2 to your Stealth roll once per scene to set up an Ambush (page 142). You can usually detect when your target is in position, but if they are using Stealth, you get a +2 to your Alertness roll to feel them approaching if they are in contact with the same surface that is hiding you. You may use a Fate Point to invoke this ability additional times in the same scene, but you must make a movement or supplemental action in order to get in position (per the Passwall effect) to make another Ambush. You can use this ability to Ambush your opponents several times, but if they survive this ploy long enough they may find ways to take advantage of your predictability. To use this ability, you must select zone borders which you would be able to pass using Passwall.
Stonefeint [-1]. If you take this upgrade, you get a free +2 to one Attack roll per scene if there is significant stone or rocky terrain for you to use to your advantage, You may use a Fate Point to invoke this ability additional times in the same scene. To use this ability, you must select zone borders which you would be able to pass using Passwall.
Greater Stonewalk [-1]. If you take this upgrade, you can ignore 6 shifts of stone, rock or earth-related zone borders.
Epic Stonewalk [-2]. Take this upgrade instead of Greater Stonewalk. You can ignore 9 shifts of stone, rock or earth-related zone borders, and you can make an Athletics check to tunnel through any remaining shifts.
Tunnel [+1]. Your ability to move through stone relies on burrowing, and you leave a tunnel behind you as you go. This can be an advantage for allies, but it can also lead pursuers straight to you. You also make noise as you move through the earth, which won't necessarily negate the first use of Death from Below!, but may interfere with any subsequent uses of that ability. You also leave telltale furrows, cracks or lines as you pass. Using this ability places the scene aspect Unstable Tunnels, which can be tagged by anyone. This cannot reduce the total cost of your Stonewalk abilities below -1.

Special Techniques [-varies]
Description: Supernatural martial arts moves, more or less. A staple of any decent fighting manga.
Skills Affected: Fists, Weapons, Guns
Effect:
Special Techniques - When you take this power, choose fists, weapons, or guns.  Then pick a number of techniques from the technique list equal to the number of refresh points you spent on this power. Whenever you make an attack with the chosen skill, you may spend a fate point to add the effects of one of your chosen techniques to the attack.
Technique List
Long Range Strike. The range of this attack is increased by 2 zones. (This works for melee attacks).
Armor Piercing Strike. This attack ignores all of the target’s armor.
Area Strike. This attack hits everyone in the target zone (except yourself).
Rapid Strike. You can make a number of attacks up to your skill with one action. Each attack suffers a penalty equal to the number of extra attacks made.
Brutal Strike.  The attack suffers a -1 penalty but inflicts 5 extra stress.

"Noob security systems" (requires IP?... Please) [-1]
If you access the network inside of a building using your "IP?...Please." power, you will be able to see the layout of all the security systems.  For the price of a fate point, you can temporarily turn them all off as well.

Strategist of the Gods [-1]
Description: During battle, you connect to your allies on an almost telepathic level.  Under your guidance their actions are like that of a well-oiled fighting machine, flowing from one enemy to another.
Musts: Must have a supernatural high concept related to tactics, battles, or war (i.e., "Son of Ares").
Effect: During combat - and without their input - you may direct the actions of allies.  This directed action must be described simply and within their abilities (attack that foe, grapple the large one, trip the fast enemy, etc).  Your allies need not follow this action, but if they do they are given the temporary aspect of "Guided by (Player Name)".  This aspect may be tagged for free once during the combat; but subsequent uses require the use of a Fate Point.  This aspect will be removed if you move out of range of the tactician (greater than 2 zones away).

Antimagic Field [Minor Power; -1]
Antimagic Field: Evocation spells cast within your zone inflict one extra mental stress on the caster.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:36:46 PM
SHADOW MANIPULATION [-1]
Description: You can cause your shadow, and the shadows around you, to behave in unnatural and bizarre ways. This allows you to make world-class shadow puppets, cloak yourself in darkness, and even blind people.
Skills Affected: Discipline, Stealth
Note: It's not mandatory, but this Power is generally taken alongside Cloak Of Shadows. Characters who want to carry out physical actions with their shadow should take another Power to represent that ability, like Long Reach or Telekinesis or Channelling.
Effects:
Shadow Manipulation. You may use your Discipline or Stealth skill to control shadows, allowing you to perform maneuvers and create blocks against perception. This effect's range is limited only by your line of sight.

-0 Manifested Blade (As the blade is not truly of the mortal world keeping it in this world requires mental effort, summoning the item for a scene requires a point of mental stress at the end of the scene unless another point of stress is taken the item will disappear until summoned again.)

-2 Spiritual Weapon ( As a weapon designed to sever the soul from the body its blows do more than physical harm, the blade can cause mental stress instead physical stress, anyone taken out this way will die as their soul is separated from their body leaving no signs of physical harm.)

Vogon Poetry [-1]
Description: Your poetry is so bad that it renders the spirit of all who here it causing extreme agony
Effect: Lethal Poetry Performance When reciting poetry you have written yourself you do mental damage to all in the area including yourself, treat as a performance attack to everyone in the area.

Phantom Slashes [–2] - You can choose when the damage of your attacks come into effect, this allows you to stack stress so that it all comes in to effect at the same instant or choose that it never comes into effect. 

[-1] Emperor Blessed Tech - All ritually consecrated tech wielded by a Grey Knight is immune to being hexed.

Transcendent Music [-4]
You can play an instrument with a level of skill and subtlety that you can almost make rocks cry and sooth the hearts of the darkest of people.
Superlative Musician: +4 to normal performance rolls with your instrument of choice
Listen to my Song: you can play an instrument so well that all in the area will stop and listen (a zone wide mental grapple at your performance skill to stop doing anything but listen to the music)
The Soothing Song: Whilst people are listening to your music they recover from mental consequences on step quicker than usual. (Inhuman Mental Recovery) 

CAPTIVATE [-2]
Description: You command attention. With a woven glamour or an irresistible song, you can make men stand and stare at you while people shoot them.
Skills Affected: Deceit, Performance
Effects:
Captivate. When you take this power, choose either Performance or Deceit. You may use your chosen skill to perform a mental grapple against everyone present in a scene at once by tagging or invoking an appropriate scene aspect. This works the same way as a physical grapple using Might except that it inflicts mental stress instead of physical stress and places aspects on the scene instead of the grappled character.
Selective Captivation [-1]. You may choose not to affect any number of characters when using Captivate.

Aura of Influence [-0]
As a highly potent supernatural being, your very presence affects the area around you, altering it in subtle or overt ways that correspond with your nature.
Description:
Musts: You must have a High Concept which reflects being some sort of supernatural major player or heavyweight, such as The Summer Lady, Angel from On High, God of War.
Skills Affected: None
Effects: Powerful Presence - Simply by being present in a scene, you apply a sticky scene aspect which must somehow relate to the associations of your High Concept (for example, the Summer Lady might apply Heat of Passion or Rampant Plant Growth; an angel might apply Holy Light or Feeling of Divine Nearness).  Applying this aspect does not grant you a free tag.
Difficult to Suppress - You may attempt to suppress this ability when you enter a new scene by making a Discipline roll (default difficulty Superb, though areas directly hostile to or unusually resonant with your High Concept may modify this), in which case no aspect is applied.

HEALING [-2]
Description: You possess the magical ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith.
Note: This power uses one skill and applies to one stress track. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it.
Skills Affected: Pick one
Effects:
Heal. You may use your chosen skill to heal consequences of your chosen stress track. In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is twice as good as it needs to be, or by three steps if by some miracle your roll is three times better than it needs to be. If an attempt is made to heal a consequence that has already been healed, the second attempt replaces the first. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis.
Widened Healing [-1]. You may use your chosen skill to heal consequences from another stress track of your choice. This option may be chosen multiple times.

I Hunt! [-2]
Description: When you choose to hunt someone, you find them.
Musts: This target is usually used by wildfae hunters, but others may take it.
Skills Affected: Lore, athletics, weapons, guns, fists, might, survival, and anything else used to hunt.
Effects:
The Game Is Afoot: You may spend a fate point to declare a particular individual or creature your quarry. This has similar effects to righteousness, giving you a +1 to all rolls to hunt the individual, but the effect is immediately ended if you take any compels to sidetrack you, refuse any compels to keep you on the hunt, kill or capture your quarry, or spend a fate point to choose a new quarry. With GM approval, the hunt may be for something more ethereal. Things like "I will win her heart" or "I will find my lost sword" might be acceptable, so long as the quest has themes of pursuing, finding, and conquering.
Relentless Pursuit: Any time the quarry uses a supernatural ability to escape, you may copy its effect to pursue them. If they open a portal to the nevernever and close it behind them, you can walk into the nevernever as well. If they run away with supernatural speed, you gain a burst of speed. Powers are only mimicked when they are necessary to follow the target and only for purposes of pursuing the target. You could use inhuman speed to follow the quarry, but not to suddenly jump out of the way of a bullet. If the quarry stops running and gets in a car, they're no longer using inhuman speed and you can no longer mimic the power. Furthermore, if someone uses an evocation to turn into mist, you can turn into mist as well. But you can't suddenly use evocation to trap them with a wind spell. You gain temporary access to the effects not full access to the power.

Mime [-2]
Description:When someone else is performing an action you may copy their movements to do what they do. Usually this ability involves a bit of psychic talent to predict what someone else is about to do a split second before they do it and instinctively copy it. Either that or read the impulses their brain sends to their body and map that flow onto your own body.
Musts: None.
Skills Affected: Awareness.
Effects:
Mimic: You may use the lower or either your investigation or another person's skill to copy that person's actions. When doing so you must copy their motions exactly. You may mimic certain stunts they have if copying their movements would logically give you that benefit. If someone is sniping with guns 3, and you have investigation 4, then you can roll 3 plus 4dF to shoot a similar gun. If someone is parrying an attack, you cannot use mimicry to parry an attack from a different angle. It's not just using the same skill, you have to perform their actions exactly the way they did it. If used for social skills, you must say the exact same words they used, though you need not copy tone or accent. (Example: An enemy says "If you think you can stand against me, you're going down." You shake your head and say "You're going down," copying his body language.)
Mirror: You may use mimicry to parry melee attacks if you're carrying a similar weapon to your opponent, or barehanded if they are using their bare hands. You may not benefit from any counterattack stunts or stunts like Step into the Blow. However, if they hit you that means you're about to hit them with the mirrored attack and they must make a dodge roll against that free attack, rolling their athletics against your investigation. They may not parry.
Mime: You can use investigation to mimic someone else's movements just for artistic purposes or to annoy them.
Learn by Seeing: After observing someone perform a skill for a set amount of time you may use investigation to complement that skill on your own in similar circumstances for an amount of time 2 point up on the time increment chart.

Intellectus Of War [-3]
Musts: High Aspect that Corresponds to this (Scion of a War God, Empowered by a War Spirit)
Key Skill: Fists, Weapons, Gun, Drive
You are a living embodiment of combat. Anything is a weapon in your hands. You could man a tank even if the last time you were on Earth was when gunpowder was considered an innovation.
You may substitute your Fists and Guns skill with Weapons. Furthermore, you can substitute Weapons for any skill roll as long as it could be considered an attack or the vehicle could be considered a weapon (so your Weapons skill could not substitute your Drive skill, unless the vehicle was a tank, a fighter jet, or you were actively trying to run someone over with it). You are considered proficient in any weapon or weaponized vehicle, and you could substitute for other crew, within reason (so you could operate a two-man fighter by yourself, but a battleship is right out). You instinctively know how to maintain weapons and weaponized vehicles, though you cannot teach anyone else how to (so if the item is beyond the capacity for one person to maintain and you're alone or with unqualified people, you're SOL).
You may not gain these bonuses in terms of spellcraft, except for the purposes of aiming an Enchanted Item.

Supernatural Orator [-1]
Your words have a weight that beggars belief you can literally change people minds with your words. Your social attacks do mental stress.

A thousand words in one. [-1] You can say a lot in a very little time, your can attack mental and socially during physical combat.

Words with the weight of worlds [-2] Your words are unnaturally effective and any attack you make with them has a weapon rating of 4.

Shape-shifting Weapon [-1] Your weapon is weightless in your hands and can change its shape either remaining the same size or shrinking. (attache to a IoP)

Giant Weapons [-1] (requires shape-shifting weaponry) Your weapon can now be made much bigger (add +2 to base weapons rating) Giant Weapons are very large and noticeable (at least person sized).

Mega Weapons (requires giant weapon) [-2] Your weapons can become obscenely over sized (car sized or Bigger) they hit for an extra 4 stress and have a zone wide radius of damage.

Giga Weapons (requires mega weapons) [-2] Your weapon can become unbelievably massive (house sized or bigger) they hit for an extra 6 stress and have a two zone radius.

Energy-Purge[-5]
Charging. The maximum Charge is 300%, this can be spent on other things, but the way to recharge is by absorbing large amounts of energy be it magical, electrical, solar.
The first way is by taking stress from an energy-based attack, you get 10% for each 1 stress taken. The second way is through taking a basic action to charge from an large energy source (no batteries), the most common electricity, each source has a Charge rating
and if you charge from it you gain 10% per point of Charge rating (Charge:4 gives 40%). You also have Armor:2 against all energy-based attacks.
Energy Overload. You can spend up to 60% Charge to make an energy-based attack. Roll Weapons to attack, and the Weapon rating is 1/10% ( 10% makes Weapon:1). This can also be a zonewide attack as long as you pay more then 30% Charge (Weapon:3 Zonewide) , It can also be range but only as long as you pay 40% ( Weapon:4 Range, maybe Zonewide).
Cellular Augmentation. By infusing the excess energy into your cells you can increase their growth rate, efficiency, and strength by enormus amounts. You can pay to increase any physical abilities (Strength, Speed, Toughness, Recovery) by one step for each payment, you can increase them from, Nothing to Inhuman-40%, Inhuman to Supernatural 70%, Supernatural to Mythic 120%. These abilities purchased only last for the duration of the scene unless canceled.
Dead Battery. You need at least 40% Charge to use this ability, if you have under 40% or 0% then you cannot use any of the abilities except Charging, if this is put on an Item of Power, the IOP won't function.

Teleportation [-3]
You can teleport from one space to another bypassing any attempt to interdict your movement.
Unfettered Movement: This allows you to ignore all penalties and blocks against movement, you can move unfettered in any direction through any barrier only limited by your movement speed (athletics roll). Any one holding on to you when you teleport (say someone grappling you) will be transported with you if they can hold on (beat a might roll vs the athletics moving roll).
[-1] Long Range Teleportation: You can teleport great distances. Outside of combat you can declare you are anywhere regardless of transportation limitations.
[+1] Sight Affirmed Teleportation : Visual barriers count as a barrier against movement with teleportation.

Spectral Light Wings [-2]
You can generate wings of pure light, they work in the same fashion as normal wings but can be created at will.
Also add +2 to your presence rolls against opponents that can be impressed by wings of transcendent white light. (non-supernaturally aware, religious).

Purpose [+1] Requires at least 2 refresh worth of affected Powers
You can only use these powers when you are fulling your specified purpose (such as slaying demons etc) these powers are not available at any other time.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:48:30 PM
NEVERNEVER POWERS


SPIRIT FORM [-3]
Description: You are an incorporeal spirit form, able to pass through walls and other barriers in the mortal world. Thresholds still have an almost physical reality to you, however.
Skills Affected: Many, especially Conviction.
Note: This power may not normally be attached to Human Form, Feeding Dependency, an Item Of Power, Magical Self-Enhancement, or any other power that can "turn off" the powers it is attached to.. The Astral Projection and Manifestation upgrades, if taken, entirely remove this restriction except with regards to Human Form.
Effects:
Insubstantial. You are invisible, inaudible, and incorporeal. This means that you can neither affect nor be affected by physical things, except as dictated under Vulnerabilities and Manifestation. Any magic that you cast is also incorporeal, and useless against anything physical. However, you can perceive the physical world normally, and under some circumstances it may be possible for physical characters to perceive and communicate with you. Characters with this power may affect each other freely.
Shaped By Belief. Your very existence is defined by belief. As a result, you are not closely bound by physical reality.You do not need to eat or sleep or breathe. Furthermore, you do not excrete wastes and you do not age. You are immune to both poison and disease. You may make Maneuvers and Declarations with Conviction to define your physical form and the nature of your interactions with the world.
Vulnerabilities. Certain physical things can harm you despite your intangibility. These things include ghost dust, fire, and sunlight. What's more, you cannot cross thresholds at all.
Manifestation [-2]. Once per scene, you may force yourself to manifest physically. This negates this power until the scene ends, you choose to become immaterial, or you get taken out in a physical conflict. Using this trapping is an insane act for a ghost, and as such this trapping may not be possessed by sane ghosts. (Other forms of spirit might not have this limitation.)
Poltergeist [-1]. You can exert a tiny amount of force on the material world. Normally this does nothing of importance, but when machinery is around you can often interfere with it. You may use Conviction to make maneuvers disrupting physical machinery.
Spiritual Physics Abuse [-1]. The laws of physics only affect you if you think they should. Teleportation is possible for you. You may substitute your Conviction skill for your Might skill when exerting force, your Athletics skill when moving, or for any other physical skill as the GM feels is appropriate.
Mind = Matter [-0]. Your body and your mind are the same thing. You have one stress track that is used for both mental and physical stress. Its length is determined by your Conviction skill. Toughness powers apply to this track, but mental stress automatically satisfies catches. Consequences taken on this track do not recover naturally unless you provide some form of special justification, generally involving the absorption of memories. More severe consequences require more elaborate justifications.
Astral Projection [-1]. You are a physical creature, but you can leave your body when you feel inclined. You normally do not have access to this power, but you may gain access to it any time by taking a supplemental action. When you do so, your physical body is unconscious and immobile. You may return to your physical body at any time by physically entering it with a supplemental action.
Involuntary Projection/Manifestation [+1]. (Requires Astral Projection or Manifestation) You have no control over whether or not you are corporeal at any given time. Choose a condition in collaboration with the GM. This condition determines whether or not this power is active at any given time.
Possession [-1]. You may enter the bodies of others, combining your power with theirs. Given a willing host, you may enter that host's body as a supplemental action. This allows you to control their body, using your own skills for all rolls. While you possess a host, you have access to all of your own powers and those of your host's powers that your GM deems appropriate. The host's skills may modify yours, at the GM's discretion. Physical stress is inflicted on the host, not on you, and the host's physical stress track is not affected. If you cast spells while in another characters body, you must pay for those spells with your own mental stress. However, your host suffers backlash for you. A character who is being possessed may not act, but they may force the possessor out of their body at any time.

REALITY WARPER [-2]
Description: You are able to shape reality to your whim, as if the entire world was simply a dream of yours.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can always alter reality as if you were in your personal Demesne, though with slightly reduced effectiveness. This allows you to make declarations, maneuvers, and blocks related to the nature of the local reality with your Discipline skill. The duration of the changes created by this power is variable, but it's generally at least one scene.
Offensive Sculpting. You may use the world around you as a weapon. This allows you to make Weapon 0 attacks with your Discipline skill against anything within your line of sight. You may make spray attacks with this power. You may also attack entire zones with this power, although you suffer a -2 penalty to do so.
Improved Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon 2. Furthermore, you need take only a -1 penalty to attack a zone with Offensive Sculpting.
Powerful Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon 4, and any scene aspect you place with Sculpt Reality is automatically made Sticky. Furthermore, you need not take any penalty to attack a zone with Offensive Sculpting.
Counter-Conceptual Interposition [-1]. You may use your Discipline skill to defend against physical attacks.
Reality Binding [-1]. You may use this power to grapple targets within your line of sight, using the normal grappling rules to do so. Substitute your Discipline skill for your Might skill when grappling someone this way.
Create Hazard [-1]. When attacking a zone with this power, you may take an accuracy penalty (before rolling) in order to extend the duration of the attack. For each point of accuracy sacrificed this way, the attack is reapplied at the beginning of another exchange. You may take actions to extend this effect as though you were an evoker extending an evocation.

Bound Spiritual Entity [+3]
Description: You are a spiritual entity imprisoned in a physical object, you have no body, and cannot act in the physical world without a bearer.
Effect:
Unbodied. You cannot take physical skills, you cannot move yourself, and you cannot communicate verbally and other neat things. You do not have a physical stress track, and your prison can not be destroyed by any means. Any physical stress you would take is instead converted to mental stress.
Communicate with Bearer. You are able to telepathically speak with the bearer of the object you are tied to.
License to Possession. You may take the possession upgrade of Domination in order to possess your bearer. For the purposes of the Possession upgrade you are considered to be constantly "insubstantial".
License to Item of Power. You may act as an item of power for the bearer of your prison. You are allowed a Item of Power rebate equal to the size of your prison but you must purchase the powers you are able to grant as well. Normal restrictions to the refresh rebate apply.
Called to Bearer [-1]. You have the ability to tie yourself to the bearer of your physical prison, and you can teach them to call your prison to their hand.

Possess Corpse [-2]
Description: You are a spiritual entity, and lack a body, though that does not mean that you can't acquire one (slightly used). You have learned to possess a corpse, allowing you to make use of the former owners skills and abilities.
Musts: You must have a high concept that reflects your predilection for possessing corpses, and you must have a way to become insubstantial (and attach this power to it).
Effect:
Inhabit Corpse. When you inhabit a corpse you gain a limited form of the Mimic Ability power (restricted to what the corpse has to offer). You have a number of form points equal to the amount of refresh you have invested in Possess Corpse and the method by which you become insubstantial in order to Inhabit the body.
Living Dead. The bodies you inhabit are still dead. While Inhabiting a Corpse you gain access to the Living Dead power.
Advanced Inhabitation [-Varies]. You have expanded your ability to take advantage of the corpses you inhabit. Refresh invested in this upgrade is accounted towards your total mimic points as per the Inhabit Corpse effect (see above).


PSYCHIC ABILITIES


SPIRIT VESSEL [–1] (PSYCHIC ABILITIES)
Description: Through training, natural inclination, or ritualistic treatment of your body, you've come to be an optimal vessel for a supernatural entity to inhabit, capable of inviting them in (or firmly showing them the door) as the mood takes you.
Musts: You must have some Aspect referencing your ability to act as a host, which is replaced by a more specific one whenever you actually serve as a vessel, detailing your current “passenger”. Generally, characters with this power have some other ability to interact with spirits, whether through the Ghost Speaker power or Thaumaturgy, but this is not a requirement.
Skills Affected: Any skills appropriate to whatever you are hosting.
Effects:
Medium. While in physical contact with an insubstantial creature, or one who could become insubstantial, you may attempt to become a vessel for their consciousness as a free action. The creature feels a slight tug on its form, and (if it is willing) will be drawn into your body, where you can telepathically communicate (this includes sharing memories, etc, and largely ignores normal time constraints on conversations). They may also speak through you, with your permission, and are protected from thresholds and running water as though they were possessing you (see Our World, page 35). You may only act as a vessel to a single creature at once in this manner. The creature may leave whenever it pleases, and you may forcibly eject it by taking one point of mental stress (though it gains the sticky aspect Been Inside Your Head for the remainder of the scene, which will aid it in any further mental assault). A creature that is aware you possess this power (through assessment of your related aspect or previous experience) may make contact itself (ignoring any usual limits of perception), though you must still willingly invite them into your form for this power to take effect.
Distant Medium [-1]. You may attempt to become a vessel for creatures up to one zone away, drawing them in without the need to touch them.
Willing Steed [-1]. You benefit from the effects of the Demonic Co-Pilot power (page 175), but instead of it applying only when you are shapeshifted, it applies only when you are acting as a vessel for an insubstantial creature, granting you +1 to all rolls that are in line with the nature or agenda of your spiritual passenger in exchange for the usual mental stresses. You may ignore the effects of this power by convincing your passenger to back off and let you work, or by suffering one point of mental stress to suppress it for that exchange. Note that consequences incurred from suppressing a passenger will not be in line with the passenger’s agenda, as is the norm with Demonic Co-Pilot; forcing a vessel into a mental wrestling match is more likely to result in brain damage than a pliable host.
Horse Power [-Varies]. The Willing Steed upgrade is a prerequisite for this one. You benefit from the effects of the Mimic Abilities power (page 176), but rather than acquiring your powers by defeating and diminishing (or outright killing) an opponent, you get them “on loan”, from your passenger. In essence, for as long as you have a passenger that is willing to offer aid, you may assign your mimic points to powers or stunts it possesses. At the end of any scene in which these abilities were used, you must roll Discipline against the total refresh cost of the used abilities, as if you were being attacked, with the results described in Demonic Co-Pilot. Your passenger cannot avoid this; even if they are not attempting to twist your mind, mental contamination will still occur. Since your powers rely on the continued co-operation and presence of a suitable passenger, the refresh that you must allocate to this power is reduced by two; in other words, you can acquire two “free” points of abilities from your passenger, in addition to any purchased with mimic points. You must still assign at least one point of refresh to this upgrade.
Reverse Possession [-3]. You no longer need a creature’s permission to become (or continue being) a vessel for it. If a valid target refuses your offer of possession, you may roll Discipline as a psychic attack against them, inflicting stress and consequences until they concede and become your passenger, or are broken and forced into you as a result of being taken out. If a passenger attempts to leave your body without your permission (or you simply decide to torment them) you may roll Discipline against their Conviction, with a success preventing them from taking any action and inflicting a single point of mental stress; this is effectively a mental grapple.
Spirit Eater [-1]. The Horse Power and Reverse Possession upgrades are prerequisites for this one. If you use the mental grapple provided by Reverse Possession to take out a passenger, you may utterly destroy them, and thereby indefinitely retain any of the powers they could have granted you through Horse Power, just as described in Mimic Powers. Alternatively, you may permanently acquire those powers at the normal refresh cost, as part of a sheet-rewrite, as consuming the spirit works deep changes on your body and soul.
Legion [-1, -2 or -3]. You may have more than passenger at once; the one-point version of this power allows a maximum of three passengers, while the two-point version allows up to seven passengers, and the three-point version allows an unlimited number of distinct passengers. This does not increase the bonuses provided by Willing Steed or Horse Power, but does increase their breadth.
Specific Vessel [+1]. You can only serve as a vessel for one specific kind of creature (i.e. demons, spirits, ghosts, loa, angels, Outsiders, etc), a restriction which should flavour the mandatory aspect listed in “Musts” accordingly. Note that this upgrade cannot provide more refresh than the overall cost of the Spirit Vessel power.

Crimson Eyes of Destruction [-4]
With the help of your crimson eyes of destruction you can destroy people and objects on a conceptual level. You can use your eyes to carry out a mental attack on anyone within range (1 zone default) you roll conviction to attack (will to destroy) vs the enemies conviction (will to live) if the attack is successful you gain +4 stress bonus to damage. Enemies taken out by this power are obliterated leaving nothing behind but gore.

The Eyes of the King [-4]
This ability requires eye contact between the target and the holder of this power. The holder of this power can plant a suggestion in his opponents subconscious which must be obeyed. Planting this suggestion requires a presence maneuver to make eye contact (usually vs empathy) and gives the aspect "commanded". The target of this attack then suffers an mental attack at the holders presence vs discipline each round until he is either taken out (when he will automatically obey the command) or he chooses to obey the command. To remove this command would require magical assistance the complexity for such a ritual would have to beat the original maneuver roll.

TELEKINESIS [-3]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. You may use your mind to exert force upon targets within your line of sight. This allows you to use all applications of the Might skill at a distance, using your Conviction skill instead of your Might skill. You may also perform other physical tasks mentally with your line of sight, using your Discipline skill to represent your dexterity.
Telekinetic Attacks. You may make physical attacks and maneuvers against targets within your line of sight using your mental powers. These attacks and maneuvers are controlled with Discipline and may be made with or without a melee weapon. Attacks made with this power without a weapon are weapon: 2.
Blades Of Force [-1]. When using Telekinetic Attacks without a weapon, your attacks are weapon: 4.
Force Field [-1]. You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical blocks.
Telekinetic Self-Propulsion [-2]. Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.
Metaphysical Strength [-0]. (Requires Inhuman Or Better Strength) Your Strength powers apply to your Telekinesis rather than to your physical body. This increases your Conviction when using it to lift or break things, helps with your mental grapples, and increases the stress inflicted by your Telekinetic Attacks.
Unification Of Mind And Body [-1]. (Requires Metaphysical Strength) Your Strength powers apply to both your Telekinesis and your physical body. This provides all the benefits of Metaphysical Strength alongside all the benefits of ordinary strength.

Mind Scape Battlefield [-3]: You can drag an opponent stupid enough to look you in the eyes to mental battlefield (after a conviction contest) whilst you are fighting in this mental battlefield both you and your target lie prone. In the mental battlefield you no access to powers that require you body, but can fight with your conviction and discipline rather than fists, weapons and guns. Attacks in the mindscape battlefield do mental stress and if  an opponent is taken out this is justification for posession if a person has the power.

Composite Personality [-2]
You are not alone in your mind, you have access to dozens of other minds, memories and skills.
Skill Shuffle.You may shuffle around your skills for a different configuration while changed (using the same number of skill points and following the same rules as during character creation, page 65), so long as any purely physical skill are not given a higher value by the change. (Might, Endurance, Athletics) 
See-Saw Mentality (Requires Composite Personality) [-2] When one personality is pushed down another is pushed up.
You are immune to unnatural mental stress but any mental damage greater than your mental stress track forces you to change personality.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:49:37 PM
Incite Emotion trappings:
Emotion Burst [-1]: Requires At Range trapping. You may take a -2 penalty to your roll in order to have Incite Emotion affect everyone in a zone.
At Long Range [-1]: Requires At Range trapping. You may use Incite Emotion on a target up to three zones away
Resonant Emotion [Incite Emotion Upgrade; -1]
Musts: Lasting Emotion
Attacks and blocks made with Incite Emotion gain a +1 bonus, and aspects placed with Incite Emotion maneuvers are automatically sticky.
Heart-String Virtuoso [Incite Emotion Upgrade; -1]
Musts: Resonant Emotion
When tagging an aspect placed with your Incite Emotion power, you gain a +1 bonus, for a total of +3.
Emotional Control [Incite Emotion Upgrade; -1]
Musts: Incite Emotion
You may use Discipline instead of Deceit or Intimidation for your Incite Emotion power, and gain a +1 bonus when doing so.
Incite Crowd [-1], upgrade to Incite Emotion
You may use Incite Emotion against multiple targets simultaneously, as per the Spray Attack rules, splitting effort between targets, or, for a -2 penalty, against everyone in the zone you occupy, excluding yourself if you wish.  The benefit of this upgrade cannot be used in conjunction with the benefit of At Range.  Though you may possess both and use them both, you cannot use them both in the same action.

TELEPATHY [-2]
Description: For whatever reason, you can read minds and communicate mentally.
Skills Affected: Discipline, Empathy
Effects:
Mind Reading. You may use your Discipline or Empathy skill with a +1 bonus to read people's minds. This functions similarly to the Reading People trapping of Empathy, but unlike that trapping it does not require any kind of personal interaction. It can be used on anyone in your line of sight, is fast enough to be performed within a single exchange in combat, and is defended against with the Discipline skill. Furthermore, you may use your Discipline or Empathy skill with a +1 bonus to defend against attempts to deceive you.
Mental Communication. You may communicate silently with anyone in your line of sight. This renders eavesdropping impossible and bypasses all language barriers. It also allows the transmission of pictures, memories, and other information that cannot easily be put into words. This does not make deception impossible or even noticeably more difficult. You may use this ability to perform maneuvers with your Discipline or Empathy skill.
Weaponized Telepathy [-1]. You may make maneuvers and attacks with your telepathy against anyone in your line of sight. Attacks made this way have no weapon rating, inflict mental stress, and use either the Empathy skill or the Discipline skill. The Discipline skill is used to defend against them. They work by overloading the target's brain with mental signals, causing pain and confusion.
Greater Weaponized Telepathy [-1]. (Requires Weaponized Telepathy) Your telepathic attacks are weapon 2.
Superior Weaponized Telepathy [-1]. (Requires Greater Weaponized Telepathy) Your telepathic attacks are weapon 4.
Compulsive Weaponized Telepathy [-1]. (Requires Weaponized Telepathy) When you take someone out with a telepathic attack, you may compel them to act in accordance with a mental command. Commands made this way cannot be completely out of character for their targets. As a general rule, the limits of this ability are roughly equivalent to those of a successful social attack.

Haruspicy [-2]
Reading the entrails of sacred animals (dependent on cultural or supernatural heritage) is more of an art than a science. The ability to divine omens from the liver, heart, etc. functions like Cassandra's tears - without the Catch, but with much more viscera.

Holistic Sense [-1]
Description: You are in tune with the fundamental interconnectedness of the universe. You can draw accurate (if bizarre) conclusions from seemingly random phenomena that bear no obvious relation to the matter you are considering.
Musts: You must have a high concept that would justify this power, such as Holistic Detective, Zen Master, or Protector of the Balance.
Skills Affected: Scholarship, Investigation, and others as appropriate.
Effects:
The Butterfly Effect. You can make an Assessment check using any skill you possess, with only a tenuous justification. The only requirement is that you vary your skills, selecting a different skill with each Assessment. If you opt to use the same skill a second time in a row  (presumably your best skill), you get a -2 to your check.

Mind Meld [-1]
Description: You have the ability to possess someone in a benevolent way. Having you in one's head is a good thing, since you can help but not exert control.
Musts: You need some way to become insubstantial in order to enter the target's body.
Effects: When someone is possessed by you, they gain the full effect of any powers or stunts you have. What's more, they may use your skills instead of their own.
Co-Pilot [-1]: The person possessed by you gains the effects of the Demonic Co-Pilot power with you as the demon.

Mnemosyne's Shadow [-2]
Description: Normally filed beside similar abilities like Cassandra's Tears and Prescience, with Mnemosyne's Shadow you learn things without previouse experience or exposure to the subject matter. You literally pull knowledge out of thin air. You Know things....
Billy: "Where does their knowledge come from Bob? "
Bob: "That's still being debated. Mnemosyne is just the popular theory. It could be any number of things including a form of ranged Psychometry or a version of The Sight."
Skills Affected: Lore
Musts: Must have a High Concept or Trouble that reflects the ability and can be compelled frequently. Examples: The High Concept Mnemosyne's Errand Boy  or the Troubles Knows Way Too Much or Insufferable Know-it-all.
Effects:
Strange Knowledge: You can use your Lore Skill to get Answers about a subject for a Scene. The difficulty of the Lore check set by the GM should reflect not just how general the knowledge is, but also how secret it is. However, you can't control the breadth or the accuracy of the information gained. You almost always get fairly random knowledge in addition to what is being looked for.  For example, if you use the Shadow to gain knowledge about a Clued-in Mobster you may get information about not only his known aliases, but also his shoe size, favorite foods, number of sexual conquests, etc. If using it to find out the combintation to the safe, you might get every combination the safe has ever used and the significance of the digits to the safe's owner.
Dangerous Knowledge: For a price, you can get potentially "Game-breaking" pieces of knowledge such as the Dark Sorcerer's True Name. The Price is negotiated with the GM the same way as an escalated compel. Information such as this that could potentially break a storyline could be worth as little as a few Fate Points or as much as a Serious Mental Consequence.

The Hidden Voice [-1]
You can speak directly in to the mind of anyone you see as long as you have eye contact with the target and it is capable of thought.

Disembodied Voice [-1]
You may use this power on targets up to one zone away without looking them in the eye.

Thought Mimicing Voice [-2]
You can mimic the a persons internal voice, unless they realise the deceit (empathy roll) there defense against
your social attack defaults to 0.

Prophetic Visions [-1]
Bits and Pieces: Once per scene, this character may roll Lore against a target of Good (+3) to make an assessment or declaration regarding the scene or a character in it.  This represents flashes of insight and relevant info being pulled out of the character's otherwise difficult to interpret visions.  For an Assessment, the GM determines what aspect is revealed, while for a Declaration, the player may invent a suitable aspect, so long as the GM and other players approve. These aspects may be tagged/invoked as usual. This ability may not be used repeatedly to assess/declare aspects regarding the same character encountered across multiple scenes.
I've Done This Already: In exchange for a Fate point, this character may roll Lore in place of any other skill, except as an attack in combat.  This represents a vision in which the character sees himself performing the action in the future, so he already knows what to do.
Major Prophecy: The GM has license to give this character a major vision, usually about once per session, describing its contents and possibly asking for a Lore or other roll to interpret it.  These visions tend to reveal one or more important but vague aspects that exist in every scene until the prophecy is fulfilled.  The player is encouraged to remind the GM of this power, as it can provide good plot hooks and potentially compels on the character's reactions to these visions.

Short-term precognition -2
Description: Your can see a few a moments into the future
Must: You must have Cassandra’s Tears
Pre-emptive Evasion: your dodging checks are made at a +2
I saw you coming: you have a + 4 to alertness check to avoid ambush
Skills Effected 
Athletics, Alertness and some other physical skills

[-3] EYE OF PROVIDENCE
Description: You see all things as they really are, within limits.
Type: faith powers, order powers, supernatural heavyweights within their domains
Musts: A high concept that relates to knowledge and/or limited omniscience.
Effects:
True Sight You have The Sight. You are immune to mental stress induced or transmitted through vision such as observing the true form of eldritch horrors, seeing horrendous nightmares or facing the gaze of Black Court vampires.
[-2] Farseer: Your vision gets a lot fewer penalties with distance. If the "Eye of Providence" ability costs a total of 3 points, you can see as well as small, amateur telescopes and strong binoculars; observing people a dozen miles away is easy. If it costs 5 or less, you can see as well as most optical telescopes; observing things at the other side of a country is easy - seeing astronauts on the surface of the moon is a bit harder. If it costs 7 or less, you can see as well as the best mortal technology. If it costs the full 9 points, you take no distance penalties at all.
[-2] You Cannot Hide: Your vision penetrates normally opaque objects such as walls; they appear transparent to you.
[-2] See Past The Currents of Time: You can observe events without lightspeed delay, as if the light did not have to cross the intervening distance. Maybe your vision picks up magical or cosmic signals. Maybe your power snatches images as soon as they are generated. Whatever the reason, your sight is always realtime.
The Catch: Most beings with this ability are somehow limited in what they can perceive either in amount or nature. +2 rebate if you can observe only one event or location at the same time - such as a clarvoyant seeing a single room in the next continent or a Dark Lord being able to see only one battle at a time despite having unlimited range and being able to see through objects. +1 rebate if you can observe up to 100 events or locations at a time. If you can see more than 100 things at a time, you get nothing. +2 rebate if the nature of what you can see is very narrow or unimportant - like being able to see for only 1 minute each day, or only observe one bloodline or see all people that are currently scratching their nose. +1 rebate for less narrow sight or greater importance - like being able to see for many minutes each day, or only observe a major city or small country or see all mischief done by young children. More open sights or greater importance give you nothing.
The Catch is usually a +0 instead of no catch at all for very broad or still existent limits such as seeing all things ever written by man, or seeing all enemies of Asgard or seeing all deaths. Only major supernatural heavyweights whose powers are Knowledge, Foresight and the like (such as the Fates, a major deity of Wisdom or the Archangel known as the Watchman) have near-omniscience, even omnisciense limited to the present.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:50:28 PM
SHAPESHIFTING


[Family] Shifter [-4]
Description: Your shapeshifting abilities are limited to one family of creatures. For example you might only be able to shapeshift into any type of canine/feline/avian creature.
Musts: You must choose a type of creature that you can shapeshift into.
Skills Affected: Varies
Effects
Limited Multiform. You may take on nearly any form so long as it falls within the family of creatures you've chosen.
Limited Skill Shuffle. At the end of the day most cats or most dogs have the same types of skills, just in varying degrees, a tiger might have a higher might rating than a tabby cat. You may build only one alternate skill configuration, but may choose three skills which may be adjusted from form to form within that configuration.
Function Follows These Forms. You have two form points which you may use to gain temporary access to powers that make sense given your chosen family of creatures.
Extra Form Points [-]. You may purchase an extra form points at a one for one ration to refresh spent.
A Family Understanding [+1]. Your understanding of your chosen family of creatures is expansive. You may purchase the pact instincts power for free.

MULTIPLE BODIES [–7]
Description: Two heads are better than one, and many hands make light work; you can split off a single copy of yourself, which shares your memories and abilities. Depending on the upgrades taken, this power could represent the fission of an ooze demon, the splitting up of a swarm of lesser creatures, or even the magical duplicative hair of Sun Wukong.
Skills Affected: Physical skills.   
Effects:
Cloning Blues. You may produce a single, exact copy of yourself as a supplemental action. This copy is indistinguishable physically, though mystical observation shows it to be a construct of ectoplasm. The copy has the same skills, stunts and powers as you, and has your memories at the time of creation; the only mechanical difference (besides the normal vulnerabilities of ectoplasmic constructs) is that their High Concept is “Copy of a [Original High Concept]”. You have no special ability to communicate with your copy (outside of invoking their High Concept to guess what they’ll do next), and do not learn what they learn unless you recall them (requiring a free action while in physical contact), at which point they dissolve into ectoplasm and you gain all their memories since they were created. You and your copy have separate stress tracks; however, your supply of consequences remains the same, and must be split between the two of you. You do not cash out (see page 206) for consequences suffered by your copy. If your copy is killed (rather than being recalled) you may not generate a new one until the next scene (if you are killed, your copy immediately dissolves into ectoplasm). Note that despite having the same powers as you, your copy does not acquire their own item slots from spellcraft powers, and cannot create its own copies through this power.
We Are Many [-1]. This upgrade increases the number of copies that you can have active at the same time by one. You may take this upgrade multiple times, increasing the number of potential copies by one for each purchase. Note that, should one of your copies be killed, it does not completely remove your ability to create new ones until the next scene; it simply reduces the maximum number you can create this scene by one.
Von Neumann’s Magic [-2]. The We Are Many upgrade is a prerequisite for this one. Your copies can create copies of their own using this power. They use the creating copy’s memories, rather than your own, but are otherwise created just as described in Cloning Blues. They are still your copies, and therefore cannot exceed the number of copies you may have active at once.
Distant Recall [-1]. This upgrade allows you to recall your copy from a distance as a free action, instantly dissolving it into the ectoplasm from which it was formed. If you have a Hive Mind (below), this upgrade becomes free.
Hive Mind [-2]. You and your copy share minds. You know everything they know, and vice-versa, allowing real-time sharing of information and memories without the need for recall. This has numerous applications, and adds two shifts to any maneuver made by you or your copy to co-ordinate an action with the other (see page 208). However, with this upgrade, you and your copy share the same mental stress track; this means that you are treated as the same target for the purposes of psychic attacks, allowing them to damage both of you at once. In addition, you and your copy both suffer from the taggable aspect produced by taking a mental consequence, regardless of which of you actually “spent” the consequence in question. Other appropriate temporary aspects might also "spill over" in this way.
Ontological Inertia [-0]. This upgrade cannot be taken by characters with positive refresh. Upon taking this upgrade, your copies become just as “real” as you are (arguably, not very), making the question of who the original is rather moot. As a result, rather than imploding into ectoplasm upon your death, your copies will remain intact (and may produce another copy to replace you, if they have that ability). This will sometimes result in one of your copies acquiring true independence, at which point it becomes a separate character with the ability to create its own roster of copies; a number of creatures native to the Nevernever reproduce in this manner.
Split Skills [+4]. Rather than being able to produce exact duplicates of yourself, you must split your power amongst the bodies you produce, resulting in a set of weaker copies. Whenever you produce a copy, all of its skills default to Mediocre (+0). You must provide it with skills by reducing your own and adding an equivalent number of skill points to its sheet (see page 65). For example, by reducing a Superb (+5) skills to Good (+3), you would acquire two skill points to raise one of your copy’s skills to Fair (+2). Skill points taken from one skill need not be spent on that same skill; it is acceptable to reduce your Might in order to increase your copy’s Lore. Your copy may not have any skill ratings higher than your original score in that skill. Keep a record of your character’s original skill ratings; they return to their previous level once the copy is recalled (if the copy is killed, it is treated as being recalled one scene later).
Split Power [+Varies]. This upgrade provides you with refresh equal to half the total refresh cost of your supernatural powers (excluding Multiple Bodies, but including any refresh spent on We Are Many), rounded down. Whenever you produce a copy, you must total up the cost of your supernatural powers (excluding Multiple Bodies) and divide it by two. This is the new refresh cost of the powers you and your copy may possess. You must first spend this refresh on powers that are core to your High Concept (i.e. (i.e. Living Dead for a Zombie or Lawbreaker for a Warlock), and you cannot produce a copy without such powers. Often, this will result in a simple reduction of power; splitting Supernatural Toughness into two iterations of Inhuman Toughness, or reducing Evocation and Refinement into two iterations of Channelling. You cannot provide your copy with supernatural powers you do not possess any version of. If you have any spare refresh, you may temporarily assign it to appropriate powers for you or your copy.
Keep a record of your character’s original powers; they return to normal once the copy is recall (if the copy is killed, it is treated as being recalled one scene later). If you can produce more than one copy, then you must divide the refresh cost of your supernatural powers evenly again between yourself and each copy, each time you produce one. It would probably be wise to produce a number of "templates" based on the kind of power-sets you could give different numbers of clones, to save time.

Phouka Beast Change: Your beast form is mutable.  While you may only change into one animal, you can change into variations of the same one.  You can change coloration and alter size and weight by up to 50% (smaller or larger ~ lighter or heavier). This grants a +3 to any roll used to dupe people into thinking you aren't the same animal they saw before.

Gift of the Spriggan: -3:  You have the ability to drastically alter your size. This power allows a character to shift to a smaller form identical to diminuitive size or a larger form; identical to hulking size.
-1: The change is done as a supplemental action, still only once per round.

PAINFUL TRANSFORMATION [+1]
Description: Shifting forms is extremely painful.
Musts: A Shapeshifting ability.
Skills Affected: Endurance
Effects:
Painful Transformation. Choose one form you have access to. Whenever you shift forms, unless it is into the chosen form, you immediately receive a Mild Physical Consequence related to the stress of transformation.

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.

FLESH FORGERY [-1]
Description: The shape(s) that you assume can include equipment.
Musts: You must have the Beast Change power or the True Shapeshifting power in order to take this one.
Skills Affected: Weapons, Craftsmanship
Effects:
Flesh Forgery. Your alternate form(s) include items that are not connected to your main body. You may create a simple item whenever you shapeshift into a an alternate form. These items disappear when you shapeshift back. If you have Beast Change, then you must select the item when you take this power. If you have True Shapeshifting, then you may create whatever you wish. However, anything more complex than a knife or a pair of pants may call for a Craftsmanship roll. Armour, thrown weapons, and one handed melee weapons created with this power are limited to rating 2, while two handed melee weapons are limited to rating 3.
Arsenal Of Flesh [-1]. You are no longer limited to creating a single item. You may a number of items, although large quantities may require a Craftsmanship roll.

Quick Shifting [-1]. You can modify your form pool as a supplemental action instead of a full action (see Supplemental Actions, p 213).  Musts: Modular Abilities.

Symbiosis of Spirit -0 (requires Demonic Co-pilot)
Description: You and the demon possessing you are no longer two separate individuals but are instead a symbiosis of man and demon neither truly one thing nor the other, this requires a apropriate High Concept. You no longer have to take mental stress when acting according to your co-piolot's agenda as it is now your agenda, but any action that actively goes against your co-pilots agenda also threatens your gestalt, when doing so, you must roll Discipline against the result as if you were defending against an attack. Failure to succeed in this roll means you take mental stress and any consequences are chosen by the GM showing the friction between you and your co-pilot.

[-1] Transformation Sequence - Your transforming between forms takes an entire action but whilst transforming you have Temporary immunity from all harm, this immunity can only be used once a scene.  (As everyone knows you cannot interrupt a transformation sequence).


SPEED


Decoy
Cost: -3
Activation Speed: Supplemental Action
Description: There have been many precedents of high-speed fighters utilizing persistence of vision to fool their enemies to attacking where they aren’t. This power takes that to another level, allowing a life-and-death game of Three-card Monte with your own body on the line.
Musts: Supernatural Speed, or Mythic Speed, or the Faster than the Eye or Like the Wind  trappings from those respective speed powers.
Skills Affected: Athletics, Weapons, Fists, Guns
Effects:
Twin Me: You move quickly between two points in the same zone, stopping slightly in each one, so that it seems that there are two of you. You gain +2 to defense rolls, as your attacker can’t be sure which one of you to attack at what time.  You also gain +2 to your attack rolls, for similar reasons.
Triple Threat: Similar to the Twin Me power, but only available if you have Mythic Speed or Like the Wind. Three of you will seem to be in the zone at the same time, providing +3 to attacks and Defense.
Multiplicity: [-2]: For a Fate point, you can sacrifice some of your individual speed power bonuses and the bonuses to attack and defense in the above trappings for a scene; but in trade you receive a more powerful result: Your multiple images can seemingly attack and defend separately. Your multiple selves have your (natural) Alertness for Initiative, and cannot move more than 1 zone away from the other(s), but are allowed to attack different targets (Or the same target multiple times!). Be careful, though, you still only have one Stress track and set of Consequences, and your multiple selves can all be hit!
Notes: At any point you can stop using this power as a free action, and can choose which multiple stays. In the case of Multiplicity your initiative does not regain the benefits of your speed bonuses until the beginning of the next exchange.

to fast to perceive (-2) (requires speed powers)
You may use your athletics skill instead of stealth, you can also sprint and sneak in the same action. 

To fast to perceive (-2) (requires speed power)
Enemies with a lower alertness than your athletics takes a -2 penalty to trying to block your attacks as they can't properly see your movements.

Inhuman Dexterity [-2]
+1 to accuracy with weapons where dexterity matters 
+1 to weapons parry
+2 to any non combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)

Supernatural Dexterity [-4]
+2 to accuracy with weapons where dexterity matters
+2 to weapons parry
+4 to any non-combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)
 
Mythic Dexterity [-6]
+3 to accuracy with weapons where dexterity matters
+3 to weapons parry
+6 to any non-combat roll that is based off manual dexterity (lock-picking, pick-pocketing, magic tricks etc.)

Blink Fighter [-2] - Becuase of your inhuman speed you attacks are much harder to avoid.
Add your athletics bonus from Speed Powers to your phsyical attack accuracy. (Dosen't stack with any other forms of accuracy boost.)

Kulan-Do
You know the secret martial art of Kulan Do. (riposte for fists). This requires inhuman speed or better, and cannot be identified by martial artist, unless the person with martial artist also has Kulan-Do.

Advanced Kulan-Do
You have mastered the upper levels of Kulan-Do. You may riposte by rolling against the opponents athletics (or other physical damage taking stat) -2, and afterwards still take your action. This requires supernatural speed and Kulan-Do, and cannot be identified by martial artist, unless the person with martial artist also has Kulan-Do.

Master Kulan-Do
You are a master of Kulan-Do, and may riposte with fists normally, and then take your action. This has all the trappings of Advanced Kulan-Do, and requires it.

Secrets of Kulan-Do.
You know the deepest secrets of this art, and can make a redirected force style manuever, a riposte-style attack, and then a normal attack. Requires mythic speed, all three Kulan-Do skills, and a very high position in the Jade Court. No outsider can learn this, and if any does, the Jade Court will hunt him/her down. To take this ability, one must also rename one of their aspects to reflect, to reflect their mastery of this art. If they are not jade court, they must rename it to reflect the fact that they are hunted by the Jade Court (unless there is a very special exception made by the Jade Court Leader).
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:51:38 PM
SPELLCRAFT


Self-Sponsored Magic -4, plus or minus additional constraints
You've studied a branch of magic long enough to understand and use it intuitivly without resorting to complex rituals. Pick a magical theme or element as per traditional Sponsored Magic, when casting a spell any Sponsor Debt you gain now act as Compels on your Aspects that you DO NOT gain Fate Points from, likewise you must still pay Fate Points to resist a Compel. A GM may allow you to Self-Compel to pay off a part of your Debt, but you would still not gain any Fate Points (Self-Compels or regular Compels that do not pay off Debt still earn Fate Points normally).

Conceptual Thaumaturgy [-2]
As a massively skilled practitioner of the arts you can cast Thaumaturgical spells up to your starting complexity without the props by working through the magic in your head. As the spell is taking place in your head you can only take backlash instead of fallout when casting.  This allows on the fly casting of low level Thaumaturgical spells at some risk to the caster.

Horrific Imagery [-2] Your Illusions are so vile they can cause serious mental harm to those who view them.
You can use your illusion creating powers (evocation, glamours etc) to cause mental stress instead of its usual function. (this would allow mental attack spells with spirit illusions and allow those with the glamours ability to roll there seemings roll as a mental attack.)

CHANTER [-1]
Description: Most spellcasters use incantations, but for you the effects of magic words are far more pronounced. This makes your spells stronger, but much slower to cast.
Musts: You need some form of spellcasting to take this power.
Skills Affected: Discipline
Effects:
Magical Chant. When you tag an incantation-based aspect to boost a spellcasting roll, add an additional two to your roll.
Incantation Dependency. Whenever you cast a spell without tagging or invoking an incantation-based aspect, subtract two from your spellcasting roll.

MAGICAL SELF-ENHANCEMENT [+varies]
Description: Many supernatural abilities can be mimicked through an application of spellcasting. But that requires specialization, of the sort that this power represents.
Musts: A character must possess the Evocation, Channeling, and/or Sponsored Magic powers in order to use this one. Other powers to link this power to are also required.
Skills Affected: Conviction, Discipline, Lore
Effects:
Limited Powers. When you take this power, you must select at least one other supernatural power that you possess. Which powers may be selected with this power is a matter of the GM's discretion. The selected powers are disabled, and the character gets a rebate equal to one-third of the powers' total cost.
Magical Self-Enhancement. This power allows the user to grant themselves access to the selected powers through evocation. Such evocations may be of any element that makes sense, and they may be offensive or defensive. The power required of an evocation that grants powers is equal to the total refresh cost of the granted powers plus the intended duration. The user may extend this effect using the normal rules for the extension of evocation, and they may choose to grant themselves only a few of the selected powers. This also allows them to grant lesser versions of the selected powers. For example, a character who had selected Supernatural Strength and Inhuman Speed with this power may grant themselves Inhuman Strength for 5 exchanges with a 7-shift evocation.
Magical Enhancement [-varies]. This option removes the rebate from Magical Self-Enhancement, making the total cost of the power 0. In exchange, it gives the user the ability to cast power-granting evocations on other characters. Please note that these evocations cannot be zone-wide.

MARTIAL MOJO [+1]
Description: Your powers only function at very short range.
Musts: A Spellcasting ability whose range is normally sensory.
Skills Affected: Varies
Effects:
Martial Mojo. Your Spellcasting ability only functions within your zone. As a small respite, you are immune to your own zone-wide spells as long as they do not cause any fallout.

Sponsored Channeling [-2]
Like sponsored magic, but only for evocation effects that fit the sponsor's theme. It allows you to use your sponsored powers to bypass Toughness (as normal) and to go into debt by invoking an aspect without spending a Fate point.
Cost one less refresh if character already has evocation. Note that (if the sponsor agrees) this can be improved to the regular form of Sponsored Magic for [-2] (or the regular cost of Sponsored Magic - whichever is less).

Sponsored Ritual [-2]
Like sponsored magic, but only for thaumaturgy effects that fit the sponsor's theme. If applicable it allows you to use your sponsored powers to bypass Toughness (as normal) and to go into debt by invoking an aspect without spending a Fate point. It does not allow you to cast thaumaturgy effects at evocation speeds.
Cost one less refresh if character already has thaumaturgy. Note that (if the sponsor agrees) this can be improved to the regular form of Sponsored Magic for [-2] (or the regular cost of Sponsored Magic - whichever is less). 

Minor Magic [-1]
Magical talent is primarily gained through maternal bonds, but what about the paternal bonds? In some people whose fathers have gross magical talent, a faint spark of magic appears.
Minor Rituals: You can use rituals with 5 shifts or less of effect
Minor Evocation: You can create evocations from any element of 1 shift or less.

Minor Magic [-0]: You are either a budding apprentice, a late bloomer, or otherwise have a very minor talent for magic. While not capable of true Evocation or Thaumaturgy, you can tag your high concept once per scene without spending a fate point, to perform very minor magical feats. You must have an aspect related to your magical talent, such as I DIDN'T KNOW I COULD DO THAT or BUDDING PYROMANCER, and may be subject to compels when your magical talent gets out of your control. With time, effort, and/or instruction, you may be able to upgrade to Channeling, Rituals, Evocation, or Thaumaturgy (spending the appropriate refresh). If so whichever full spell casting power you take replaces this power.

AQUATIC SPELLCASTING [-1]
Description: Your magic is in tune with water and is not disrupted by its flow.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
Aquatic Spellcasting. Your magic is not impeded by water, running or otherwise.

BLOOD MAGIC [-0]
Description: Your magic comes from the energy of your body, rather than from the energy of your mind.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
Blood Magic. If you would take a mental stress hit to power a spell or an enchanted item, you take an equal physical stress hit instead. This physical stress automatically satisfies all Catches and ignores all armour. Furthermore, it bypasses extra stress boxes from Size powers.

Magic Mimicry [-1]
Description: You can copy any magic spells you see in action.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Effects:
Magus See, Magus Do: This acts similarly to refinement that gives you access to a new element, only instead of that element you can cast any spell you've seen done before, even if you only saw it once.

Focused Study [–0]
Musts: Channeling and/or Ritual.
Description:  Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Intense Focus. You have chosen to focus heavily upon one particular application of spellcraft. When you take this power you forever give up the ability to upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
Focused Specialization. You may now choose to gain specialization bonuses when buying the Refinement power.

Focused Mastery [-1]
Musts: Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
Esoteric Lore. You roll Lore at +1 when dealing with magic particular to your area of focus (as determined by your element, ritual, or theme).
Potent Specialization. You no longer need to structure your specialization bonuses for each ability according to the same “column” limits for skills (see page 65). You still cannot have any specialization bonuses higher than your Lore skill.

Rote Reliance [+1]
Musts: At least one rote spell.
Description: You aren't very good at improving with your magic, preferring to stick to a few well rehearsed and known spells.
Skills Affected: Conviction, Discipline, Lore
Effects:
Improvisational Block. You suck at casting any spell you haven't worked out ahead of time. When casting  non rote spells, consider your Conviction and Discipline to be 2 steps lower than the actual ratings.
Total Reliance [+1]. You are totally reliant upon a few well rehearsed spells. The only spells you can cast are rote spells. When casting such spells you must roll to control the power as if you were casting them normally.

Signature Spell [-1]
Musts: At least one rote spell.
Description: You are well known for one spell in particular. You might be a one trick pony, but it's a damn good trick!
Skills Affected: Discipline, Conviction, Lore.
Effects:
Choose one of your rote spells when you buy this power. This spell then becomes your signature spell and gains the benefits listed below when you cast that spell by rote. You may only have one signature spell at a time. At the game masters discretion you may be able to change your signature spell after a Significant or Major milestone.
Efficient Spellcraft. You've refined one spell so greatly that you can cast it with incredible efficiency. When determining the mental stress cost (page 250) of your signature spell, consider your Conviction to be 1 step higher than its actual rating.
One Last Spell. You've learned to keep a little bit of energy in reserve for your favorite spell. You may spend a Fate Point instead of taking metal stress when casting your signature spell.

Signature Spell [-1]
Description: You have a single spell that you can perform better than any others.
Musts: You do not need to have other magical abilities, but if you do the bonuses from this power stack with any bonuses you get from them.
Skills Affected: Conviction, Discipline, Lore
Effects:
Favorite Spell: You gain +2 control and +1 power or +2 power and +1 control (choose which when you take the power) to a single spell. If you have no other magical abilities, then this is the only spell you can cast.

[-3] Spell-like Abilities
You have 2 spell-like abilities you can use twice per day each - or you may use one by taking a 1-point mental stress hit. You aim SLAs with Discipline or an other thematically appropriate skill. Their power is equal to your Conviction or your Lore, whichever is higher, and you can have any Evocation or Thaumaturgy effect as an SLA. However, once chosen those abilities are fixed and cannot be changed. You may lower the Power of an ability when initially chosen by a number to increase its number of uses by the same number - though it still costs 1 point of mental stress to use.
[-1] Improved Innate Magic
You have more varied spell-like abilities available than normal. Each time you take this ability, you get four new SLAs, each one following the same rules as your original SLAs. Instead of new SLAs, you may take an existing SLA more than once, adding up the total number of uses.
[-1] Potent Innate Magic
Your innate magic is stronger than normal. Each time you take this ability add 1 to the Power and number of uses of each SLA you have. You may take this ability a number of times equal to your Lore or Conviction.

Spell-Like Ability [-1]
Description: You have the ability to cast one spell.
Musts: Nothing more than any other power requires.
Effect:
Spell-Like Ability. Design a spell with complexity or power equal to the higher of your Conviction skill and your Lore skill. You may cast that spell as an evocation rote.
Potent Spell-Like Ability [-1]. Add two to the power of one of your spell-like ability. This does not increase the difficulty to control it.

Healing Light [-2]
Description: By channeling your supernatural energy into somebody else you allow them to begin the healing process, and may even help them recover to perfect health.
Skills Affected: Conviction, Scholarship
Effects:
Starting Recovery. You may use this power to make scholarship declarations to justify the start of natural recovery from physical consequences, just as if they'd gone to a doctor or the hospital.
Healing Pool. You have a pool of healing power equal to your conviction.
Healing Surge. You may spend a fate point to allow somebody to recover from all of their physical consequences up to severe as if they where a mild. Subtract the value of the highest consequence so affected from your healing pool.
Healing Backlash. At the end of the scene you must roll against a hunger attack with a value equal to the number of negative points in your healing pool. If you have used other powers attached to your feeding dependency during the course of the scene, this (positive) value is added to the overall strength of the hunger attack you would suffer from use of your powers instead.

Magical Healing [-1]
Description: You are trained in the ways of healing, and can work healing more effectively than most mages.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Variations: This spell clears physical stress but varieties could exist for mental or social stress.
Effects:
Treatment: You may clear a stress box on you or an ally by casting a spell with at least as much power as the number of the box in question. A 4 power evocation could clear any of a character's first 4 stress boxes. You may justify beginning recovery on a consequence with a power of spell at least equal to the consequence's value.
Cure: You may clear multiple stress boxes at once, and even reduce the severity of consequences by 1 step by summoning enough power. The chart below lists effects.
1 Power: Clears 1st stress box.
3 Power: Clears first 2 stress boxes.
6 Power: Clears first 3 stress boxes.
10 Power: Clears first 4 stress boxes.
12 Power: Clears all stress boxes and all minor consequences.
16 Power: Same as 12 power, plus lowers a moderate consequence to mild.
22 Power: Same as 16 power, plus lowers a severe consequence to moderate.
30 Power: Same as 22 power, plus lowers an extreme consequence to severe.
40 Power: (With GM approval) Revives a character from death assuming character's body is still in relatively good condition. The character comes back with all consequence slots filled but a clear stress track. Additionally, he must take a [-1] Stunt Back from the Dead Which grants no bonuses. If the revived character lacks the refresh, he may trade in one of his stunts or powers to make up for it. Note: excessive injuries raise the difficulty. Having the head cut off raises it to at least 50. Someone's who's burnt to ashes just isn't coming back even with 1000 power.
Note the Second: Death is a continuum in Dresden Files, not a set point. Even after "death" a few of your cells are still alive for awhile. A revivification spell provides enough juice for them to replicate and reconstruct the body. This shouldn't be a violation of the 5th law, though wardens may not see it that way.
Final Note: Just because the chart lists power levels for certain amounts of healing doesn't mean you're not abusing the rules to get those shifts of power.

Natural Channel [Spellcraft, -1]
Musts: Channeling; taking this power prevents upgrade into Evocation
Natural Channel: Your magic is more then your soul's expression; it soaks into your bones, flows through your blood. You may use Endurance in place of Conviction and Fists in place of Discipline for spellcasting. This physical harmony is not without danger, however; the mental stress of spellcasting becomes physical stress, bypassing any Toughness powers or similar defenses
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:52:20 PM
Awakened Magic [-6]
Spheres:
Basically, Awakened Magic works as Evocation and Thaumaturgy with the following differences:
Instead of the five Elements of standard Dresden Files Evocation, Mages have the Nine Spheres and get Power and Control Specializations to them as normal as if they were Elements. They recieve access to five Spheres with purchase of Awakened Magic, but still only one free Specialty
Thaumaturgy is re-divided into the same nine Sphere categories, and the character likewise recieves access to only five of them...the same five as they have access to with Evocation. They also recieve one Thaumaturgy Specialty as normal.
Item Slots are gained as normal (meaning Awakened Mages start with 4), and may be used likewise, but Foci must be specified as either Thaumaturgy or Evocation (sibnce the Category names are now the same).
Specialties are still entirely separate between the two categories (a +1 Evocation Forces Control will not apply to Forces Thaumaturgy).
Awakened Refinements:
Refinement is purchased differently for Awakened Magic. One level of Refinement will grant any of the following:
Access to one additional Sphere for both Evocation and Thaumaturgy.
Two Specialties to divide amongst Evocation and Thaumaturgy.
Two Additional Item Slots for whatever use you like.
One each Specialty and Item Slot.
Awakened Paradox:
Instead of Backlash or Fallout, Awakened casters take Paradox when they fail Control rolls. This can take the form of either Backlash or Fallout (or something else entirely), but is treated like Backlash for purposes of whether the spell works. The bad side is that the player in no way controls what the Paradox does, that's entirely up to the GM.
The GM has three options of how to use Paradox:
1. As Backlash.
2. As Fallout.
3. As a magical effect of his choice with a shift value equal to what the Control roll was failed by. This should be appropriate for the spell in question, but may always include Summoning (and not Binding) inimical "Paradox" spirits.
Incidental Differences:
The Laws of Magic do not apply to Awakened Magic, but neither do awakened Mages recieve the ability to bestow a Death Curse or ever gain Lawbreaker (even if they wanted to). They do not Hex technology by default, and must use an appropriate Sphere effect to do so on purpose, and suffer an appropriate Paradox effect to do so accidentally.
Other Powers:
Aside from Refinement Awakened Mages may purchase any Powers they desire that their Spheres can justify. Most will have Feeding Dependency (Magical Energy) and some may have Human Form. Life  Mages often gain physical enhancements, Mind or Spirit Mages often gain the Sight, etc.

Channeling of the True Source [-5]
A channeler of the Wheel of Time series has access to what is effectively Sponsored Magic equivalent to Soulfire. Channeling the True Source enables all Thaumaturgy effects as Evocation, but the channeler must be taught the general effect (i.e. creating fire, controlling wind, physical blocks, healing and opening gateways are basic effects) or discover it through experimentation. Via experimentation, a channeler can discover new effects on his own-roll discipline vs conviction per attempt; a failed roll means he draws as much power as he can and not a small, controlled amount. Then roll again to control the power. If the control roll fails, all of the power goes to backlash. Typically untaught channelers have 75% chance to kill themselves before they learn enough. Experimenting with individual weaves (spells) causes fallout instead and on a failed control roll, only the excessive power becomes fallout.
Male Channelers get +1 to Power for all types of magic. Female Channelers get +1 Control to all types of magic.
A Channeler can use "sponsor debt" to overchannel, casting small spells for free or bigger spells than he normally can. Those future unavoidable compels can be used in subsequent encounters to reduce either Power or Control for spellcasting (spread evenly). They are persistent; unless paid off by a Fate Point when the channeler is not actively using magic, they can be compelled repeatedly. A channeler can typically accumulate up to the average of his power and control in Debt before being cut off from the source. If the channeler is willing to sacrifice his ability, he can accumulate up to twice that in one encounter but then takes the "Severed from the Source" extreme consequence.
Channeling the True Source uses Refinements normally for the standard elements of Fire, Air, Water, Earth and Spirit.
Channeling does use focus items and enchanted items. However, an Angreal costs 4 focus item slots per +1 bonus but its bonus applies to all spellcasting rolls. Sa'angreal offer a bonus of +4 or higher but require "Item of Power". For example, Callandor offers a +10 bonus for -18 refresh as an Item of Power.
An average channeler is submerged, typically leaving 5 refresh open to pay off overchanneling Debt when he or she rests. They have Wizard's Constitution and live a bit longer than DF wizards (600+ years)

DnD Wizardry [-5 to -17]
A DnD wizard gets a lot of power but far less flexibility than a DF wizard. At its most base, the DnD wizard gets to cast both evocation and thaumaturgy spells at the speed of evocation. He casts spells with a Power equal or less to his Lore -2 but he must memorize those spells in advance; he gets 5 slots per session to fill with spells. He makes the control roll (using discipline) to store the energy in his mind and, as if doing a ritual, he can memorise more slowly, spreading the energy so there is no chance of backlash or fallout. When releasing the spell, he only needs to make a discipline roll to target it. He gets specialisation and item slots as if he had evocation and thaumaturgy, boosting Power or Control on the following types of magic; Evocation, Enchantment, Illusion, Transmutation, Divination, Abjuration, Necromancy and Conjuration.
The base ability costs [-5] refresh. For an additional -1 refresh the wizard puts into DnD wizardry, he gets 5 more slots, memorizing spells of Power equal to his Lore -1. For the next point of refresh he gets 5 more slots equal to his Lore. And so on until he takes the full -17 refresh, memorizing spells up to Lore +10.
A DnD Wizard will also take Refinements for foci and enchanted items (representing DnD magic items) and Specialisations (representing metamagic and other magic-boosting feats). An average lvl 10 wizard is refresh 9 for his magic only, another 9 or more for refinements. An epic wizard could easily be -40 refresh; -17 for his spells, -17 for refinements, -3 for stunts and another -3 to take true Thaumaturgy to represent Epic Magic.

Wand Magic [-2 to -5]
A wizard of the HP universe -or other similar wand based caster- replaces Evocation with Wand Magic. They still get Thaumaturgy but not The Sight, Soulgaze or Wizard's Constitution. At its most basic, this form of magic requires a Wand [+2] and is treated as ranged mental maneuer or block at Conviction +2 to hit [-2]. They don't need to make a control roll. A budding caster usually has only a couple effects he can do [-1]. For someone studying magic enough to learn multiple spells the ability is treated as modular instead as they can spend a few moments (an exchange) to remember a new spell [another -1]. Once a wizard has grown strong enough to cause harm with his magic, it can also be used as Weapon 2 [-1]. An average wizard would use it as weapon 4 [-1] and would only need a supplemental action to use a new spell [-1].
Master Wizards can take Refinements for Wand Magic, upping their skill with one of the following spell types; elemental, enchantment, illusion, transfiguration, transportation, protection, curses, healing, divination, dark magic. Rules for bonus pyramid still apply. The bonus can be added effect's power, the wizard's attack roll, or split between the two. Thaumaturgy bonuses are as per normal. Wand Magic does not use or benefit from Foci.


STRENGTH





TOUGHNESS


Physical Renewal
Refresh Cost: -8
Through some quirk of fate, you have been given the power to recover from wounds like no other. For a Fate Point once per scene, you may heal from All non-Extreme, physical-based consequences, be they Mild, Moderate, or Severe, as a Full Action. Such power does not come without cost, as your will is taxed to the limit doing this, and your body is just barely healed of your consequences: Your Mental and Physical stress tracks are filled as a result of using this power(if not already filled). Strenuous activity after this healing is not recommended. (Note: Consequences taken before using this power still count toward Fate Point gains if you Concede or are Taken Out)

THERE IS NO SALVATION [-2]
Description: The world is not fair. Some beings are just immune to the things that are supposed to make it so.
Skills Affected: None.
Note: While all custom powers are optional, this one is extra-optional. If you don't like it thematically or if you think it encourages an undesirable arms-race mentality, don't use it.
Effects:
Unequal Before God. All Creatures Are Equal Before God is useless against you. The same applies to the Catch-satisfying effect of Sacred Guardian and all similar effects.

INHUMAN STOICISM [-2]
Description: Your mind is abnormally stout, withstanding far more abuse than that of the average human.
Note: This power has no effect on mental stress that is paid as a cost to use a Power or to accomplish something else. It can, and generally should, be attached to an appropriate mental Catch.
Skills Affected: Conviction, other mental skills.
Effects:
Hard To Twist. You naturally have armour 1 against all mental stress.
Hard To Break. You have two additional boxes of mental stress capacity.
Universal Toughness [+1]. If you possess Inhuman or better Toughness, the cost of this Power is reduced by 1.

SUPERNATURAL STOICISM [-4]
Description: You can shrug off mental traumas that would utterly destroy a normal person.
Note: This power has no effect on mental stress that is paid as a cost to use a Power or to accomplish something else. It can, and generally should, be attached to an appropriate mental Catch.
Skills Affected: Conviction, other mental skills.
Effects:
Harder To Twist. You naturally have armour 2 against all mental stress.
Harder To Break. You have four additional boxes of mental stress capacity.
Universal Toughness [+varies]. If you possess Inhuman Toughness, the cost of this Power is reduced by 1. If you possess Supernatural or Mythic Toughness, the cost of this Power is reduced by 2.

MYTHIC STOICISM [-6]
Description: The durability of your mind is preposterous.
Note: This power has no effect on mental stress that is paid as a cost to use a Power or to accomplish something else. It can, and generally should, be attached to an appropriate mental Catch.
Skills Affected: Conviction, other mental skills.
Effects:
Nearly Impossible To Twist. You naturally have armour 3 against all mental stress.
Nearly Impossible To Break. You have six additional boxes of mental stress capacity.
Universal Toughness [+varies]. The cost of this Power is reduced by 1 for each level of Toughness that you have.

INHUMAN MENTAL RESILIENCE [-1]
Description: Your mental strength is beyond human limits - but only slightly. Elder wizards often have this power, which lets them outlast their younger peers in Evocation contests.
Skills Affected: Conviction.
Effects:
Inhuman Mental Resilience. Add one box to the length of your mental stress track.

SUPERNATURAL MENTAL RESILIENCE [-2]
Description: Your mental strength is incredible. Senior Council members and other extremely strong wizards often have this power.
Skills Affected: Conviction.
Effects:
Supernatural Mental Resilience. Add two boxes to the length of your mental stress track.

MYTHIC MENTAL RESILIENCE [-3]
Description: You have more mental strength than perhaps anything else on the planet. This power is generally possessed by the greatest wizards in history and by semi-divine beings.
Skills Affected: Conviction.
Effects:
Mythic Mental Resilience. Add three boxes to the length of your mental stress track.

Perfected Toughness [-2]
Your great toughness means you can take hits that would obliterate other men entirely but you cannot do so repeatedly.
You can use more than one stress boxes per attack and so can soak much higher levels of stress per hit.

Potent Catch [+1]
Description: Your catch doesn't just nullify your powers, it actively harms you. Take an additional 3 damage when presented with your catch. Additionally, you may not come near or use any items associated with your catch. For example a fairy with this ability may not use an iron weapon, even if he or she is only holding it by a non-metallic handle.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 08, 2012, 11:53:02 PM
TRUE FAITH


Skepticism beyond Reason [-1]
Description: People believe in many things. You believe they're idiots. Religion is hogwash. Monsters are just silly legends. Magic doesn't exist. You have faith in science and reason and nothing will sway you from it.
Musts: This power does not count as a supernatural ability, but every other supernatural power you take increases the cost of this power by 1. After all, it's hard to cast a fireball one round and then say you don't believe in magic the next. Your must have a high concept referencing your complete disbelief in the supernatural.
Effects:
There Must Be a Rational Explanation: Your disbelief in the Supernatural is solid. You always have a +2 bonus to resist belief in the supernatural, and those trying to convince you get no benefit from declarations that are based on the truth of their claims or the strength of their conviction. You may defend against all such attacks with either conviction or scholarship. Treat any attempt to convince you of the supernatural, or any use of a supernatural power in your presence as a social attack.
True Nonbeliever: Your belief in science is absolute. Petty things like "witness accounts," "evidence," or "personal experience" won't shake your faith. You believe science holds the potential to solve all mankind's problems, if only it weren't held up by those superstitious flat-earthers. Symbols of science count as symbols of your faith, and satisfy appropriate catches on monsters. Your house and any place of science are treated as holy ground when you are present, and you raise their thresholds by 2.
I Don't Believe in Fairies: Your presence satisfies the catch on all faekind. Additionally, you deal damage against tulpas and any other constructs whose existence is based solely on belief in them.
This Can't Be Happening: [-1] Your utter disbelief in the supernatural gives you +2 to avoid the effects of any supernatural influence on you. However, you automatically oppose any helpful supernatural effects at +2 as well. By default you resist with the higher of conviction or scholarship.

Void of Faith (-4)
Believing against Belief  is a funny and frightening thing.
Must: Must have a High Concept that rejects the faith entirely, and can never have or take any True Faith or Spellcraft Powers.
“I Care Not for Your Superstitious Beliefs!”: You ignore the effects of Bless This House has on Thresholds.
“I Reject Your Faith!”:   You gain Physical Immunity to all Holy/Unholy damage that ignores the general rule of “Faith Trumps All”.

Dedicated to the cause [-1].
Description: You effectively count as being in ‘true love’, or whatever the actual catch effect is , when facing a White court vampire, as your dedication to your 'mission' and what is stands for prevents you from being swayed by their powers.
Effects: Immunity form White Court powers. They probably don't like you very much either!

Home is Where You Make It [-1] This character carries his threshold with him, he may, with or without any special objects, setup a threshold with a value of two given adequate time to prepare (5-15 minutes). If the threshold is being setup in the open, then the size is up to the GM. It can be used to strengthen the existing threshold of a building by one. This power stacks with "Bless this House".

Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

Holy Magic -1
Musts:  At least one aspect, preferably the High Aspect, has to explain the innate holiness of your magics
Must have Holy Touch, Righteousness, and either channeling, evocation or sponsored magic.
Your evocation attacks, maneuvers, blocks and defenses are treated as "Holy", as in the Holy Touch ability.

Holy Weaponry [-1]
Description: Your sacred power extends beyond your body to envelop the weapons you wield.
Musts: You must have the Holy Touch power in order to purchase this one.
Effect:
Holy Weaponry. You may apply the effects of Holy Touch to weapons that you wield.

Miracle Man [-1]
Description: You are able to perform old school miracles, but at great cost.
Effect:
Bargain For Miracle. Negotiate with your gm for an appropriate cost in fate points for each miracle you perform. This power is potentially limitless in scope, given enough fate points.

A Pox on Both Your Houses [–1]
Description: Your faith in evil is such that even the protection of a threshold withers under your glower.
Skills Affected: Conviction.
Effects:
A Pox on Both Your Houses. By your very presence in or outside of a place, you may attempt to decrease the strength of its threshold — assuming your abilities aren’t already dampened too low by a threshold for this power to work. If your Conviction (After any Threshold Dampening) is higher than the Natural Threshold Rating of a particular place (i.e. before any characters’ Bless This House are added in), You may make a Conviction roll, lowering the place’s Natural Threshold Rating by the number of shifts you roll above the Threshold Rating (To a minimum of 1). Multiple individuals who have this power can stack the effects, making a coven of those Faithful to Demons or the Unholy a force to be reckoned with. And woe to anyone who is so foolish as to invite one of them in.

[-2] Aegis Daemon Shield - Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; The Emperor Protects. You may spend a Fate Point to create a shield of True Faith around yourself and your zone. This shield functions as a zone border with a value equal to the user's Conviction against all supernatural creatures that oppose the user, reduces the power and control of evocations that target characters inside of it by the user's Conviction, and reduces all stress inflicted by the natural attacks of supernatural creatures that oppose the user to characters inside of it by the user's Conviction. This effect only lasts one exchange, but it can be extended indefinitely at the cost of a supplemental action each exchange.


VAMPIRISM


Magic Eater[-2] -  Anyone who makes the mistake of targeting a magic eater with magic shouldn't be surprised when it back fires dramatically.
When ever targeted by magic a magic eater can spend their turn in advance to wrestle control of a spell from the caster (direct discipline contest). Succeeding this contest allows the magic eater to redirect the spell to his chosen target.

Fountainhead of Blood [–2]
Description: You've somehow managed to cut the metaphysical ties that exist between master and servant. You are no longer beholden to the Red King, and are a sovereign in your own right.
Musts: When you gain this power, you must change your High Concept to reflect your new status as the fountainhead of a new bloodline of red court vampires.
Skills Affected: Discipline, Social Skills.
Effects:
Self Control. Your control over the thirst is unparalleled, you gain +1 to your Discipline when using it defensively.
Deeper Reserves. You are the most powerful vampire in your bloodline. Add two boxes to the length of your hunger stress track.
Liege Lord. You are the fountainhead of a new bloodline of red court vampires. Any social skills used against other vampire courts or bloodlines gain a +1 bonus. Increase this to +2 when dealing with members of your own bloodline.
Improved Feeding [-1]. If you purchase this upgrade you gain a +2 (instead of a +1) on subsequent attacks after causing your enemy to bleed, in a grapple you do two extra stress instead of just one. You may also use the Taste of Death of effect of the Blood Drinker power twice per scene instead of only once, however you must spend a fate point to use it the second time.

Mana Locust (Vampirism; -2)
Detect Magic: Within your zone, you may attempt to detect the presence of magic (defined as effects created by or individuals possessing Spellcasting Powers) via an Alertness or Investigation roll. Success provides awareness of the presence of magic, and identifies individuals with Spellcasting Powers if you are already aware of them.
Magic Drain: Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts.
Mageslayer: Add +1 to close personal combat attacks made against characters possessing Spellcasting Powers.

Mana Plague (Vampirism; -1)
Musts: Mana Locust
Magic Drought: Magic Drain reduces three shifts of power.
The Taste of Death: Once per scene, if you inflict enough stress and consequences from feeding to kill a character with Spellcraft Powers, you may take an immediate "free" recovery period equal to an extra scene.

Area Drinker -4
The character leeches upon the vitality of their surroundings as a whole:  people, animals, plants, and all.  Each day, they roll Conviction to feed - this affects a radius in zones equal to ten times the numberical value of the numerical value of the result on the ladder (and the character must remain within this area for the whole day) - the affected area takes on an Aspect of "Depleted," which can be compelled and invoked to cause illness and decreptitude, and against the healing of physical consequences suffered by inhabitants (inhabitant being defined as someone who last slept in the affected area).  The effect is cumulative if multiple characters with this power feed.

Manipulate Dream -2
This power allows the character to incite or alter a target's dreams. In general, this is a contest of Deceit vs the victim's Discipline - success allows the character to lay an Aspect on the dreamscape, which can be tagged or invoked to ease further manipulations, or the use of other powers such as Dream Vampirism. Aspects on dreams can be environmental ("everything grows dark"), emotional ("everything is inexplicably frightening"), or an incorporated element or monster ("beware the jabberwock"). [Mortals can take a Lucid Dreaming stunt for Discipline, which allows them to use this power on their own dreams, which counters the manipulations of others]

Dream Vampirism -1
This is carried out using the same system as Emotion Feeding, using the vampire's Decit vs the victim's Discipline - as the name implies, it can only be used on a target who is currently dreaming - however, any Aspects laid on a dream by the Manipulate Dream power can be tagged or invoked to benefit feeding. Some Dream vampires draw on emotional energy, while some siphon life force more directly - the only mechanical difference is that the former inflicts psychological stress and the latter physical - decide which one this character does (they can't pick and choose).

Heat Vampire [-1]
You can and must with feeding dependency plunder the life energy of living things around you in the form of body heat. To do this you can roll discipline against an a opponents endurance to steal their body heat this ability has an effective range of a zone.
Taste of death- Once per seen after plundering enough heat to kill an opponent you can take a free recovery period, recovering from all stress and minor consequences (or higher with recovery powers).
Plunder (Required Heat Vampire) [-1]  Your heat stealing ability now has a weapon rating of 2. This also increases the range of the ability to 2 zones.
Snap Freeze [-1] (requires Plunder) Your heat stealing ability now has a weapon rating of 4. This also increase the effective range of the ability to 3 zones.
Field of Cold:[-2] You can plunder the heat of everyone in a zone and gain a free tag of the 'empowered' aspect for  every enemy you kill after the first in a scene.

Hunger Magic [-1]
Description: You can channel the life force you've stolen to sate your hunger in order to bolster your spells.
Musts: Feeding Dependency, Some sort of Spellcasting
Skills Affected: None
Effects:
Reach Into the Well. You may invoke one spellcasting related aspect for the cost of two hunger stress without paying a fate point.
Deeper Reserves. Since you've learned to use stolen life force for other purposes, you've also had to expand your capacity to store it. You gain one mild hunger consequence.

Life is Tasty: -1
Musts: one of the vampiric feeding powers
This power grants you the effects of supernatural recovery when using the "taste of death". At all other times you are considered to have your normal rate of recovery.

Life is delicious: -1
Must: life is tasty
With each additional life you take per scene you can clear your physical stress strack. The standard once per scene for the full taste of death recovery still applies.
Title: Re: Custom Power List
Post by: ways and means on July 19, 2012, 10:00:42 PM
Magic Siphoning Punch [-1]
Your punch's (physical attacks) drain the magic out of an opponent (do mental stress) to opponents with a magic power (sponsored magic or evocation).  Enemies taken out by your punches have their magic stolen from them permanently when this happens you a free recovery period.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 20, 2012, 05:59:28 AM
Interesting idea.

Seems more or less okay power-wise...

The take-out bit is optional, right?
Title: Re: Custom Power List
Post by: ways and means on July 20, 2012, 09:19:57 AM
Yes its optional, its pretty much meant to be the same as the other taste of death power.
Title: Re: Custom Power List
Post by: ways and means on July 20, 2012, 10:40:00 PM
Demonic Co-Pilot
You have a demonic co-pilot in your head.
Ask your GM to stat out your co-pilot disembodied skills these should proportional to your refresh.
Your co-pilot can maneuver to help or hinder your actions (say it decided to give you the berserk rage aspect which could be tagged for a +2 to attacking someone but could be invoked against you in heavy negotiations) according to it's agenda.
Fight for control: Every so often your demonic co-pilot might stop trying to influence you and directly fight you for control of your body (a discipline conflict) this shouldn't happen more than once a session and only when the gm deems appropriate and should be played out in character.

Basically treat a demonic  co-pilot as a gm controlled NPC inside the players head.



Title: Re: Custom Power List
Post by: Sanctaphrax on July 20, 2012, 10:46:11 PM
Huh, interesting.

Couldn't say whether it's balanced or not, though...maybe make it cost 0, so that the assumption isn't that the NPC will be unhelpful?

PS: Mind taking a look at the Master List thread? I could use your opinion.
Title: Re: Custom Power List
Post by: ways and means on August 04, 2012, 09:03:25 AM
Time Accel [-2]
You have the ability to boost your relative speed to the rest of the world, this slows the world down from your perspective but each instant you spend like this is physically and mentally draining.
You can spend mental up to the limit of the size of your stress track to boost your physical attack or defense rolls.
Title: Re: Custom Power List
Post by: Locnil on August 04, 2012, 12:29:32 PM
Isn't that basically Sacred Guardian, but costing double and minus the ability to satisfy Catches?
Title: Re: Custom Power List
Post by: ways and means on August 04, 2012, 01:23:07 PM
Isn't that basically Sacred Guardian, but costing double and minus the ability to satisfy Catches?

All custom powers can be seen as re-formats of other powers to one degree or another.  ;) But yes it is meant to be a balanced mental stress boost power as opposed to the unbalanced sacred guardian. Unlike sacred guardian it costs more and has defined area's of effect, it is also re-flavored but the flavor could easily change depending upon what people wanted to do with the power. 
Title: Re: Custom Power List
Post by: Sanctaphrax on August 04, 2012, 11:02:24 PM
Looks fairly balanced, at least on paper.

I like the fluff too, it's very fitting.

Can't totally shake my instinctive dislike for it, though. My opinion of Sacred Guardian is colouring my opinion of this.
Title: Re: Custom Power List
Post by: Locnil on August 05, 2012, 03:07:51 AM
I see.

Well, if you want my take on it, I'd say it's powerful, in the same way spell casting is powerful - strong, but not overwhelmingly/game-breaking so. How good it is will vary based on the length of the combat, which makes this hard to judge.
Title: Re: Custom Power List
Post by: ways and means on September 20, 2012, 07:44:57 PM
Anti-Magic Bullets [-3]
Your bullets cause all magic they touch to go wild and out of control damaging the caster of the spell. Any bullet fired by this gun will bypass any magic blocks against damage as well as add half the power of the block rounded down to the bullets weapon rating this requires 1fp for each use.   
Title: Re: Custom Power List
Post by: Sanctaphrax on September 20, 2012, 09:49:33 PM
This one needs more definition. Does it work against armour? What's a magic block? Can this instantly destroy wards of arbitrary strength?

And why does it only work with bullets?
Title: Re: Custom Power List
Post by: ways and means on September 20, 2012, 10:08:35 PM
I should of defined it more tightly it works against spell defense so it doesn't effect toughness etc, the bullets are just a flavor thing from where I got the concept from. A magic block is basically any spell (costing mental stress) which is used for physical defense (directly vs stress/attacks) so Magic Blocks and Armour. As for ward I am not sure about conceptually a ward should be affected but it seems unbalanced so I decided against it.
Title: Re: Custom Power List
Post by: Centarion on September 21, 2012, 12:18:35 AM
It seems extremely narrow for a -3 power. While it is very strong in the situations where it is useful, the fact that it will come up fairly rarely would make me say this should not cost more than 2. Also, any magic user who figures out this power will just not use magical defenses anymore, and while this is pretty much equivalent to bypassing them, it does make the last part weaker. Why does it cost a fate point each time you activate it? It is certainly no more powerful than ACaEBG which (as far as I can tell) costs 3, and it is a hell of a lot more narrow.

Also, you said that it only works on spells "(costing mental stress)" does this mean it does not work for enchanted item's that provide magical defenses?
Title: Re: Custom Power List
Post by: ways and means on September 21, 2012, 12:54:52 AM
It was balanced of all AEGB as the definitive wizard slaying power (much that AEBG is the definitive dragon slaying power) it is meant to affect enchanted items and I really need to find a way to word it better. Against someone like the Merlin who casts +30 shift block it is devastating but otherwise it isn't meant to be that powerful. Basically its a power for an assassins who want reliably one shot senior council members. Though if you think it isn't too strong then I could let it one shot wards as well which would be cool.
Title: Re: Custom Power List
Post by: Centarion on September 22, 2012, 02:50:55 PM
Ok, if you are using it against a 30 sift block with any frequency, then -3 is not so bad, likely too low. Maybe cap the bonus damage? If the bonus damage was capped at some reasonable amount, and it cost 3, then I think 1 shotting wards would be fine (but only if you know they are there and dispelled them with an attack, not just by stumbling into them).

I think the fate point should be "per wizard per scene" not per activation.
Title: Re: Custom Power List
Post by: Belial666 on September 24, 2012, 11:04:43 AM
First, there are no blocks against damage. All blocks work vs attack rolls, not damage.

Secondly, the moment any wizard knows you have this power, they're going to use a different kind of block than a "block the incoming bullet" type of shield. A hypercognition-type or superspeed-type block that gives the wizard superhuman evasion skill rather than a physical barrier is the simplest option. A shapeshifting-type block that turns the wizard to air/fire/water for a split second so he flows around the shot or a spirit or void block that blinks the wizard out of existence or phases him in and out of the Nevernever also works. An illusion-type block that makes the wizard undetectable in various ways so you can't target them or skews your perception every time you attempt to target them is also good.

Third, the most effective defensive item is one that opens a gateway between the caster and the attack. Doesn't matter how powerful the attack is if it goes through the gate.



In conclusion, you need a much bigger power to counter a smart wizard.
Title: Re: Custom Power List
Post by: ways and means on September 24, 2012, 11:31:15 AM
Armour could be seen as a block vs damage but your right, I think I will go with your the definition any spell the bullet might interact with and keep it simple. A for using gates as infinite levels blocks that is a bit dubious anyway but even if you allow it a gate is defiantly not something you can do outside of your turn so any reasonable shooter moves half a step to the left and shoots around it given that gates are stationary. As for shape shifting blocks requires they require some serious justification given that we haven't seen a single wizard ever transform into something non-living given the inherit problem of non-living transformation aka I transfrom into a block of fire and don't transform back as I no longer have any a brain to make that decision. Not to mention transformation rituals are like +20 complexity and shouldn't really be used as a block anyway and take a full action at least again. Phasing in and out of the never never is two full actions well actually unless you are a supernatural at an appropriate point you can't phase in so its two gates.  The illusion is the only thing that really works as it is a block vs sight rather than a block vs attack thougg illusions are common enough to depreciate the power pretty badly.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 25, 2012, 06:08:26 AM
First, there are no blocks against damage. All blocks work vs attack rolls, not damage.

Secondly, the moment any wizard knows you have this power, they're going to use a different kind of block than a "block the incoming bullet" type of shield. A hypercognition-type or superspeed-type block that gives the wizard superhuman evasion skill rather than a physical barrier is the simplest option. A shapeshifting-type block that turns the wizard to air/fire/water for a split second so he flows around the shot or a spirit or void block that blinks the wizard out of existence or phases him in and out of the Nevernever also works. An illusion-type block that makes the wizard undetectable in various ways so you can't target them or skews your perception every time you attempt to target them is also good.

Third, the most effective defensive item is one that opens a gateway between the caster and the attack. Doesn't matter how powerful the attack is if it goes through the gate.



In conclusion, you need a much bigger power to counter a smart wizard.

As written the Power punches through all that. Might not make sense, but it does bypass all magical blocks.
Title: Re: Custom Power List
Post by: Locnil on September 25, 2012, 04:03:47 PM
Quick Rules question - The spellcaster could essentially be compelling the antimagic bullet guy so they don't work against his kind of block, right?
Title: Re: Custom Power List
Post by: ways and means on September 25, 2012, 04:13:04 PM
Quick Rules question - The spellcaster could essentially be compelling the antimagic bullet guy so they don't work against his kind of block, right?

Defiantly you could use compels to get it to work, though I wouldn't use the power as is full stop. 
   
The power is all degrees of awful at the moment I mainly posted it because Sancta has managed get some of my other rougher powers to work in the past and because I want to use a version of it for a 'mage' killer assassin character. 
Title: Re: Custom Power List
Post by: Sanctaphrax on September 25, 2012, 08:35:24 PM
Good attitude.

I think the first step towards cleaning this up is to decide what exactly it should work against. If I wear magical armour that sends attacks to the Nevernever, should it work against this?

The second step is probably deciding whether this effect should remain absolute. There's a certain appeal to making this work as well against a 30-shift ward as against a 5-shift shield, but it's kinda hard to balance that. So for the sake of convenience it might be worth making it less absolute.

Then it should be made clear whether this destroys blocks or simply bypasses them.

Once all that's done, the Power should be a lot easier to work with.

On an unrelated note, here are the possession-related Powers I wrote a while back. Comments welcome, of course.

(click to show/hide)
Title: Re: Custom Power List
Post by: ways and means on September 25, 2012, 09:04:06 PM
Against magical Armour that sends attacks to the never never the ability should work because the magic spell strapped to your vest will go out of control and damage you when the bullet interacts with it's magic. It shouldn't work on a veil or speed augmentation block because it shouldn't provide a bonus to hit. The power should give a bonus to destroying magic blocks and cause backlash stress on a successful hit (optimally proportional to the strength of the block).
Title: Re: Custom Power List
Post by: Sanctaphrax on September 26, 2012, 10:27:43 PM
The distinction between a dodging block and a shield block is really narrow. Mechanically, I'm not even sure there is one.

I guess we could stick a semi-narrative restriction on the Power, but I prefer to keep that sort of thing to stunts.

Or maybe the Power could just work against anything that blocks the attack roll (ie not most veils) with a note about Declarations being used to tweak things.
Title: Re: Custom Power List
Post by: Belial666 on October 18, 2012, 11:13:06 AM

[-1]  Banefire
"The End is its own purpose"
Aura of Annihilation: Your hands are coated in a sickly green supernatural fire. Melee physical attacks treat enemies' toughness abilities as one step lower (as if by power loss to a 2-shift threshold) and even immensely powerful creatures will feel your blows. However, those attacks will always be lethal whether you want to or not; this is reflected via appropriate consequence flavor and takeout results should be "disintegrated", "burned to nothing" or "utterly destroyed".
Reign of Ruin: Your blows deal damage more due to pure destructive energy than anything else. Remove all descriptors and damage types; using a holy iron sword with this ability doesn't satisfy faerie or vampire catches - but neither will the sword prove ineffective in fighting a swarm or ooze immune to slashing weapons.

[-3] Chaos Surge
"The eight-pointed star is my symbol for like it, I can go to all directions at once."
Ignore Causality: You can bend or break the links of cause and effect. Spend a Fate Point and choose one of your items, skills or powers to Ignore Causality. Choose a flavor descriptor; the chosen item, skill or power mechanically works the same but for the duration of the scene it has the flavor descriptor you chose instead of its own even if it would not make sense. For example, if you are wielding a silver sword and choose "fire", your sword will appear to be a bolt of fire. Attacks with it would cause fire damage and burn the victims with fire-related consequences and takeouts, satisfy fire catches and be stopped by defenses against fire. If you use Evocation and choose "technology", your spells would appear to be technological gadgets resulting in the exact same mechanical effect but with inexplicably convenient technology such as a bolt of lightning appearing to be a tesla coil electrocuting your enemies. This would extend to your tesla coil frying magic-immune enemies or being hexed by another wizard.
Dangerous Business: Ignoring Causality is dangerous business. Roll 4df at the end of the scene. A result of -2 to +2 causes a very minor and temporary paradox on par with morerate hexing or 2 shifts of fallout. A result of +3 or +4 might draw the attention of the Gatekeeper in a way the GM decides. Similarly, a result of -3 or -4 might draw the attention of Outsiders or their allies.
Title: Re: Custom Power List
Post by: Locnil on October 18, 2012, 12:05:42 PM
Not sure if you want opinions... So I'm going to give mine anyway!


I like Banefire. Does it have the ability to reduce Physical Immunity to Mythic Toughness? Is it obvious, barring Human Guise? Can you accidentally disintegrate something by touching it? Can you switch it off and on? I'm guessing no to the last one, since it would circumvent Reign of Ruin, but I don't think it will unbalance much, honestly.

So, Chaos Surge is effectively a refluffed All Creatures Are Equal Before God - but somewht more evocative, and trouble-prone to explain the reduced cost. Personally, I think it's cool, but may be out of place in the DV.

Title: Re: Custom Power List
Post by: Belial666 on October 18, 2012, 05:50:03 PM
The list in p. 160-161 of Your Story includes the categorization of powers. And yes, Physical Immunity is a toughness power. It is obvious and can't be turned off (except if tied to human form). As written, you can't accidentally disintegrate stuff. Flavor-wise, Banefire turns your intent, your willingness to destroy and the choice to do so into destructive power - while it appears to be fire, it actually isn't.

Chaos Surge costs exactly as much as ACAEBG and has the same activation cost (a FP for a scene). Its advantage is that you can do pretty cool stuff by violating causality and that your enemies can't predict and prepare against what you do. Its disadvantage is that you don't automatically ignore both toughness and armor for a creature - you might choose to replicate its catch but you have to know what that catch is to begin with.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 18, 2012, 09:47:25 PM
Mm, I dunno. Messing around with flavour descriptors like that seems iffy to me.
Title: Re: Custom Power List
Post by: Locnil on October 20, 2012, 04:49:06 AM
It certainly goes for a "pulpier, kitchen-sink" feel, so as to speak - I doubt it will work well in the DV. That said, I can certainly see certain characters from settings having it - in particular, John Taylor, which I now remember I have yet to stat.

Edit instead of new post so I can enjoy an even 600th post: Can you spend a FP to reroll the roll for Dangerous Business, or to add two points to it? Would you allow deuducting two points from it, in this context?
Title: Re: Custom Power List
Post by: Belial666 on October 22, 2012, 08:28:02 AM
Hey Sancta, I see a couple issues with the custom powers list version 3 (I think it's the last version). That's for the first couple pages only - I'll read the rest later;

Mindless:  being mindless shouldn't prevent one from having a mental stress track as it is also used for spiritual stress in addition to mental. I.e. a zombie or golem can still have its animating spirit destroyed, eaten or otherwise taken out by such attacks even though it is mindless. OTOH, you shouldn't have a social stress track because a zombie or a golem can't be persuaded or intimidated and doesn't care about its (nonexistent) social standing. Negotiations, as the Borg say, are irrelevant.

Feel no Pain: Why would feeling no pain prevent people from tagging/invoking your physical consequences? If your leg is broken, you won't be able to run, balance or fight very well whether you're on painkillers or not. If you are physically fatigued or suffering from blood loss, you will be physically inhibited to an extent.

True Seeing: Why does this need to be a separate power? It is Senses 2, which provides 3 senses (pierce veils, pierce illusion, know true form)
Title: Re: Custom Power List
Post by: Sanctaphrax on October 22, 2012, 07:05:52 PM
1. Eating somebody's soul isn't necessarily a mental attack, though you could run it that way. And even if you don't care about your reputation, your reputation cares about you. Your reputation can get you killed.

2. Your consequences can still be Compelled, and I've been thinking of letting them be Invoked as well. The purpose of the Power is to simulate implacability, and to make combat more varied by having some characters be immune to the standard death spiral paradigm.

3. Ask the person who wrote it.
Title: Re: Custom Power List
Post by: ways and means on November 15, 2012, 12:22:08 AM
Image Breaker [-2]
Part of your body is inimical to magic, destroying it upon touch.

Parry Magic: You can use your fist skill to defend against any magic spell, any allies attacked by the same spell can use your defense roll if higher (signifying that spell has been weakened damaged by your ability).
Destroy Magic: You can end any spell if you beat its complexity or power with a fists roll.

Death of Magic [-2] Add +4 to your fist rolls when parrying or destroying magic.

 
Title: Re: Custom Power List
Post by: Sanctaphrax on November 15, 2012, 08:46:11 PM
Is this an indirect criticism of Might Over Magic?

Because if so I'd like to hear more.
Title: Re: Custom Power List
Post by: ways and means on November 15, 2012, 11:50:57 PM
Is this an indirect criticism of Might Over Magic?

Because if so I'd like to hear more.

Not really its is similar but the main part of the power was the ability to destroy a spell before it hurts your allies. It was meant for modelling anti-magic fields, spell absorbing swords (when changed to a weapon skill) and a guy from an anime whose touch destroys magic.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 18, 2012, 06:59:42 AM
Hm, okay. I'm tempted to merge them for the list, but I'm not sure it's gonna be possible.

That aside, it looks pretty balanced to me.

PS: Is the anime in question A Certain Scientific Railgun, by any chance?
Title: Re: Custom Power List
Post by: ways and means on November 18, 2012, 01:09:36 PM
Hm, okay. I'm tempted to merge them for the list, but I'm not sure it's gonna be possible.

That aside, it looks pretty balanced to me.

PS: Is the anime in question A Certain Scientific Railgun, by any chance?

Yes.
Title: Re: Custom Power List
Post by: Sanctaphrax on January 03, 2013, 02:54:26 AM
Here's an oldie that for some reason never ended up on this thread.

Link to origin. (http://www.jimbutcheronline.com/bb/index.php/topic,32744.0.html)

Puppeteer [-3]
Description: The most terrifying ability of the Golden Strings is the ability to directly take control of victims, moving them around like puppets as long as the bearer plays. In the past this has been used for everything from forcing people to commit crimes to making people work in a factory past the point of exhaustion. It is pure physical control and the victim knows they are not in control of themselves. This makes it no less terrifying, but ironically makes it cause (very slightly) less lasting psychological harm than true mind control.
Skills Affected: Performance
Effects:
Master of Puppets: You're able to do maneuvers at +2 to your roll (using Performance) to place a temporary aspect of control on characters (most often "Puppet on Golden Strings"), so long as you continue playing the instrument strung with the Golden Strings. The victim defends with his Discipline or Might. You can also prevent the victim from taking other actions as well if you do this as a block instead of a maneuver, or use this to establish a grapple. This power can be used as a spray, at a range of up to one zone away, or both. In some circumstances it may work up to two zones, provided the music clearly carries that far.
Pulling Your Strings: Whenever you maintain a grapple with this power-in addition to the normal options for a grapple-you can force the subject to take a single physical action of your choice (fire a gun, swing a knife, etc). If you succeed at the grapple roll, use the Effect of your roll (if any) as the skill bonus for any rolls necessary for the victim's action. If you choose instead to move the victim, you do not have to move with them. If you choose to inflict a hit to the target, you can choose for it to deal mental or physical stress.
Title: Re: Custom Power List
Post by: ways and means on January 07, 2013, 08:51:27 PM
Fate's Equalizer (-varies)
Fate has empowered you to fight things far greater than yourself.  When facing opponents more powerful than yourself (more refresh spent on powers) add the difference in your refresh to any roll interacting with them (up to the max of +1 for every refresh you have spent in this power).
Title: Re: Custom Power List
Post by: Sanctaphrax on January 07, 2013, 09:38:38 PM
That Power looks extremely problematic to me.
Title: Re: Custom Power List
Post by: cowardlylion on September 01, 2013, 10:49:45 PM
Power Nullification [-x]
Description: You have the ability to deny your enemies access to their magical powers, you can make an opposed discipline roll against anyone in the same zone as you and if they fail the roll they lose access to X (amount of refresh spent) in powers for the rest of the scene.

Upgrades
Range (-1) This power can effect anyone within your line of sight.
Area effect (-2) This power effects everyone within a zone radius   

Skills Affected: All

Title: Re: Custom Power List
Post by: Sanctaphrax on September 02, 2013, 04:35:04 AM
Hm.

I think this might be a good start, but there are some bits that need clarification.

For instance, who chooses which Powers get lost? That seems important.

And can you use this Power repeatedly on someone?

And just to be clear, using this does take an action, right?

PS: Is this inspired by the Hatchet Face discussion over on the Worm thread?
Title: Re: Custom Power List
Post by: cowardlylion on September 02, 2013, 07:55:58 AM
Hm.

I think this might be a good start, but there are some bits that need clarification.

For instance, who chooses which Powers get lost? That seems important.

And can you use this Power repeatedly on someone?

And just to be clear, using this does take an action, right?

PS: Is this inspired by the Hatchet Face discussion over on the Worm thread?

The person affected by the power get's to choose which powers they lose.

Using the power definitely takes an action.

The power can be used multiple times but the person being affected gains a +1 bonus to resist for each time the power has been used on them that scene (including any failed attempts).

Yes I saw the worms discussion and thought I would have a go at making an appropriate power.

Title: Re: Custom Power List
Post by: Sanctaphrax on September 03, 2013, 06:55:16 AM
Hm, okay. Mind if I revise the Power to make all of that clear?

For what it's worth, though, I don't think this works for Hatchet Face. Hatchet Face doesn't actively use his Power, it just happens to anyone who gets close.
Title: Re: Custom Power List
Post by: cowardlylion on September 03, 2013, 09:31:36 AM
Hm, okay. Mind if I revise the Power to make all of that clear?

I don't mind if you revise the power. 

For what it's worth, though, I don't think this works for Hatchet Face. Hatchet Face doesn't actively use his Power, it just happens to anyone who gets close.

In that case then creating a portable threshold effect would be the best way to achieve the same effect within the DFRPG rules.

Title: Re: Custom Power List
Post by: vultur on September 04, 2013, 12:52:33 AM
PHASING [-?]
You can phase through walls and other physical barriers, but thresholds block your movement.
Skills Affected: Athletics.
Benefits: Walk Through Walls. You ignore all physical zone borders to your movement, but thresholds act as zone borders to you.

What should this cost?

(I came up with this for an Outsider, btw...)
Title: Re: Custom Power List
Post by: Sanctaphrax on September 04, 2013, 01:15:14 AM
In that case then creating a portable threshold effect would be the best way to achieve the same effect within the DFRPG rules.

And how would that work, exactly?

Anyway, here's the revision. It's not really any different from what you wrote, it's just reformatted and clarified.

POWER NULLIFICATION [-varies]
Description: You have the ability to deny your enemies access to their magical powers.
Musts: You must decide what the base Refresh cost of this Power is before any upgrades.
Skills Affected: Discipline
Effects:
Power Nullification. As an action, you may attempt to nullify the Powers on any character in your zone. Make an opposed Discipline roll; if you win, your target must choose Powers of theirs with a total Refresh cost equal to the base Refresh cost of this Power. Those Powers stop working for the rest of the scene.
Diminishing Returns. If you use this Power multiple times against a single character in the same scene, they get a +1 bonus to their second defence roll and a +2 bonus to their third and so on.
At Range [-1]. You may use this Power against any character within your line of sight.
Area Effect [-2]. You may target an entire zone with this Power, draining the Powers of everyone in the zone except yourself. If you have the At Range upgrade you can target any zone in your line of sight, if not you must target your own zone.

Three more questions.

1. How does this interact with rebate Powers like The Catch? If you have Supernatural Toughness with a Catch of cold iron, does ditching Supernatural Toughness count as losing 4 Refresh or 1?
2. How does this work on someone who can't lose the specified amount of Powers? If you have Mythic Strength and no other Powers, what happens when I drain 3 Refresh of Powers from you?
3. What happens on a tied roll?
Title: Re: Custom Power List
Post by: Sanctaphrax on September 04, 2013, 01:16:24 AM
PHASING [-?]
You can phase through walls and other physical barriers, but thresholds block your movement.
Skills Affected: Athletics.
Benefits: Walk Through Walls. You ignore all physical zone borders to your movement, but thresholds act as zone borders to you.

What should this cost?

(I came up with this for an Outsider, btw...)

Check out Teleportation. It's on the master list, and it's being discussed in the other Power thread right now. It costs 2 Refresh before upgrades.
Title: Re: Custom Power List
Post by: vultur on September 04, 2013, 04:31:07 AM
Check out Teleportation. It's on the master list, and it's being discussed in the other Power thread right now. It costs 2 Refresh before upgrades.
I've seen it, but I don't think this does the same thing. This isn't an "use-activated" power, but a permanent change to your state of being, more like Spirit Form.
Title: Re: Custom Power List
Post by: Sanctaphrax on September 04, 2013, 04:58:39 AM
Okay, but I don't see why that would affect the cost. Either way, you get the same benefit: ignoring physical obstacles.
Title: Re: Custom Power List
Post by: cowardlylion on September 04, 2013, 08:36:27 AM
And how would that work, exactly?

Anyway, here's the revision. It's not really any different from what you wrote, it's just reformatted and clarified.

POWER NULLIFICATION [-varies]
Description: You have the ability to deny your enemies access to their magical powers.
Musts: You must decide what the base Refresh cost of this Power is before any upgrades.
Skills Affected: Discipline
Effects:
Power Nullification. As an action, you may attempt to nullify the Powers on any character in your zone. Make an opposed Discipline roll; if you win, your target must choose Powers of theirs with a total Refresh cost equal to the base Refresh cost of this Power. Those Powers stop working for the rest of the scene.
Diminishing Returns. If you use this Power multiple times against a single character in the same scene, they get a +1 bonus to their second defence roll and a +2 bonus to their third and so on.
At Range [-1]. You may use this Power against any character within your line of sight.
Area Effect [-2]. You may target an entire zone with this Power, draining the Powers of everyone in the zone except yourself. If you have the At Range upgrade you can target any zone in your line of sight, if not you must target your own zone.

Three more questions.

1. How does this interact with rebate Powers like The Catch? If you have Supernatural Toughness with a Catch of cold iron, does ditching Supernatural Toughness count as losing 4 Refresh or 1?
2. How does this work on someone who can't lose the specified amount of Powers? If you have Mythic Strength and no other Powers, what happens when I drain 3 Refresh of Powers from you?
3. What happens on a tied roll?

1. Probably 1 given that's how much refresh they spent on the power.
2. They end up with Inhuman Strength in this case probably with a bonus fate point (equivalent to a point of temporary power)
3. A tied roll is DFRPG counts as a win for the attacker doesn't it ? so the power would come into effect.   
Title: Re: Custom Power List
Post by: Sanctaphrax on October 28, 2013, 05:02:32 AM
Some Powers from the Worm thread. As always, feedback wanted.

TANK [-1]
Description: You shield your allies with your body. Obviously, this makes you a good friend to have.
Skills Affected: Endurance.
Effects:
Tank. Whenever a character in your zone would take physical stress, you may take that stress on their behalf. You take the same amount of stress that they would have taken, except you use your own armour in place of theirs. Stress taken this way bypasses Toughness Powers, including Recovery and Immunity.
Toughness Surcharge [-varies]. Normally, Toughness Powers don't apply to stress that you take with this Power. But by spending some Refresh, you can get around that. Using this Power with up to 2 Refresh of Toughness costs 1 extra Refresh, using it with up to 8 Refresh of Toughness costs 2 extra Refresh, and using it with up to 14 Refresh of Toughness costs 3 extra Refresh. Using it with more Toughness than that costs 4 extra Refresh. Include the value of any relevant Catch or Limitation when determining how large this surcharge should be, unless the Limitation in question also applies to this Power.
Aura Of Protection [-1]. You may use this Power to take hits for anyone within two zones.

ALL CREATURES ARE EQUAL BEFORE ME [-8]
Description: It doesn't matter how tough they are. You can kill them.
Skills Affected: Fists, Weapons, Guns, Might.
Effects:
All Creatures Are Equal Before Me. Your physical attacks ignore all armour and all defensive Powers.
(And Objects) [-1]. When defending against your attacks, all objects have an effective quality rating of 0. Similarly, the difficulty for you to break through any given object or substance is 0.

PROJECTION [-2]
Description: You can create a second body out of nothing and control it like a puppet.
Skills Affected: All.
Effects:
Projection. As a full action, you may create a projection in your zone. A projection is a second body that may move away from your main body. Your projection shares your skills and Stunts and Powers, but doesn't necessarily have to look like you. It does have to have a consistent appearance unless it can shapeshift, but that appearance can be just about anything. Your projection must stay within a mile of your main body or it dissolves. You can dissolve it intentionally as a supplemental action. You can only can have one projection at a time.
Multiple Actions. Each of your bodies can act once each exchange. When taking multiple actions in a single exchange, you must divide up your shifts as if making a spray attack. If the actions would use different skill totals, use the lowest one for the combined action.
Destroyable Projection. Your projection has its own physical stress track, but you share mental and social stress tracks as well as consequence slots. Stress inflicted to your projection lingers even if you dismiss the projection, though it clears at the end of the scene as normal. If your projection is taken out, you can't re-create it for the rest of the day.
Multiple Projections [-1]. You can have up to 6 projections. One action suffices to create them all. They all share a single physical stress track.
Skilled Projection [-1]. You and your projection(s) have different skills. Draw up a projection skill pyramid using the same number of points as your regular pyramid, in accordance with your skill cap. Your projection(s) must have the same rating as you in Contacts, Resources, Conviction, Discipline, Lore, and Scholarship, but apart from that you can assign its skills freely. If you want your projection(s) to have Stunts/Powers you don't or vice versa, use Limitation.
Title: Re: Custom Power List
Post by: vultur on November 08, 2013, 06:05:44 AM
OK, I was reading the Worm thread to find these powers, but I guess I'll comment on them here.

Is  All Creatures... intended to ignore the extra stress boxes from Size powers?

How did you determine its cost? Assuming that a Sword of the Cross wielder would spend 4 fate points/session on their version?

I kind of think Tank shouldn't be able to apply Immunity even with the surcharge. (Well, actually it's fine with "against only one thing" immunities, but Nicodemus could get this power and create an invulnerable team of Denarians.)

Why can't your Projection have a lower Contacts or Resources rating than yours? I understand not higher, but if I create a projection that is a giant bear or something, it might not really be something I use to talk to people or buy things... especially if it isn't publicly known that the giant bear is 'me'.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 08, 2013, 06:48:14 AM
Is  All Creatures... intended to ignore the extra stress boxes from Size powers?

If the Sword does, then it does.

I'd probably say it doesn't, if I had to rule one way or the other.

How did you determine its cost? Assuming that a Sword of the Cross wielder would spend 4 fate points/session on their version?

I figured that it would probably be useful about half a dozen times per session on average. Which would give a final cost of 9-10 Refresh, depending on how the Sword's cost breaks down. But using it on everyone is suboptimal and Powers tend to get more efficient as they get more expensive, so I reduced the cost a bit.

I dunno, does it seem off to you? If so, in which direction?

I kind of think Tank shouldn't be able to apply Immunity even with the surcharge. (Well, actually it's fine with "against only one thing" immunities, but Nicodemus could get this power and create an invulnerable team of Denarians.)

If it can't apply Immunity, it's worthless. Applying Immunity is the entire reason for the Power's existence. So I'm not changing that.

And if "you are invincible" is a fair thing to buy with Refresh, why isn't "you and any friend of yours who stands close enough are invincible"?

Could increase the surcharge, though.

Why can't your Projection have a lower Contacts or Resources rating than yours? I understand not higher, but if I create a projection that is a giant bear or something, it might not really be something I use to talk to people or buy things... especially if it isn't publicly known that the giant bear is 'me'.

You still have the money and the connections while projecting your bear. So what exactly does it mean for the bear's Contacts/Resources to be lower than yours? That you have to perform your conversations/transactions with your main body rather than your bear? Is that meaningful?

If my Resources is sufficient to already own a speedboat, does my bear also own a speedboat? If my Contacts is sufficient to know who Six-Handed Jack is, does my bear know? If no, how does that even work? If yes, then is my bear's skill actually meaningfully lower?

Basically I added those skills to the list because it seemed like a headache for them to be different across bodies.
Title: Re: Custom Power List
Post by: vultur on November 09, 2013, 07:02:17 AM
I dunno, does it seem off to you? If so, in which direction?

It almost seemed a bit high at first glance, but yeah, in terms of the fate-point cost of using ACAEBG on everything it makes sense.

Although I guess it's really dependent on how common outright Immunity is. For 6 Refresh, Mythic Strength adds +6 stress and does lots of other things too... so you can often overpower Toughness just by doing more damage. And the guy with Incite Emotion (Lasting, Potent, At Range) is ignoring Toughness anyway.

Don't know what's right... just offering thoughts.

Quote
If it can't apply Immunity, it's worthless.

I wouldn't say having the tank with Toughness/Recovery/Superb Endurance take hits for the wizard or social guy with bad Endurance and no Toughness powers is worthless.

Quote
Applying Immunity is the entire reason for the Power's existence. So I'm not changing that. And if "you are invincible" is a fair thing to buy with Refresh, why isn't "you and any friend of yours who stands close enough are invincible"?

That's fair.

Quote
Could increase the surcharge, though.

Yeah... I think that given you can defend multiple friends with Immunity and at a two-zone range for 5-6 Refresh, cheaper than it would be for any one of those friends to get the Immunity power themselves...

Quote
You still have the money and the connections while projecting your bear. So what exactly does it mean for the bear's Contacts/Resources to be lower than yours? That you have to perform your conversations/transactions with your main body rather than your bear? Is that meaningful?

It is if you're hiding your real body behind wards and using your projection to actually do stuff.

Quote
If my Contacts is sufficient to know who Six-Handed Jack is, does my bear know? If no, how does that even work? If yes, then is my bear's skill actually meaningfully lower?

I was thinking in terms of using Contacts to spread rumors and stuff, or getting in to talk to important people; if it's not publicly known that your projection is 'you', or among non-clued-in people, your projection may not have access to the same people that you do (even if it looks human).
Title: Re: Custom Power List
Post by: Sanctaphrax on November 09, 2013, 08:46:57 PM
Although I guess it's really dependent on how common outright Immunity is. For 6 Refresh, Mythic Strength adds +6 stress and does lots of other things too... so you can often overpower Toughness just by doing more damage. And the guy with Incite Emotion (Lasting, Potent, At Range) is ignoring Toughness anyway.

Don't know what's right... just offering thoughts.

If you don't know what's right, I'll take that as a good sign. Means I'm not clearly wrong in any particular direction.

I wouldn't say having the tank with Toughness/Recovery/Superb Endurance take hits for the wizard or social guy with bad Endurance and no Toughness powers is worthless.

Sorry, I was unclear. I meant worthless to me, not worthless to the people taking it.

I wrote that Power to model the invulnerability-sharing power of the Siberian. If it can't do that, then I have no actual use for the Power.

Yeah... I think that given you can defend multiple friends with Immunity and at a two-zone range for 5-6 Refresh, cheaper than it would be for any one of those friends to get the Immunity power themselves...

Yeah, you're right.

How much do you think it should cost?

It is if you're hiding your real body behind wards and using your projection to actually do stuff.

...

I was thinking in terms of using Contacts to spread rumors and stuff, or getting in to talk to important people; if it's not publicly known that your projection is 'you', or among non-clued-in people, your projection may not have access to the same people that you do (even if it looks human).

Eh, I guess you could kind of justify a difference in skill between body and projection. But it still seems like a source of headaches, and I don't really want to make the upgrade stronger, so I think I'd rather leave it as-is. Compels can paper over problems like they always do.
Title: Re: Custom Power List
Post by: vultur on November 10, 2013, 04:14:34 PM
Sorry, I was unclear. I meant worthless to me, not worthless to the people taking it.

I wrote that Power to model the invulnerability-sharing power of the Siberian. If it can't do that, then I have no actual use for the Power.

Ah, OK.

Quote
Yeah, you're right.

How much do you think it should cost?

Well, my initial thought was a surcharge equal to the cost of the Toughness/Immunity powers, minus 1 (for the Tank power itself)?

You still get to apply it to multiple people (especially with the within-two-zones upgrade) so it still comes out cheaper in total (than having everybody buy it).

Though, actually, that's only really true with Immunity. For Toughness, it's better for everyone to have the power than for just one guy with it to take hits for everybody, since the one guy will accumulate stress faster.

So I think your given surcharges are good for non-Immunity Toughness powers. Immunity just needs an extra surcharge.

Quote
Eh, I guess you could kind of justify a difference in skill between body and projection. But it still seems like a source of headaches, and I don't really want to make the upgrade stronger, so I think I'd rather leave it as-is. Compels can paper over problems like they always do.

OK.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 10, 2013, 11:06:35 PM
Well, my initial thought was a surcharge equal to the cost of the Toughness/Immunity powers, minus 1 (for the Tank power itself)?

You still get to apply it to multiple people (especially with the within-two-zones upgrade) so it still comes out cheaper in total (than having everybody buy it).

Though, actually, that's only really true with Immunity. For Toughness, it's better for everyone to have the power than for just one guy with it to take hits for everybody, since the one guy will accumulate stress faster.

So I think your given surcharges are good for non-Immunity Toughness powers. Immunity just needs an extra surcharge.

I agree, but...I'm not sure how big the surcharge should be.

The Siberian has the full 30 Refresh screw-you Immunity Power. How much should it cost them to share it with everyone in their zone?

Another hypothetical example...there's an angel which instantly heals wounds unless those wounds were inflicted with "unholy" or "cursed" weapons. How much should it cost for it to share that with everyone within two zones?
Title: Re: Custom Power List
Post by: Taran on November 11, 2013, 04:31:59 AM
I don't think sharing the power should be automatic.  She had to touch them.  I think that should be written into the power.  In certain circumstances there should be some kind of test to see if someone with this power can get to an ally fast enough to protect them.  It might balance the power slightly.  Maybe she has to assign a target in advance to protect and failing that can roll a second defense for the ally who took damage.  If she defends, she absorbs the damage.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 11, 2013, 06:14:48 AM
Eh. I don't want to make the Power more complicated, and I'd like to keep the number of dice rolls to a minimum.

Have we ever seen the Siberian fail to protect someone who's near them? I can't remember that happening.
Title: Re: Custom Power List
Post by: narphoenix on November 11, 2013, 07:05:31 AM
Eh. I don't want to make the Power more complicated, and I'd like to keep the number of dice rolls to a minimum.

Have we ever seen the Siberian fail to protect someone who's near them? I can't remember that happening.

Cherish when she jumped.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 11, 2013, 10:20:06 PM
I don't think Cherish actually gets hurt. I just re-read that part of Interlude 12...she just falls down and shrieks a little bit.

Unless I was looking at the wrong chapter, that is.
Title: Re: Custom Power List
Post by: Stirge on November 13, 2013, 07:24:05 PM
Aura of Protection is probably too cheap for what it does when involved with Immunity.  At least with the Siberian, someone can perform a maneuver on them (jarring their contact with her) to be able to affect the target she's touching.

It's probably less thought out than Tank, but I think Siberian could use the Grant Powers ability I was working on.  I think it's a bit more thematically close to what she does in the story:

(click to show/hide)

In this case, she'd have Grant Powers ([-2] Base, Share Powers II (to 5 People, story-wise this is spot on) [-2], Refinement XIII [-13, for 30 points worth of powers], Limitation: Must be in constant contact [+8 depending for how debilitating this is]) for a total of -9 for the power.  She might also need an upgrade to make the power automatic (as a free action) as that seems to be how it is in the story.

That said, Grant Powers probably needs to be looked at and balanced still, but I feel like this might be the best way to go towards emulating Siberian's powers.

(click to show/hide)
Title: Re: Custom Power List
Post by: ways and means on November 13, 2013, 09:22:04 PM
Which reminds me had an Idea for a Power that would need some real balancing to work.

Amp (-X): You have the power to amplify the powers of one your touching as an action, add X amount of refresh worth of powers that can only be spend on power upgrades, these powers last for a scene and can only be granted to one person at a time.

Upgrades
Device Amplify: [-2] You can amplify the power of objects, for example you could amplify the power of a gun (giving it strength powers based extra damage and force to shooting) or the Speed of a Vehicle (speed powers boost to driving as athletics).

This certainly isn't a currently balanced set of power but is there any way this could work?       
Title: Re: Custom Power List
Post by: bobjob on November 14, 2013, 04:48:58 AM
Reminds me of the Boost super power from Mutants and Masterminds. I definitely think it could work, as long as you set aside X refresh to assign and a point or two to buy the power.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 15, 2013, 04:37:53 AM
Aura of Protection is probably too cheap for what it does when involved with Immunity.  At least with the Siberian, someone can perform a maneuver on them (jarring their contact with her) to be able to affect the target she's touching.

Yeah, Tank in general is too cheap with Immunity. I should raise the surcharge.

It's probably less thought out than Tank, but I think Siberian could use the Grant Powers ability I was working on.  I think it's a bit more thematically close to what she does in the story:

(click to show/hide)

In this case, she'd have Grant Powers ([-2] Base, Share Powers II (to 5 People, story-wise this is spot on) [-2], Refinement XIII [-13, for 30 points worth of powers], Limitation: Must be in constant contact [+8 depending for how debilitating this is]) for a total of -9 for the power.  She might also need an upgrade to make the power automatic (as a free action) as that seems to be how it is in the story.

That said, Grant Powers probably needs to be looked at and balanced still, but I feel like this might be the best way to go towards emulating Siberian's powers.

I like Grant Powers, but it seems needlessly complex for Siberian. Once you were done picking the right Limitation and so on, it'd basically be Tank. If you're close enough, you're invincible. If you're not, you're not.

Which reminds me had an Idea for a Power that would need some real balancing to work.

Amp (-X): You have the power to amplify the powers of one your touching as an action, add X amount of refresh worth of powers that can only be spend on power upgrades, these powers last for a scene and can only be granted to one person at a time.

Upgrades
Device Amplify: [-2] You can amplify the power of objects, for example you could amplify the power of a gun (giving it strength powers based extra damage and force to shooting) or the Speed of a Vehicle (speed powers boost to driving as athletics).

This certainly isn't a currently balanced set of power but is there any way this could work?       

Yeah, I think there's a way.

Amp is basically Grant Powers with Power Genie, granting a really weird form of Variable Abilities.

Device Amplify is kind of like Grant Powers granting Variable Abilities with a Limitation that you need an object that suits the ability you're using with Variable Abilities.

They're both novel enough that you'd want to write new Powers, but there's material to use for inspiration and balancing.

So I say go for it!
Title: Re: Custom Power List
Post by: cowardlylion on April 03, 2014, 08:56:30 PM
Element Eater [-2]
Requirement Physical Immunity (Element), Aspect relating to be an element eater.

Each time you are targeted by your chosen your chosen element get a free tag of the "Empowered by your chosen element" or equivalent aspect. 

Basically a power for the fairly common fire and electricity absorbing monsters. .
Title: Re: Custom Power List
Post by: Sanctaphrax on April 06, 2014, 01:56:37 AM
Hey, that looks familiar. I guess great minds think alike. (http://dfrpg-resources.wikispaces.com/Elemental+Absorption)
Title: Re: Custom Power List
Post by: Taran on May 12, 2014, 06:10:55 PM
A group I'm with is using the healing custom power.  It doesn't specify what kind of action it is.  You may want to clarify this:

HEALING [-2] Description: You possess the magical ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith. Note: This power uses one skill and applies to one stress track. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it. Skills Affected: Pick one. Effects: Heal. You may use your chosen skill to heal consequences of your chosen stress track. In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is twice as good as it needs to be, or by three steps if by some miracle your roll is three times better than it needs to be. If an attempt is made to heal a consequence that has already been healed, the second attempt replaces the first. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis.   

Given the fact that you can re-roll a, seemingly unlimited, amount of times and take the best roll, it might be good to know what kind of action it is.

It also doesn't specify whether it allows you to instantly heal mild consequences.  I'd assume, if you do it "twice as fast" it moves it from "after the next scene" down to "at the end of the current scene" and then down to "immediately in this exchange" (as per the recovery power.)
Title: Re: Custom Power List
Post by: Sanctaphrax on May 12, 2014, 09:48:15 PM
Ugh, that thing again.

You really should only be able to roll once. Not sure why that bit about a second attempt is there...multiple people trying to heal someone, maybe?

I think it would be a full action to use. Or maybe even a not-in-combat-time action.

IIRC the plan was for a consequence reduced below mild to disappear instantly.

Looks kind of broken now, honestly.
Title: Re: Custom Power List
Post by: vultur on May 19, 2014, 01:44:41 AM
Here's my take on a Healing power.

Unusual Healing [-1]
You can heal someone through some form of magic or other unusual ability. Usually this is faith power or highly practiced biomancy, but it could be something weirder, like symbiotic microbes.
Healing Touch. Choose one skill appropriate to your form of healing (Conviction for faith power, Discipline or Lore for biomancy, etc.) You may use this skill to declare appropriate justification for recovery from mild, moderate and severe physical consequences.
Quick Healing [-2]. You can speed the healing of another being. This gives that being the benefits of Inhuman Recovery for one session (or until you choose to revoke it). This may benefit only one being at a time.
Title: Re: Custom Power List
Post by: Sanctaphrax on May 19, 2014, 02:31:22 AM
Definitely more balanced. But I don't think you should charge for the ability to justify consequence recovery. That'd be weak as a stunt...many people ignore those rules, and even people who don't can get Wizard's Constitution for free.

Maybe bundle that bit together with something more impressive, like Quick Healing?
Title: Re: Custom Power List
Post by: vultur on May 20, 2014, 04:06:04 AM
Definitely more balanced. But I don't think you should charge for the ability to justify consequence recovery. That'd be weak as a stunt...

It's actually better than the canon stunt, which requires a medical setting for recovery of severe consequences.

Quote
many people ignore those rules, and even people who don't can get Wizard's Constitution for free.

Maybe bundle that bit together with something more impressive, like Quick Healing?

OK, you think the whole power is OK for -2?
Title: Re: Custom Power List
Post by: Sanctaphrax on May 20, 2014, 04:29:42 AM
Probably.

And Doctor provides actual Scholarship bonuses.
Title: Re: Custom Power List
Post by: vultur on May 24, 2014, 01:05:15 AM
Probably.

OK, then...

Unusual Healing [-2]
You can heal someone through some form of magic or other unusual ability. Usually this is faith power or highly practiced biomancy, but it could be something weirder, like symbiotic microbes.
Healing Touch. Choose one skill appropriate to your form of healing (Conviction for faith power, Discipline or Lore for biomancy, etc.) You may use this skill to declare appropriate justification for recovery from mild, moderate and severe physical consequences.
Quick Healing. You can speed the healing of another being. This gives that being the benefits of Inhuman Recovery for one session (or until you choose to revoke it). This may benefit only one being at a time.

Do you think being able to apply Quick Healing to multiple people would be worth -1 Refresh for each doubling (each step up the group chart), or what?


Quote
And Doctor provides actual Scholarship bonuses.

You're right... oops...  :-[
Title: Re: Custom Power List
Post by: Sanctaphrax on May 26, 2014, 05:15:55 PM
That seems a little cheap, but honestly I'm not sure.
Title: Re: Custom Power List
Post by: PirateJack on July 20, 2014, 04:54:31 PM
So Mimic Abilities has come up as a PC power in my feet in the water campaign but I have some reservations about using it as it is. The potential for cap breaking skills makes me wary enough that I'd prefer other options to be used. On the other hand, the character using it is pretty much Mortimer Lindquist-lite so there should be a power that accurately models the options Mort has available to him when engaging in voluntary possession.

So I've basically written up a power based on Mimic Abilities that isn't quite so liable to overpower the PC. At least not permanently as MA does.

Quote
Voluntary Mimicry [-varies]
Description: Through the willing possession by ghosts or spirits you are able to take advantage of their powers and skills.
Skills Affected: All
Musts: You must set aside a number of points of your refresh equal to the maximum total refresh value of any mortal stunts and supernatural abilities you wish to copy from a target. These are called your mimic points. You must also take an aspect related to this power.
Effects:
Willing Possession: You may allow a single ghost to possess you for a period of yours or the ghost's choosing. This gives you the ability to communicate with the ghost telepathically and allow it to act through you, if you so choose.
Channelling the Dead: You may copy the supernatural powers of the ghost possessing you at the cost of one mimic point per refresh.
Mimic Stunt: You are able to clone any of your co-habitant's mortal stunts at the cost of one mimic point per stunt. These are permanent as long as the spirit is possessing you.
Mimic Skill: Allocate one mimic point to copy any one of your possessor's skill. This replaces your actual rating with that skill while the allocation remains in place.

The differences from MA are that you can only be possessed by a single ghost/spirit at any time, you don't have to eat things/people to use it and you must have an aspect related to the power. You also get an effective ability to speak to the ghost possessing you without requiring Ghostspeaker or a thaumaturgic ritual.

So while it's not quite as powerful overall as Mimic Abilities, I think it's fairly balanced and in keeping with the rest of the 'good guy' powers. Power is easy to gather if you take it by force; trying to not be evil requires you to rely on friends and allies rather than personal power.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 20, 2014, 05:08:45 PM
Looks good to me.
Title: Re: Custom Power List
Post by: PirateJack on July 21, 2014, 03:05:47 PM
And that's as good an endorsement as I could ever hope to get. Cheers!
Title: Re: Custom Power List
Post by: Sanctaphrax on July 21, 2014, 08:57:11 PM
I wouldn't rate my opinion that highly. I've made my share of mistakes.
Title: Re: Custom Power List
Post by: narphoenix on July 22, 2014, 01:13:09 AM
I wouldn't rate my opinion that highly. I've made my share of mistakes.

Yes, but you've managed to hit the mark well enough a lot of the time that you're basically the unofficial authority at this point.
Title: Re: Custom Power List
Post by: bobjob on July 22, 2014, 02:52:39 AM
Yes, but you've managed to hit the mark well enough a lot of the time that you're basically the unofficial authority at this point.

I consider Sancta to be an authority on the mechanics of custom powers. Granted, it's me putting the weight into that authority, even when he's shot down some of my ideas. The responses are reasoned and thought out (which is more than I can say for some of my ideas :) )
Title: Re: Custom Power List
Post by: Sanctaphrax on July 22, 2014, 04:44:49 PM
Well, I appreciate the vote of confidence. But please, don't be afraid to disagree with me.
Title: Re: Custom Power List
Post by: narphoenix on July 22, 2014, 06:24:38 PM
Well, I appreciate the vote of confidence. But please, don't be afraid to disagree with me.

We're not /afraid/ to, it's just that we generally don't have /reason/ to.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 26, 2014, 02:31:33 AM
Bigfoot discussion got me thinking about stealth Powers. So here's one. It's a bit sketchy and grab-bag-ish, and I'd hesitate to let a player use it, but there are some ideas I like in here.

SUPERNATURAL STEALTH [-2]
Description: You are supernaturally stealthy. Seriously, what did you expect?
Skills Affected: Stealth.
Effects:
Imperceptible. Your Stealth is never penalized due to movement, cover, or environmental conditions. You may hide just as effectively while running through a bright hallway as while lurking in a shadowy corner.
Hard To See, Hard To Hit. You may use Stealth to defend against physical attacks. When dodging this way you may add Athletics bonuses from Speed Powers to your Stealth skill. However, you may not use Stealth bonuses from Cloak of Shadows or other similar abilities. Alertness modifies the relevant skills of characters who attack you while you are defending this way.
Perfectly Consistent. Instead of rolling to hide or sneak around, you may simply use your skill as though you'd rolled a 0.
Invisible Attacks [-1]. When you make a physical attack, your target's Alertness restricts whatever skill they use to defend.
Superior Supernatural Stealth [-1]. Add 2 to your Stealth skill when using it for skulking, hiding, and sneaking.

Comments are welcome, of course.
Title: Re: Custom Power List
Post by: bobjob on July 26, 2014, 03:30:50 AM
Perfectly Consistent. Instead of rolling to hide or sneak around, you may simply use your skill as though you'd rolled a 0.

This is the only part I have a question about, and really it's only to make sure I understand it. Basically this says that you're always considered stealthed and if you choose to use this, you never have to roll. Correct?
Title: Re: Custom Power List
Post by: Hick Jr on July 26, 2014, 03:33:19 AM
I love it and would use it immediately. It makes ninja-type characters a hell of a lot more viable. Given my whole "incorrigible minmaxer" thing, that probably says a lot about the power. It does seem balanced, though; Imperceptible is probably a [-0] power, the other two are basically stunts.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 26, 2014, 05:36:10 PM
This is the only part I have a question about, and really it's only to make sure I understand it. Basically this says that you're always considered stealthed and if you choose to use this, you never have to roll. Correct?

Not really. It just means you can choose not to roll if you're worried about blowing the roll.

I added that trapping because without it, it seems like you're eventually gonna roll -4 and get found out if you try stalking someone long-term.

It does seem balanced, though; Imperceptible is probably a [-0] power...

Absolutely not. It's all meaningful upside, that's not fair for 0. And Hard To See, Hard To Hit is probably too much for a stunt. But Perfectly Consistent seems a little weak for a stunt to me, so maybe it balances out.

Still, I'm glad you like the Power.
Title: Re: Custom Power List
Post by: gojj on July 26, 2014, 10:02:23 PM
I added that trapping because without it, it seems like you're eventually gonna roll -4 and get found out if you try stalking someone long-term.
Isn't that the point of rolling though? I think being able to just use your stealth skill without rolling is a bit boring. Flubbing rolls is how things get interesting.

Hard To See, Hard To Hit. You may use Stealth to defend against physical attacks. When dodging this way you may add Athletics bonuses from Speed Powers to your Stealth skill. However, you may not use Stealth bonuses from Cloak of Shadows or other similar abilities. Alertness modifies the relevant skills of characters who attack you while you are defending this way.
I think this is where most of the balancing of the skill will take place. I'm not fond of the Alertness modifier. Decreasing the attacker's roll by one adds too much defensive power to a stealth power. Increasing the attacker's roll just doesn't make sense to me. If they are alert enough to not be fooled by your Supernatural Stealth, than their attack should be regularly effective, not more effective. Also, after a quick scan of OW, the only generic enemies that have an Alertness equal to or higher than their main attacking skill are Malks, Temple Dogs, Werewolves, and Lycanthropes. This modifier will be decreasing the incoming attack much, much more than it will be increasing or doing nothing to the incoming attack. Instead, I would suggest allowing the user to use this power against all targeted attacks (i.e non spray or zone attacks). I think it would be just as hard to hit Predator with a sword as it would be to shoot him with a fireball. What do you think?

Other than that I think the power is at the very least balanced-ish, opens the door for sneaky scions or Emissary's who don't want to take Channeling: Spirit of Glamours.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 26, 2014, 10:57:37 PM
Isn't that the point of rolling though? I think being able to just use your stealth skill without rolling is a bit boring. Flubbing rolls is how things get interesting.

Well, the other guy is still rolling. But when it comes to Stealth, consistency is key. So I figured dropping the random element from 8dF to 4dF might be a nice extra for a dedicated sneaky character.

I think this is where most of the balancing of the skill will take place. I'm not fond of the Alertness modifier. Decreasing the attacker's roll by one adds too much defensive power to a stealth power. Increasing the attacker's roll just doesn't make sense to me. If they are alert enough to not be fooled by your Supernatural Stealth, than their attack should be regularly effective, not more effective. Also, after a quick scan of OW, the only generic enemies that have an Alertness equal to or higher than their main attacking skill are Malks, Temple Dogs, Werewolves, and Lycanthropes. This modifier will be decreasing the incoming attack much, much more than it will be increasing or doing nothing to the incoming attack. Instead, I would suggest allowing the user to use this power against all targeted attacks (i.e non spray or zone attacks). I think it would be just as hard to hit Predator with a sword as it would be to shoot him with a fireball. What do you think?

I wasn't sure about whether to include the Alertness modifier. I am aware that it's usually an effective +1 to dodge rolls...it'll rarely backfire. But I wanted Alertness to matter when you attack someone whose defence is Stealth-based, and making the actual attacks Alertness-based was definitely too much.

I dunno about making area attacks into a Catch of sorts. It would make sense to and it would also make sense not to. So I guess I could go either way.

But when I make a character, I generally want their defence against physical attacks to be at least okay no matter what they're confronted with. I feel vaguely unsafe otherwise. So I'm reluctant to deprive people of their primary defence skill.

So yeah, I'm filled with indecision.

Other than that I think the power is at the very least balanced-ish, opens the door for sneaky scions or Emissary's who don't want to take Channeling: Spirit of Glamours.

Glad you think so. That's what I intended for it.
Title: Re: Custom Power List
Post by: gojj on July 27, 2014, 01:38:32 AM
Well, the other guy is still rolling. But when it comes to Stealth, consistency is key. So I figured dropping the random element from 8dF to 4dF might be a nice extra for a dedicated sneaky character.
Hmmm, my mind immediately goes to the scenario where a player with Superb Stealth picks of Supernatural Stealth, adds Superior Stealth, and tops it off with Cloak of Shadows. Suddenly there is a player who can sit at 9 shifts of stealth. An NPC would have to have an effective Alertness of 7 to have an honest chance of even detecting the player. How about the player can either roll their stealth, or simply use their skill at -1. This creates a more interesting decision. Do I get a sure fire -1, or do I chance flubbing the role and giving myself away?
Title: Re: Custom Power List
Post by: Sanctaphrax on July 27, 2014, 03:40:19 PM
Yeah, that is a bit much.

Thinking about it a bit more, Superior Supernatural Stealth is just pointless numerical inflation. I'll get rid of it.

What would you think of a trapping that makes a -2, -3, or -4 roll count as a -1? It'd rarely be as good as or better than a simple +2, but it'd make the character a fair bit more consistent.
Title: Re: Custom Power List
Post by: gojj on July 27, 2014, 06:20:13 PM
I like that more, how about this?

SUPERNATURAL STEALTH [-2]
Description: You are supernaturally stealthy. Seriously, what did you expect?
Skills Affected: Stealth.
Effects:
Imperceptible. Your Stealth is never penalized due to movement, cover, or environmental conditions. You may hide just as effectively while running through a bright hallway as while lurking in a shadowy corner.
Hard To See, Hard To Hit. You may use Stealth to defend against physical attacks. When dodging this way you may add Athletics bonuses from Speed Powers to your Stealth skill. However, you may not use Stealth bonuses from Cloak of Shadows or other similar abilities.
Perfectly Consistent. When rolling stealth for hiding, skulking, or sneaking, you cannot roll below a -2(-1?).
Invisible Attacks [-1]. When you make a physical attack, your Stealth supplements any attack you make.
Superior Supernatural Stealth [-1]. When rolling stealth for hiding, skulking, or sneaking, you cannot roll below a 0(+1?).

I'm not a fan of the alertness modifier on Hard To See, but I don't think it is game breaking by any means. I liked your idea of limiting how bad a person could roll. Superior Supernatural Stealth could increase the floor boundary instead of adding a flat bonus. I also changed Invisible attacks. Before someone could have Stealth and Fists at 5, and their opponents would almost always suffer a -1 to defend, essentially resulting in Fist attacks starting at 6. Having Stealth supplement attacks encourages people to have Fist and/or Weapons start at 4 or lower. This is minor but I think Stealth Powers should affect combat more indirectly than Strength/Speed/Toughness powers. Thoughts?
Title: Re: Custom Power List
Post by: Sanctaphrax on July 27, 2014, 07:11:07 PM
Superior Supernatural Stealth could increase the floor boundary instead of adding a flat bonus.

Not a bad idea. I think starting the floor at -2 makes the trapping too weak, though. A roll of -3 or lower only shows up five times in eighty-one rolls on average.

I also changed Invisible attacks. Before someone could have Stealth and Fists at 5, and their opponents would almost always suffer a -1 to defend, essentially resulting in Fist attacks starting at 6. Having Stealth supplement attacks encourages people to have Fist and/or Weapons start at 4 or lower. This is minor but I think Stealth Powers should affect combat more indirectly than Strength/Speed/Toughness powers. Thoughts?

This I'm not such a fan of.

The way I had the trapping before, it was a situational +1 against a large fraction of enemies. (Not everyone has Alertness lower than their defence skill, but most monsters do.) Now it's a universal +1 against everyone. That's a lot less interesting in play, and it doesn't make the target's Alertness meaningful the way I wanted it to.
Title: Re: Custom Power List
Post by: gojj on July 27, 2014, 07:59:35 PM
While it is a +1 buff to everyone, the corresponding attack will still be lower in practice. For the buff to take place, the user's Fist or Weapons would need to be 4 or lower, so even after the buff they're attack will only be starting at a maximum of 5 (assuming Superb skill caps). I do understand wanting your enemy's Alertness to be a factor, but I think it is a much larger buff than it appears. How often does the enemy have an Alertness at or above their highest attacking skill? The GM could certainly create an NPC that does in order for the confrontation to be more difficult for the Stealth user, but it would still be an advantage against the vast majority of the generic templates.

Another option is to do away with it affecting attacks entirely. It could offer a +2 to stealth based maneuvers, resisted by your target's Alertness. Or once per scene, you can replace any skill roll with Stealth (provided sufficient justification).

Honestly, I don't think it is that big of a deal one way or the other. If you feel that the modifying Alertness is the better way to go then I don't have any problems with it. It is a very cool power overall and I can imagine a lot of character concepts that could utilize this. Time will tell what portions are over/underpowered.
Title: Re: Custom Power List
Post by: Sanctaphrax on July 27, 2014, 09:41:59 PM
While it is a +1 buff to everyone, the corresponding attack will still be lower in practice. For the buff to take place, the user's Fist or Weapons would need to be 4 or lower, so even after the buff they're attack will only be starting at a maximum of 5 (assuming Superb skill caps). I do understand wanting your enemy's Alertness to be a factor, but I think it is a much larger buff than it appears. How often does the enemy have an Alertness at or above their highest attacking skill?

Maybe 10-20% of the time? It'll depend on the GM and the game style, of course, but most monsters have their attack skills near the top of their skill tree. I suspect stealthy characters will fight perceptive ones more often, since they can just sneak by low-Alertness goons...but who knows.

Anyway, the issue I take with your version of the attack trapping isn't that it's too powerful. It's that it's dull. It's just +1 to hit.

So, with that in mind, what do you think of this revised version?

SUPERNATURAL STEALTH [-2]
Description: You are supernaturally stealthy. Seriously, what did you expect?
Skills Affected: Stealth.
Effects:
Imperceptible. Your Stealth is never penalized due to movement, cover, or environmental conditions. You may hide just as effectively while running through a bright hallway as while lurking in a shadowy corner.
Hard To See, Hard To Hit. You may use Stealth to defend against physical attacks. When dodging this way you may add Athletics bonuses from Speed Powers to your Stealth skill. However, you may not use Stealth bonuses from Cloak of Shadows or other similar abilities. Alertness modifies the relevant skills of characters who attack you while you are defending this way.
Perfectly Consistent. When you roll your Stealth skill for hiding, skulking, or sneaking, any roll of -2 or less counts as a roll of -1.
Invisible Attacks [-1]. When you make a physical attack, your target's Alertness restricts whatever skill they use to defend.
Superior Supernatural Stealth [-1]. When you roll your Stealth skill for hiding, skulking, or sneaking, any roll of 0 or less counts as a roll of +1.
Title: Re: Custom Power List
Post by: Hick Jr on July 27, 2014, 10:35:40 PM
I liked the original Perfectly Consistent because it provided non-spellcasters with the kind of powerful, consistent stealth that you normally need a veil for, but the rewrite looks good.
Title: Re: Custom Power List
Post by: gojj on July 27, 2014, 11:36:20 PM
Looks good. Hopefully someone decides to use it and can report back with their experience with it.
Title: Re: Custom Power List
Post by: Hick Jr on October 04, 2014, 04:39:28 PM
So I realized the other day that I build a ton of characters who have one or both of the full spellcasting powers (Evocation or Thaumaturgy) but tend to only use one element or specialty for thematic purposes. Technically speaking, i'm shooting myself in the foot. The pyramid requires that being really good at Earth magic requires you to also be pretty good at, say, Spirit magic. You can just ignore your non-peak elements/specialties, but then why have them at all?

So, to that end, I'm proposing a custom power along the lines of Limitation, but specifically for Evocation and Thaumaturgy. You pick one Evocation element/Thaumaturgy type, whose power/complexity and control are always at the top of your specializations pyramid. The specialization bonuses below the peak are left blank, and count towards nothing. In exchange for only being good at one type of spellcasting but paying the same amount of Refresh in Refinements as someone who's good at a lot of types, you gain 1/4 of your Refresh spent in Refinements back.

It sounds pretty powerful even to me, so I'd appreciate some second opinions before I actually start hammering it out.
Title: Re: Custom Power List
Post by: gojj on October 04, 2014, 10:11:40 PM
I think specialization is already handled with aspects and just how someone plays a character. I think Wizards (or even Focused Practitioners) are already extremely strong and versatile without allowing them to min/max even more.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 04, 2014, 10:19:58 PM
I would be dubious about the balance of that. The pyramid is pretty important for keeping the power of highly-skilled wizards under control. And a 25% rebate isn't huge, but it's meaningful.

2 Refresh normally gets you 2 Refinements, which gives you something like +1 earth power, +1 earth control, +1 spirit power, +2 spirit control.

With this, 2 Refresh could get you 3 Refinements. That could give you +2 spirit power, +3 spirit control, and half a Refinement left over. Same number of pluses, but more efficiently concentrated. (Plus there's the extra half-Refinement, but I'm not sure if there's any way to actually spend it.)

You could also get 7 Refinements for the price of 5. That's enough to get you +4 power and +5 control for your chosen element, when without the rebate you'd be stuck with a +1/+1/+2/+3/+4 spread. Trading in two +1s and a +2 to move your actually-important specializations up a notch seems like a really good deal to me.
Title: Re: Custom Power List
Post by: Hick Jr on October 04, 2014, 11:04:25 PM
I'm not saying it would do away with the pyramid, I'm just saying you'd get more Refinements to throw around in exchange for loss of versatility.

This mostly came about because being forced to play a "focused practitioner" as only being good at pyromancy when in fact they had like +3 power and control to geomancy was starting to annoy me.


I crunched some numbers on this, and you never really seem to gain more than a shift or two towards your "focus" versus just having a full pyramid. Take a look at the specialization pyramid of Crash Burntown, pyromancer, who's spent 8 Refinements.

+1 Earth Control, +2 Spirit Power, +3 Spirit Control, +4 Fire Control, +5 Fire Power

He's got half a Refinement left, which he presumably puts into a focus item or an enchanted item. Whatever. Now, Mr. Burntown takes the Power, and subsequently gains 10 Refinements for the price of 8 in exchange for being terrible at everything that isn't fire magic. His pyramid looks like this.

+1---, +2---, +3---, +4---, +5 Fire Control, +6 Fire Power

He has two Refinements left over, which he presumably puts into focus or enchanted items. Crash is now a much stronger pyromancer, at the price of only being good at pyromancy.


Also, I just realized there's at least one character in the series who becomes much easier to model if this power exists- Mortimer Lindquist. He has Ritual:Ectomancy in pretty much all his writeups, which is straight up worse than just Thaumaturgy, but he's repeatedly described as stomping all over Harry when it comes to his area of expertise.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 04, 2014, 11:37:48 PM
Gah. I almost edited your post instead of replying to it. Still not used to being a mod.

I'm not saying it would do away with the pyramid, I'm just saying you'd get more Refinements to throw around in exchange for loss of versatility.

Yeah, I know. The numbers I gave took that into account.

If you're looking to test the balance of this power, don't look at someone with 8 Refinements. Look at someone with 2. It's a much more common situation.

Plus, you want to look at the worst-case scenario when assessing balance. This power is strongest at low levels.
Title: Re: Custom Power List
Post by: Hick Jr on October 04, 2014, 11:51:01 PM
Gah. I almost edited your post instead of replying to it. Still not used to being a mod.
Sanctaphrax is now suffering Compels from his new mantle.

Yeah, I know. The numbers I gave took that into account.

If you're looking to test the balance of this power, don't look at someone with 8 Refinements. Look at someone with 2. It's a much more common situation.

Plus, you want to look at the worst-case scenario when assessing balance. This power is strongest at low levels.
Hm. I guess you'd get an extra Refinement, assuming you round up, which I typically don't. Which is a holdover habit from D&D 3.5.

Okay, so Arnie the Teenage Thaumaturge takes two Refinements, and his pyramid looks like this.

+1 Conjuration Complexity, +1 Technomancy Control, +2 Technomancy Complexity

Now we look at Arnie the Teenage Technomancer, who is apparently getting 3 Refinements, and his pyramid looks like this.

+1 ---, +2 Technomancy Control, +3 Technomancy Complexity.


You still average only one extra shift. Which is more powerful at lower Refresh, admittedly, but I'm not seeing how it's devastating to game balance. Could you provide me with an example? I sort of feel like I'm calculating this incorrectly.
Title: Re: Custom Power List
Post by: Sanctaphrax on October 05, 2014, 12:08:20 AM
Every shift counts, and on a character with a few Refinements this Power is borderline mandatory.

It's not devastating, but it's bad.
Title: Re: Custom Power List
Post by: MadAlchemist on October 05, 2014, 06:50:29 PM
@Hick Jr.
Given access to this power I could completely break the balance of a low power game.  At "up to your waist" starting with 7 refresh you can pull a full extra refinement from the limitation.
If I particularly felt like being mean to my GM I would make a Spirit caster so I never need another element. Get 4 Refinement + Evocation for 6 refresh then only spend one of those refinements on the blank refinement. Double the crack if you are playing a high refresh game. All without giving up anything concrete, I can still do everything base Evocation can do.
I'd say you are better off going with one of the Superior_____ sponsored magics, skipping evocation entirely, with your specializations put into thaumaturgy then Evo-Thauming to blast. No wasted anything.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 16, 2014, 09:57:25 PM
Posting these (http://www.jimbutcheronline.com/bb/index.php/topic,40593.msg1993960.html#msg1993960) here for easy reference:

(click to show/hide)

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Title: Re: Custom Power List
Post by: Taran on November 16, 2014, 10:05:10 PM
I know you put these here for bookkeeping but I thought I'd mention: having seen these in action...I find them a bit OP...
Title: Re: Custom Power List
Post by: ways and means on November 16, 2014, 10:06:45 PM
I don't feel my character has been massively effective with them. The 10 refresh wizard I am playing Manema probably could have ended our current fight already.
Title: Re: Custom Power List
Post by: Taran on November 16, 2014, 10:14:10 PM
I don't feel my character has been massively effective with them.

If you are talking the Worm game, you've only used it once and it happen to hit the enemy's immunity.  Wait until there are multiple enemies.  If you combined it with a speed power, it'd be that much more deadly.

I've seen it in Divine Comedy where combats usually last one attack.

I Mythic Strength only adds to damage but this adds to damage AND accuracy.  I don't think it should do both.  Anyways, I think it's been debated before...I'm not sure if this is the right thread for it.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 16, 2014, 10:47:08 PM
This is probably the best place available to talk about it. I'm not planning on editing them right now, but if and when I change them I'll definitely come back to this part of the thread. And anyone else planning to use/change them is likely to look here too.

Anyway, I'm not surprised if it proved to be overpowered. It always was pushing the limits somewhat. Of course, being attached to Ozmadiel no doubt made it more unfair. I'm honestly surprised vultur let Hick get away with that build.

PS: I'm not sure a Submerged Wizard would fare so well here. Ziggurat has Mythic Toughness, right?
Title: Re: Custom Power List
Post by: Taran on November 16, 2014, 10:56:18 PM
Yes, she has Mythic Toughness.  Here's a build that I could have used in the Apocalypse game.  It's got a neat limitation, although, I'm not sure I priced it properly because I'm not familiar Limitation as a power.  But I just did a quick build as an example.

(click to show/hide)

So, in 4 zones I can hit every single target(avoiding all allies) with a
Total attack: +9 (weapon:13  (weapon 4 + Mythic skill +3 + Mythic STR +6)
Dodge: 9 Parry: 9
Title: Re: Custom Power List
Post by: ways and means on November 16, 2014, 11:20:40 PM
I thought it was built into the power that stunts and true aim don't stack with it.

Title: Re: Custom Power List
Post by: Taran on November 16, 2014, 11:24:02 PM
*re-reading*

Yes, that's true.

So, instead it's accuracy 9; weapon 13 in 4 zones, targeting every single enemy(excluding allies)

I'll edit that build
Title: Re: Custom Power List
Post by: ways and means on November 16, 2014, 11:30:47 PM
Yes accuracy 9 and weapon 13 over 4 zones good but at 17 refresh a caster could easily be attacking for accuracy 16+ (+4 specialization, +6 skill + 6 focus) with high weapons rating, a crafter could be boosting himself with 4 aspects a turn (love the thaumaturgy) and defending, attacking, veiling and blocking at 12.
Title: Re: Custom Power List
Post by: Taran on November 16, 2014, 11:35:12 PM
foci are restricted to Lore and specializations need a pyramid.

Also, a wizard needs to spend mental stress each round.

4 zones is 8 shifts of power
Weapon 13 is another 13 shifts

That wizard would have to control 21 shifts of power and they'd hit EVERY person, friend or foe, in those 4 zones.

The fighter with Mythic Skill can do that every exchange.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 17, 2014, 04:57:31 AM
That is pretty impressive, but honestly an evoker can still put out better offence. Power and control 15 lets you do a weapon 7 accuracy 15 attack across four zones, which is quite a bit better than accuracy 9 weapon 13. Plus the attack has range.

Sure, it costs mental stress, but when you hit that hard you don't usually need to hit twice.

What really worries me is something like a character with Mythic Skill, Inhuman Toughness, Inhuman Recovery, and a +3 Catch at Chest Deep. Legendary attacks at weapon 6, legendary defences against everything, and superhuman durability. Plus plenty of open skill slots, little gear dependence, the zone attack option, and the other side benefits of Mythic Skill. And that's without going for every available rebate.

Mythic Speed and Mythic Skill look really impressive together because of that four-zone attack, but the Powers actually interfere with each other a bit. So I think the big scary possibility of attacking four zones distracts people from how dangerous Skill is at lower levels of play.
Title: Re: Custom Power List
Post by: Taran on November 17, 2014, 02:33:13 PM
Even without a speed power, I can attack everyone in two zones, with only a -1 penalty.

My problem is that you can do zone-wide without hitting allies.  There's nothing in the core book that allows that.  The exception is zone-wide blocks that affect allies - but that's purely defensive.

As I stated early: yes, the wizard can output lots of damage in many zones but not without hitting himself or allies.

Removing that one ability from the power would do a lot to balance it.  Maybe give it a bonus to spray attacks instead.
I don't think it should add to damage either.  Strength already does that.  Maybe accuracy but not both.

Generally, for a 'building block' power, I think you should break down combat into its parts and find out what the existing powers don't cover, and boost that.  None of the 'building block' powers overlap much.

(click to show/hide)

I'm not sure if I missed something.  But there are several things, namely accuracy, that aren't affected by any of the Powers.  Look into those, block and spray attacks.  Maybe allow parries on an ambush as long as the weapon is drawn to tap into that aspect of combat.  Instead of damaging every opponent in a zone, let the person spend their action to block attacks on every ally in the zone - since wizards can do that anyways.  Or maybe for each level of skill they can protect one additional target.
themselves +1; themselves +2; themselves+3 by putting a block up for that turn.  Anyways - I'm just throwing out ideas however imperfect they may seem.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 17, 2014, 07:24:50 PM
My problem is that you can do zone-wide without hitting allies.  There's nothing in the core book that allows that.

So?

New doesn't mean overpowered. In my experience, hitting allies is rarely a concern for a smart group.

I really don't think the selective zone attack thing is a big deal. It only shows up at the Mythic level and it simply won't matter in most fights. You could drop it completely and the Powers would still be very scary.

Generally, for a 'building block' power...

This isn't really a building block power. It's not intended to be one of the standard things that most supernaturals have some level of.

Anyway, some level of overlap is unavoidable. Speed boosts Athletics defence, any Skill power needs to boost Weapons defence.

I don't think it should add to damage either.  Strength already does that.  Maybe accuracy but not both.

I've been thinking of the same thing. The Strength overlap doesn't bother me at all, but dropping the damage boost seems like the simplest and most elegant way to weaken the Power.

Maybe allow parries on an ambush as long as the weapon is drawn to tap into that aspect of combat.

That might be a good idea. I'm loath to make this ability any stronger, though.

Instead of damaging every opponent in a zone, let the person spend their action to block attacks on every ally in the zone...

Anyone can do that. If a block affects only one type of action, it can affect multiple people.
Title: Re: Custom Power List
Post by: Taran on November 17, 2014, 07:27:33 PM
That might be a good idea. I'm loath to make this ability any stronger, though.

I just meant instead of something else.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 18, 2014, 05:24:27 AM
Revised Skill Powers here.

The changes aren't big. I dropped the stress bonuses, expanded the skill bonuses, made the bonuses compatible with stunts, made it clear that higher levels replace lower ones, and added descriptions.

Thoughts?

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Title: Re: Custom Power List
Post by: gojj on December 20, 2014, 08:00:58 AM
I like the power overall, it would be very cool on a Deadpool type character. That said, here are my questions/concerns.

1. One With The Weapon.
This is similar to Superior Strength (YS 183) in that it doesn't count for attack and defense rolls, right? As in (assuming you have Supernatural Skill), you wouldn't add three to your weapons rolls claiming that your athletics modifies your weapons roll, right?.

2. Parry Everything/Perfect Defense
I'm not a fan of these, because Dodging gets moved to Weapons, I see very little incentive to take Speed powers, as (arguably) the most useful trapping has been moved elsewhere. Also, while deflecting bullets is awesome, how would you parry a fireball? Or a giant boulder? Or an explosion?

What if instead the three levels are thrown objects/"Slow" missile attacks (arrows are the only thing that comes to mind)/Bullets. The second level stinks but you see what I mean. I just think there are some things that are simply impossible to block with weapons, no matter how fast/dextrous you are. I think that these trappings step on the feet of the Speed Powers just a tad too much.

3. Strike Like The Sunlight
I think this is very cool, and you are paying 6 refresh for the power at this point, but I'm unsure about the ability to make zone attacks on two separate zones with the ability to avoid any friendly fire that accompanies zone attacks. I like the ability to avoid hitting allies (as the user is merely moving from target to target instead just spinning in a circle haphazardly), but perhaps drop the ability to hit the second zone, and instead remove the -2 penalty on zone attacks. This still allows the user to clear out groups of people, but just not two zones worth of people.

This is by far my weakest objection, as it is motivated more of a gut feeling than anything concrete.

4.
Do you think you could expand these powers to Guns as well? As in, when taking the power the player can decide whether they want to apply it to Guns or Weapons? We've seen in movies people being able to shoot bullets out of the air, or blow away an entire room of people on a quick draw, and this power could be a good way to model a Kincaid type character.

You might have to tweak some of the wording on some of the trappings, but I think it could work nicely, what do you think?



Reading down I see that you guys have been talking about this for awhile. I don't think I talked about anything you guys have already discussed, but if I did I'm sorry.

Also, here's my two cents on a couple of points you guys were talking about.
What really worries me is something like a character with Mythic Skill, Inhuman Toughness, Inhuman Recovery, and a +3 Catch at Chest Deep. Legendary attacks at weapon 6, legendary defences against everything, and superhuman durability. Plus plenty of open skill slots, little gear dependence, the zone attack option, and the other side benefits of Mythic Skill. And that's without going for every available rebate.
Well the simplest way to prevent this would just be to not allow your player to take the Mythic level of this skill, or at least not at lower refresh levels. The fact that this power can be fully utilized with only one skill could be a problem, but you'd probably have to wait until one of your players took this skill in game to see how balanced it actually is.

As I stated early: yes, the wizard can output lots of damage in many zones but not without hitting himself or allies.
Remember that Wizards can pump up the weapon value of their attacks much, much more cost-effectively than a physical character can. Someone with Supernatural Strength and Skill is sitting on +2 weapons, +4 stress. A Wizard with Evocation, Thaumaturgy, and two refinements can easily reach +5 Control, +3 Power with Specializations and Focus items, and the gap widens the higher the refresh values get. Also, Weapons generally have an initial weapon value of 2 or 3, while magic generally starts at 4-5 at Submerged and above.

Basically, I don't think the Skill powers really rival magic in terms of raw damage output, it just closes the gap. As of now, the only real way a physically focused character can match a combat focused Wizard in terms of damage is to take an Item of Power.

Also, in case those last two paragraphs came off as overly critical, this is not me saying "Grrrr, Taran, you are so naive!", I just think you brought up a valid concern and wished to give my opinion on it.



Wow, this became pretty long, but hopefully I avoided being long-winded.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 20, 2014, 08:38:22 AM
1. One With The Weapon.
This is similar to Superior Strength (YS 183) in that it doesn't count for attack and defense rolls, right? As in (assuming you have Supernatural Skill), you wouldn't add three to your weapons rolls claiming that your athletics modifies your weapons roll, right?.

It only benefits you in situations where a mundane character would be able to (or have to) use their other skill to modify their weapons roll.

So if your Athletics is restricting your attack and defence rolls because you're standing on a balance beam, then One With The Weapon will keep your Weapons from being reduced. But on a normal attack roll, where your Athletics doesn't matter, it does nothing.

2. Parry Everything/Perfect Defense
I'm not a fan of these, because Dodging gets moved to Weapons, I see very little incentive to take Speed powers, as (arguably) the most useful trapping has been moved elsewhere. Also, while deflecting bullets is awesome, how would you parry a fireball? Or a giant boulder? Or an explosion?

What if instead the three levels are thrown objects/"Slow" missile attacks (arrows are the only thing that comes to mind)/Bullets. The second level stinks but you see what I mean. I just think there are some things that are simply impossible to block with weapons, no matter how fast/dextrous you are. I think that these trappings step on the feet of the Speed Powers just a tad too much.

Of course it's impossible. If it was possible, it would just be a stunt. It works by magic.

Blocking an arrow with a sword isn't any more plausible than blocking a laser beam with a pocket knife, so I don't care to draw a distinction there.

Bear in mind that mechanically Parry Everything is just a stunt with supernatural flavouring. It's Footwork, but for Weapons and described in a supernatural way.

And I don't see why Skill Powers shouldn't step on the toes of Speed Powers a bit. Not every pair of Powers has to work well together.

3. Strike Like The Sunlight
I think this is very cool, and you are paying 6 refresh for the power at this point, but I'm unsure about the ability to make zone attacks on two separate zones with the ability to avoid any friendly fire that accompanies zone attacks. I like the ability to avoid hitting allies (as the user is merely moving from target to target instead just spinning in a circle haphazardly), but perhaps drop the ability to hit the second zone, and instead remove the -2 penalty on zone attacks. This still allows the user to clear out groups of people, but just not two zones worth of people.

There is no -2 penalty on zone attacks. That's a spellcasting thing.

Anyway, I don't think it matters much one way or the other. One zone, two zones, it's not usually a significant difference.

4.
Do you think you could expand these powers to Guns as well? As in, when taking the power the player can decide whether they want to apply it to Guns or Weapons? We've seen in movies people being able to shoot bullets out of the air, or blow away an entire room of people on a quick draw, and this power could be a good way to model a Kincaid type character.

You might have to tweak some of the wording on some of the trappings, but I think it could work nicely, what do you think?

It could work quite well, with a few minor tweaks.

Also, here's my two cents on a couple of points you guys were talking about.Well the simplest way to prevent this would just be to not allow your player to take the Mythic level of this skill, or at least not at lower refresh levels.

No sense banning a Power when you can balance it. A Chest Deep character with Mythic Strength isn't overpowered, just overspecialized. I'd like Mythic Skill to be similar.

All that being said, I'm not sure I like what these do to the game. They make a lot of stunts obsolete. Mostly pretty bad stunts, and True Aim does the same thing to some extent, but still...
Title: Re: Custom Power List
Post by: Sanctaphrax on December 20, 2014, 10:46:33 PM
On an unrelated note, I would like opinions on these Powers:

(click to show/hide)

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Title: Re: Custom Power List
Post by: gojj on December 21, 2014, 03:46:08 AM
They look cool. Is there a reason Additional Knowledge and evothaum aren't available to Druidic Magic? Would a player "upgrade" these to sponsored magics if they wished their characters to become more proficient spell singers, or would you allow them to take upgrades (e.g -X Additional Power)? Do these function as mortal magic in regard to Catches and Hexing?

I love little powers like these that can really add a unique flavor to a character.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 21, 2014, 09:55:40 PM
Evothaum and Additional Knowledge are unnecessary for Druidic Magic, since Druidic Magic is modelled after enchanted items. You can already select spells from among the full set of possible spells, and enchanted items can do thaumaturgy stuff normally.

Catch stuff is up to the GM, as usual. But these Powers probably shouldn't allow intentional hexing, and I don't think unintentional hexing is appropriate for them either.

As for upgrades...these are intended to port D&D magic into DFRPG, so they should probably have their own upgrade path. A high-level Druid doesn't use Sponsored Magic, after all.

The best way to do it is probably another upgrade Power that increases the strength of your spells above your skill. But maybe not all of your spells...after all, D&D casters have spells of various levels available.
Title: Re: Custom Power List
Post by: Sanctaphrax on December 24, 2014, 07:40:48 AM
Fists versions of Skill. Made these for Goku.

Thoughts?

(click to show/hide)

(click to show/hide)

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Title: Re: Custom Power List
Post by: Taran on December 24, 2014, 01:18:53 PM
Huh...I'm running  a chest deep game where they will run into a mystic martial artist.  He's submerged.  I'll test this out for you.  It seems to let me put everything into fists so I'll get to condense my pyramid a bit....
Title: Re: Custom Power List
Post by: Sanctaphrax on December 24, 2014, 06:08:04 PM
Cool. Let me know how it goes.

PS: It occurs to me that you can probably break these by taking stunts to move as many random trappings to the boosted skill as possible. Speed has the same issue, but this is still a problem. The skill bonus probably shouldn't always apply.
Title: Re: Custom Power List
Post by: vultur on January 04, 2015, 01:51:08 AM
Why does the progression go weapon:1, weapon:2, weapon:4?
Title: Re: Custom Power List
Post by: Sanctaphrax on January 04, 2015, 09:35:04 AM
Partly because I wanted to equal the best mundane weapons and the best Natural Weaponry/Incite Effect weapon ratings at the Mythic level. And also partly because I couldn't think of a good way to improve Perfect Grace, so I gave Strike Like Lightning a bigger boost instead.
Title: Re: Custom Power List
Post by: vultur on January 07, 2015, 06:19:04 AM
Ah, OK, makes sense. It just looked kind of odd.
Title: Re: Custom Power List
Post by: Sanctaphrax on January 08, 2015, 12:45:43 AM
Honestly, the asymmetry kinda bugs me. But I couldn't think of a better way to write the Power, so...
Title: Re: Custom Power List
Post by: bobjob on January 08, 2015, 11:36:23 PM
I was curious if these powers could be considered for the Wiki.

Rote Mastery [-2]
Your mastery of rote spells is so efficient that you do not tire as easily when casting them.
Skills Affected: Conviction, Lore
Effects: 
Mind Over Matter - You gain two additional Mental stress boxes that can only be used for rote stress. These two boxes may be used before using your normal Mental stress boxes and count as 1 and 2 stress respectively.
Arcane Intellect - Your lore is considered two steps higher when determining the number of rote spells you have access to.

Focused Rote [-2]
You are so efficient at your rote spells, you can cast them easier than non-rote spells.
Skills Affected: Discipline, Conviction
Effects:
Efficient Casting - Your Discipline is considered 1 higher when you cast a Rote Spell
Arcane Brilliance - You can cast a Rote Spell defensively by taking one additional stress. Normally, you cannot cast any spell defensively (Enchanted items or Skill checks are used)

Forceful Rote [-2]
Your belief in your rote spells is so great, they hit harder than normal.
Skills Affected: Conviction
Effects:
Rote Domination - Your damaging rotes negate 2 points of armor for a single target or 1 additional point of armor for multiple targets. If there is no armor, there is no additional effect.
Repetition Breeds Confidence - Your conviction is considered 1 higher for Rote Spells.
Title: Re: Custom Power List
Post by: Sanctaphrax on January 09, 2015, 05:42:41 AM
Of course they can go on the wiki. Everything can go on the wiki. There's no barrier to entry.
Title: Re: Custom Power List
Post by: BigMrE on June 07, 2016, 12:21:08 PM
Any way these could be posted as a downloadable text file?
Title: Re: Custom Power List
Post by: Taran on June 07, 2016, 08:59:05 PM
Any way these could be posted as a downloadable text file?


There are links in the first post here:

http://www.jimbutcheronline.com/bb/index.php/topic,25794.0.html
Title: Re: Custom Power List
Post by: Fenix Wulfheart on November 01, 2016, 10:46:35 AM
I rewrote the Healing power and added some things, trying to make it a workable and balanced ability that does not have to be supernatural. I also made it so a character could be entirely based around it.

I suspect it may not balance. It is my first attempt at writing a power this complex, so only hit me with the beat-stick at half force, I beg you! *cowers*

Healing [-1 or more]
Description: You possess the ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith. When taken with no Upgrades (or few, in some cases) this can also be treated as a Mortal Stunt that requires some Tools of the Trade - such as a first aid kit and supplies to treat a battlefield injury (touch range, Swift Healing 1, so activation time one scene that takes place after - or during! - the combat scene and completes at the end. Or a Ranged Zone wide musical healing of Mental Consequences could be a Mortal Stunt series).
Note: This power uses one skill and applies to one stress track. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it.
Requirements: Appropriate Aspects or justifications for Upgrades that make the power supernatural in some way. All versions of Healing are subject to GM approval.
Skills Affected: Pick one.
Effects: You may use your chosen skill to heal consequences of your chosen stress track. Healing requires the target character to be in the same zone as the source character for the duration of the attempt. Healing takes one full scene to complete by default. This means that if it is activated mid scene, it won’t complete until the middle of the next scene, or it will need a full scene of its own to take place (such as going home and resting on a couch for an hour or two). In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is four better than it needs to be, or by three steps if your roll is eight better than it needs to be. A given Consequence can only be affected by Healing once, although multiple attempts from different characters or sources of Healing are permissible. Only the best use of Healing applies. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis. This cannot erase the Aspect-changing effect of an Extreme Consequence. My personal view is that Extreme Consequences always take at least one full Story to heal AFTER the recovery period begins, minimum, and getting it that good is a roll of Legendary+8 (16).
   Swift Healing [-1]. Your Healing does not take a full Scene to complete. With one application of this Upgrade, the time required becomes "until the end of this scene” (or about half a scene). With another, it becomes “immediately at the end of this exchange”.
   Stressless Healing (Requires Swift Healing 2) [-2]: Normally, healing is a painful, teeth gritting, stomach churning experience full of physical and mental challenges. Except for when Stressless Healing is applied. Stressless Healing bypasses all that. Your Healing can cure marked off stress boxes as well as consequences. To heal a stress box requires a roll of the value of that stress box. So the third box of stress on a character's stress track is a Good (+3) skill roll to cure. Multiple stress boxes can be healed at once. Doing so requires a roll equal to the value of all the stress boxes being cured added together. Consequences can also be cured in combination with stress. For example, Johnny Appleseed is in a bad way, having marked off three boxes so far and taken a Mild Consequence of Bruised Ribs: XXOX. To heal all of his injuries at once, a roll of 1 + 2 + 3 for the stress + 2 for the consequence, or a result of Legendary (+8), would cure all his ills at once. A roll of Legendary+4 (+12) would even shorten the time for the consequence to recover to the end of the scene, and a roll of Legendary+8 (+16) would cause Johnny to be fully healed at the end of the turn! Alternately, the consequence could be healed all the way at the end of the turn and the stress left untouched with a roll of Legendary+2 (+10). Any combination of effects is allowed with the shifts to cover it.
   Versatile Healing [-1]. You may use your chosen skill to heal consequences from another stress track of your choice. This Upgrade may be chosen multiple times.
   Ranged Healing [-1]. You may heal any target within 1 Zone away from yourself. The target must remain within that distance for the duration of the power activation. This Upgrade can be taken again to increase the range of Healing to 3 Zones distance, and again to make it line of sight. Whatever the case, unwilling targets or targets which are obscured/on the move may require a roll to “hit” them with the power, depending on the circumstances.
   Unhindered Healing [-2]. Your Healing works even through objects. If the power is ranged, all penalties from intervening objects, anti-Healing barriers, Blocks, and other obstacles, are all reduced by up to 2. The power grants +2 to Diagnostic rolls to determine what ails a patient, and penalties for difficult surgery, trauma, or other obstacles appropriate to the situation (such as a mental Block when Healing mental trauma in a psychiatric patient) are likewise reduced by 2. To Heal through objects that completely hinder line of sight, some other means of accurately reaching or detecting the target is necessary.
   Area Healing [-1]. Your Healing works on all targets in a Zone. This ability can be taken multiple times; each time the Healing affects an additional two Zones at once.
   Selective Healing [-1]. Your Healing can be modified to not work against given targets; when your power would affect a target you do not wish to affect, you can declare it fails against that target. This Upgrade is most useful with Area Healing or misses of Ranged Healing.
   Effective Healing [-1]. Your Healing rolls count as 2 points higher for determining if a successful heal shortens the time to recover as discussed above. The roll must succeed in the first place before this bonus can be applied. This variable can be taken twice; the second time, the bonus becomes 4 points of effective increase.
Title: Re: Custom Power List
Post by: Fenix Wulfheart on November 01, 2016, 11:41:39 AM
I also rewrote Anti-Magic Bullets into a broader context that treats the attack as a special attack type, separate from normal attack types, but with provision for the attack still potentially striking the foe; it uses supplemental action rules.

Anti-Magic Attack [-2]
Skills: Choose one of Fists, Weapons, Guns, or some other reasonable skill you can use for attacking. The attack only can be used with this chosen skill.
Effect: Your attack destroys magical spells that it touches, causing them to be partially or wholly released as either Backlash or Fallout (caster’s choice if the caster is present; default is Fallout). You must declare that your attack is an Anti-Magic Attack before rolling. When your attack strikes the spell, treat the spell as the defender with a Defense roll of Mediocre (+0). If the spell is on a character and the character attempts to dodge, the spell uses that defender’s defense instead. If it hits, determine damage inflicted to the spell, treating the spell’s active Shifts of Power as a stress track (no consequences are available)(The spell has Armor: 2 if it has reasonable cover in the GM’s estimation). When damage is fully calculated, release a number of Shifts of spell Power equal to half the damage done, which are immediately treated as Fallout or Backlash as discussed before. The caster determines which Shifts are released if present. Otherwise, the shifts are determined by the GM, using reason as a guideline. If the damage achieves a Taken Out result on the spell, ALL of the spell’s energies are released in one burst.
   Anti-Magic attacks which strike the spell and take the spell out entirely with leftover damage may travel on to strike other objects or characters. Treat this as a supplemental action attack with shifts equal to half the remaining damage, using standard attack rules for the attack type.
   Users of the Anti-Magic Attack should beware the Fallout of the spell if they are unprotected against magic and are in close range. Sometimes unleashing the hell of a powerful spell on the world is worse for the destroyer than the destroyee.
   Versatile Spell Destroyer [-1]: Choose another Skill that you can unleash Anti-Magic Attacks with. This can be taken multiple times as long as applicable Skills remain to apply it to.
   Immobile Spell Destruction [-1]: Your Anti-Magic Attacks have Weapon 2. This ability can be taken up to 4 times, each time gaining an additional Weapon: 2. This bonus does not apply if a spell is on a target which is dodging your attack (but it does work on a Sneak Attack or Sniping or some other situation with an Unaware Defender).
Title: Re: Custom Power List
Post by: Sanctaphrax on November 05, 2016, 10:37:25 AM
Sorry for the slow response, Fenix. Took me a while to process all this.

Would be a bit easier with a bit more formatting. Bolding and italics to break up the text makes for smoother reading.

Anyway, onto the Powers proper.

Anti-Magic Attack [-2]
Skills: Choose one of Fists, Weapons, Guns, or some other reasonable skill you can use for attacking. The attack only can be used with this chosen skill.
Effect: Your attack destroys magical spells that it touches, causing them to be partially or wholly released as either Backlash or Fallout (caster’s choice if the caster is present; default is Fallout). You must declare that your attack is an Anti-Magic Attack before rolling. When your attack strikes the spell, treat the spell as the defender with a Defense roll of Mediocre (+0). If the spell is on a character and the character attempts to dodge, the spell uses that defender’s defense instead. If it hits, determine damage inflicted to the spell, treating the spell’s active Shifts of Power as a stress track (no consequences are available)(The spell has Armor: 2 if it has reasonable cover in the GM’s estimation). When damage is fully calculated, release a number of Shifts of spell Power equal to half the damage done, which are immediately treated as Fallout or Backlash as discussed before. The caster determines which Shifts are released if present. Otherwise, the shifts are determined by the GM, using reason as a guideline. If the damage achieves a Taken Out result on the spell, ALL of the spell’s energies are released in one burst.

I don't think this is the best approach. If unattended spells defend at Mediocre and you can keep attacking, you can take apart any imaginable spell in pretty short order.

Normally, stress does nothing except reduce your resistance to further attacks. I think it would be a good idea to stick to that here, mostly for simplicity's sake. Then again, maybe partially-destroyed spells are a good thing to have. Consequences might work here, but on the other hand that's more complexity.

Actually, maybe departing from attack mechanics as a whole would work. Could just be a roll against a difficulty.

How fallout works here seems clear enough, but I'm not sure how to handle backlash.

Does your normal weapon rating apply here?

   Anti-Magic attacks which strike the spell and take the spell out entirely with leftover damage may travel on to strike other objects or characters. Treat this as a supplemental action attack with shifts equal to half the remaining damage, using standard attack rules for the attack type.

Not sure how this is meant to work. How do you decide who gets hit, if anyone does? And how are you supposed to apply the supplemental action penalty to an action that's done?

Usually this kind of thing is left to Compels. I think that might be a good idea here too.

   Versatile Spell Destroyer [-1]: Choose another Skill that you can unleash Anti-Magic Attacks with. This can be taken multiple times as long as applicable Skills remain to apply it to.

Wouldn't break anything to include this in the main Power.

   Immobile Spell Destruction [-1]: Your Anti-Magic Attacks have Weapon 2. This ability can be taken up to 4 times, each time gaining an additional Weapon: 2. This bonus does not apply if a spell is on a target which is dodging your attack (but it does work on a Sneak Attack or Sniping or some other situation with an Unaware Defender).

Feels a bit weak. Especially considering how easy spell-destruction is normally.

Effects: You may use your chosen skill to heal consequences of your chosen stress track. Healing requires the target character to be in the same zone as the source character for the duration of the attempt. Healing takes one full scene to complete by default. This means that if it is activated mid scene, it won’t complete until the middle of the next scene, or it will need a full scene of its own to take place (such as going home and resting on a couch for an hour or two). In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is four better than it needs to be, or by three steps if your roll is eight better than it needs to be. A given Consequence can only be affected by Healing once, although multiple attempts from different characters or sources of Healing are permissible. Only the best use of Healing applies. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis. This cannot erase the Aspect-changing effect of an Extreme Consequence. My personal view is that Extreme Consequences always take at least one full Story to heal AFTER the recovery period begins, minimum, and getting it that good is a roll of Legendary+8 (16).

Looks pretty good to me. I assume that healing a mild one step faster, or a moderate two steps faster, etc, makes the consequence disappear?

Might be good to limit the number of consequences someone can have healed per session.

   Swift Healing [-1]. Your Healing does not take a full Scene to complete. With one application of this Upgrade, the time required becomes "until the end of this scene” (or about half a scene). With another, it becomes “immediately at the end of this exchange”.
   Effective Healing [-1]. Your Healing rolls count as 2 points higher for determining if a successful heal shortens the time to recover as discussed above. The roll must succeed in the first place before this bonus can be applied. This variable can be taken twice; the second time, the bonus becomes 4 points of effective increase.

This sort of thing is inherently worrying balance-wise but this seems like a solid attempt.

   Stressless Healing (Requires Swift Healing 2) [-2]: Normally, healing is a painful, teeth gritting, stomach churning experience full of physical and mental challenges. Except for when Stressless Healing is applied. Stressless Healing bypasses all that. Your Healing can cure marked off stress boxes as well as consequences. To heal a stress box requires a roll of the value of that stress box. So the third box of stress on a character's stress track is a Good (+3) skill roll to cure. Multiple stress boxes can be healed at once. Doing so requires a roll equal to the value of all the stress boxes being cured added together. Consequences can also be cured in combination with stress. For example, Johnny Appleseed is in a bad way, having marked off three boxes so far and taken a Mild Consequence of Bruised Ribs: XXOX. To heal all of his injuries at once, a roll of 1 + 2 + 3 for the stress + 2 for the consequence, or a result of Legendary (+8), would cure all his ills at once. A roll of Legendary+4 (+12) would even shorten the time for the consequence to recover to the end of the scene, and a roll of Legendary+8 (+16) would cause Johnny to be fully healed at the end of the turn! Alternately, the consequence could be healed all the way at the end of the turn and the stress left untouched with a roll of Legendary+2 (+10). Any combination of effects is allowed with the shifts to cover it.

This, I don't like as much.

Stress isn't really injury. It's kinda like plot armour. There's no real reason why stress-healing has to be possible, and I think excluding it from the game was a good decision on Evil Hat's part. So I'm naturally inclined to dislike this. But even if I wasn't, I think I would find this overpowered. It's quite feasible to heal someone faster than they can be hurt, and with no limit on the amount of healing someone can get per scene this might just make people nearly invincible. Sure, it costs 6 Refresh, but still...

   Versatile Healing [-1]. You may use your chosen skill to heal consequences from another stress track of your choice. This Upgrade may be chosen multiple times.

Can't really complain about this, given that I wrote it.

   Ranged Healing [-1]. You may heal any target within 1 Zone away from yourself. The target must remain within that distance for the duration of the power activation. This Upgrade can be taken again to increase the range of Healing to 3 Zones distance, and again to make it line of sight. Whatever the case, unwilling targets or targets which are obscured/on the move may require a roll to “hit” them with the power, depending on the circumstances.

Seems a bit weak. Healing mostly isn't a combat power, and even for a combat healer I'm not sure this is worthwhile.

   Unhindered Healing [-2]. Your Healing works even through objects. If the power is ranged, all penalties from intervening objects, anti-Healing barriers, Blocks, and other obstacles, are all reduced by up to 2. The power grants +2 to Diagnostic rolls to determine what ails a patient, and penalties for difficult surgery, trauma, or other obstacles appropriate to the situation (such as a mental Block when Healing mental trauma in a psychiatric patient) are likewise reduced by 2. To Heal through objects that completely hinder line of sight, some other means of accurately reaching or detecting the target is necessary.

I don't really see why this needs to exist. How often does one need to heal through a wall?

Also, the bonus seems underwhelming.

   Area Healing [-1]. Your Healing works on all targets in a Zone. This ability can be taken multiple times; each time the Healing affects an additional two Zones at once.

...I dunno about this. Seems either useless or terribly abusable.

   Selective Healing [-1]. Your Healing can be modified to not work against given targets; when your power would affect a target you do not wish to affect, you can declare it fails against that target. This Upgrade is most useful with Area Healing or misses of Ranged Healing.

Seems really niche. Not sure the possibility of accidentally healing the wrong person is worth keeping outside of Compels.
Title: Re: Custom Power List
Post by: Fenix Wulfheart on November 26, 2016, 02:59:51 AM
@Sanctaphrax

On anti-magic as an attack: I thought that was the best way, but saw that it would make it far too strong unless I limited somehow. So I went with one released shift per 2 damage. And nah, I don't think normal weapon rating should apply for this. XD

Hmm...what about the spell power being 1 Armor per 2 shifts of spell energy, but ALL damage after this armor releases power? Would that balance better?

On the spell defending: Hm. But if I have it treat the unattended spell as having a defense of better than mediocre, I can only really see its actual power then determining the defense, which makes really strong spells - hell, most spells I could see wanting to punch out - pretty much indestructible. I can't think of a better way to work it. Besides, I do think an unattended spell should be easy to tear apart unless it was constructed in such a way as to be hard to take down. For example, a Ward would use its defensive rating to defend instead. So it isn't going to always be mediocre, which means I need to buckle down and actually work this bit out!

On the attack continuing on after the spell is torn apart: I was just going to treat the spin as an effective attack against the target. It reminds me of the of the Warden sword strikes; the attack tears through the spell and then just keep going. I couldn't think of a way to do it that works super well. How would that be done as a Compel? If it were a Compel I wouldn't have accuracy to affect damage rating, so just base weapon rating for the stress? That means a fist attack with Weapon: 0 does nothing, so that isn't desirable -_-

On backlash: it is released into the caster or current controller of the spell if present. If not, the GM can either use fallout or send it into someone else as a Compel, probably into the person physically punching it :P

For healing consequences: I was toying with the idea of having a consequence heal cost a Fate point from either the healer or the one healed, or cause a "Fate Debt" if it cannot be paid, sorta like sponsored magic. Or perhaps have it so each consequence slot a character possesses can only be cleared once per story by a healing effect as their bodies reserves are getting "used up".

Stressless healing: It would take a dang good healer to consistently heal all damage as it is received...and how would they then ever attack? O_o...reinforcements would show up sooner rather than later...Anyway. I do think that the buildup of stress represents the weariness and slipping that comes from a high concentration and high stress scenario, such as combat, and not from plot armour. So I shall respectfully disagree, while simultaneously saying that yea it could be overpowered if applied correctly. I'm not attached to the rules I wrote, but I do think stress healing should be possible.

Hm. Could just remove the ability to heal more than one box at once. One heal action=heal one stress, one attack action=cause one stress. Never get ahead that way.

On Unhindered and Ranged Healing: Oh, quite often do I need to heal through a wall. But then I have a group that came from D and D and grid-based tactics fighting. But seriously. I am tired of having to break the wall down to get to the downed ally and heal them. Never underestimate the power of being the healer two zones away healing from the sewer system a half block away, no one aware of your position. :P

On Selective Healing: Having someone heal the wrong person would be a hilarious Compel, but the Selective Healing isn't to prevent that. The GM can still Compel it through a bit more of a wiley approach, such as distractions, illusions, etc. Selective Healing is meant to be paired with Area Healing, because Area Healing automatically targets the whole zone and all inside it, even enemies. It is meant to show the difference between a burst of holy healing light washing over everything and pinpoint holy light-vines wrapping around the devout and gentling their wounds as they bask in the holy glow.

It reminds me of Luccio's pinpoint fire whip. It's the difference between blasts of power and pinpoint precision. Depending on the concept for your healer, that precision might be a necessary part of the character. :)

Thank you so much for all your feedback. It's given me a lot of things to think about.
Title: Re: Custom Power List
Post by: Sanctaphrax on November 27, 2016, 04:38:32 AM
On anti-magic as an attack: I thought that was the best way, but saw that it would make it far too strong unless I limited somehow. So I went with one released shift per 2 damage. And nah, I don't think normal weapon rating should apply for this. XD

Hmm...what about the spell power being 1 Armor per 2 shifts of spell energy, but ALL damage after this armor releases power? Would that balance better?

If you're gonna represent spell destruction as an attack, then I think attacks should do nothing until and unless they take out the target spell. That's how attacks work. Even consequences don't come into play unless the attack is capable of scoring a take-out. (Barring weird edge cases.)

Actually...thinking more about the attack model, I'm pretty sure I don't like it. It inherently adds complexity to spells, giving them stress tracks to pay attention to when previously they were dead simple. Rolling against a difficulty seems better.

On the spell defending: Hm. But if I have it treat the unattended spell as having a defense of better than mediocre, I can only really see its actual power then determining the defense, which makes really strong spells - hell, most spells I could see wanting to punch out - pretty much indestructible. I can't think of a better way to work it. Besides, I do think an unattended spell should be easy to tear apart unless it was constructed in such a way as to be hard to take down. For example, a Ward would use its defensive rating to defend instead. So it isn't going to always be mediocre, which means I need to buckle down and actually work this bit out!

I think the duration is probably more important than the power, when it comes to destroying a spell. Ending a spell that'll last for three more exchanges is a lot less impressive/useful than ending one that'll last for three more years. Even if the power is similar.

On the attack continuing on after the spell is torn apart: I was just going to treat the spin as an effective attack against the target. It reminds me of the of the Warden sword strikes; the attack tears through the spell and then just keep going. I couldn't think of a way to do it that works super well. How would that be done as a Compel? If it were a Compel I wouldn't have accuracy to affect damage rating, so just base weapon rating for the stress? That means a fist attack with Weapon: 0 does nothing, so that isn't desirable -_-

Compels can work however the GM wants. Just pick a  number, that's the accuracy.

I don't think it's a good idea to make a high roll a bad thing, and I don't like the extra complexity of having attacks pass through like that. I suggest dropping the whole idea.

On backlash: it is released into the caster or current controller of the spell if present. If not, the GM can either use fallout or send it into someone else as a Compel, probably into the person physically punching it :P

I think fallout is generally going to make more sense. Smashing a wall of fire ought to work more or less the same whether the creator is nearby or not, and intuitively it seems more reasonable for spells to burst chaotically rather than in a directed manner.

So if I were you I'd just not have backlash happen when spells are damaged/destroyed.

For healing consequences: I was toying with the idea of having a consequence heal cost a Fate point from either the healer or the one healed, or cause a "Fate Debt" if it cannot be paid, sorta like sponsored magic. Or perhaps have it so each consequence slot a character possesses can only be cleared once per story by a healing effect as their bodies reserves are getting "used up".

I think the second approach is probably a good one. Keeps the power useful, but puts limits on its effectiveness.

Stressless healing: It would take a dang good healer to consistently heal all damage as it is received...and how would they then ever attack? O_o...reinforcements would show up sooner rather than later...Anyway. I do think that the buildup of stress represents the weariness and slipping that comes from a high concentration and high stress scenario, such as combat, and not from plot armour. So I shall respectfully disagree, while simultaneously saying that yea it could be overpowered if applied correctly. I'm not attached to the rules I wrote, but I do think stress healing should be possible.

You've made healing pretty easy. If you can beat a stress box's value more reliably than the attacker can hit, you can heal forever and still make the occasional attack. And that's very feasible.

Reinforcements are just as likely to be on the healer's side.

And yes, stress is weariness and minor injuries. But it's also a plot shield - it's the right to say "that bullet didn't really hit me, at least not directly". Treating it entirely as a measure of exhaustion doesn't really work - your stress can be stripped away from you in a volley of gunfire without you moving a muscle, rendering you vulnerable to further shots. That's not how tiredness or injury works.

Why should stress healing be possible? It doesn't seem to add anything either narratively or mechanically.

Hm. Could just remove the ability to heal more than one box at once. One heal action=heal one stress, one attack action=cause one stress. Never get ahead that way.

No, you can still get ahead if your healing "hits" more reliably than the attacks do.

On Selective Healing: Having someone heal the wrong person would be a hilarious Compel, but the Selective Healing isn't to prevent that. The GM can still Compel it through a bit more of a wiley approach, such as distractions, illusions, etc. Selective Healing is meant to be paired with Area Healing, because Area Healing automatically targets the whole zone and all inside it, even enemies. It is meant to show the difference between a burst of holy healing light washing over everything and pinpoint holy light-vines wrapping around the devout and gentling their wounds as they bask in the holy glow.

It reminds me of Luccio's pinpoint fire whip. It's the difference between blasts of power and pinpoint precision. Depending on the concept for your healer, that precision might be a necessary part of the character. :)

I think the difference between healing light bursts and healing light vines is best represented through Aspects, rather than Powers. Bear in mind, a fire whip and a fire blast can be mechanically identical.

I can see some (narrow) uses for it with Area Healing, but I'm not sure Area Healing should even exist. Like I said, I think it'll generally be either useless or overpowered.

And the ability for Ranged Healing to hit the wrong person seems like unnecessary complexity.

Thank you so much for all your feedback. It's given me a lot of things to think about.

You're very welcome.
Title: Re: Custom Power List
Post by: Fenix Wulfheart on December 02, 2016, 05:41:57 AM
If you're gonna represent spell destruction as an attack, then I think attacks should do nothing until and unless they take out the target spell. That's how attacks work. Even consequences don't come into play unless the attack is capable of scoring a take-out. (Barring weird edge cases.)

Actually...thinking more about the attack model, I'm pretty sure I don't like it. It inherently adds complexity to spells, giving them stress tracks to pay attention to when previously they were dead simple. Rolling against a difficulty seems better.

I think the duration is probably more important than the power, when it comes to destroying a spell. Ending a spell that'll last for three more exchanges is a lot less impressive/useful than ending one that'll last for three more years. Even if the power is similar.

Oh holy heck, that's a great idea. Have the power work by moving the spell down the duration table in some fashion. :D

Compels can work however the GM wants. Just pick a  number, that's the accuracy.

I don't think it's a good idea to make a high roll a bad thing, and I don't like the extra complexity of having attacks pass through like that. I suggest dropping the whole idea.

OK, I'll mull it over and decide how I will work that aspect - or drop it - later. :)

I think fallout is generally going to make more sense. Smashing a wall of fire ought to work more or less the same whether the creator is nearby or not, and intuitively it seems more reasonable for spells to burst chaotically rather than in a directed manner.

So if I were you I'd just not have backlash happen when spells are damaged/destroyed.

Hmm, I think I see where you are coming from. I think this is more a difference of goals of what we want the power to be able to do in the game world, really.

If the caster is present I would imagine them trying to bind up those energies and suck them away, use their will to prevent the energy from bursting loose in the same way as taking backlash is suffering extra stress to prevent energy from bursting loose. Or put another way, perhaps I should have it be the caster can take an action to perform a block to prevent the spell energy from being fallout, which entails a containing-spell which is the stress. Either way, the fallout should be preventable in some way if the caster is present, provided the caster has time to understand what just happened and react accordingly. This goes double if the caster already knows the enemy can tear spells apart, such as seeing their buddy's spell torn apart a moment before and having a second to brace.

I think the second approach is probably a good one. Keeps the power useful, but puts limits on its effectiveness.

Mmhm, I agree. :)

You've made healing pretty easy. If you can beat a stress box's value more reliably than the attacker can hit, you can heal forever and still make the occasional attack. And that's very feasible.

Reinforcements are just as likely to be on the healer's side.

And yes, stress is weariness and minor injuries. But it's also a plot shield - it's the right to say "that bullet didn't really hit me, at least not directly". Treating it entirely as a measure of exhaustion doesn't really work - your stress can be stripped away from you in a volley of gunfire without you moving a muscle, rendering you vulnerable to further shots. That's not how tiredness or injury works.

Why should stress healing be possible? It doesn't seem to add anything either narratively or mechanically.

I feel it does add something narratively. It washes away fatigue, reinforces the mind, etc. It represents preventing consequences by infusing the target with energy, or even luck in some cases. An infusion of luck from a minor luck-goddess could be represented as more "plot armour" as you describe stress here. The idea is that the mechanic, itself, can represent fluff and to me is thus valuable. I don't know how to actually make it workable and fair at this time, though.

I think the difference between healing light bursts and healing light vines is best represented through Aspects, rather than Powers. Bear in mind, a fire whip and a fire blast can be mechanically identical.

I can see some (narrow) uses for it with Area Healing, but I'm not sure Area Healing should even exist. Like I said, I think it'll generally be either useless or overpowered.

And the ability for Ranged Healing to hit the wrong person seems like unnecessary complexity.

I don't agree that an Aspect should be used to represent the difference between those two precisely because of the situation in which multiple potential targets are in one zone. That does happen rather frequently in my games, and could cause a lot of problems. That said, a person who wants whips of light to heal who doesn't buy selective would still get whips in my games; the difference is that the whips are hard to control, or too numerous, or otherwise fail to be selective. The selectivity itself is a Stunt in my games, which most powers with area effects can select if desired.

I could see Area Healing being overpowered, yeah. TBH I would most likely require a High Concept related to the Healing that properly represents it before allowing it in one of my own games. I trust each GM to decide how they want that sort of thing to work. *nods sagely*

Oh I represent hitting the wrong person with a scatter mechanic in pretty much all games, even games that don't have it. It's a group preference thing, really, so YMMV. XD
Title: Re: Custom Power List
Post by: Sanctaphrax on December 02, 2016, 09:43:03 AM
Oh holy heck, that's a great idea. Have the power work by moving the spell down the duration table in some fashion. :D

Glad you like it!

If the caster is present I would imagine them trying to bind up those energies and suck them away, use their will to prevent the energy from bursting loose in the same way as taking backlash is suffering extra stress to prevent energy from bursting loose. Or put another way, perhaps I should have it be the caster can take an action to perform a block to prevent the spell energy from being fallout, which entails a containing-spell which is the stress. Either way, the fallout should be preventable in some way if the caster is present, provided the caster has time to understand what just happened and react accordingly. This goes double if the caster already knows the enemy can tear spells apart, such as seeing their buddy's spell torn apart a moment before and having a second to brace.

Maybe just let the caster choose to take the fallout as backlash if they're present, and make it explicit that normal skill-based blocks with Conviction or Discipline can be used to protect your spells.

It's the simplest way to do it that I can think of, and I really think simplicity is valuable here.

I feel it does add something narratively. It washes away fatigue, reinforces the mind, etc. It represents preventing consequences by infusing the target with energy, or even luck in some cases. An infusion of luck from a minor luck-goddess could be represented as more "plot armour" as you describe stress here. The idea is that the mechanic, itself, can represent fluff and to me is thus valuable. I don't know how to actually make it workable and fair at this time, though.

But can't you do all that with maneuvers?

Anyway, if you really have your heart set on stress-healing, I think limiting the amount of healing per target per scene would do a lot to address the issues.