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The Dresden Files => DFRPG => DFRPG Resource Collection => Topic started by: Sanctaphrax on May 08, 2011, 10:55:44 PM

Title: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 08, 2011, 10:55:44 PM
I've been meaning to make one of these for a while. But it's quite a lot of work, and I don't think that doing it on the existing custom power thread is really feasible. So I'm making a new thread for this project. The goals of this project are:

1. To list all powers created on this board in one convenient place.
2. To sort those powers according to the categories in Your Story.
3. To edit those powers so that they are balanced and ready for use in games.
4. To format those powers according the template used in Your Story.

I'll be posting an unformatted unsorted unedited list right away. Anyone who would like to help me hack this thing into shape is invited to do so.

You can see the latest version of the list here (https://www.dropbox.com/s/eclun6icxi51vk7/Custom%20Powers%20Master%20List%20%28V3%29.odt?dl=0).

EDIT: I've created a second list that contains only Powers that I personally would be willing to use. You can see it here (https://www.dropbox.com/s/w1ldd796b89zjll/Custom%20Powers%20I%20Like.odt?dl=0).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 08, 2011, 10:56:25 PM
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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 08, 2011, 10:57:21 PM
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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 08, 2011, 10:58:07 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.

"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.
Your evocation attacks, maneuvers, blocks and defenses are treated as "Holy", as in the Holy Touch ability.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 08, 2011, 10:58:45 PM
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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 08, 2011, 11:02:05 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. 

[-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.

[-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)

[-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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Michael Sandy on May 09, 2011, 02:34:32 AM
The entry for Holy Magic doesn't include the effect.

"Your evocation attacks, maneuvers, blocks and defenses are treated as "Holy", as in the Holy Touch ability."
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 09, 2011, 09:35:04 PM
Fixed. Thanks for pointing that out.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 12, 2011, 01:00:35 AM
Powers now sorted.

Do you think I should include Items Of Power and Sponsored Magic variants?

Next step is to eliminate all powers that simply should not exist.

Creature Features

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.

Unthinkable Size [-4] As Hulking Size, but all effects, positive and negative, are doubled. This applies for creatures larger than whales (Fenrir, Godzilla, Typhon...)

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.

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.

"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.

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.

Minor Abilities

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.

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

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.

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

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.

[-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.

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.

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.

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.

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.

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.

"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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 12, 2011, 01:01:45 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.

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).

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).

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

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.

-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.)

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.

"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?"
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)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 12, 2011, 01:02:59 AM
Nevernever Powers

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'.

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.

Psychic Abilities

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.

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: 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.

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.

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.

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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 12, 2011, 01:05:32 AM
Shapeshifting

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.

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.

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.

Speed

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 12, 2011, 01:06:51 AM
Spellcraft

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.

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.

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.

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.

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.

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

Expansive Magical Repertoire: Your Lore skill is considered 2 steps higher when factoring in how many rotes your character knows.  -1

Toughness

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.

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.

True Faith

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.

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.

[-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

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.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Quackerjack on May 12, 2011, 05:47:58 PM
Do you think I should include Items Of Power and Sponsored Magic variants?

Yes.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 13, 2011, 12:32:14 AM
You are impressively laconic.

Items Of Power:

Item  of Power: The Lamp of Diogenes [-3]

One Time Discount: [+1]
It Is What It Is: The Lamp of Diogenes is just that: an old clay oil lamp. 

Unbreakable

Imparted Abilities:
The Soulgaze [-1]: Diogenes carried this lamp in the daytime, claiming to be looking for an honest man. 

Master of the Soulgaze: You are remarkably good at seeing the souls of others. Increase your Discipline and Lore skills by one when using them to interpret or defend in a soulgaze.

On A Mission Of Honesty And Cynicism: Your soul has a truly profound effect on those who see it. Add two to your Conviction skill when using it to make mental attacks in a Soulgaze.

Searching For An Honest Man: People's emotions are pretty damn obvious to you. Add two to your Empathy skill when using it to read people.

My offering: The Gallows Eye (for a pirate-themed game) (-2 to -3)
A carved wooden false eye, worn smooth, with a twisted grain running throughout.  This eye was carved from a used gallows tree, upon which the character's trusted captain had been hung.  Now, the character wears the eye as a macabre memorial... and to make use of the spirit-sight it grants.

It Is What It Is: A false eye.  Thus, in order to make use of the Gallows Eye, a character must lose an eye and place the Gallows Eye in its stead.  The eye does not grant standard binocular vision - it is, after all, a false eye - and thus the Aspect associated with this Item will be compelled quite often for situations requiring depth perception. 
Unbreakable: The Gallows Eye cannot be destroyed save by the use of a necromantic ritual similar to a ghost-binding or the Darkhallow. 
Imparted Abilities:
One-Time Discount [+1]
Ghost Speaker [-1]
The Sight with a leaning toward death, ghosts, and spirits [-1]
Spirit Sensitivity (as the Stunt Finely-Tuned Third Eye) [-1]
Psychometry [-1] can also be added, at sight rather than touch.

The Sword of the Revolution [-3]
• One-Time Discount [+2]
• It Is What It Is: George Washington’s exquisitely made hanger-type battle sword that functions at Weapon: 3.
• Unbreakable: The sword cannot be broken except through a ritual dedicated to perverting its purpose or preventing the freedom of a being possessing freewill.
• Let Freedom Ring [-2]: The wielder may draw the sword from its sheath to create a sound like a ringing bell clearly and audibly in an area including its current zone and all adjacent zones. The radius may be doubled for each point of mental stress the wielder takes when drawing the sword. Those within the affected area are protected from mind-clouding supernatural effects by a block based on an Intimidation roll made by the wielder. This same roll is used as a maneuver against any non-corporeal entities to startle them and drive them off.
• True Aim [-1]: When swung in keeping with its purpose, the Sword of the Revolution grants a +1 to the wielder’s Weapons skill.
• All Beings Are Created Equal [-2]: When facing an opponent, the wielder may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily), as well as any mundane armor the foe has, for the duration of the scene. In essence, the Sword of the Revolution may take the place of whatever it is that a creature has a weakness to (whatever “the Catch” is on their Toughness powers), on demand, so long as the wielder can spend that fate point - particularly handy when facing ultra-tough Denarians or true dragons. Whatever abilities a creature may have, the job of the Sword of the Revolution is creating a mostly even playing field – or something very much like it – between mortal and monster.

Cloak of Midwinter Night [-2]
One Time Discount [+2]
It Is What It Is: As named, it is a heavy, floor length cloak woven of a thread so deep blue as to be practically identical to the night sky. When worn by its owner under the stars, they are reflected in its threads as if it was a mirror. The interior is lined with pure white fur from what seems to be a polar bear, which never stains.
Unbreakable: The Cloak cannot be destroyed except through a ritual dedicating it to summer and in the presence of the summer wellspring, or at the will of its weaver, Mother Winter herself.
Faerie Glamours [-2]: The wearer of the cloak may use the Glamours power. Of note, when the power of Winter or any other true magic is used, any Seemings will vanish, revealing the cloak and wearer for what they are, and cannot be reapplied for the remainder of the scene, though veils made with this power will still work.
Winter's Blessing [-2]: The owner of the cloak is granted Inhuman Toughness. The Catch is the Seelie Magic [+1].
Flight [-1]: The owner of the cloak is granted the Wings power, as the cloak billows out, spreading into an enormous (think almost 30ft) pair of Raven's Wings, reversing to white above and black below. This may not be disguised by a Seeming, though the wearer may still be Veiled.

Sealskin Selkie Robe
Hexenwulfen-style IoP, it allows the owner to transform into a seal. 
Appearance: a long, floor length fur robe, with the hood being the head of a seal.
It Is What It Is: This is a fur robe, made from the complete skin of an adult harbor seal.  Watch out for PETA.
Item of Power: Seal-Fur Robe, [+2] affecting:
Echoes of the Beast [-1] +1 hearing, see in the dark, talk to sea life.
Beast Change [-1]
Human Form [+1]
Aquatic [-1]
Demonic Co-Pilot: [-1] The Co-pilot is an animal spirit, not a demon of rage or hunger. However, it creates a link to the wearer; if another possess the robe, it functions as a potent material link to her, as strong as her True Name and thus can be used to bind her.  Loaning the robe to someone else bonds the spirit to them. 
Total refresh cost: -1.

Ring of Anubis
A ring of black obsidian set in the shape of an open eye
The wearer of the ring carries the Mark of Anubis and has his power over things dead
Grants [+2]
[-1] Ghost-Speaker
[-1] Marked by Power
[-1] Refinement (Ectomancy Control +1, Ectomancy Power +1)
(total cost -1)

Tin Foil Helmet
+2 Discount
-8 Physical Immunity: Mind control magic
+5 Catch: Only protects against magic or powers that would affect the mind or emotions.
-1 = Total cost

Christ's Bloodwhip [-3]
The whip used to torture Christ on the cross. The blood of the White God's son has soaked into it and imbued it with the power of holy pain.
+2 discount
-1 Holy
-1 Incite Emotion (Pain)
-1 Lasting Emotion
-1 Potent Emotion
-1 It's A Whip (Use Weapons for Incite Emotion)

The Shifting Destiny
The Shifting Destiny is an ancient artifact that takes the form the most suits the wielder, even if the wielder doesn't know it suits them. The only thing that remains constant throughout the many incarnations of the artifact is that somewhere on the artifact is a triangle. Those that know of item or seek to take it often refer to it as "The Destiny" or "The Gift". Those that come to wield artifact often give it a nickname that symbolizes it's current incarnation.
Unbreakable
Modular Item; As Modular Abilities without the -2 surcharge, this item takes the form the most suits the wielder the first time they touch the item and the item shape may never be changed thereafter. The form The Shifting Destiny takes could be anything: a bow, shield, or even a pen. Once the form is changed, it remains locked until it has a new wielder. The abilities of The Shifting Destiny can grow and evolve for the wielder.
The Price of Change; The Shifting Destiny only changes when it is “rightfully acquired,” traditionally this means when it is given to a new wielder or taken from a deceased wielder (taking it from a living wielder by thievery or force will not change the artifact until the current wielder is dead). Temporarily loaning The Shifting Destiny does not change the item, but all subsequent rolls made with the The Shifting Destiny by the loan-ee are at -1 as the item’s current form is not meant for them.
Affecting the following for Nicholas:
It’s a Sword; For Nicholas, The Shifting Destiny takes the form of perfectly made Weapon:3 longsword.
True Aim
Flaming; as Holy, except with Fire.
Flare; as Breath Weapon (Fire). Note: The attack comes from the sword, not from Nicholas.
Nova Flare; Flare is now Weapon:4
One Time Discount: +2
Total Cost: -3

Mjolnir
"The Bigger They Are...": as All Creatures Equal Before a God with a Hammer
It's a BIG Hammer: Weapon:3, reasoning is that it was intended to be a two handed weapon.
The Weight of Responsibility: as Divine Purpose. When not being properly wielded, Mjolnir becomes an unwieldy weight.
True Aim
Unbreakable
Never Far From Reach: Mjolnir can be thrown as a weapon up to 2 zones away (instead of the standard 1). Upon striking or missing, it returns to its owner's hand on the following exchange. This ability only works when the hammer is thrown. If the hammer caught, stuck, or taken from the bearer the hammer will not magically return.
One Time Discount: +2 (It's awkward to hide, thus fairly easy to detect)
Total Cost: -3 (including +2)

Megingjoro
It's a Belt: Megingjoro takes the form of a wolf-hide belt.
Thunder's Strength: grants Inhuman Strength.
Note 1: The bearer loses access to Inhuman Strength when not in physical contact with Megingjoro.
Note 2: If the bearer already possess a Strength power, increase it one step (e.g. Inhuman to Supernatural or Supernatural to Mythic).
Note 3: Those with Mythic Strength can Lift an object as if it were 2 shifts lighter and gain an additional +1 bonus to Breaking.
Unbreakable
Note: Megingjoro is not required to wield Mjolnir
Total Cost: -1

Jarngreipr
It's a Gauntlet: Jarngreipr is a single gauntlet.
Physical Immunity (Electricity)
The Catch (Not Electricity)
Note: The bearer loses access to Physical Immunity (Electricity) when not in physical contact with Jarngreipr.
Unbreakable
Note: Jarngreipr is not required to wield Mjolnir
Total Cost: -2

Armageddon Sign
-0 Cassandra's Tears
-4 supernatural toughness (mainly used to protect from elements and exhaustion): Catch: only works while wielder is hollering
+3 item of power rebate
-1 total cost
0: it is what is is: this object consists of two large wooden boards, attached by two ropes, and must be worn over the shoulders to work. The boards are painted with appropriate doomsday signs.  Due to the supernatural toughness, the user suffers no real ill effect from shouting at the top of his lungs for hours at near-zero temperatures.
Note: when worn with tinfoil hat, only one item of power rebate applies.

[-2] Vitamin W
A combat drug that causes the body of the user to create a number of chemicals. These chemicals are useful, but likely to harm the user.
[+1] Rebate
[+1] Side Effects (Treat as Feeding Dependency, but use Endurance and the physical stress track)
[-1] Synthetic Adrenaline (Treat as Demonic Co-Pilot, but use Endurance and the physical stress track)
[-1] Addictive Saliva
[-2] Venomous Sweat (Like Venomous Claws, but without the claws)

[-1] Crown Of The Iron Spires
An ornate iron crown that grants rulership of the Iron Spires, which is a region of the Nevernever.
[+2] Rebate
[-1] Demense
[-1] Improved Demense (Attacks with Demense power are weapon 2)
[-2] Swift Transition (From anywhere to the Iron Spires, and then back where you came from)
[+1] No Mortal Home (It sends you to the Iron Spires if you fall unconcious)

[-2] Temporal Accelerator
A small gadget that slows down time around the user.
[+1] Rebate
[-2] Inhuman Speed
[-2] Inhuman Recovery
[+1] The Catch (No total recovery, just faster healing)

I'm actually working on a possible item of power for my Son of Thor character (Othmundr Thorson, professor of mythologoy).  Since his trouble is that he freed Loki and he has a bit of a magical bent, I was thinking he was prophesied to be someone that battle evil magic.  It was crafted by Brokk and Eiti, the dwarves that crafted Mjolnir and other artifacts.  Thor gave a lock of his hair, which was fashioned into the handle, Odin blessed the iron used for the head of the hammer with good magics.  The dwarves toiled for three days crafting the hammer, which is known has Hvíturgaldur (that means White Magic in icelandic).

I'm kinda limited in how many points I can put into it, so I was thinking the following:

-2 (It's a two-handed warhammer).
Skills Affected:  Weapons, Others
Musts:  You must have a destiny or calling to use the Hammer, represented by a template or aspect.  You must be able to craft magical items or use magic that protects, dispels, heals and use wind and lightning.  (You do not have to be GOOD at all of these things just capable).
Effects:
Protector of White Magic:  Hvíturgaldur purpose is to oppose black magic and defend white magic.  If it is ever attempted to be used to break any of the laws of magic, harm an innocent, destroy good magical works, and empower evil magical works, then the act automatically falls and the bond between the wielder and the Hvíturgaldur is broken.  It can only be restored by a magical ritual wherein the wielder cleanses and purifies his body and soul.

It's a Warhammer:  Hvíturgaldur is a large, two-handed warhammer (weapon 3).

True Aim:  When used in keeping with its purpose, Hvíturgaldur grants a +1 bonus to the user's weapon skill.

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

Inscriptions:  Hvíturgaldur is designed to carry and wield magical enchantments.  It has 4 enchanted slots that may be used for the same or different abilities as the user wishes (including one-use effects as per potion rules).  These effects are limited to ones involving some aspect of storms (due to Thor's infleunce), or protecting, dispelling, or healing.

Potential Focus:  Focus Slots may be used to turn the hammer into a focus.  It can only be used as a focus for magics relating to storms, protection, dispelling, or healing.

Something Else:

I figure the focus thing is essentially a 0, Inscription is -1 (a type of refinement), and True Aim is -1.  Seems like it should having something else, but another level of Inscription seems a bit much, so I am not sure.

Maeve's Locket +1
   granting
 Unseelie Magic -4*
 World Walker -2
Total Cost -5*

Notes: I made this for a friend that wanted a were-(polar)bear emissary to Maeve and wanted an IoP to go along with his deal

Hunter's Spear +2
   granting
 inhuman speed -2
 The Magic of The Hunt -4*
Total Cost -4*

Seven League Boots

A pair of ancient and battered leather horseman’s boots, worn butter-soft.  Tooled leather is readily apparent on the leg, sides and cuff.  It was obviously an expensive pair of boots, and well loved and lived. 

The Seven League Boots are a well known piece of European lore, about a pair of boots that enable the wearer to take strides of seven leagues—or 21 miles.  The origin of the legend is thought to have come from horse-couriers, whose feet only touched the ground when they swapped out their tired horse for a fresh one. 

One Time Discount [+1]

It Is What It Is.  The boots are just that: a nice pair of old-style horseman’s boots, possibly belonging to a noble cavalry officer or courier. They are soft, snug and oh-so-comfortable.

Unbreakable: The boots are indestructible save through a dedicated magical ritual that would pervert their purpose—probably something along the lines of binding or imprisoning. 

Imparted Abilities.  There are two different versions of the Seven League Boots abilities: Speed and WorldWalking.  A combination of the two is also distinctly possible.

Version One: Speed
Mythic Speed [-6]
The Boots grant Speed such as is only known in myth—myths often featuring the boots themselves. 
Total Refresh Cost -5

Version Two: World-Walking
Swift-Transition [-2]
World-Walker [-2]
This version of the boots is a tad more literal to the legend of 7 League strides, as short hops through the Nevernever are easy to accomplish, and crossing the globe in a short walk is also simple. 
Total Refresh Cost -3
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 13, 2011, 12:39:11 AM
Sponsored Magic:

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

Yuletide Magic [-4 Refresh]

Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of it will inevitably catch his notice.

Cost: As normal Sponsored Magic

Effects: Standard Sponsored Magic benefits, including counting as an Evocation element, allowing evocation spell effects that encourage or make use of warmth or coldness, charity, protection, travel, and a power over secrets. In addition, Yuletide Magic may be used to duplicate Conjuration or Warding effects at Evocation speeds and methods, and receives a +1 bonus to Control and Complexity on Conjuration. Yuletide Magic’s Evocations always includes either warmth or cold in some way, depending on the element being used.

Boon of the Fisher King.
Though today he seems to be little more than a senile old man, the Fishers King is in fact a very old and very powerful faerie. He is remembered in the mortal legends of Bran the blessed and king Arthur - the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Later the title fisher king was tied into the Christian idea of Jesus as the fisher of men, and the legends interwove into the tales of Joseph of Arimathaea and christianised. All things considered it's not surprising the poor guy doesn't really know who he is any more.

In the legends with his vitality curtailed by his wound, the monarch is surrounded by a wasteland. The return of the cauldron (or grail) by his questing knights allows him to hold back the decay and the land live again once more. But it is a never ending battle and can only be achieved with the help of those who can share his vision and enact it- alone he is still the wounded impotent king.

The Fisher King is fond of sending his people on quests which allow them to test themselves and discovered powers, skills and talents that have been lying dormant with in them. Thus he assists them to learn more of themselves and fulfil their full potential. As a result the creative powers of the king are now focused on inspiring the people around him - consider it similar to the Greek muses. And this is the power he gifts to those of his court,

Sponsored magic
Description: The spells performed under the power of the Fisher kings boon derive from the questing and 'muse'. They also have a certain level of healing that is drawn from the cauldron of life; though most of that power is being used elsewhere (see the pool of LIFE section)

Cost: 4 (- the usual reductions if you have evocation or Thaumaturgy but most of those using this magic are Faerie or changelings and thus won't benefit from the discount.)

Benefits: Where as the powers of the courts of the queens focus on evocations, the Fisher king is more Thaumaturgy orientated. For example;

•Conjurations to allow the 'visions' to be shared and ideas to be prototyped,
•Divination to assist in the quests,
•Crafting of items of power so chosen mortals can be gifted the ability to excel.
There is also a massive amount of psychomancy going on, as the mortal artists and scientists that attract the attention of the Faerie are 'inspired' to greater achievements in the goal of driving back the wasteland.

Limitation:  The power is derived from the Fisher King, it is essentially creative, any attempt to carry out an activity that would expand the wasteland, or discourage a mortals creativity would clash. Destructive spells would only be appropriated as 'self defence' -or defending a protected mortal, or one of their creations.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Quackerjack on May 13, 2011, 07:05:46 PM
You are my hero. Really.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 14, 2011, 02:25:06 AM
Thank you. I will strive to live up to that role.

Anyway, I took a look at what I have here. Most of it needs reformatting, some of it needs rewriting, some of it should just not exist.

Here's what I intend to get rid of, and why:

Red Hot Knives (I don't see the point of this. You can do the same thing with a stunt.)

Expansive Magical Repetoire (This is a stunt, in my opinion.)

Reading The Surface (Too similar to Telepathy.)

Gifted With Soul (This is basically an aspect. I think that a more general phylactery power might be a good idea.)

Danger Sense (Too similar to Lucky Dodge.)

It's All In The Cards (Too similar to Breath Weapon.)

Time Is My Friend (Very weird and very overpowered.)

Embodiment Of The Living Tempest (Seems like a whole bunch of powers stapled together.)

Siren's Song (I'm not sure what this does. Also, it seems like this would be better handled with Incite Emotion or Superlative Musician.)

Gaze Of Lost Emotion (Just get Incite Emotion: Apathy.)

Force Lightning of Lolz (Too similar to Breath Weapon.)

Sparkle (Lame joke.)

Force Field (I can't tell what this is supposed to do.)

IP?... Please, Dirty Little Secrets, Handle Aura (These are just Supernatural Senses.)

Disability Super(natural) Power (Seems like a trouble aspect to me.)

Roll The Dice (I have no idea what this is supposed to do.)

Please tell me if something is missing from this list or on it when it shouldn't be. Give reasons.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on May 15, 2011, 08:56:21 AM
I would add this too the get rid of list

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.

Any power that has no in character effect seems a bit stupid, if the gm wants to bet fate points  he can do so power or not.

This power needs to be another refresh at least possibly three

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on May 15, 2011, 08:27:56 PM
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.

Likely way too powerful for PC's to have.  The system was not designed with multiple attacks/actions per PC per round in mind. 

Kulan Do: NPC only for similar reasons.

I was curious about the Multi Headed Creature feature...will it be added?

Will Size Doesn't Matter... and ...But It Sure Helps be added to this list or the stunt list?...if they need refined give me opinions on how and they'll be retooled.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 15, 2011, 09:42:51 PM
I'm a bit sad to see Gambler picked out for elimination, since I wrote it. But I see your point. It's gone.

Power level editing will be done later.

A version of Multi-Headed has already been added to the word document from which this list is copied.

Size Doesn't Matter will be added soon, as will some other newish powers.

I disagree entirely about Rapid Strike and Kulan-Do. If they're too powerful, I'll make them more expensive.

But for what it's worth, I don't think they're all that impressive.

Kulan-Do only works if you get missed. Intelligent opponents will stop attacking and start maneuvering once they realize you have it.

Rapid Strike costs a Fate Point to use in addition to its cost to buy. And it imposes a pretty large penalty. So it really won't be useful except against opponents with lousy defences that are somehow still threatening enough to spend FP against.

Anyway, thanks for the input.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Belial666 on May 15, 2011, 10:00:16 PM
Gambler: Bets with the GM in real life can be handled just like normal bets, no powers needed. Bets with the GM in-game are rather impossible, seeing as he controls most things in the game.

Quick Shifting: Rather balanced.

Fomor Magic: It should say something about extra hexing. Otherwise OK.

Incite Emotion trappings: Balanced.

Rune Magic: losing bonuses if you already got evocation and thaumaturgy makes this weaker than other sponsored magics though still useful.

The lord is my Shepard: Overpowered as it does defensively what Incite does on attack AND gives mental armor AND possibly improves other powers.

Force Field: A block of 2 is mostly useless - it would only prevent attacks of Average or less. Not to mention that blocks are usually broken when you bypass them once.

Sparkle: Comparable to Flesh mask so it's balanced. Beware of stacking with other social powers and of the lameness factor.

Danger Sense: Underpowered. A -2 power gives a bunch of +2 bonuses without the need for a FP. Reduce it to -1.

Uncontrolled Power: Uncontrollable trigger for a power already exists and is a +2.

Telepathy: Rather weird power. That said, it is mostly balanced except for Psychic Strike causing mental stress to the attacker too. If you pay 4 refresh for a power that does mental attacks with no extra weapon rating, no skill bonus and that also requires mental stress, ask for a refund from the GM. Violently-like.

Lesser Immortality: Balanced much like Wizard's Constitution is.

Immortality: Physical immunity limited to metabolic hazards. No need for an extra power.

Gifted With Soul: Cost is rather weird. It begins at +1 and then goes on to +0 when made whole. I'd prefer it were a +0 to start with.

Fountainhead of Blood: Make this a generic power that applies to any court or vampire type. After all, the White Court is where we see multiple flavors, not the Reds. All that needs a bit of changing is Improved Feeding.

Red Hot Knives: Stunt, as others said. It even is underpowered for a stunt.

Home is Where You Make It: Balanced.

Undying: Underpriced. A form of Physical Immunity to permanent takeout would be -3. This should be around -2.

Dream or Reality: Mostly Balanced, considering you already need Demense. Illiteracy makes no thematic sense here though.

Unthinkable Size: For twice the bonuses/penalties I use titanic size; that would include things like the larger whales and dinosaurs as they tend to be larger than a small house (and thus larger than Hulking). I'd use Unthinkable for triple the penalties/bonuses; the example creatures are larger than any buildings after all.

Telekinesis: Unlike mind-reading, true telekinesis violates natural laws. It can't be non-supernatural. However, it can be non-magic much like Incite Emotion. As such, no Lawbreaker is OK. Other than that, it's balanced or even a bit underpriced.

Stoicism: This power is balanced mechanics-wise. I still dislike it, preferring various types of mental immunity.

Impossible Jumps: Totally underpowered, especially with the Double Jump upgrade. Flying costs only -1 and does everything better.

Hyperspace Arsenal: What happens to creatures put into Hammerspace? Also, what action is required to put in and recover items?




I'm gonna comment on the other powers as time allows. I plan to get them all; this probably says something weird is going on somewhere between my ears.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on May 15, 2011, 10:18:56 PM
This power needs to be another refresh at least possibly three

Displacement [-1]
Description: You are not where you appear to be. A glamour 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.

I'm not sure it needs to be any more expensive, but I admit it hasn't been playtested yet. This sort of thing is a minor nuisance in the D&D game when it appears, and I find it roughly comparable to Cloak of Shadows. But I also consider it a monster ability, and I wouldn't mind paying more to place it on a creature.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on May 15, 2011, 10:21:27 PM
Here's what I intend to get rid of, and why:
Embodiment Of The Living Tempest (Seems like a whole bunch of powers stapled together.)

I'm not sure that is necessarily a sufficient reason to remove it. It could help form the basis of other elemental-themed power suites, like a package.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on May 15, 2011, 10:25:28 PM
I would add this too the get rid of list

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.

Any power that has no in character effect seems a bit stupid, if the gm wants to bet fate points  he can do so power or not.

This power needs to be another refresh at least possibly three

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.

Our group play tested Displacement and it seemed very abusable as is, but then again, our group seems to find a lot of thigns abusable others do not...so to each their own.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 15, 2011, 10:45:57 PM
I agree with the vast majority of what you say, Belial. Can I assume that you agree with my list of powers to scrap entirely?

Anyway, I've got a few point-by-point responses:

About Gambler: Bah, fine. It's gone.

About Fomor Magic: What's this about hexing?

About The Lord Is My Shepard: My reading of it makes it look like three stunts stapled together. I think I'll get rid of it completely, since powers should be more interesting than that.

About Danger Sense: Well, I was planning to get rid of it anyway. But I don't understand your objection.

About Unthinkable Size: Point taken, I'll do it your way. Might add something about reach and zones...I'd expect a big enough monster to be its own zone.

About Uncontrolled Power and Immortality: They might be model-able with existing powers to an extent, but the thematics are different enough that I'd call 'em new powers. Also, Uncontrolled Power is significantly different from Human Form.

About Impossible Jumps: When I wrote this power, I gave it a cost of -? for that very reason. I think Wings might be undercosted.

About Hyperspace Arsenal: I'd say that the action required is the same as it would be if the hyperspace area was a backpack or a pocket. Creatures placed inside the area remain in stasis until removed.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on May 15, 2011, 10:58:12 PM
I'm not sure it needs to be any more expensive, but I admit it hasn't been playtested yet. This sort of thing is a minor nuisance in the D&D game when it appears, and I find it roughly comparable to Cloak of Shadows. But I also consider it a monster ability, and I wouldn't mind paying more to place it on a creature.

Displacement is three stunt like powers in one, a +2 to the dodge trapping is worth a refresh on its own, +4 to full defense is a very poweful stunt which gives a +6 bonus to full defense in total (if it stacks with the +2 to full defense) is worth a refresh and a +2 to defense when ambushed is also worth a refresh. Thats 3 refresh worth of stuff in a -1 power.  
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 15, 2011, 10:59:43 PM
About Embodiment Of The Living Tempest: A power shouldn't be made unless it can't be modeled with a collection of other powers. In this case, I think that it can be. See reply #149 of the custom power thread for what I mean.

About Displacement: I'm not sure if it's broken or anything, but it's definitely munchkin-friendly. It basically trumps all Athletics-based dodging stunts entirely, which I don't like much. And Blinking will occasionally just screw someone. Ambushes are deadly.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 15, 2011, 11:02:11 PM
About Undying: I'm not really sure how to go about this. I don't think that Physical Immunity: Death is the way to do it, though. The question is, how often will this power actually save a character from death? In many games, the answer will be "never". In others, it will be "constantly". It depends on the game's lethality.

About Dream Or Reality: I'm pretty sure that the illiteracy is based on the fact (or common fiction) that you can't read in dreams.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 16, 2011, 06:59:15 AM
Gambler [-1]
Assume the bet is about something out of game like a coin flip?  Or is it supposed to be a bet about something in game, like whether you win a fight or not?

But, in any event, is a very metagame power that also doesn't seem to provide any actual advantage for your refresh spent, assuming you win the bet 50% of the time.

Force Field [-2]
Seems to be badly worded.
Is it supposed to be something like this:
You are able to take a supplemental action to generate a block that defends against anything that athletics could defend against at (discipline +2).  The block's power is 'fixed' no fudge dice are rolled.  This block lasts until you next turn or until it is broken.  The block is visible.

Possibly also add 'You can expand the block to protect a small group of people who are in the same zone as you are" like evocation blocks, as a freebie, since just generating a block at skill +2 may be slightly weak for -2 refresh.  You can generate (deceit +2) blocks with incite emotion, right?

Danger Sense [-2]
Seems weak for -2 refresh.  You could probably get a stunt that gave you +3 defense for a fate point, once per scene.  And unless you are very badly over matched, +3 defense will almost always let you dodge the attack.
Wording of the power also lets you resist the atom bomb.  Is probably safer just to demote this power to a stunt.

Telepathy [-2]
What's the range of telepathy?  One zone?
An Open Book
Change wording to specifically identify the Reading People trapping of Empathy
Dig A Bit Deeper
Is this supposed to adjudicated like a soul gaze, where you each get to look at an aspect the other guy has?  
Or is it more for answering direct questions, like "Did you murder that guy?" The direct question version can make for some quick game derailment, especially if telepathy power is non-visible.  Can I just watch some guy from across the street and dig around in his head to see if he murdered they guy?
Either needs to be treated like a soul gaze, or requires a whole lot more rules text.

Immortality [-3]
Being able to live a long time is a zero point power.  Isn't the rest just a physical immunity with limitations slapped on?

Dream or Reality [-2]
Seems to be a badly build power.  Compare to glamours which gives you two expanded trappings and increased the scope of maneuvers you can do.
This seems to expand the scope of maneuvers you can do and give you an additional trapping (attack with discipline).  And why does it make you illiterate?

Flesh Forgery [-2]
As a true shape shifter weapons and fists are basically interchangable skills for you already.  So you seem to end up paying 2 points of refresh for what amounts to weapon:3 claws.  Should probably be upgraded to Weapon:4.

Haruspicy [-2]
The seeing the future ability in Cassandra's Tears is only -1.  Needing human subjects to do it may just be a -0 upgrade for 1st lawbreaker.

Displacement [-1]
Rubs me the wrong way.  Basic version is probably slightly overpowered.  The upgraded version, especially with it's ambush setup ability is pretty horrible.  IMHO, attacking someone who is not expecting an attack vs attacking someone who is already in a fight, but just doesn't anticipate your attack specifically are two different things.  Possibly change to a bonus to attack (+1 or +2)? instead of the ambush trapping.

Breath Weapon (-2)
Projectile (-2)  This upgrade to breath weapon isn't worth 2 points. It's not even really worth 1 point, especially when you can take damage upgrades to breath weapon directly.  

Tired now, will read more of the powers later.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 16, 2011, 10:33:21 AM
Focused Study [–0]
Of course, you'll only be limited to around 1.5 points of specializations, since you only have 2 places for you 'tree' to go.  Is probably not a very good idea.

Focused Mastery [-1]
No, just no.  The high base refresh cost before you can start stacking on the specialization bonuses, plus the fact that you have to build them in a tree goes at least some way towards keeping poeople honest. 

Rote Reliance [+1]
Not sure this is enough of a drawback.  In theory, an attack, a defense, and a maneuver will cover maybe as much as 90% of your spell casting needs

Signature Spell [-1]
This one, I don't have any problems with.

Spell-like Abilities [-3]
Seems too expensive at -3.

Dangerous Aura [-2]
Looks OK, except maybe for the Mental Aura enhancement.  While thematically appropriate, the lack of normal enhancements to metal defense may make this overpowered.
The aura should probably take a supplemental action to maintain, though. 

The Hidden Voice [-1]
What does this power do rules wise?  Does it let you 'speak' to anyone, regardless of language barriers?  If so, is probably worth 1 point, or slightly more.  Otherwise, doesn't seem to be worth anything.

Thought Mimicing Voice [-2] [sic]
Powers that let you outright ignore the stuff written down on the other guys character sheet probably shouldn't exist.

Kulan-Do
Um, what?

Shadow Manipulation [-1], second posted version with the same name
Doesn't look to bad.  Should probably have an explicitly range limit though, maybe 2 zones?

Inhuman Balance [–1]
Considering that outright being able to fly is also -1, I'd say this version should let you stant on things that normally wouldn't be able to bear your weight, like this tips of bamboo plants or a piece of string strung between two buildings.


Title: Re: Custom Powers Master List (Work In Progress)
Post by: BumblingBear on May 16, 2011, 12:31:59 PM


Red Hot Knives (I don't see the point of this. You can do the same thing with a stunt.)





Red Hot Knives: Stunt, as others said. It even is underpowered for a stunt.



What would a better balanced power version of Red Hot Knives be?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 16, 2011, 07:24:35 PM
@BumblingBear: There can't be one. It's a decent-ish stunt with a magical justification. Making it stronger would be creating a power that's "like a stunt, but better". And you know how I feel about that.

@crusher_bob:

Gambler is dead. Gone. Vaporized.

I like your version of Force Field much better. I suppose I'll keep that power, with a rewrite much like yours.

All right, let's get rid of Danger Sense and Lucky Dodge.

Immortality might overlap somewhat with Physical Immunity, but I feel that the thematic and mechanical differences are large enough to justify its existance.

Telepathy and Dream Or Reality need rewriting. But they're not unsalvageable. I'm pretty sure that the illiteracy is because you supposedly can't read in dreams.

Flesh Forgery, Displacement, Haruspicy, and Projectile all need to be rewritten for power level adjustments.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on May 16, 2011, 07:49:24 PM
Displacement [-1]
Rubs me the wrong way.  Basic version is probably slightly overpowered.  The upgraded version, especially with it's ambush setup ability is pretty horrible.  IMHO, attacking someone who is not expecting an attack vs attacking someone who is already in a fight, but just doesn't anticipate your attack specifically are two different things.  Possibly change to a bonus to attack (+1 or +2)? instead of the ambush trapping.

Powers should be somewhat better than Stunts, as folks should recall.

That said, I can accept charging 2 refresh for the basic ability. Would removing the stacking bonus to Full Defense be enough to drop it down to 1 Refresh again? +6 is, in retrospect, quite a boost to Defense.

I'd also be fine with the Blinking add-on providing a simple bonus to attack rolls.

Edit: How does this updated version look?

Displacement [-2]
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, or at the very least be something other than a Pure Mortal.
Skills Affected: Athletics, Fists, Guns, Weapons.
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, mislead or disorient an opponent. If you take a Full Defense action, this bonus stacks with the existing benefits of Full Defense (for a combined bonus of +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 gain a +2 to any attack roll. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect.

Note: 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.

If someone made this into an Item of Power (traditionally a Cloak of Displacement), would you vote that a Cloak be considered +1 or +2 Refresh?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 16, 2011, 07:53:33 PM
Your points concerning the power levels of various powers are noted. The only ones I feel the need to address are the ones about Focused Mastery and Dangerous Aura.

Would you feel better about Focused Mastery if it removed your ability to use foci?

I actually think it might be balanced for -0, then. Especially if you removed the Lore bonus.

I think that Dangerous Aura, as written, is underpowered if anything. It requires a huge amount of refresh to make it into a real threat. And I like it that way.

I'd love to hear how it worries you, though.

What's the problem with Kulan-Do?

"Um, what?" isn't very helpful, if you don't mind me saying so.

My reading of the Hidden Voice is that it defeats language barriers and eavesdropping. My reading of Thought-Mimicking Voice is that it allows social ambushes.

Revised list will be up soon. Then I'll start rewriting Items Of Power and Creature Features.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 16, 2011, 11:07:55 PM
The revised list is here. So, we've gotten rid of the stuff that we really didn't need.

Now, it's time to whip the (many) poorly written and poorly balanced powers into shape. Might as well format them nicely.

We may still have to eliminate some powers (Displacement, Focused Mastery, Kulan-Do and Rapid Strike seem to be the most likely to be removed) but I think we've gotten rid of the real deadwood. I think everything on the list right now is at least balance-able, if not balanced.

I intend to rewrite and reformat the powers in the order that they appear on the list, but the rest of you should not feel so bound.

Creature Features

Extra Appendages [-2]:
Requirements: Appropriate High Concept.
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 maneuvers as part of a spray attack.
Excellent Coordination [-1]. For each purchase of this power, 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.
Dismemberable [+1]. (Requires Excellent Coordination) Each consequence that you take removes the effects of one purchase of Excellent Coordination until that consequence heals. If this reduces the effects of all of your purchases of Excellent Coordination, remove the effects of this power entirely.
Hydra-Style Recovery [-2]. (Requires Dismemberable and a Recovery power) Whenever you use your Recovery power to negate a mild consequence, you gain the effects of two purchases of Excellent Coordination until the end of the scene.

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.

Titanic Size [-4] Hulking Size x2.

Unthinkable Size [-6] Hulking Size x3.

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.

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.

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 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.

Items Of Power:

Item of Power: The Lamp of Diogenes [-3]

One Time Discount: [+1]
It Is What It Is: The Lamp of Diogenes is just that: an old clay oil lamp. 

Unbreakable

Imparted Abilities:
The Soulgaze [-1]: Diogenes carried this lamp in the daytime, claiming to be looking for an honest man. 

Master of the Soulgaze: You are remarkably good at seeing the souls of others. Increase your Discipline and Lore skills by one when using them to interpret or defend in a soulgaze.

On A Mission Of Honesty And Cynicism: Your soul has a truly profound effect on those who see it. Add two to your Conviction skill when using it to make mental attacks in a Soulgaze.

Searching For An Honest Man: People's emotions are pretty damn obvious to you. Add two to your Empathy skill when using it to read people.

My offering: The Gallows Eye (for a pirate-themed game) (-2 to -3)
A carved wooden false eye, worn smooth, with a twisted grain running throughout.  This eye was carved from a used gallows tree, upon which the character's trusted captain had been hung.  Now, the character wears the eye as a macabre memorial... and to make use of the spirit-sight it grants.

It Is What It Is: A false eye.  Thus, in order to make use of the Gallows Eye, a character must lose an eye and place the Gallows Eye in its stead.  The eye does not grant standard binocular vision - it is, after all, a false eye - and thus the Aspect associated with this Item will be compelled quite often for situations requiring depth perception. 
Unbreakable: The Gallows Eye cannot be destroyed save by the use of a necromantic ritual similar to a ghost-binding or the Darkhallow. 
Imparted Abilities:
One-Time Discount [+1]
Ghost Speaker [-1]
The Sight with a leaning toward death, ghosts, and spirits [-1]
Spirit Sensitivity (as the Stunt Finely-Tuned Third Eye) [-1]
Psychometry [-1] can also be added, at sight rather than touch.

The Sword of the Revolution [-3]
• One-Time Discount [+2]
• It Is What It Is: George Washington’s exquisitely made hanger-type battle sword that functions at Weapon: 3.
• Unbreakable: The sword cannot be broken except through a ritual dedicated to perverting its purpose or preventing the freedom of a being possessing freewill.
• Let Freedom Ring [-2]: The wielder may draw the sword from its sheath to create a sound like a ringing bell clearly and audibly in an area including its current zone and all adjacent zones. The radius may be doubled for each point of mental stress the wielder takes when drawing the sword. Those within the affected area are protected from mind-clouding supernatural effects by a block based on an Intimidation roll made by the wielder. This same roll is used as a maneuver against any non-corporeal entities to startle them and drive them off.
• True Aim [-1]: When swung in keeping with its purpose, the Sword of the Revolution grants a +1 to the wielder’s Weapons skill.
• All Beings Are Created Equal [-2]: When facing an opponent, the wielder may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily), as well as any mundane armor the foe has, for the duration of the scene. In essence, the Sword of the Revolution may take the place of whatever it is that a creature has a weakness to (whatever “the Catch” is on their Toughness powers), on demand, so long as the wielder can spend that fate point - particularly handy when facing ultra-tough Denarians or true dragons. Whatever abilities a creature may have, the job of the Sword of the Revolution is creating a mostly even playing field – or something very much like it – between mortal and monster.

Cloak of Midwinter Night [-2]
One Time Discount [+2]
It Is What It Is: As named, it is a heavy, floor length cloak woven of a thread so deep blue as to be practically identical to the night sky. When worn by its owner under the stars, they are reflected in its threads as if it was a mirror. The interior is lined with pure white fur from what seems to be a polar bear, which never stains.
Unbreakable: The Cloak cannot be destroyed except through a ritual dedicating it to summer and in the presence of the summer wellspring, or at the will of its weaver, Mother Winter herself.
Faerie Glamours [-2]: The wearer of the cloak may use the Glamours power. Of note, when the power of Winter or any other true magic is used, any Seemings will vanish, revealing the cloak and wearer for what they are, and cannot be reapplied for the remainder of the scene, though veils made with this power will still work.
Winter's Blessing [-2]: The owner of the cloak is granted Inhuman Toughness. The Catch is the Seelie Magic [+1].
Flight [-1]: The owner of the cloak is granted the Wings power, as the cloak billows out, spreading into an enormous (think almost 30ft) pair of Raven's Wings, reversing to white above and black below. This may not be disguised by a Seeming, though the wearer may still be Veiled.

Sealskin Selkie Robe
Hexenwulfen-style IoP, it allows the owner to transform into a seal. 
Appearance: a long, floor length fur robe, with the hood being the head of a seal.
It Is What It Is: This is a fur robe, made from the complete skin of an adult harbor seal.  Watch out for PETA.
Item of Power: Seal-Fur Robe, [+2] affecting:
Echoes of the Beast [-1] +1 hearing, see in the dark, talk to sea life.
Beast Change [-1]
Human Form [+1]
Aquatic [-1]
Demonic Co-Pilot: [-1] The Co-pilot is an animal spirit, not a demon of rage or hunger. However, it creates a link to the wearer; if another possess the robe, it functions as a potent material link to her, as strong as her True Name and thus can be used to bind her.  Loaning the robe to someone else bonds the spirit to them. 
Total refresh cost: -1.

Ring of Anubis
A ring of black obsidian set in the shape of an open eye
The wearer of the ring carries the Mark of Anubis and has his power over things dead
Grants [+2]
[-1] Ghost-Speaker
[-1] Marked by Power
[-1] Refinement (Ectomancy Control +1, Ectomancy Power +1)
(total cost -1)

Tin Foil Helmet
+2 Discount
-8 Physical Immunity: Mind control magic
+5 Catch: Only protects against magic or powers that would affect the mind or emotions.
-1 = Total cost

Christ's Bloodwhip [-3]
The whip used to torture Christ on the cross. The blood of the White God's son has soaked into it and imbued it with the power of holy pain.
+2 discount
-1 Holy
-1 Incite Emotion (Pain)
-1 Lasting Emotion
-1 Potent Emotion
-1 It's A Whip (Use Weapons for Incite Emotion)

The Shifting Destiny
The Shifting Destiny is an ancient artifact that takes the form the most suits the wielder, even if the wielder doesn't know it suits them. The only thing that remains constant throughout the many incarnations of the artifact is that somewhere on the artifact is a triangle. Those that know of item or seek to take it often refer to it as "The Destiny" or "The Gift". Those that come to wield artifact often give it a nickname that symbolizes it's current incarnation.
Unbreakable
Modular Item; As Modular Abilities without the -2 surcharge, this item takes the form the most suits the wielder the first time they touch the item and the item shape may never be changed thereafter. The form The Shifting Destiny takes could be anything: a bow, shield, or even a pen. Once the form is changed, it remains locked until it has a new wielder. The abilities of The Shifting Destiny can grow and evolve for the wielder.
The Price of Change; The Shifting Destiny only changes when it is “rightfully acquired,” traditionally this means when it is given to a new wielder or taken from a deceased wielder (taking it from a living wielder by thievery or force will not change the artifact until the current wielder is dead). Temporarily loaning The Shifting Destiny does not change the item, but all subsequent rolls made with the The Shifting Destiny by the loan-ee are at -1 as the item’s current form is not meant for them.
Affecting the following for Nicholas:
It’s a Sword; For Nicholas, The Shifting Destiny takes the form of perfectly made Weapon:3 longsword.
True Aim
Flaming; as Holy, except with Fire.
Flare; as Breath Weapon (Fire). Note: The attack comes from the sword, not from Nicholas.
Nova Flare; Flare is now Weapon:4
One Time Discount: +2
Total Cost: -3

Mjolnir
"The Bigger They Are...": as All Creatures Equal Before a God with a Hammer
It's a BIG Hammer: Weapon:3, reasoning is that it was intended to be a two handed weapon.
The Weight of Responsibility: as Divine Purpose. When not being properly wielded, Mjolnir becomes an unwieldy weight.
True Aim
Unbreakable
Never Far From Reach: Mjolnir can be thrown as a weapon up to 2 zones away (instead of the standard 1). Upon striking or missing, it returns to its owner's hand on the following exchange. This ability only works when the hammer is thrown. If the hammer caught, stuck, or taken from the bearer the hammer will not magically return.
One Time Discount: +2 (It's awkward to hide, thus fairly easy to detect)
Total Cost: -3 (including +2)

Megingjoro
It's a Belt: Megingjoro takes the form of a wolf-hide belt.
Thunder's Strength: grants Inhuman Strength.
Note 1: The bearer loses access to Inhuman Strength when not in physical contact with Megingjoro.
Note 2: If the bearer already possess a Strength power, increase it one step (e.g. Inhuman to Supernatural or Supernatural to Mythic).
Note 3: Those with Mythic Strength can Lift an object as if it were 2 shifts lighter and gain an additional +1 bonus to Breaking.
Unbreakable
Note: Megingjoro is not required to wield Mjolnir
Total Cost: -1

Jarngreipr
It's a Gauntlet: Jarngreipr is a single gauntlet.
Physical Immunity (Electricity)
The Catch (Not Electricity)
Note: The bearer loses access to Physical Immunity (Electricity) when not in physical contact with Jarngreipr.
Unbreakable
Note: Jarngreipr is not required to wield Mjolnir
Total Cost: -2

Armageddon Sign
-0 Cassandra's Tears
-4 supernatural toughness (mainly used to protect from elements and exhaustion): Catch: only works while wielder is hollering
+3 item of power rebate
-1 total cost
0: it is what is is: this object consists of two large wooden boards, attached by two ropes, and must be worn over the shoulders to work. The boards are painted with appropriate doomsday signs.  Due to the supernatural toughness, the user suffers no real ill effect from shouting at the top of his lungs for hours at near-zero temperatures.
Note: when worn with tinfoil hat, only one item of power rebate applies.

[-2] Vitamin W
A combat drug that causes the body of the user to create a number of chemicals. These chemicals are useful, but likely to harm the user.
[+1] Rebate
[+1] Side Effects (Treat as Feeding Dependency, but use Endurance and the physical stress track)
[-1] Synthetic Adrenaline (Treat as Demonic Co-Pilot, but use Endurance and the physical stress track)
[-1] Addictive Saliva
[-2] Venomous Sweat (Like Venomous Claws, but without the claws)

[-1] Crown Of The Iron Spires
An ornate iron crown that grants rulership of the Iron Spires, which is a region of the Nevernever.
[+2] Rebate
[-1] Demense
[-1] Improved Demense (Attacks with Demense power are weapon 2)
[-2] Swift Transition (From anywhere to the Iron Spires, and then back where you came from)
[+1] No Mortal Home (It sends you to the Iron Spires if you fall unconcious)

[-2] Temporal Accelerator
A small gadget that slows down time around the user.
[+1] Rebate
[-2] Inhuman Speed
[-2] Inhuman Recovery
[+1] The Catch (No total recovery, just faster healing)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 16, 2011, 11:13:01 PM
I'm actually working on a possible item of power for my Son of Thor character (Othmundr Thorson, professor of mythologoy).  Since his trouble is that he freed Loki and he has a bit of a magical bent, I was thinking he was prophesied to be someone that battle evil magic.  It was crafted by Brokk and Eiti, the dwarves that crafted Mjolnir and other artifacts.  Thor gave a lock of his hair, which was fashioned into the handle, Odin blessed the iron used for the head of the hammer with good magics.  The dwarves toiled for three days crafting the hammer, which is known has Hvíturgaldur (that means White Magic in icelandic).

I'm kinda limited in how many points I can put into it, so I was thinking the following:

-2 (It's a two-handed warhammer).
Skills Affected:  Weapons, Others
Musts:  You must have a destiny or calling to use the Hammer, represented by a template or aspect.  You must be able to craft magical items or use magic that protects, dispels, heals and use wind and lightning.  (You do not have to be GOOD at all of these things just capable).
Effects:
Protector of White Magic:  Hvíturgaldur purpose is to oppose black magic and defend white magic.  If it is ever attempted to be used to break any of the laws of magic, harm an innocent, destroy good magical works, and empower evil magical works, then the act automatically falls and the bond between the wielder and the Hvíturgaldur is broken.  It can only be restored by a magical ritual wherein the wielder cleanses and purifies his body and soul.

It's a Warhammer:  Hvíturgaldur is a large, two-handed warhammer (weapon 3).

True Aim:  When used in keeping with its purpose, Hvíturgaldur grants a +1 bonus to the user's weapon skill.

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

Inscriptions:  Hvíturgaldur is designed to carry and wield magical enchantments.  It has 4 enchanted slots that may be used for the same or different abilities as the user wishes (including one-use effects as per potion rules).  These effects are limited to ones involving some aspect of storms (due to Thor's infleunce), or protecting, dispelling, or healing.

Potential Focus:  Focus Slots may be used to turn the hammer into a focus.  It can only be used as a focus for magics relating to storms, protection, dispelling, or healing.

Something Else:

I figure the focus thing is essentially a 0, Inscription is -1 (a type of refinement), and True Aim is -1.  Seems like it should having something else, but another level of Inscription seems a bit much, so I am not sure.

Maeve's Locket +1
   granting
 Unseelie Magic -4*
 World Walker -2
Total Cost -5*

Notes: I made this for a friend that wanted a were-(polar)bear emissary to Maeve and wanted an IoP to go along with his deal

Hunter's Spear +2
   granting
 inhuman speed -2
 The Magic of The Hunt -4*
Total Cost -4*

Seven League Boots

A pair of ancient and battered leather horseman’s boots, worn butter-soft.  Tooled leather is readily apparent on the leg, sides and cuff.  It was obviously an expensive pair of boots, and well loved and lived. 

The Seven League Boots are a well known piece of European lore, about a pair of boots that enable the wearer to take strides of seven leagues—or 21 miles.  The origin of the legend is thought to have come from horse-couriers, whose feet only touched the ground when they swapped out their tired horse for a fresh one. 

One Time Discount [+1]

It Is What It Is.  The boots are just that: a nice pair of old-style horseman’s boots, possibly belonging to a noble cavalry officer or courier. They are soft, snug and oh-so-comfortable.

Unbreakable: The boots are indestructible save through a dedicated magical ritual that would pervert their purpose—probably something along the lines of binding or imprisoning. 

Imparted Abilities.  There are two different versions of the Seven League Boots abilities: Speed and WorldWalking.  A combination of the two is also distinctly possible.

Version One: Speed
Mythic Speed [-6]
The Boots grant Speed such as is only known in myth—myths often featuring the boots themselves. 
Total Refresh Cost -5

Version Two: World-Walking
Swift-Transition [-2]
World-Walker [-2]
This version of the boots is a tad more literal to the legend of 7 League strides, as short hops through the Nevernever are easy to accomplish, and crossing the globe in a short walk is also simple. 
Total Refresh Cost -3
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 16, 2011, 11:13:51 PM
Minor Abilities

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)

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.

-2 Elemental Weapon
Musts: An Aspect Related To The Power
Skill(s): Weapons
The user is able to summon a two-handed weapon made of an element of his choosing. A claymore of fire, a greataxe of ice, a hammer of rock, and a spear of lightning are all possible.
Effects
Large Weapon: Your Elemental Weapon is a large weapon, rated at Weapon 3.
Always at Hand: Your Elemental Weapon requires no sheath. It can be summoned to your hand for a Supplemental Action, and dispelled as a free action.
Attuned: Your Elemental Weapon is attuned to you. If it leaves your hand, whether dropped, thrown, or disarmed, it will vanish. A Supplemental Action may summon it to your hand again.
Made of the Elements: Your Elemental Weapon may fulfill Catches if thematically appropriate.

-1 Elemental Mastery
You may now summon two different weapons of differing elements, if you so choose.

-1 Elemental Control
When using your elemental weapon, gain a +1 to all rolls using it.

-1 Elemental Armor
You can extend your weapon's element into an armor that coats your entire body. It is automatically Armor: 1 versus most physical harm, and +2 versus the same element.

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.

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.

[-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 thousand 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.

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.

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.

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.

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.

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.

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.

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.

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.

-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.)

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)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 16, 2011, 11:14:25 PM
Nevernever Powers

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).

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'.

Psychic Abilities

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: 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.

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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 16, 2011, 11:15:10 PM
Shapeshifting

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.

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.

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.

Speed

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).

Spellcraft

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.

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.

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.

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.

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

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

Yuletide Magic [-4 Refresh]

Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of it will inevitably catch his notice.

Cost: As normal Sponsored Magic

Effects: Standard Sponsored Magic benefits, including counting as an Evocation element, allowing evocation spell effects that encourage or make use of warmth or coldness, charity, protection, travel, and a power over secrets. In addition, Yuletide Magic may be used to duplicate Conjuration or Warding effects at Evocation speeds and methods, and receives a +1 bonus to Control and Complexity on Conjuration. Yuletide Magic’s Evocations always includes either warmth or cold in some way, depending on the element being used.

Boon of the Fisher King.
Though today he seems to be little more than a senile old man, the Fishers King is in fact a very old and very powerful faerie. He is remembered in the mortal legends of Bran the blessed and king Arthur - the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Later the title fisher king was tied into the Christian idea of Jesus as the fisher of men, and the legends interwove into the tales of Joseph of Arimathaea and christianised. All things considered it's not surprising the poor guy doesn't really know who he is any more.

In the legends with his vitality curtailed by his wound, the monarch is surrounded by a wasteland. The return of the cauldron (or grail) by his questing knights allows him to hold back the decay and the land live again once more. But it is a never ending battle and can only be achieved with the help of those who can share his vision and enact it- alone he is still the wounded impotent king.

The Fisher King is fond of sending his people on quests which allow them to test themselves and discovered powers, skills and talents that have been lying dormant with in them. Thus he assists them to learn more of themselves and fulfil their full potential. As a result the creative powers of the king are now focused on inspiring the people around him - consider it similar to the Greek muses. And this is the power he gifts to those of his court,

Sponsored magic
Description: The spells performed under the power of the Fisher kings boon derive from the questing and 'muse'. They also have a certain level of healing that is drawn from the cauldron of life; though most of that power is being used elsewhere (see the pool of LIFE section)

Cost: 4 (- the usual reductions if you have evocation or Thaumaturgy but most of those using this magic are Faerie or changelings and thus won't benefit from the discount.)

Benefits: Where as the powers of the courts of the queens focus on evocations, the Fisher king is more Thaumaturgy orientated. For example;

•Conjurations to allow the 'visions' to be shared and ideas to be prototyped,
•Divination to assist in the quests,
•Crafting of items of power so chosen mortals can be gifted the ability to excel.
There is also a massive amount of psychomancy going on, as the mortal artists and scientists that attract the attention of the Faerie are 'inspired' to greater achievements in the goal of driving back the wasteland.

Limitation:  The power is derived from the Fisher King, it is essentially creative, any attempt to carry out an activity that would expand the wasteland, or discourage a mortals creativity would clash. Destructive spells would only be appropriated as 'self defence' -or defending a protected mortal, or one of their creations.

Toughness

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.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 16, 2011, 11:16:12 PM
True Faith

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.

[-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

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).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 17, 2011, 05:25:13 AM
I think that Dangerous Aura, as written, is underpowered if anything. It requires a huge amount of refresh to make it into a real threat. And I like it that way.
My main concern with dangerous aura is how it doesn't seem to cost an action to do.  Being able to punch everyone in your zone when you make a fists attack is probably only a -1 upgrade.  Being able to punch everyone in the face without taking an action is probably exploitable.


Quote
What's the problem with Kulan-Do?
Probably just that I was tired while reading it, and couldn't actually figure out what it did.  Wrapping rules text and 'fluff' together like that can lead to extra confusion.  Will take another crack at it later.

Quote
My reading of the Hidden Voice is that it defeats language barriers and eavesdropping. My reading of Thought-Mimicking Voice is that it allows social ambushes.
My impression was that it set the other guys defense to zero as long as he couldn't beat your deceit roll, which could last a lot longer than a single ambush attack.  It it only let you get off a single attack, then it probably wouldn't be that bad.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 17, 2011, 06:21:07 AM
Extra Appendages [-2]
Think it's slightly underpowered for -2.  Just gaining the ability to make spray attacks with anything is probably only -1, since spray attacks give their own disadvantages.  

Mana Locust (Vampirism; -2)
May be slightly overpowered.
Detect magic seems to be an upgrade of what you can normally do with lore (am assuming the range is one zone) in that you can both use it at range and you don't reveal yourself when you use it, like you do when you are a practitioner and you touch someone, so it's probably worth [-1] by itself.

Area Drinker -4
May be too expensive.  It lets you place a maneuver on a very large area, on the other hand, it takes you a whole day to do.  As a way of making the place you hang out have favorable aspects, I could just take a day to make mundane use of my skills to give me some aspects to use.  And it's probably not useable offensively,  Even if I can reliable get, say, a +7 result on conviction, that's only around a few hundred feet in radius.  That's pretty big, but not, say, enough to effect a whole small town or something.

Kulan-Do
OK, trying to figure out this one again.
Is this what it is supposed to do?
Lvl 1 [-1]
Musts:
Inhuman or better speed
Effect:
Once per exchange, when you defend against a melee attack, you can choose to roll your defensive skill at penalty -2.  If you successfully defend, despite the penalty, you are able to make a riposte style attack with fists, using your reduced defense roll as the base without needing to expend your normal action

Lvl 2 [-1]
Musts:
Supernatural or better speed, Lvl 1 Kulan-Do
Effect:
You no longer take the -2 penalty to defense.

lvl 3 [-1]
Musts:
Mythic speed, Lvl 2 Kulan-Do
Effect:
You are no longer limited to one 'free' riposte per exchange.  You can attempt to make a (fists) riposte attack for every melee attack you receive in the exchange.

Elemental Weapon [-2]
Heh, this feels a bit more like what breath weapon should have been.  Weapon: 3. range one zone, gets bonus damage from strength powers.  

Not sure about the worth of the Elemental Mastery upgrade, but the other two look OK to me.

A note on Wings
Now that I've seen other movement powers, flight is actually probably a bit too cheap.  It might be worth it to add a small disadvantage to flight, so that the other -1 movement powers won't come off so badly in comparison.  How about making flying be a supplemental action?

Hvíturgaldur
Putting enchanted items or foci into items of power should probably mean that the other players should force you to pay for more than your share of the pizza, or something.

But as for other ideas of what the hammer could do:
Mr Wednesday’s (Odin) 18 charms (http://booklover206.tumblr.com/post/599839221/mr-wednesdays-odin-18-charms)  For general magicyness
The Rígsþula (http://en.wikipedia.org/wiki/R%C3%ADg_%28Norse_god%29) for some possible ideas about guiding and protecting mankind.

You can also take a look at the different swords (Balmung, Cortana, Durandal, etc) forged by Wayland Smith (http://en.wikipedia.org/wiki/Wayland_the_Smith) and see if there's anything worth mining in there.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 17, 2011, 09:59:11 PM
About Extra Appendages: would the ability to make spray attacks with only one target balance it out? By the way, I'm starting to wonder about the fairness of Excellent Coordination when purchased multiple times and used on massive spray attacks. Thoughts?

I don't think that your impression of Kulan-Do is accurate. However, it might just be a better idea than what's actually written.

And thanks for the links.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: InFerrumVeritas on May 17, 2011, 10:08:21 PM
Extra Appendages [-2]:
Requirements: Appropriate High Concept.
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 maneuvers as part of a spray attack.
Excellent Coordination [-1]. For each purchase of this power, 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.
Coordinated Attack [-1].  When attacking a single target, you add 1 to the accuracy your attack or maneuver. 

I think when done this way, it is worth -2 (because you can maneuver and attack in the same round albeit vs. different targets).  I think the ability to make spray attacks against only one target would be fine.  However, Excellent Coordination shouldn't be able to be used that way.  I think the exorbitant cost of it (-3 is expensive for a very situational +3) balances it out (and am okay with this as cheaper would be overpowered). 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 18, 2011, 12:50:35 AM
Hmm, I dunno. It feels wrong to give powers arbitrary weak points like that. So I'd rather not unless it's absolutely necessary.

By the way, have I ever mentioned that I don't like powers giving accuracy bonuses? Because I don't. Mostly because of stacking issues.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: kertain on May 18, 2011, 01:11:14 AM
I don't have anything constructive to add, nor would I attempt to keep up with you guys.
Just wanted to say thank you for the effort put into this list, it has made my life much easier.

I have to say we have a top notch community.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 18, 2011, 06:04:17 AM
Hmm, now that I've looked closely at extra appendages and thought about it some, I think that the multi-maneuver part of it may actually be better than the multi attack part.    Expecailly since you don't need any supporting powers (like claws or strength) to get a lot of milage about being able to lay multiple aspects on people with just one action.

  I think that balancing that, along with balancing multiple attack at the same time may be difficult.

--------

Assupmtion: It would be impossible to balance multi-attacks in all circumstances since the the level of weapon you are using greatly changes the utility of making several attacks that hit with a low margin of success.
So, I think the balance point should be centeread around great base targeting with weapon:4, and that whatever solution is used doesn't outright break the system up to, say, fantastic targeting and weapon:8

So, we have:
-2 muliple appendages
Great targeting, weapon 4
If that's all we have, just gained the ability to spray attack with our claws (or whatever), and the seems to be it. 

If we get one level of coordiantion, we can make 2 attacks at +3, or 4 attacks at +2 or our normal attack at +4, plus an effectively free attack at +2.

If we have 2 levels of coordination
Regular attack +4, plus free attack at +4 (same as two attack option)
Or four attacks at +3

If we have 3 levels of coordination
four attacks at +4

---------

This implementation of coordination is defenitely broken as it goes up in levels.  Maybe change it to something like +1 to one spray attack per level, not to exceed the max?  So that having coordination 3 gives you +3 in total, and not potentially +18 if you want to split your normally fantastic attack pool 6 ways.  In theory, +1 attack for one refresh is balanced, so +1 to (one) spray attack should also be balanced, if a bit underpowered. 

How's this instead:
Excellent coordination [-2]
When making spray attacks, add 3 to your skill before splitting your skill into the separate attacks of the spray.  When the split is done, any single attack of the spray cannot be higher that your base accuracy.

And make multiple appendages give you point point of 'bonus pool' already.  That means you are paying around 1.5 points for spray anything and spray maneuvers, and around .5 points for the +1 bonus to spray pool.  And you can pay another 2 points for a +3 (so total +4) spray pool.  So you'd be paying -4 refresh for what could amount to a free maneuver or attack at +4 every turn, in addition to your normal attack or maneuver.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: d_black_se on May 18, 2011, 03:42:25 PM
Minor Abilities
"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.

 A few points about this: 
1. If it's going to stay, the requirement needs to drop.
2. This seems to me to fly in the face of the conventions of the dresden verse in general.  Technology is generaly antithetical to magic.  So allowing magic users access to, or in this case the ability to manipulate technology seems to cut out one of the primary reasons for Pure mortals.  I don't want to wax poetic about all thereasons I find this one wrong, but there's many.  I could see it as a mortal stunt though.. either adding or using scholarship or burglary in a roll.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 18, 2011, 07:26:02 PM
@crusher_bob: Good points all.

However, I have a problem with your proposed fix. It encourages small sprays, and characters making two attacks for the price of one. The reason for the original wording of Excellent Coordination is that I wanted 5-attack sprays to be non-worthless.

So, I propose this: Excellent Coordination may only be purchased twice. It seems that the problems mostly arise after three purchases, so this should curb the excesses.

It allows a character to make an absolutely huge number of Good attacks, but Good attacks are pretty lame so I think that it ought to be balanced-ish.

Still needs playtesting, of course. Especially the maneuver part.

@d_black_se: You're right about the requirement, thanks.

But I either don't agree with or don't understand your second issue. It seems that there are two possible problems here:

1. You're concerned about the setting's consistency.
2. You feel that the existance of this power is unfair to Pure Mortals.

Now, just because something's on this list doesn't mean anyone has to use it. I personally I like the idea of technomancy, so I might give Noob Security Systems a try. While I understand that it's out of place in the default Dresden game, I feel that it'll be useful to enough games that it's worth putting on the list.

Also, not all magic is bad for technology.

Anyway, I remember having a conversation like this about social magic. Personally, I don't like the idea of social magic in my games. It makes mortals socially vulnerable where they were once socially capable. But nonetheless, I'd be willing to put social powers onto this list for the benefit of people who feel differently.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Belial666 on May 18, 2011, 07:41:47 PM
Heads up guys - I don't have much time but I got to say something on the issue of accuracy;

1) Someone with True Aim, Swing for the Fences, A Few Seconds Ahead and a skill cap of Superb can attack at Legendary. That's with only -3 refresh worth of powers.

2) Someone with Incite Emotion, Emotional Vampire and a skill cap of Superb can attack at Legendary, doing mental stress and a maneuver at the same time. That's with only -2 refresh worth of powers.



Powers can get you lots of accuracy for cheap-like. Now add Supernatural Strength to the melee guy and supernatural toughness for -6 more refresh (catch is holy powers or inherited silver or something like that) and give him a sword. He attacks at Legendary with Weapon 7 defends at Superb, has armor 2 and 8 stress. That's without Items of Power or any other rebate-givers for a Submerged character. The guy can potentially take on Magog from the Denarians. Add Item of Power or other rebate and they can take on more than one Denarian at once.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 18, 2011, 07:45:33 PM
Swing For The Fences has a drawback. If you use a power to negate the drawback, you shouldn't get the bonus.

I don't think that Incite Emotion gives its +2 bonus to attacks.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Belial666 on May 18, 2011, 08:00:03 PM
It does give the +2 to attack - the wording on Lasting Emotion does not say you use a different bonus so you use the same.. But you are not using it to attack in this case anyway. You are using it to maneuver or block at melee (hence the +2 for sure) and use the same roll to deal mental stess by feeding via emotional vampire. So you both lockdown the enemy and deal mental stress. Plus when you take them out, you heal all your own stress and mild consequences. Enjoy.


As for the Swing for the Fences thing, again technically you are not negating the block/parry Defense penalty. You are using another type of defense altogether, one gained via power. A wizard with SFTF would not take any penalty to his blocks, for example. Neither would a Fae (or skinwalker for that matter) using Greater Glamours to attack while staying invisible. (and using his invisiblity as defense, essentially)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on May 19, 2011, 04:28:08 AM
"As for the Swing for the Fences thing, again technically you are not negating the block/parry Defense penalty.You are using another type of defense altogether, one gained via power." - Belial

(yes I know I can quote, I just didn't)

I call shenanigans!

No GM should let that fly.  If they do they deserve an OP PC.

Aside from that you make amazingly good points similar to my thinking.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: BumblingBear on May 19, 2011, 04:49:52 AM
^^^ Good points made.

My counter argument is that I tell PCs they can take whatever powers they want but just to keep in mind that the monsters will scale accordingly.

There's always a bigger fish.....  :)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 19, 2011, 05:37:09 AM
My counter argument is that I tell PCs they can take whatever powers they want but just to keep in mind that the monsters will scale accordingly.

This method of game balance only works when you have one player, when all PCs have the borken thing, or they all have equal amounts of equally broken things.

And "equal amounts of equally broken things" is same this as 'a balanced power set'
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 19, 2011, 06:03:46 AM
It allows a character to make an absolutely huge number of Good attacks, but Good attacks are pretty lame so I think that it ought to be balanced-ish.

Alas, your [-4] point version gives 3 free attacks or maneuvers at good, mine gives one free attack or maneuver at great.  I figured that more 'free' actions was more broken that a slightly better free action.

-------------

Comparing your version at great base skill:
1 action at +4, 2 actions at +3
4 actions at +3

To mine (total pool 8, max +4):
2 actions at +4
4 actions at +2

------------

And fantastic skill:

Your version:
1 action at +6, 2 actions at +3
1 action at +5, 3 actions at +3
1 action at +4, 4 actions at +3
6 actions at +3

My version (total pool 10, max +6)
1 action at +6, 1 action at +4
2 actions at +5
1 action at +4, 2 actions at +3
5 actions at +2

---------------

Anyone else want to chime in?  would you pay 4 points of refresh for this?  Which extra action system looks better?

Title: Re: Custom Powers Master List (Work In Progress)
Post by: BumblingBear on May 19, 2011, 08:40:15 AM
This method of game balance only works when you have one player, when all PCs have the borken thing, or they all have equal amounts of equally broken things.

And "equal amounts of equally broken things" is same this as 'a balanced power set'

I never said anything about broken powers.

I also will allow a bit of shenanigans as long as it is confined to mental, physical, or social.  As long as a PC has a weakness, I can work with that.

Most characters who go ball out with powers tend to neglect the social or mental side.  Heck, my uber powerful group got schooled a few days ago by a sorceress using gravity magic.  Suddenly when characters couldn't use athletics to dodge, things got nasty. :)

Eventually, you play the DF long enough and realize that the best way to be "powerful" as a PC is to be creative and work with the narrative.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 19, 2011, 11:13:20 AM
Most characters who go ball out with powers tend to neglect the social or mental side.  Heck, my uber powerful group got schooled a few days ago by a sorceress using gravity magic.  Suddenly when characters couldn't use athletics to dodge, things got nasty. :)

Hitting people with an out of context attack is way too easy in this game.  That's why I don't like the implementation of incite emotion.  I also don't like the various resisted with: (some skill other than athletics) attacks sometimes made with evocation.  It's like saying "My group thought they were badass until I made them use basket-weaving or die. hur, hur hur."  In other implementations of FATE, where, AFAIK, weapon values usually aren't used, an out of context attack is usually just another way of saying, "Do +2 damage."  But in DFRPG, where weapon values are such a big deal, it can be saying "Do +8 damage" instead.

Hero/champions is one of the few games I've seen that mostly gets the cost of out of context attack right.  They generally cost between 2 and 2.5 times as much as a regular attack.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: InFerrumVeritas on May 19, 2011, 11:55:32 AM
Personally, I'd allow excellent coordination to be purchased as many times as you'd like.  However, I'll probably add a clause that it cannot increase it over your base accuracy.  Thus, characters with lots of arms, heads, whatever can make lots of attacks with little drawback (other than a pretty massive refresh cost).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 19, 2011, 04:51:31 PM
OK, using the Math! that I show here (http://www.jimbutcheronline.com/bb/index.php/topic,26021.0.html), here's a comparison of straight up damage values for the two different implementations of multiple appendages:

-----------
great base skill, weapon 0, defender has great skill
1 action expected damage: 0.91

Your version:
1 action at +4, 2 actions at +3 (Damage: 1.90)
4 actions at +3 (Damage: 1.98)

My version (total pool 8, max +4):
2 actions at +4 (Damage: 1.82)
4 actions at +2 (Damage: 0.94)

---------

Compared to a hypothetical weapon: 8 for -4 refresh claws.
Expected damage: 5.58

---------

great base skill, weapon 4, defender has great skill
1 action (damage: 3.24)

Your version:
1 action at +4, 2 actions at +3 (Damage: 7.55)
4 actions at +3 (Damage: 8.61)

My version (total pool 8, max +4):
2 actions at +4 (Damage: 6.49)
4 actions at +2 (Damage: 5.09)

---------

Compared to a hypothetical single weapon 12 attack (damage: 7.91)

---------

Will do up the math for the more powerful design space later...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 20, 2011, 01:09:21 AM
Thank you for this excellent analysis, crusher_bob.

It looks to me as if my approach is reasonable.

This is because the storm of Good attacks will look pretty lame against an Epic defence. And it's not game-breaking against a Good one either.

Thing is, your approach looks even better, mathematically.

But I don't like the way that your approach works best with a two-hit spray. I want to see huge flurries, and I want them to be balanced.

Tall order, I know. Maybe I'm being unreasonable.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 20, 2011, 01:25:37 AM
Alright, rereading Swing For The Fences and Emotional Vampire here.

...

Alright. Swing For The Fences has a flawed writeup. It's advantages are clearly meant to be balanced out by the defence penalty, but that's written so that it doesn't always apply. I think that's a mistake on Evil Hat's part. (Small one, though. I feel kinda bad about picking on them for it.)

I had previously read Emotional Vampire's "psychological attack" as mere description. But you're right, it should probably be considered a full out attack. I think I'll be enforcing the "touch" part of Feeding Touch rather harshly from now on. Either that, or I can read "inciting the emotion and feeding on it as a single action" in a downright self-deceptive way.

PS: Incite Emotion's writeup says maneuvers at +2 and Lasting Emotion says you can use that trapping to attack. Your reading is totally reasonable, but I think I'll stick with mine.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: BumblingBear on May 20, 2011, 02:02:51 AM
Hitting people with an out of context attack is way too easy in this game.  That's why I don't like the implementation of incite emotion.  I also don't like the various resisted with: (some skill other than athletics) attacks sometimes made with evocation.  It's like saying "My group thought they were badass until I made them use basket-weaving or die. hur, hur hur."  In other implementations of FATE, where, AFAIK, weapon values usually aren't used, an out of context attack is usually just another way of saying, "Do +2 damage."  But in DFRPG, where weapon values are such a big deal, it can be saying "Do +8 damage" instead.

Hero/champions is one of the few games I've seen that mostly gets the cost of out of context attack right.  They generally cost between 2 and 2.5 times as much as a regular attack.

Gravity attacks are in the books AND in the RAW.  That is hardly GM mumbo jumbo.

I really don't like relying on ridiculously high attack roll monsters vs a group with super high defense because on a bad roll, a PC can get hit /hard/.

I am talking about submerged+ campaigns here.  In feet wet campaigns, perhaps only using one style of attack in appropriate.  In higher level campaigns, a GM has to get creative in order to give PCs a challenge that won't instantly take out one member of the party at a time.

Quote
I also don't like the various resisted with: (some skill other than athletics) attacks sometimes made with evocation.]I also don't like the various resisted with: (some skill other than athletics) attacks sometimes made with evocation.

But this is exactly why evocation is cool - the creativity that can go into attacks or defenses.  That's like saying you dislike the entire foundation of the DFRPG.  Or is it that it's ok for PCs, but NPCs should all be eternally stupid and randomly swing weapons with no maneuvers or creative attacks at all?

Quote
It's like saying "My group thought they were badass until I made them use basket-weaving or die. hur, hur hur."

This is offensive.  I'm not sure why my comment brought out the attitude.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 20, 2011, 02:52:54 AM
Personally, I like the idea of an attack vs. Might or some other such thing.

The execution, though...

It would feel pretty lousy to invest heavily in Athletics before getting gravity-pounded. Maybe once in a while it'd be fun, I guess. But I'd like it to be possible for a character to be legitmately hard to kill, and letting attacks hit any skill takes away from that.

Also, wizards really don't need extra power. But that's another issue.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: BumblingBear on May 20, 2011, 03:05:10 AM
Personally, I like the idea of an attack vs. Might or some other such thing.

The execution, though...

It would feel pretty lousy to invest heavily in Athletics before getting gravity-pounded. Maybe once in a while it'd be fun, I guess. But I'd like it to be possible for a character to be legitmately hard to kill, and letting attacks hit any skill takes away from that.

Also, wizards really don't need extra power. But that's another issue.

Toughness powers make a PC harder to kill across the board.  In my experience with the system, more stress boxes makes a character much tougher to take out than just adding a point or two to a defense roll.

I hear what you are saying, though. 

It's hard to walk that fine line sometimes between making a character feel powerful and rewarding their power choices.. and providing a challenge.  I think it's hard to do both at the same time unless you have several different types of enemies that all shine against various members of the group.

It's like a RPG skew on rock-paper-scissors. :P
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 20, 2011, 06:10:12 AM
This is offensive.  I'm not sure why my comment brought out the attitude.

I'll apologize for the wording then.

------------

It turns out that balancing multiple different forms of attack vs multiple different forms of defense is actaully a pretty hard problem.

Where everyone attacks with A, and everyone defends with B, any imbalances are obvious.  And barring that, it gets down to either randomness or whatever interesting tactical maneuvers our system allows us.

But when you have different forms (or contexts) of attack and defense, and semblance of balance can quickly go out the window.  It's still possible to keep things under control with careful system design, but allowing attacks to change context 'for free' (like letting evocation attack different skills) throws balance right out the window.

----------

1 argument against:

All Creatures are Equal before God costs around -3 refresh by itself, and gets you the ability to ignore the toughness powers the other guys has. 

Letting evocation attack other skills lets you ignore defensive powers (for example, you can ignore any amount of bonus defense granted by speed powers), but you don't pay anything extra for it.

Next, as the characters become more powerful, this ability becomes more powerful as well.  When the average (physical) defense is +2, and the average out of context defense is +0, making an out of context attack is around the same as +2 to attack.  But when the average defense is +8 and the average out of context defense is +4, then your ability to change contexts is worth +4.  And if you can pick and choose your context, then you can probably find an even better option, since the skill pyramid explicitly prevents you from being good at everything.

-------------------

Now, why am I jumping up and down about this sort of thing when it comes to attacks, but am nearly silent about it on the subject of maneuvers?

Because you can (in theory) defend against any maneuver already with the skill of the defenders choice.

Example:
Some guy is using investigation to try to have intimate knowledge of your day to day routine or something like that.

All of these defenses might be possible:
(Investigation) I already know all the tricks people watching me might be using.  It's going to be much harder to find stuff about me.

(Resources) My wall of money makes it very hard for you.  Just about anywhere I go, the security guards take their jobs seriously, all the locks are up to date, and so on.  Heck, the people who pick up my garbage are probably paid more that you are, so bribing them to look through my garbage is just not going to work.

(Discipline) When the war started, the White Council sent out this 'how to avoid being ganked' pamphlet.  Sure doing all  that stupid stuff is hard, but as a wizard who does powerful magic all the time, doing stupid little stuff to not die horribly is already something I'm do every day.  These security measures are just another little ritual to add to my already ritual laden day.  And I'm not going to screw them up anymore than I'd break a ritual circle by accident.

(Deceit) I lie so well that presenting untruths is second nature.  You think you are going to find out anything true about me by going trough my garbage?

(Or any other justification you want to come up with)

-----------

But wait, you say, that means that players will generally be defending against maneuvers with their best skills!  Of course! they make offensive maneuvers with their best skills too.  So the context of the maneuver is generally going to be negotiable, and probably not that unfair.

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2011, 02:06:40 AM
Rewritten Not Amphibious, but only in order to reformat it. Tell me if it looks off.

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.

I'll finalize Extra Appendages sometime this weekend, probably by offering both crusher_bob's method and mine as options. At this point, I think that neither is clearly superior.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2011, 04:35:12 AM
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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2011, 05:18:27 AM
I got tired of thinking about how to modify Breath Weapon, so I decided to make something new.

NATURAL WEAPONRY [-1]
Description: Your body contains some kind of weapon.
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.
Defensive Weaponry [-1]. Your natural weapon may be wielded with Weapons and used with the defence trapping of that skill.
Ranged Weaponry [-1]. Your natural weapon has a range of one zone and is capable of spray attacks. It may be wielded with the Fists, Weapons, or Guns skill. It cannot be used with the defence trapping of Weapons.
Long-Range Weaponry [-1]. (Requires Ranged Weaponry) Your natural weapon has a range of three zones.
Area Weaponry [-1]. (Requires Ranged Weaponry) Your natural weapon may be used to make zonewide attacks at a -2 penalty.
Superior Area Weaponry [-1]. (Requires Area Weaponry) You suffer no penalty when making zonewide attacks with your natural weapon.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on May 21, 2011, 05:26:47 AM
Finally, at fantastic skill and weapon 6, vs fantastic defense
For comparison:
1 attack: (damage 4.41)
1 attack with weapon 14: (damage 9.08)

Your version:
1 action at +6, 2 actions at +3 (damage; 6.28)
1 action at +5, 3 actions at +3 (damage 5.79)
1 action at +4, 4 actions at +3 (damage 5.54)
6 actions at +3 (damage 5.62)

My version (total pool 10, max +6)
1 action at +6, 1 action at +4 (damage 6.20)
2 actions at +5 (damage 5.96)
1 action at +4, 2 actions at +3 (damage 3.66)
5 actions at +2 (damage 1.65)

--------------

Now, for a look at whether maneuver stacking is unbalanced.

-------------

For comparison, equal skills
1 maneuver, base chance: .58
1 maneuver, with +2 (example: incite emotion): 0.86

----------
Great skill:

your version
1 action at +4, 2 actions at +3 (~ 1.41 aspects placed)
4 actions at +3 (~ 1.66 aspects placed)

To mine (total pool 8, max +4):
2 actions at +4 (~ 1.17 aspects placed)
4 actions at +2 (~ 1.04 aspects placed)

------------

And fantastic skill:

Your version:
1 action at +6, 2 actions at +3 (~ 0.867 aspects)
1 action at +5, 3 actions at +3 (~ 0.84 aspects)
1 action at +4, 4 actions at +3 (~ 0.83 aspects)
6 actions at +3 (~ 0.85 aspects)

My version (total pool 10, max +6)
1 action at +6, 1 action at +4 (~ 0.85 aspects)
2 actions at +5 (~ 0.83 aspects)
1 action at +4, 2 actions at +3 (~ 0.54 aspects)
5 actions at +2 (~ 0.32 aspects)

--------------

So, at the higher end, not really any more effective that incite emotion, which is only -1.  But make a note to not let characters do things like stack incite emotion with the multiple limb bonus, or like an anime into which tentacle monsters have been introduced, things will quickly get out of hand.

---------------

So it looks like your version of the power is probably closer to being worth -4, though the math of my solution is more elegant.  Hmpf.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2011, 05:32:32 AM
I'm quite happy with all of these except where grappling is concerned. They need work there.

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]. 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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2011, 05:39:35 AM
Alright, I think crusher_bob has shown that the power more or less works either way. So Extra Appendages will ultimately be a compromise of sorts mechanically.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2011, 05:56:36 AM
Semi-final draft of Extra Appendages. Hope it works for everyone.

I'm thinking of tacking a restriction onto Excellent Coordination, in order to balance it against Superb Coordination. (Because it's more powerful as-is.) This restriction would force the user to divide their spray attack evenly or as close to evenly as possible.

Thoughts?

Oh, and one other thing: I think that this is it for Creature Features.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 23, 2011, 04:33:21 AM
New powers. I'll add them to the list later.

But first, I intend to write up the Item Of Power section with decent formatting.

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.

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.

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 

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)

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. 

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

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'.

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.

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.

[-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.

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 Powers Master List (Work In Progress)
Post by: BumblingBear on May 23, 2011, 06:22:29 AM
I tested out Rapid Strikes last night. 

Against an opponent of similar refresh, it is very, very weak.

Even with a high weapon value, the fact that the defender gets to defend twice with his/her full defensive bonus just makes this power severely underwhelming.

Against the same opponent, using all the tags/invokes I could muster, one attack was highly superior to the rapid strikes attack.  I think if it didn't require a fate point to activate, it would be about right power-wise.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on May 23, 2011, 02:45:36 PM
The revised list is here. So, we've gotten rid of the stuff that we really didn't need.
...
We may still have to eliminate some powers (Displacement, Focused Mastery, Kulan-Do and Rapid Strike seem to be the most likely to be removed) but I think we've gotten rid of the real deadwood. I think everything on the list right now is at least balance-able, if not balanced.

What was the verdict on my revision of Displacement?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 24, 2011, 01:45:48 AM
I'm glad to hear that about Rapid Strike. Underpowered is much better than the opposite.

As for Displacement, I don't believe there ever was a real verdict. Truth is, I still don't really like it. Powers usually shouldn't just add to skills in my opinion, and I try to avoid the introduction of accuracy-boosting powers whenever possible.

That being said, I like the way that it lets you retain some of your defense when ambushes. And the idea is pretty cool, too. I think it might work better if it provided a constant block against attacks. So it would protect you from low defence rolls. Plus, an upgrade could simulate invisibility by letting the block work against perception. I dunno how to simulate blinking or the other offensive benefits.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on May 24, 2011, 02:57:30 AM
As for Displacement, I don't believe there ever was a real verdict. Truth is, I still don't really like it. Powers usually shouldn't just add to skills in my opinion, and I try to avoid the introduction of accuracy-boosting powers whenever possible.

Thank you - that's the kind of spur I needed to reframe the power. Should I perhaps reframe it as a variant of the Speed powers?

Until then, how does this updated version look?

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, or at the very least be something other than a Pure Mortal.
Skills Affected: Fists, Guns, Weapons.
Effects:
Missed Me, Missed Me. You are under the constant effect of a Armor:2 against all attacks. This does not require your attention or concentration: should you be successfully ambushed, this bonus will remain. This is an optical effect, and can be ignored by an opponent using The Sight or another appropriate Supernatural Sense.
Enhanced Displacement [-1]. Your protection is upgraded to a Armor:4 against all attacks.
Invisibility [-1]. You are effectively invisible, protected at all times by a Veil of a Strength equal to your Displacement (the Sight is an appropriate countermeasure).

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. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect (the Sight is an appropriate countermeasure). This cannot be purchased in conjunction with Invisibility.
What Wall? With the Blinking upgrade, you are able to pass through most walls and physical barriers, reducing borders (page 212) by the amount of your Displacement value. Thresholds (page 230), however, will act as physical barriers to you. You can still be harmed by physical attacks.
What Bonds? With the Blinking upgrade, you reduce Physical Blocks and Grapples by the amount of your Displacement value.

Note: 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.

Edit: modified "Blink Maneuvering"
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 24, 2011, 08:54:51 PM
Looks good, except that I can't tell how Blink Maneuvering is supposed to work. I don't even know if you can block defence by the RAW (not that it should stop us if you can't).

Wouldn't go with a Speed reframe, this is more interesting. Maybe allow another upgrade that lets you apply your dodge bonus from Speed to the block strength.

PS: Congratulations on becoming an elite poster. I saved a screenshot.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on May 24, 2011, 09:20:13 PM
Looks good, except that I can't tell how Blink Maneuvering is supposed to work. I don't even know if you can block defence by the RAW (not that it should stop us if you can't).

The way I thought it could work is:
1. Blink Creature takes a Supplemental Action to roll its Athletics-1 (supplemental).
2. Target creature rolls Alertness.
3. Compare the rolls: if the Blink Creature's roll exceeds the target's roll, then the shifts generated become a Block against the target's defense for that attack.
4. Blink Creature rolls attack Fists-1 (supplemental).
5. Target creature rolls defense Athletics, but suffers a Block:X against that Athletics roll.
6. Determine outcome of attack.

I'm not sure whether we want to explicitly state what the blocking skill (Athletics in this case) or its defense is (Alertness, in this case), or leave that up to the GM to decide case-by-case.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 25, 2011, 03:08:32 AM
Step 5 gives me trouble. Suppose an attack has accuracy 3. It's supported by a block of strength 5 against defence. Defender rolls 4. What now? What if he rolls 5 instead?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on May 25, 2011, 03:30:30 AM
Step 5 gives me trouble. Suppose an attack has accuracy 3. It's supported by a block of strength 5 against defence. Defender rolls 4. What now? What if he rolls 5 instead?

I think it would be:
Defender rolls 4 (total) which becomes -1 (after Block 5): attack gets through with 4 shifts
Defender rolls 5 (total) which becomes 0 (after Block 5): attack gets through with 3 shifts
Defender rolls 6 (total) which becomes 1 (after Block 5): attack gets through with 2 shifts
Defender rolls 7 (total) which becomes 2 (after Block 5): attack gets through with 1 shifts
Defender rolls 8 (total) which becomes 3 (after Block 5): attack gets through with 0 shifts (dealing only weapon damage)
Defender rolls 9 (total) which becomes 4 (after Block 5): attack misses
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 26, 2011, 01:36:03 AM
I don't think that's a good idea at all. Too different from a normal block, and more importantly way too powerful. That's a pretty huge penalty to inflict.

Maybe Blinking could help with bypassing physical blocks and escaping grapples. I doubt that a wrestler or a brick wall matters much to someone who's intangible half the time.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on May 26, 2011, 01:39:45 AM
I don't think that's a good idea at all. Too different from a normal block, and more importantly way too powerful. That's a pretty huge penalty to inflict.

Right, I'll nuke it.

Maybe Blinking could help with bypassing physical blocks and escaping grapples. I doubt that a wrestler or a brick wall matters much to someone who's intangible half the time.

The Spirit Form "Insubstantial" power may be a good thing to adapt. I have updated the most recent version rather than retype it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 26, 2011, 08:27:44 PM
Alright, no further whining. It's a great big screw-you to grapplers, which bugs me not at all. Situational defense powers tend to be like that. (You can get Mythic Toughness against magic for 1 refresh).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on May 26, 2011, 08:39:27 PM
Alright, no further whining. It's a great big screw-you to grapplers, which bugs me not at all. Situational defense powers tend to be like that. (You can get Mythic Toughness against magic for 1 refresh).

I just realized a way to make it less munchkiny - add that the Armor doesn't work against area, "Zonewide" attacks. How does that sound? Does that make the power too weak?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 26, 2011, 09:18:47 PM
Wait, armour?

I thought it was a block.

I liked it as a block. Why'd you change it?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on May 26, 2011, 09:38:17 PM
Wait, armour?

I thought it was a block.

I liked it as a block. Why'd you change it?

A Block can be overcome. Do you think it should go back to being a Block again?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 27, 2011, 02:48:26 AM
Actually, yes.

A block is less powerful, more interesting, and most importantly more unique. Also, it fits better with the Invisibility upgrade.

I pictured this power mainly being useful against ambushes and with extremely low defence rolls. Like this, it's just generically awesome for all combatants. Maybe too awesome.

Hm. You know, I feel a bit bad about this constant criticism. So I'll throw in an honest compliment: you have a very good attitude about this. I'd be pretty annoyed at me if I were in your shoes, after this lengthy procedure.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Richard_Chilton on May 27, 2011, 04:35:23 AM
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).

Sponsored Channeling and Sponsored Ritual cannot be bought together - doing so give you the  regular form of Sponsored Magic (which is better than these two combined).

Rational:
These are the poor man's version of sponsored magic.  They aren't much different than taking either Channeling or Ritual - you are basically trading the ability to go into debt for a wider range of power than most forms of Channeling or Ritual allow.  It's also a way to explain minor talents - Joe the Untrained never have had a teacher for the magical arts, but he made a deal with Blah and this was the best he could bargain for.

I see these powers mainly used for NPC hangers on - the big dudes get full sponsored magic while the small fry get one of these powers.  It also provides a form of sponsored magic to characters who could normally only afford Channeling or Ritual.

Thoughts?

Richard
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on May 27, 2011, 04:42:01 AM
We use the above in our game already.

They work fine.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 28, 2011, 12:13:40 AM
Looks good. Onto the list they go.

Hm. I should get started on the Item Of Power list.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 28, 2011, 05:10:30 AM
THE LAMP OF DIOGENES [-3]
Description: A small clay oil lamp. The great philosopher Diogenes carried it during the day in his constant search for an honest man. Whether he gave it its powers or simply used them is an open question.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Conviction, Discipline, Empathy
Effects:
[-0] Purpose. The Lamp of Diogenes was created to aid in the search for a truly honest person. Its magical powers will not function if its owner abandons that search or is themself dishonest.
[-0] It Is What It Is. The Lamp of Diogenes is a lamp. If you light it, you get light.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. The Lamp of Diogenes is small and easily concealed.
[-1] Soulgaze. The Lamp of Diogenes grants insight into the natures of men.
[-2] Enhanced Soulgaze. The Lamp of Diogenes makes its owner better able to withstand the results of a Soulgaze. What's more, it increases the impact of seeing its owner's soul greatly. Add two to your Conviction skill and two to your Discipline skill when using those skills in a Soulgaze.
[-1] Searching For An Honest Man. The Lamp of Diogenes makes people's emotions obvious so as to aid its owner's search for an honest man. Add two to your Empathy skill when using it to read people.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 29, 2011, 05:39:08 AM
THE GALLOWS EYE [-3]
Description: A carved wooden false eye, worn smooth, with a twisted grain running throughout. This eye was carved from a used gallows tree, upon which a character's trusted captain had been hung. Now, that character wears the eye as a macabre memorial... and to make use of the spirit-sight it grants.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Lore, Discipline, Investigation
Effects:
[-0] It Is What It Is. A false eye. Thus, in order to make use of the Gallows Eye, a character must lose an eye and place the Gallows Eye in its stead. The eye does not grant standard binocular vision - it is, after all, a false eye - and thus the Aspect associated with this Item will be compelled quite often for situations requiring depth perception. 
[-0] Unbreakable. The Gallows Eye cannot be destroyed save by the use of a necromantic ritual similar to a ghost-binding or the Darkhallow. 
[+1] One-Time Discount. The Gallows Eye is easily concealed. Just keep it closed.
[-1] Ghost Speaker. The Gallows Eye brings the user close to the world of the dead, allowing him to see and interact with ghosts.
[-1] The Sight. Although The Gallows Eye doesn't work like a normal eye, you can see through it. The metaphorical images seen by the user when doing so will tend towards the deathly.
[-1] Spirit Sensitivity. The Gallows Eye makes it easier to see the spooky side of the world. Add two to your Lore skill when using it as a substitute for Alertness or Investigation on top of the bonus from The Sight.
[-1] Psychometry. If you stare at something through The Gallows Eye, you might see more than you want to.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 29, 2011, 05:59:02 AM
THE SWORD OF THE REVOLUTION [-4]
Description: The sword wielded by George Washington during the American Revolution has been instilled with the power of freedom and the American Dream.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The Sword of the Revolution may only be wielded in support of the cause of freedom. If the wielder deprives another of free will or acts to deny the fundamental equality of all beings, then the sword will immediately fall out of the wielder's hand.
[-0] It Is What It Is. A very well made hangar-type sword. Weapon 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. The Sword of the Revolution is not easy to conceal, because it's a full-sized sword.
[-2] Let Freedom Ring. The wielder may draw the sword from its sheath to create a sound like a ringing bell clearly and audibly in an area including its current zone and all adjacent zones. The radius may be doubled for each point of mental stress the wielder takes when drawing the sword. Those within the affected area are protected from mind-clouding supernatural effects by a block based on an Intimidation roll made by the wielder. This same roll is used as a maneuver against any non-corporeal entities to startle them and drive them off.
[-1] True Aim. When swung in keeping with its purpose, the Sword of the Revolution grants a +1 bonus to the wielder’s Weapons skill.
[-3] All Creatures Are Created Equal. When facing an opponent, the wielder may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily), as well as any mundane armor the foe has, for the duration of the scene. In essence, the Sword of the Revolution may take the place of whatever it is that a creature has a weakness to (whatever “the Catch” is on their Toughness powers), on demand, so long as the wielder can spend that fate point - particularly handy when facing ultra-tough Denarians or true dragons. Whatever abilities a creature may have, the job of the Sword of the Revolution is creating a mostly even playing field – or something very much like it – between mortal and monster.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 29, 2011, 06:17:27 AM
CLOAK OF MIDWINTER NIGHT [-2]
Description: A magical cloak woven by Mother Winter. It grants a miniscule fraction of her limitless power to its wearer.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Athletics, Endurance, Discipline, Deceit
Effects:
[-0] Purpose. The Cloak was made to serve the cause of Winter. It will not function except for those who are loyal to the Unseelie Court.
[-0] It Is What It Is. As named, it is a heavy, floor length cloak woven of a thread so deep blue as to be practically identical to the night sky. When worn by its owner under the stars, they are reflected in its threads as if it was a mirror. The interior is lined with pure white fur from what seems to be a polar bear, which never stains.
[-0] Unbreakable. The Cloak cannot be destroyed except through a ritual dedicating it to Summer in the presence of the Summer wellspring or the will of its weaver Mother Winter.
[+2] One-Time Discount. The Cloak is rather obvious, partly because of its resemblance to the night sky.
[-2] Faerie Glamours. The wearer of the cloak may use the Glamours power. Of note, when the power of Winter or any other true magic is used, any Seemings will vanish, revealing the cloak and wearer for what they are, and cannot be reapplied for the remainder of the scene, though veils made with this power will still work.
[-2] Winter's Blessing. The fabric of Mother Winter provides protection exceeding that of mundane steel. The owner of the cloak is granted Inhuman Toughness.
[+1] The Catch (Seelie Magic). The power of Summer burns away that of Winter, penentrating the Cloak's protection.
[-1] Flight. The owner of the cloak is granted the Wings power, as the cloak billows out and transforms into 30-foot wide wings that are white on top and black below. This may not be disguised by a Seeming, though the wearer may still be Veiled.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 29, 2011, 08:48:43 PM
SEALSKIN SELKIE ROBE [-1]
Description: The Sealskin Selkie Robe is an Item Of Power very similar to those used by hexenwolves. However, it transforms you into a seal instead of a wolf.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Alertness, Investigation, Athletics, Discipline, Others
Effects:
[-0] It Is What It Is. This is a fur robe, made from the complete skin of an adult harbor seal.  Watch out for PETA.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[+2] One-Time Discount. The Sealskin Selkie Robe is the skin of an actual seal. Very conspicous.
[-1] Echoes of the Beast. The Sealskin Selkie Robe gives its wearer access to some of the natural abilities of a seal. It gives a +1 bonus to hearing-based skill checks, allows the user to see in the dark, and allows rudimentary communication with aquatic life.
[-1] Beast Change. As aforementioned, the Sealskin Selkie Robe lets you turn into a seal.
[+1] Human Form. When the wearer is in seal form, the robe also grants access to the following powers:
[-1] Aquatic. Seals can't actually breathe underwater, but they might as well be able to.
[-1] Demonic Co-Pilot. The Co-pilot is an animal spirit, not a demon of rage or hunger. However, it creates a link to the wearer; if another possess the robe, it functions as a potent material link to her, as strong as her True Name and thus can be used to bind her.  Loaning the robe to someone else bonds the spirit to them. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 29, 2011, 10:01:34 PM
Took a bit of artistic license with this one.

THE RING OF ANUBIS [-1]
Description: A ring of black obsidian set in the shape of an open eye. The wearer of the ring carries the Mark of Anubis and has his power over things dead.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Social and perception skills.
Effects:
[-0] Purpose. This ring was made to serve Anubis. It provides no magical benefit unless its user does exactly that.
[-0] It Is What It Is. It's a ring. No real practical applications.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. A small ring like this one is easily concealed.
[-1] Ghost Speaker. The Emissary of Anubis holds dominion over dead things.
[-1] Marked By Power (Anubis). This ring makes it clear that the wearer is a servant of the god Anubis.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 29, 2011, 11:33:33 PM
TINFOIL HAT [-1]
Description: A hat made out of shiny tinfoil. The perfect thing to keep out government mind-control beams.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Discipline, Conviction
Effects:
[-0] Purpose. This item was built to protect people from dangers that don't exist. It will not function for anyone who isn't truly paranoid.
[-0] It Is What It Is. It's a hat made out of tinfoil. It's shiny and it makes you look like a loon.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. The Tinfoil Hat is shiny and very obvious.
[-8] Mental Immunity. No form of magical mind control can penentrate the Tinfoil Hat.
[+5] The Catch (Only against mind control magic). But other mental attacks ignore it completely.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 31, 2011, 02:44:37 AM
Changed the name on this one. I wrote it originally, so I feel pretty confident in my right to do so.

CRUCIFIXION WHIP [-3]
Description: An ancient Roman flagrum. In other words, a heavy leather whip weighted with small balls of lead. It was used to whip Jesus Christ before his execution, and as a result it has acquired a great deal of magical power.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. The Crucifixion Whip's powers come from the White God. It is only magical when used by a Christian. The bearer doesn't have to live up to any moral standard, though: this item was once used by the Spanish Inquisition.
[-0] It Is What It Is. It's a heavy whip. Weapon 1 when the Touch Of Agony power is not in use.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. Whips are conspicous things.
[-1] Holy. As one might expect from an item that draws its power from the blood of Christ, the Crucifixion Whip is holy. Its touch is like that of holy water.
[-4] Touch Of Agony. This item is an instrument of torture, and its powers reflect that. Anyone struck by the whip suffers intense agony, like that suffered by Jesus on the cross. The Crucifixion Whip is weapon 4, is wielded with Weapons, and attacks the mental stress track. It may also be used to make Weapons maneuvers based around the infliction of pain at a +2 bonus.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: d_black_se on June 03, 2011, 07:55:18 AM
But I either don't agree with or don't understand your second issue. It seems that there are two possible problems here:

1. You're concerned about the setting's consistency.
2. You feel that the existance of this power is unfair to Pure Mortals.

Now, just because something's on this list doesn't mean anyone has to use it. I personally I like the idea of technomancy, so I might give Noob Security Systems a try. While I understand that it's out of place in the default Dresden game, I feel that it'll be useful to enough games that it's worth putting on the list.

Partially both.   How does it bypass the passive hexing rules?  I tend to play Pure mortals, so there's likely a bias there.  Technology is pretty much the one "edge" pure mortals have.  The setting (as it's written in the rules and books) also points quite strongly to technology and magic being very seperate.

You may certinly see differently, and want to have technomancers in your game (I Admit to loving the concept a bit myself) so I can see it's inclusion on a list of "possible powers" such as this.

I actually play one of two characters in a game (Twins) where one of them is tech gifted, and the other magically gifted.  My character is constantly trying to both codify the "hexing effect" and circumvent it / protect against it, as well as trying to duplicate magical effects using technology.  The brother (played by a friend) is jealous of "tech boom" and is constantly trying to duplicate technology using magic.  neverminding the fun with the dichotomy.. the inter charater roleplay is Hysterical. 
For me.. giving mages access to technology takes away one of their major disadvantages, and reduces the value of a "pure mortal" in many games (plus it squashes my entire concept)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on June 03, 2011, 02:34:53 PM
Why's Touch of Agony (-4)?  It looks like incite emotion with the lasting and potent add ons (and with the rules reading that the attack trapping doesn't get the +2 bonus), but what's the other point for?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 03, 2011, 09:46:38 PM
Touch of Agony includes a stunt moving Incite Emotion to Weapons.

As for magic vs tech:

The only people who need to worry about hexing are mortal spellcasters. Non-spellcasting magic doesn't hex unless it specifically says so.

Anyway, sounds like a fun pair of characters. Powers like Noob Security Systems would certainly screw up that dynamic.

It occurs to me that this list needs a disclaimer.

PS: I'm probably going to drop The Shifting Destiny IoP from the list. It's just too much of a hassle for me.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 07, 2011, 02:45:25 AM
MJOLNIR [-3]
Description: Thor's hammer. Enough said.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons
Effects:
[-0] Purpose. If the wielder is not worthy, Mjolnir becomes too heavy to lift.
[-0] It Is What It Is. A weapon 3 hammer.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's a big hammer. Not easy to hide.
[-1] Never Far From Reach. Mjolnir can be thrown as a weapon up to 2 zones away (instead of the standard 1). Upon striking or missing, it returns to its owner's hand on the following exchange. This ability only works when the hammer is thrown. If the hammer caught, stuck, or taken from the bearer the hammer will not magically return.
[-1] True Aim. Mjolnir is a superlative weapon. So long as its bearer is worthy, it provides a +1 bonus to all Weapons rolls.
[-3] The Bigger They Come... Even the World Serpent must fear the impact of Mjolnir. When facing an opponent, the wielder may spend a fate point to ignore all of that opponent's defensive powers and mundane armour for a scene.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 08, 2011, 02:43:27 AM
MEGINGJORO [-1]
Description: Thor's wolf-hide belt. Doubles its wearer's strength.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Might, Fists, Weapons
Effects:
[-0] It Is What It Is. It's a belt. Pretty stylish.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[+1] One-Time Discount. A belt isn't exactly hard to hide.
[-2] Twofold Strength. Megingjoro increases its wearer's strength. As long as the wearer maintains physical contact with Megingjoro, increase that wearer's strength by one step. (Normal strength becomes Inhuman, Inhuman becomes Supernatural, etc.)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 10, 2011, 03:08:04 AM
JARNGREIPR [-2]
Description: Jarngreipr is an iron gauntlet, originally worn by Thor. It provides protection from lightning.
Musts: You must have an aspect related to your possession of this item.
Skills Affected:
Effects:
[-0] It Is What It Is. It's an iron gauntlet. Weapon 1 with Fists, and good justification for unarmed parries.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[+1] One-Time Discount. It's not hard to hide a glove.
[-8] Physical Immunity. The owner of Jarngreipr is immune to electricity as long as he remains in physical contact with the gauntlet.
[+5] The Catch (Not Electricity). The gauntlet's protection is rather narrowly focused.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 13, 2011, 09:48:17 PM
Took a small liberty with this one, because Toughness doesn't actually reduce your need for rest.

ARMAGEDDON SIGN [-1]
Description: This object consists of two large wooden boards, attached by two ropes, and must be worn over the shoulders to work. The boards are painted with appropriate doomsday signs.  Due to the magical powers of the sign, the user suffers no real ill effect from shouting at the top of his lungs for hours at near-zero temperatures.
Musts: You must have an aspect related to your possession of this item.
Skills Affected:
Effects:
[-0] Purpose. This object was designed to enable the user to preach about the apocalypse. If the user doesn't spend a significant fraction of his time shouting about the end of the world, he cannot use this item.
[-0] It Is What It Is. A sandwich-board sign, with "THE END IS NIGH!!!!" or something similar printed on the front.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. This sign is the exact opposite of subtle and concealable.
[-2] Inhuman Toughness. No matter how harsh the conditions, the bearer of the Armageddon Sign is not deterred.
[-2] Inhuman Recovery. Even after hours of continous shouting, the user of this item can shout for hours more.
[+1] The Catch. The Toughness powers granted by this item do not function unless the user is shouting.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on June 13, 2011, 10:06:02 PM
Using this would be a better idea.

http://dfrpg-resources.wikispaces.com/
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 14, 2011, 12:12:41 AM
No.

The wiki isn't really for projects like this. It's a great place to put them once you're done, but if you want other people's input then this is the place to be.

And I do. Right now it's just me plugging away at Items Of Power, but once those are done I expect we'll see more community input again.

This'll all go on the wiki once it's finished.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 14, 2011, 12:31:37 AM
VITAMIN W [-2]
Description: A small bottle of drugs that somehow never runs out. The drug in the bottle is a combat drug that causes the body of the user to create a number of chemicals. These chemicals are useful, but likely to harm the user.
Musts: You must have an aspect related to your possession of this item. Such an aspect will likely relate to an addiction, since Vitamin W is both physically and mentally addictive.
Skills Affected: Endurance, Fists
Effects:
[-0] It Is What It Is. A bottle of pills. Looks like something that you could buy at any pharmacy.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[+1] One-Time Discount. The bottle is not hard to hide. It'd fit cleanly into an ordinary pants pocket.
[+1] Side Effects. These drugs are not good for you. This power is identical to Feeding Dependency except that it uses the physical stress track and is resisted with the Endurance skill. In addition, the stress inflicted by it does not go away when you make a defence roll against it. Instead of feeding on blood or emotions, you must receive extended medical attention to remove the effects inflicted by this power.
[-1] Synthetic Adrenaline. Taking Vitamin W forces your body beyond the safe limits that we normally impose upon ourselves. This power is identical to Demonic Co-Pilot, except that it uses the physical stress track and is resisted with the Endurance skill. Instead of being restricted by the agenda of your sponsor, you may only use this power to benefit purely physical actions.
[-1] Addictive Saliva. People under the effects of Vitamin W release heroin through their salivary glands.
[-2] Venomous Sweat. Vitamin W causes its user to sweat poison. You may make Fists maneuvers to inflict POISONED aspects as though you had the Venomous Claws power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 14, 2011, 12:45:34 AM
CROWN OF THE IRON SPIRES [-1]
Description: An ornate iron crown that grants rulership of The Iron Spires, which is a region of the Nevernever.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Discipline
Effects:
[-0] It Is What It Is. A huge, fancy crown made entirely out of iron. Nothing shiny, no jewels.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[+2] One-Time Discount. It isn't easy to hide a gigantic iron crown.
[-1] Demense. The wearer of this crown is the master of The Iron Spires and everything that lives there.
[-1] Improved Demense. The environment of The Iron Spires is rather dangerous. Attacks with the Demense power granted by this item are weapon 2.
[-2] Swift Transition. The wearer of this crown can enter The Iron Spires from anywhere in the world.
[+1] No Mortal Home. Sometimes, the wearer will be pulled into The Iron Spires against their will.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on June 14, 2011, 11:37:07 AM
Well I only point out the wiki as there are several powers that you have older versions of, that exist on the wiki. Some of mine, for example.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 18, 2011, 08:24:39 PM
Would you be so good as to point out which powers you're talking about?

I can't tell which version is the newest and best by looking at it. At least, not reliably.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 18, 2011, 08:37:33 PM
TEMPORAL ACCELERATOR [-2]
Description: A watch more accurate than the universe. If the watch slows down, then so does the flow of time for everyone but the user.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Athletics, Alertness, Endurance, Stealth
Effects:
[-0] It Is What It Is. It's a watch that keeps absolutely perfect time. Even atomic clocks can't match its accuracy, although relativistic time distortion can affect it.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with certain powerful magical rituals.
[+1] One-Time Discount. It's not hard to hide a watch.
[-2] Inhuman Speed. By causing time to slow down slightly, the user becomes faster in comparison to the world.
[-2] Inhuman Recovery. Being on a faster timeline than the world at large means that you heal faster than the world at large.
[+1] The Catch (No Total Recovery). This item does not in fact provide any form of magical healing; it just makes natural healing faster. As such, it does not aid in the recovery of injuries that will not heal naturally.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 18, 2011, 09:12:38 PM
HVíTURGALDUR [-1]
Description: A warhammer made for use against evil magic. It was crafted by Brokk and Eiti, the dwarves that crafted Mjolnir and other artifacts. Thor gave them a lock of his hair, which was fashioned into the handle, while Odin blessed the iron used for the head of the hammer with good magics. The dwarves toiled for three days crafting the hammer, which is known as Hvíturgaldur (which means White Magic in icelandic).
Musts: You must have a destiny to use this item, and that destiny must be represented by a template or aspect. You must be able to craft magical items or use magic that protects, dispels, heals and manipulates wind and lightning. 
Skills Affected: Weapons, Lore
Effects:
[-0] Protector Of White Magic. Hvíturgaldur's purpose is to oppose black magic and defend white magic. If anyone ever attempts to use it to break any of the laws of magic, harm an innocent, destroy good magical works, or empower evil magical works, then the act automatically falls and the bond between the wielder and Hvíturgaldur is broken. The bond can only be restored by a magical ritual wherein the wielder cleanses and purifies his body and soul.
[-0] It Is What It Is. It's a two handed warhammer with magical runes all over it. Weapon 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. A two-handed warhammer is not a subtle item.
[-1] Holy. This item is sacred. Its touch is like that of holy water.
[-1] True Aim. This item is a superlative weapon. So long as its wielder acts in accordance with its purpose, add 1 to that wielder's Weapons skill.
[-1] Inscriptions. The runes on this item are not just fancy writing. They consitute 4 Enchanted Item slots, which the user may fill with enchanted items or potions related to healing, dispelling, protection, or storms.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 18, 2011, 11:02:12 PM
MAEVE'S LOCKET [-5]
Description: A small locket made of never-melting ice. It was made by the Winter Lady for her Emissary.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Conviction, Discipline, Lore, Survival, Investigation
Effects:
[-0] Purpose. This item was made to serve Maeve. In will cease to work if she so wishes.
[-0] It Is What It Is. A small locket made out of ice. It's quite beautiful, and it always feels cold to the touch.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. It's not hard to hide a locket.
[-2] Worldwalker. Maeve's power breaks the borders between worlds.
[-4] Unseelie Magic. A mere fraction of the Winter Lady's power, but potent nonetheless.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 18, 2011, 11:20:40 PM
HUNTER'S SPEAR [-4]
Description: A Sidhe-bone spear, made by the Erlking for his Emissary. It increases the user's speed and grants some access to the Erlking's natural power.
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Weapons, Conviction, Athletics, Alertness, Stealth, Lore, Discipline
Effects:
[-0] Purpose. This item was made by the Erlking to aid in the hunt. If the wielder ever ceases to be a hunter, as defined by the Erlking, this item will not work for him in a mundane or a magical sense.
[-0] It Is What It Is. It's a spear, much like the ones once used to hunt wild boar. Weapon 3.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. It's as long as some people are tall. You can't just slip it into your pocket.
[-2] Inhuman Speed. The user of this speed moves with the unaffected grace of a predatory beast.
[-4] The Magic Of The Hunt. The user of this spear may use the magic of the Erlking for himself. This is a form of Sponsored Magic.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on June 18, 2011, 11:28:19 PM
Out of curiosity, why all the items in a thread titularly dedicated to powers?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tsunami on June 19, 2011, 12:03:29 AM
Out of curiosity, why all the items in a thread titularly dedicated to powers?

Because "Item of Power" in itself is a Power.
And the different items sometimes possess properties that are custom made and therefore could be construed as custom powers.

Though i can understand your confusion. Since "item of power" itself is not a custom power, making your own items is not something that is a custom addition to the game. Hence the items are not really something that would need to be in the custom power thread.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 19, 2011, 02:58:43 AM
Bunch of reasons.

1. The Powers section in YS contains Items Of Power.
2. There should be an Item Of Power list on this board somewhere. Why not here?
3. Someone asked me to.

Truth is, I'm a sucker for online requests. It's not exactly that I don't like saying no...I just tend to get interested in things very easily. Actually, this quality of mine is the only reason that I GM EtA.

Also, every previous attempt at an IoP list has failed. I wanted to correct that.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 19, 2011, 03:55:31 AM
SEVEN LEAGUE BOOTS [-5]
Description: A pair of ancient and battered leather horseman’s boots, worn butter-soft. Tooled leather is readily apparent on the leg, sides and cuff. It was obviously an expensive pair of boots, and well loved and lived. The Seven League Boots are a well known piece of European lore, about a pair of boots that enable the wearer to take strides of seven leagues—or 21 miles. The origin of the legend is thought to have come from horse-couriers, whose feet only touched the ground when they swapped out their tired horse for a fresh one. 
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Athletics, Alertness, Stealth
Effects:
[-0] Purpose. These boots are made for walking.
[-0] It Is What It Is. The boots are just that: a nice pair of old-style horseman’s boots, possibly belonging to a noble cavalry officer or courier. They are soft, snug and oh-so-comfortable.
[-0] Unbreakable. The boots are indestructible save through a dedicated magical ritual that would pervert their purpose, which would probably be something along the lines of binding or imprisoning the boots. 
[+1] One-Time Discount. The boots are not terribly hard to hide.
[-6] Mythic Speed. The Boots grant speed such as is only known in myth — myths often featuring the boots themselves. They don't actually make your steps 21 miles long, but the speed that they give you can make it seem that way.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 19, 2011, 04:09:08 AM
SEVEN LEAGUE BOOTS [-3]
Description: A pair of ancient and battered leather horseman’s boots, worn butter-soft. Tooled leather is readily apparent on the leg, sides and cuff. It was obviously an expensive pair of boots, and well loved and lived. The Seven League Boots are a well known piece of European lore, about a pair of boots that enable the wearer to take strides of seven leagues—or 21 miles. The origin of the legend is thought to have come from horse-couriers, whose feet only touched the ground when they swapped out their tired horse for a fresh one.  
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Investigation, Lore, Survival
Effects:
[-0] Purpose. These boots are made for walking.
[-0] It Is What It Is. The boots are just that: a nice pair of old-style horseman’s boots, possibly belonging to a noble cavalry officer or courier. They are soft, snug and oh-so-comfortable.
[-0] Unbreakable. The boots are indestructible save through a dedicated magical ritual that would pervert their purpose, which would probably be something along the lines of binding or imprisoning the boots.  
[+1] One-Time Discount. The boots are not terribly hard to hide.
[-2] Swift Transition. With these boots, short hops through the Nevernever are easy to accomplish.
[-2] Worldwalker. These boots let you walk anywhere you please. Crossing the globe in a short walk is simple.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 19, 2011, 04:24:01 AM
And now I'm done with Items Of Power.

I think.

Man, that feels good.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 23, 2011, 04:06:11 AM
I've decided to give the Items Of Power their own thread, at least for now.

Finishing this list is going to take a while, and in the meantime it'd be a good idea to have an Item Of Power Master List.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 25, 2011, 12:57:01 AM
Alright, now for Minor Abilities. A rather long and rather poorly defined category of powers. Slightly over 10 pages long when copy-pasted into Word.

Before I get to the actual rewriting, I'm going to repost the list of Minor Abilities. Then, I'm going to list the ones that I intend to remove from the list. I'd appreciate some feedback on that step, since I don't want to remove anything without good reason.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 25, 2011, 12:58:29 AM
Minor Abilities

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.

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.

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 

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)

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. 

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

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'.

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.

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.

[-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.

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.

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)

-2 Elemental Weapon
Musts: An Aspect Related To The Power
Skill(s): Weapons
The user is able to summon a two-handed weapon made of an element of his choosing. A claymore of fire, a greataxe of ice, a hammer of rock, and a spear of lightning are all possible.
Effects
Large Weapon: Your Elemental Weapon is a large weapon, rated at Weapon 3.
Always at Hand: Your Elemental Weapon requires no sheath. It can be summoned to your hand for a Supplemental Action, and dispelled as a free action.
Attuned: Your Elemental Weapon is attuned to you. If it leaves your hand, whether dropped, thrown, or disarmed, it will vanish. A Supplemental Action may summon it to your hand again.
Made of the Elements: Your Elemental Weapon may fulfill Catches if thematically appropriate.

-1 Elemental Mastery
You may now summon two different weapons of differing elements, if you so choose.

-1 Elemental Control
When using your elemental weapon, gain a +1 to all rolls using it.

-1 Elemental Armor
You can extend your weapon's element into an armor that coats your entire body. It is automatically Armor: 1 versus most physical harm, and +2 versus the same element.

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.

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.

[-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 thousand 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.

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.

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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 25, 2011, 12:59:20 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.

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.

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.

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.

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.

-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.)

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)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 25, 2011, 01:15:11 AM
Here's what I intend to get rid of. Please tell me if there's anything on this list that you think should be kept.

Note: Just because it isn't on this list doesn't mean it's safe. Some powers, like There Is No Salvation and No Matter The Strength, are on probation.

1. Trac(e)ing. I have no idea how this is supposed to work.
2. Immaterial Edge. Redundant given the presence of Spiritual Disruption.
3. Conceptual Killer. Better represented with Ritual.
4. Vacuum Air Blade. I'd rather modify Long Reach.
5. Infinity Chain. I'd rather modify Long Reach.
6. Gambler. We've been over this. Actually, I don't know why this is still here.
7. Undying. Too much overlap with Immortality.
8. Manifest Bloodlust. Not actually a custom power.
9. Perfected Killing Intent. Not actually a custom power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on June 25, 2011, 03:07:36 AM
I am a bit sad about Conceptual Killer which I really like (though I suppose I can get the same effects from incite emotion or a all things equal before god mod) but I agree its a troublesome power and should go.

Traceing is a power that I didn't get the write up for correct but I am not sure if the concept needs to go, I will have a go at re-writing it too see if I can get it too make more sense. I was aiming for a modular Item of Powers, so with traceing  you could summon up any item of power you had seen before with modular abilities.

I have no problems with you getting rid off any of the others though I still think the idea of Vacuum Air Blade is cool in a silly kind of way.  
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 25, 2011, 04:13:59 AM
Oh, I see. So Tracing is like Unlimited Blade Works?

That could work.

I like the idea of Vacuum Air Blade too. Rest assured, I'll modify Long Reach so that it can represent the same thing.

Personally, I'd prefer to see Conceptual Killer as a type of Thaumaturgy. Maybe Sponsored Ritual. I think I'll try and write that up sometime over the next few days.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on June 25, 2011, 04:32:19 AM
Oh, I see. So Tracing is like Unlimited Blade Works?

That could work.


Tracing is Unlimited Blade Works or at an earlier stage of the same power. With Unlimited Blade Works Shiro summons all the blades he has ever witnessed (literally thousands of them) into reality, the power is a Reality Marble (a Demesne in reality). Whereas with Tracing he can only creates one and two items at a time through remembering the structure and re-creating it in his head then using his power to bring what is in his head into reality. It is the potentially more balanced less grimm version of UBW, sorry if I am telling you anything you know.   
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 25, 2011, 04:37:21 AM
That's all new to me. I don't actually know much about the series. It's just that the time I spend on TV Tropes makes it hard not to pick up a little bit here and there.

By the way, a Tracing variant could probably also represent owning multiple Items Of Power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Michael Sandy on June 26, 2011, 06:58:11 AM
Conceptual killer sounds like Mr. Teatime, from Terry Pratchett's books.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on June 26, 2011, 07:05:23 AM
Conceptual killer sounds like Mr. Teatime, from Terry Pratchett's books.

I was aimed at more silly stuff like I cut the bitterness out of your heart with my sword (whilst not killing them) and I punch despair so hard in the face people can't help smiling for weeks or on the evil end I cut down your humanity, I destroy the concept of your city (leaving behind a large number of people who live in close proximity) and hope and faith killing.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on June 26, 2011, 07:31:26 AM
That's all new to me. I don't actually know much about the series. It's just that the time I spend on TV Tropes makes it hard not to pick up a little bit here and there.

By the way, a Tracing variant could probably also represent owning multiple Items Of Power.

It definatly could be used for that. So far for Tracing I have a [-2] power for summoning a up too weapons 3 blades and then utilising craftmanship rolls to 'solidify' these weapon allowing them to last longer than a scene and potentially be used by others (if they have the spare refresh or fate points for IoPs). With a [-1] upgrade to include any other reasonable items such as a shields and armour. I am having a problem deciding whether the modular IoP still qualify for the Item of Power rebate given the nature of the ability.     
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 27, 2011, 12:58:16 AM
I figure that an upgrade could also let you make guns, grenades, etc.

Can you have more than one item in existance at a time?

Can you make non-IoP weapons?

The IoP rebate should apply if you can lose the power by losing possession of a physical object.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on June 27, 2011, 08:22:30 AM
I figure that an upgrade could also let you make guns, grenades, etc.

That defiantly a possibility would upping the weapons rating cap to 5 and costing +2 refresh (area attacks + 2 damage) be reasonable for such an upgrade.

I figure that an upgrade could also let you make guns, grenades, etc.

Can you have more than one item in existance at a time?

Can you make non-IoP weapons?



In the fiction you could have more than one item in existence at a time, In terms of balance for DFRP I am not sure, I might just go with you can only have one item at a time which isn't solidified (scene long craftsmanship roll) as they need to be maintained in your mind.    

You defiantly can make non-IoP weapons the only real limitation on what you can summon blades wise is that it is a copy so as long as you have come across normal weapons you can make them.  
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 27, 2011, 06:01:43 PM
"One item at a time unless you make a Craftsmanship roll" seems reasonable to me.

The need to have seen an item might work better as a compellable aspect then as a part of the power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on June 27, 2011, 07:43:13 PM
Tracing [-2] You have the ability to project weapons in your mind into reality.
Projection: You can summon an up to weapons 3 melee weapon as a supplemental action, you can maintain 1 weapon at a time but can change that weapon as a supplemental action. These weapons can be IoP and the refresh costs of these IoP should come out of your modular ability pool.
Reinforcement- You can spend a scene reinforcing your projections in your mind by building your mental image from first principals (craftsmanship roll), reinforced weapons do not need to be maintained in your mind and can last until destroyed.
Armorer [-1] You can now use tracing to not only project offensive weapons but also to project armor, simple tools, keys and levers.            
Complexity [-2] You can use tracing to summon highly complex items such as magnetic key cards, complex chemical compounds, explosives as well as being able to project weapons with incredibly high degrees of strength and sharpness. Any weapon created this way maxes out at Weapons rating 5.  


Title: Re: Custom Powers Master List (Work In Progress)
Post by: tymire on June 27, 2011, 10:41:09 PM
You really don't see much in tv series, but in the game he gets a bit more experience and he can make copies of any item he comes into contact with (they are at typically at a lower power, but still he becomes crazy powerful).  The only example is in the series is when he created Excalibur.

Would add in:
Mimic ability [-1 base + -1 per refresh to copy] You can make copies of other items of powers that are ALMOST as powerful as the original.  This does not mean you can combine powers of different items; you just make a copy of the original.

And if you want to get stupid

Infinite Bladeworks [-4] You create a demi-plane and bring others with you.  You have complete control over the area and can create anything instantly.  This will probably need a couple tweaks, but this is the power that lets Archer kill Hercules a few times.  In the game Archer/Sho?+Archer Arm has been around for more than a couple rotations of the game, so he has more than a few different weapons/shields/armors that he can create based off past fights.


Note: You should be taking mental stress when you make these.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 28, 2011, 06:24:45 AM
Question about Sponsored Channeling/Ritual:

Do they include random extra benefits the way that full Sponsored Magic does?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 30, 2011, 06:25:49 AM
Reformatting:

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.

I'd like to add an upgrade that allows multiple non-reinforced objects at a time. I'd also like to allow IoP creation. But I'm not sure how to do it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on June 30, 2011, 03:03:56 PM
I'd also like to allow IoP creation. But I'm not sure how to do it.

To what end? What would be the result?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 01, 2011, 02:26:22 AM
The end result would be a lot like Modular Abilities.

But not exactly.

I'm thinking of using a template system, where players can choose a few different configurations of powers (aka Items of Power) to summon up with this.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Falar on July 01, 2011, 12:43:11 PM
Actually, one of my replacement characters for Hobbit's game does more or less that, Sanctaphrax. I haven't nailed out the details, but I was just going to take Modular Abilities at [-4] with an obvious Item of Power discount and define a couple sets with the GM. I'd be interested in seeing what you come up with though!
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 01, 2011, 01:15:53 PM
To what end? What would be the result?
Perhaps a sonic screwdriver?  :)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Falar on July 01, 2011, 01:21:25 PM
Perhaps a sonic screwdriver?  :)
Setting 478 - it repairs wire fences!
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 02, 2011, 03:01:35 AM
Well, there wouldn't be an IoP rebate in this case. Summoning the item in question out of thin air makes the things that justify that rebate insignificant.

But I like the idea if using power sets. How many X-refresh-point suites would you allow someone access to for X+1 refresh?

Actually, this should probably be a new power entirely. Quasi-Modular Abilities, or something like that. Right now, there's no good way to model a shapeshifter who can turn into either a bear or a bird.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 08, 2011, 05:21:44 AM
Feedback, please.

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.

PS: I'm thinking of folding Flesh Forgery and Tracing together. Thoughts?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Viatos on July 12, 2011, 06:15:14 AM
QUASI-MODULAR ABILITIES

I think this is pretty reasonable for what it does, yeah.

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.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 13, 2011, 02:43:09 AM
Not bad. However:

I don't see why Painful Transformation should be limited to shapeshifting.

and

Martial Mojo needs playtesting. Rebates are dangerous ground, as are things that boost evocation.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on July 16, 2011, 03:26:22 AM
Re: Martial Mojo - it may be a much easier sell as a +0 modifier. Personal immunity could be worth quite a lot, especially if the GM doesn't automatically give it.

How *do* other GMs ordinarily handle Zonewide effects on the caster's own Zone?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 16, 2011, 03:53:00 AM
You hit yourself.

Zonewide effects are very powerful, so they don't get the benefit of a generous interpretation.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: furashgf on July 16, 2011, 05:38:25 PM
Is any of this in a Google Spreadsheet or some such document? You can share those for multiple editors.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 16, 2011, 08:18:20 PM
I'm afraid not. I actually don't know how to do that.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 24, 2011, 02:41:53 AM
Bump.

I admit, I've been procrastinating. It's easy to forget about a thread when A) you're waiting for a response and B) you've reached the least pleasant part of it.

Anyway, here are some more powers from the other thread:


[-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.

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.

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.)

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”.

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. 

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 Powers Master List (Work In Progress)
Post by: UmbraLux on July 24, 2011, 02:58:34 AM
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.
How does this differ from Physical Immunity?  Other than the price.

Quote
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) 
I'd recommend basing this off of Mimic Abilities's "Mimic Skill" cost.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 24, 2011, 05:33:40 AM
The Catch And Only The Catch is not even slightly close to similar to Physical Immunity.

It just seems that way because of unclear writing.

Really, all it does is negate All Creatures Are Equal Before God.

Composite Personality was modeled off of Beast Change, I think. But I suppose that could be changed.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on July 25, 2011, 11:33:21 AM
On Dream or Reality:

People seem to be confused as to why, when I originally wrote up the power, there was the Illiteracy and Rapid Eye Movement sections.

The answer is simple, I wrote it up for a specific character. These things made sense for the character, and so they went in with Dream or Reality.

On Red Hot Knives:

The original version is more than stunt powerful, it only doesn't seem like it because you are doing your order of operations incorrectly. It is Red Hot Knives, meant for somebody with Off-Hand training. In that Situation it works like this:

(Weapon 2 + 3 Red Hot Knives)*1.5, rounded up. That means a dual dagger wielding red hot knives user casts a fire evocation and the next exchange he is attacking at Weapon 8, a +5 Stress increase. The formula without Red Hot Knives would have been (Weapon 2)*1.5, rounded up.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on July 25, 2011, 05:42:09 PM
People seem to be confused as to why, when I originally wrote up the power, there was the Illiteracy and Rapid Eye Movement sections.

Those always made sense to me.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 29, 2011, 01:44:52 AM
This list is currently experiencing technical difficulties. Please stand by.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 13, 2011, 04:34:31 AM
Argh. The longer I take to do this, the bigger the job gets.

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.


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.


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.)

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.

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.

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.

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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 13, 2011, 04:37:02 AM
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.

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.

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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 13, 2011, 04:38:08 AM
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.

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.

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.

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.

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.

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.

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.

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)

[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.

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.)

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 26, 2011, 06:58:09 AM
Alright, folks.

I gathered up every power I could find, stuck them into a list, and sorted them by type.

I think that this is the third draft of the list so far. It is 40 pages and 73 kilobytes long.

Dropbox link here (http://dl.dropbox.com/u/43356063/Custom%20Powers%20Master%20List%20%28V3%29.odt).

Will post a copy to this thread, too.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 26, 2011, 07:00:06 AM
CUSTOM POWERS MASTER LIST (V3)

CREATURE FEATURES


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.

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.

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.

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]. 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
Effects:
Long Reach. Your unarmed and melee weapon attacks, maneuvers, blocks, and grapples have a range of one zone.

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
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 Powers Master List (Work In Progress)
Post by: Howl on November 26, 2011, 07:06:46 AM
Alright, folks.

I gathered up every power I could find, stuck them into a list, and sorted them by type.

I think that this is the third draft of the list so far. It is 40 pages and 73 kilobytes long.

Dropbox link here (http://dl.dropbox.com/u/43356063/Custom%20Powers%20Master%20List%20%28V3%29.odt).

Will post a copy to this thread, too.

Thanks a lot Sanctaphrax. That must have been a lot of work.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 26, 2011, 07:59:10 AM
You are very welcome.

And yes, it was a lot of work. But I enjoy this kind of work.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 26, 2011, 08:01:31 AM
FAERIE MAGIC


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.


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.

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.

[-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.

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.
Musts: You must have a high concept that would justify this power, such as Cloaked Malk, or Nevernever Mugger, or at the very least be something other than a Pure Mortal.
Skills Affected: Fists, Guns, Weapons.
Effects:
Missed Me, Missed Me. You are under the constant effect of a Armor:2 against all attacks. This does not require your attention or concentration: should you be successfully ambushed, this bonus will remain. This is an optical effect, and can be ignored by an opponent using The Sight or another appropriate Supernatural Sense.
Enhanced Displacement [-1]. Your protection is upgraded to a Armor:4 against all attacks.
Invisibility [-1]. You are effectively invisible, protected at all times by a Veil of a Strength equal to your Displacement (the Sight is an appropriate countermeasure).
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. However, anyone who can simultaneously perceive the real world and the Nevernever is immune to this effect (the Sight is an appropriate countermeasure). This cannot be purchased in conjunction with Invisibility.
What Wall? With the Blinking upgrade, you are able to pass through most walls and physical barriers, reducing borders (page 212) by the amount of your Displacement value. Thresholds (page 230), however, will act as physical barriers to you. You can still be harmed by physical attacks.
What Bonds? With the Blinking upgrade, you reduce Physical Blocks and Grapples by the amount of your Displacement value.
Note: 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.

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.

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.

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 

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)

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. 

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. Sponsor debt taken this way represents accumulated bad luck, karmic backlash, or the build-up of paradoxes in the structure of reality.

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.
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.

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)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 26, 2011, 08:03:55 AM
-2 Elemental Weapon
Musts: An Aspect Related To The Power
Skill(s): Weapons
The user is able to summon a two-handed weapon made of an element of his choosing. A claymore of fire, a greataxe of ice, a hammer of rock, and a spear of lightning are all possible.
Effects
Large Weapon: Your Elemental Weapon is a large weapon, rated at Weapon 3.
Always at Hand: Your Elemental Weapon requires no sheath. It can be summoned to your hand for a Supplemental Action, and dispelled as a free action.
Attuned: Your Elemental Weapon is attuned to you. If it leaves your hand, whether dropped, thrown, or disarmed, it will vanish. A Supplemental Action may summon it to your hand again.
Made of the Elements: Your Elemental Weapon may fulfill Catches if thematically appropriate.
-1 Elemental Mastery
You may now summon two different weapons of differing elements, if you so choose.
-1 Elemental Control
When using your elemental weapon, gain a +1 to all rolls using it.
-1 Elemental Armor
You can extend your weapon's element into an armor that coats your entire body. It is automatically Armor: 1 versus most physical harm, and +2 versus the same element.

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.

[-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 thousand 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.

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.

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.

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.

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.

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.

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.

-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.)

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) 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 26, 2011, 08:10:19 AM
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 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]
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.

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).


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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 26, 2011, 08:15:06 AM
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.

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: 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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 26, 2011, 08:16:31 AM
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.


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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 26, 2011, 08:18:38 AM
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.

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.

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.

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.)

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.

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.

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.

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.

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.

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.

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.

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

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

Yuletide Magic [-4 Refresh]
Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of it will inevitably catch his notice.
Cost: As normal Sponsored Magic
Effects: Standard Sponsored Magic benefits, including counting as an Evocation element, allowing evocation spell effects that encourage or make use of warmth or coldness, charity, protection, travel, and a power over secrets. In addition, Yuletide Magic may be used to duplicate Conjuration or Warding effects at Evocation speeds and methods, and receives a +1 bonus to Control and Complexity on Conjuration. Yuletide Magic’s Evocations always includes either warmth or cold in some way, depending on the element being used.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 26, 2011, 08:20:44 AM
Boon of the Fisher King.
Though today he seems to be little more than a senile old man, the Fishers King is in fact a very old and very powerful faerie. He is remembered in the mortal legends of Bran the blessed and king Arthur - the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Later the title fisher king was tied into the Christian idea of Jesus as the fisher of men, and the legends interwove into the tales of Joseph of Arimathaea and christianised. All things considered it's not surprising the poor guy doesn't really know who he is any more.
In the legends with his vitality curtailed by his wound, the monarch is surrounded by a wasteland. The return of the cauldron (or grail) by his questing knights allows him to hold back the decay and the land live again once more. But it is a never ending battle and can only be achieved with the help of those who can share his vision and enact it- alone he is still the wounded impotent king.
The Fisher King is fond of sending his people on quests which allow them to test themselves and discovered powers, skills and talents that have been lying dormant with in them. Thus he assists them to learn more of themselves and fulfil their full potential. As a result the creative powers of the king are now focused on inspiring the people around him - consider it similar to the Greek muses. And this is the power he gifts to those of his court,
Sponsored magic
Description: The spells performed under the power of the Fisher kings boon derive from the questing and 'muse'. They also have a certain level of healing that is drawn from the cauldron of life; though most of that power is being used elsewhere (see the pool of LIFE section)
Cost: 4 (- the usual reductions if you have evocation or Thaumaturgy but most of those using this magic are Faerie or changelings and thus won't benefit from the discount.)
Benefits: Where as the powers of the courts of the queens focus on evocations, the Fisher king is more Thaumaturgy orientated. For example;
•Conjurations to allow the 'visions' to be shared and ideas to be prototyped,
•Divination to assist in the quests,
•Crafting of items of power so chosen mortals can be gifted the ability to excel.
There is also a massive amount of psychomancy going on, as the mortal artists and scientists that attract the attention of the Faerie are 'inspired' to greater achievements in the goal of driving back the wasteland.
Limitation:  The power is derived from the Fisher King, it is essentially creative, any attempt to carry out an activity that would expand the wasteland, or discourage a mortals creativity would clash. Destructive spells would only be appropriated as 'self defence' -or defending a protected mortal, or one of their creations.


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)

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.)

[-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.

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.

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.


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”.

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.

[-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).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Quackerjack on November 26, 2011, 02:02:12 PM
Thanks for all the work!
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 27, 2011, 05:05:37 AM
You're welcome.

The question is, what now?

The plan is to reformat and rewrite everything until it's all balanced and decent-looking. But looking at the list, it's obvious that that's going to take a while.

In the meantime...is this worthy of a move onto the Resources board?

I don't think it's polished enough, really, but I want to make it easier for people to find.

Also, I'm having some second thoughts about the rewrite plan. I worry that I'm going to destroy some of what the original authors had in mind.

Well, I guess I can contact most of those original authors easily enough. Getting their input and approval on rewrites would be very helpful.

If anyone has any suggestions, I'd be happy to hear them.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Quackerjack on November 27, 2011, 06:32:18 PM
If you move this to the Resources Board, why not tag it as [Beta]?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 27, 2011, 10:42:39 PM
I suppose I could do something like that.

Though I can't actually move to the Resources Board myself. Only a mod can do that.

Anyway, a few powers caught my eye while I was compiling that list. I'm going to take a stab at rewriting them now. And I'm going to ask the original authors for input while I do it.

The powers I have in mind are Displacement, Transcendent Music, and Spiritual Weapon.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 27, 2011, 11:01:43 PM
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 unsuppress 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 less than it actually is by a margin equal to the strength of the block from Missed Me, Missed Me.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 27, 2011, 11:41:30 PM
I think that the various benefits of Transcendent Music would be better as separate powers. The healing effect could work as a general healing power, the Performance bonus is better handled with stunts, and the grapple effect doesn't necessarily have to be connected to Performance. It's the grapple effect that I'm rewriting here.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on November 28, 2011, 06:46:59 PM
DISPLACEMENT [-1]

That could work! I liked the addition of Too Fast to Hit. Here are my minor grammatical edits:

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 28, 2011, 10:01:37 PM
Unsuppress isn't a word, is it?

I appreciate the rewrite.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on November 28, 2011, 10:27:46 PM
Captivate seems good, I am a little worried that the upgrade might unbalance the power a bit (allowing an area effect that doesn't effect allies) but otherwise it seems fine. A little sad to see the mental healing effect stripped but I can see your logic.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 28, 2011, 10:43:15 PM
It is a bit worrying. Like many of these powers, it needs playtesting.

And don't give up on the mental healing! It'll be back!

But with 4ish healing powers on the list I figured it'd be best to collect them all into one power.

Any ideas on how the healing power could work?

My initial thought is a 2 refresh power that lets you pick a skill and a consequence type. You roll it against the consequence value, with success accelerating healing by one step.

If nobody else has any brainstorms, that's probably what I'll go with.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: SithLordJoe on November 28, 2011, 11:49:45 PM
I suppose I could do something like that.

Though I can't actually move to the Resources Board myself. Only a mod can do that.

Anyway, a few powers caught my eye while I was compiling that list. I'm going to take a stab at rewriting them now. And I'm going to ask the original authors for input while I do it.

The powers I have in mind are Displacement, Transcendent Music, and Spiritual Weapon.

Given all the work you do on you're own behalf for the Resource Board I think limited bartender powers for Resource are honestly more then warranted, if only to make life easier on you when you do all this cool stuff.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 29, 2011, 06:27:51 AM
Very kind of you to say so.

It probably would not be worth it, though. The Resources board only requires mod attention once in a while. And whenever I report something to do with it, the mods do something within 10 minutes.

So no need. But it made my day to hear it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on November 29, 2011, 06:37:48 AM
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.

Incredibly powerful in a Feet In the Water game.  Nearly useless in a Submerged game.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 29, 2011, 10:10:34 PM
You sure about that?

Fantastic defences at Feet In The Water are certainly impressive, but not game-breaking.

And Good defences at Submerged are certainly unimpressive, but not useless.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on November 29, 2011, 10:29:15 PM
You sure about that?

Fantastic defences at Feet In The Water are certainly impressive, but not game-breaking.

And Good defences at Submerged are certainly unimpressive, but not useless.
Especially when you roll -4 Athletics in an ambush
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 02, 2011, 11:19:17 PM
Thinking about the adaptation of Spiritual Weapon.

Would people accept a -1 upgrade to Natural Weaponry that made the weapon inflict mental stress instead of physical?

How about a -2 power that lets you make mental attacks unarmed or with personal-scale weapons?

Neither would allow Strength to add to damage.

I think that these powers would be roughly balanced against Incite Emotion. But I'm far from sure.

Speaking of which...I should probably revise the Incite Emotion upgrades together with Spiritual Weapon.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 02, 2011, 11:42:27 PM
What might be more preferable would be to attempt to create and balance a single (modular) power capable of simulating all such basic innate attacks.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 03, 2011, 12:21:22 AM
Well...

that's kind of what I'm trying to do with Natural Weaponry. But Incite Emotion exists and I have to deal with that.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 03, 2011, 12:35:42 AM
The implication was that some rebalancing of Natural Weaponry would be inherent to the task of accommodating Incite Emotion into a unified modular power rather than just tacking on yet another modular option.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 03, 2011, 12:41:17 AM
Well...I dunno.

Incite Emotion gives +2 to maneuvers and blocks. Also, the structure of Incite Emotion is such that weaker users are limited to maneuvers and blocks while stronger ones can attack.

Also, Emotional Vampire exists.

Also, exactly how Incite Emotion works is slightly unclear.

In short, I think that Incite Emotion has too much baggage for Natural Weaponry to consume.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 03, 2011, 01:13:16 AM
In short, I think that Incite Emotion has too much baggage for Natural Weaponry to consume.

Then I would advise against you attempting to make Natural Weaponry compete directly with it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 03, 2011, 01:22:56 AM
Please, explain.

I don`t think that they`re redundant...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 03, 2011, 02:45:57 AM
If you're creating a power to accomplish the same task (in this case representing an innate attack capability against the mental stress track) as a power that already exists, one of those powers is highly likely to be mechanically superior.
If the new power is intended to replace the old power (or include that power as one possible combination among many of a modular set), then that discrepancy is less of an issue.  If, however, they're meant to coexist, then one of those powers will likely become a 'trap': a situation that, iirc, you yourself have expressed rather strong opinions on.

Natural Weaponry, as it stands, represents a 'flavour-as-you-will' innate attack capability.
If Natural Weaponry becomes capable of representing attacks against the mental stress track, it competes directly with Incite Emotion.
If the resulting Natural Mental Weaponry is balanced against Incite Emotion but can also represent other forms of attacks, Incite Emotion becomes obsolete.
If the resulting Natural Mental Weaponry is not balanced Incite Emotion, then either the new power is obsolete from its inception (and characters get be penalized for flavouring their Natural Mental Weaponry as something other than the inciting of emotion), or Incite Emotion becomes obsolete (and you begin power creep unless you argue that Incite Emotion was substantially underpowered).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on December 03, 2011, 03:33:29 AM
I'm with Tedronai on this one.

I love the power natural weapons, it may make claws and breath weapon redundant, but natural weapons does a better job of dealing with those two powers.

I emphatically hate the idea of it doing mental stress.

Tedronai covered all of the bases as for why.

Incite emotion has a decent (if not balanced system), claws and breath weapons had a good - but limited system. 

Incite emotion can be pretty unbalanced, I was dropping some pretty nasty outsiders with it in one game.  Just ask HobbitWarrior.

I also feel natural weapons doing mental stress sounds silly.  I know it's just semantics, but I prefer there being a seperate power for it.

Put it up as a custom power as you will.  Just know I am against it handling(dealing) mental stress.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 03, 2011, 05:53:35 AM
You make a good case, Tedronai.

I can't think of any way to fix the problems you list.

I guess I'll just shove Spiritual Weapon back on the shelf. I'll probably have thought of something good when I get back to it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 03, 2011, 06:42:34 AM
Instead of Spiritual Weapon, I decided to write up a healing power. I think it's...okay. It overlaps too much with Thaumaturgical healing, it's too wordy, and it's not very elegant. But it does do what it's supposed to...I think.

Wasn't sure whether to go with reducing the consequence level or just having it heal faster. Opinions would be appreciated.

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.

Blah. This one looked better inside my head.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 11, 2011, 01:03:25 AM
I have selected Sponsored Magic as the next target for editing. So, first, let's gather up the various flavours of Sponsored Magic.

Boon of the Fisher King.
Though today he seems to be little more than a senile old man, the Fishers King is in fact a very old and very powerful faerie. He is remembered in the mortal legends of Bran the blessed and king Arthur - the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Later the title fisher king was tied into the Christian idea of Jesus as the fisher of men, and the legends interwove into the tales of Joseph of Arimathaea and christianised. All things considered it's not surprising the poor guy doesn't really know who he is any more.
In the legends with his vitality curtailed by his wound, the monarch is surrounded by a wasteland. The return of the cauldron (or grail) by his questing knights allows him to hold back the decay and the land live again once more. But it is a never ending battle and can only be achieved with the help of those who can share his vision and enact it- alone he is still the wounded impotent king.
The Fisher King is fond of sending his people on quests which allow them to test themselves and discovered powers, skills and talents that have been lying dormant with in them. Thus he assists them to learn more of themselves and fulfil their full potential. As a result the creative powers of the king are now focused on inspiring the people around him - consider it similar to the Greek muses. And this is the power he gifts to those of his court,
Sponsored magic
Description: The spells performed under the power of the Fisher kings boon derive from the questing and 'muse'. They also have a certain level of healing that is drawn from the cauldron of life; though most of that power is being used elsewhere (see the pool of LIFE section)
Cost: 4 (- the usual reductions if you have evocation or Thaumaturgy but most of those using this magic are Faerie or changelings and thus won't benefit from the discount.)
Benefits: Where as the powers of the courts of the queens focus on evocations, the Fisher king is more Thaumaturgy orientated. For example;
•Conjurations to allow the 'visions' to be shared and ideas to be prototyped,
•Divination to assist in the quests,
•Crafting of items of power so chosen mortals can be gifted the ability to excel.
There is also a massive amount of psychomancy going on, as the mortal artists and scientists that attract the attention of the Faerie are 'inspired' to greater achievements in the goal of driving back the wasteland.
Limitation:  The power is derived from the Fisher King, it is essentially creative, any attempt to carry out an activity that would expand the wasteland, or discourage a mortals creativity would clash. Destructive spells would only be appropriated as 'self defence' -or defending a protected mortal, or one of their creations.

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

Yuletide Magic [-4 Refresh]
Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of it will inevitably catch his notice.
Cost: As normal Sponsored Magic
Effects: Standard Sponsored Magic benefits, including counting as an Evocation element, allowing evocation spell effects that encourage or make use of warmth or coldness, charity, protection, travel, and a power over secrets. In addition, Yuletide Magic may be used to duplicate Conjuration or Warding effects at Evocation speeds and methods, and receives a +1 bonus to Control and Complexity on Conjuration. Yuletide Magic’s Evocations always includes either warmth or cold in some way, depending on the element being used.

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.


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.

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.

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.)

SUPER-SCIENCE!

Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology.  You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.  Beware, for the cold logic of Science can be used to justify any action... the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.

Cost: 4 refresh for the package.  Reduce this cost by 1 if you have Evocation or Thaumaturgy; reduce the cost by 2 if you have both.  However, Super-Science! is not compatible with the normal aesthetics of magic. If you have both this power and either Evocation or Thaumaturgy, then your Evocation or Thaumaturgy power must comply with the thematic and mechanical restrictions of this power.

Benefits: Standard sponsored magic benefits (page 288). Super-Science! does not use the usual set of skills for creating super-natural effects; Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!

Super-Science! is particularly dependent on technology to produce its magic-like effects.  Super-Science! evocation effects always require a focus item, and cannot be created without one. Focus items and enchanted item created using Super-Science! are always of a technological nature and are, therefore, capable of being hexed. The engineering methods and theories required to create Super-Science! items are highly improbable and unbelievable, however, making Super-Science! devices particularly resistant to magical hexing. Any focus items or enchanted items you create have a base defense against hexing equal to your Scholarship + twice the number of enchanted item slots the item occupies.  Furthermore, you gain one free Crafting specialization of your choice.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 11, 2011, 02:03:08 AM
Standard template isn't much good for Sponsored Magic. Here's what I plan to use:

NAME [-COST]
Description:
Sponsor:
Agenda:
Evocation:
Thaumaturgy:
Evothaum:
Extra Benefits:

An example of it in action:

SEELIE MAGIC [-4]
Description: The power of the Summer Court, aka Summer Magic.
Sponsor: The Summer Queens
Agenda: Unrestrained growth and life. The destruction of the Winter Court.
Evocation: Summer evocations tend to be similar to those cast with the elements of fire and wood.
Thaumaturgy: Summer rituals can be used to open portals to Faerie, to heal, to manipulate growth and life, to manipulate heat and flame, and to create illusions and veils.
Evothaum: Summer Magic permits the user to cast biomancy spells with evocation's speed and methods and without the requisite medical knowledge.
Extra Benefits: Summer Magic ignores one level of Toughness when used against the creatures of Winter.

How does this look to everyone?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on December 12, 2011, 07:18:22 AM
Standard template isn't much good for Sponsored Magic. Here's what I plan to use:

NAME [-COST]
Sponsor:
Agenda:
Evocation:
Thaumaturgy:
Evothaum:
Extra Benefits:


How does this look to everyone?
Looks good, a comprehensive way to encapsulate the boundaries and benefits of what's probably the most complicated part of magic to define.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 13, 2011, 03:27:26 AM
One person says yay, nobody says nay, might as well get cracking.

YULETIDE MAGIC [-4]
Description: Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of them will inevitably catch his notice.
Sponsor: Santa Claus
Agenda: To reward good children, and to promote the traditions and spirit of Christmas.
Evocation: Yuletide evocations involve the control of warmth and coldness.
Thaumaturgy: Yuletide rituals encourage or make use of warmth, coldness, charity, protection, travel, and secrecy.
Evothaum: Yuletide Magic allows its user to cast conjuration and warding spells with evocation's speed and methods.
Extra Benefits: A character with Yuletide Magic gets a one free specialization in conjuration complexity and another in conjuration control.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 13, 2011, 03:51:37 AM
if those free specialties are meant to apply to the evothaum as well, then you need to specify that
edit: you should probably specify either way, just for clarity's sake
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on December 13, 2011, 06:33:20 AM
A question about Evothaum: I have not been able to find a specific statement regarding the duration of Evothaum's spells, not even in the sidebar about Thaum with Evo's Methods & Speed.

Should I take this to mean that Duration is one of the "non-overlap" portions of Thaumaturgy, and that certain Evothaum spells will have a default duration of "15 minutes/1 scene"?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 13, 2011, 03:55:55 PM
Methods of evo -> durations of evo
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on December 13, 2011, 05:42:06 PM
Methods of evo -> durations of evo
I would think that is not necessarily the case, as the definition in the sidebar specifically notes the Line of Sight restriction that is imposed, and The Single-exchange, Power/Control casting "Method", but does not mention duration. It does, however, mention that,
Quote
"the sets of mechanical effects available to thaumaturgy and evocation are pretty similar, with only a few areas of non-overlap.  You'd be right, but for this point: getting a broad range of effects out of evocation is an exercise in creative rationalization. What the power source is offering inthis specific case, then, is a broadening of what you don't have to rationalize."
Duration could be considered a part of the range of effects of a spell, not part of the Method of casting.
Example: the quick ward. With Evothaum you can throw up a ward on a doorway, perhaps to assist you in escaping from an attacker. Situationally, if you were facing a spellcaster, placing a Ward has the benefit of bouncing small spells back at the attacker, but a 1-exchange Ward isn't much of a deterrent, and almost no different from a Block. But if a Ward has (as part of its effect) a scene-long Duration(or longer), it becomes more useful, and helpful in your escape. A further note, one could make an enchanted item that creates wards, and that ward would have the base Duration of "Until Sunrise". I'm sure a Magical Sponsor can manage to bestow as much power to their vassal as a measley old Enchanted Item...

I believe Methods might not include Duration, which is a function of the effect, not a Method of Casting.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 14, 2011, 04:10:59 AM
scene-long durations are already available to evocation as per the recommended treatment of veils
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on December 14, 2011, 04:29:38 AM
scene-long durations are already available to evocation as per the recommended treatment of veils
Confusion on my part: I thought the Evocation veil effect was the "Quick Veil", which only lasts one exchange without extra duration shifts.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 14, 2011, 07:06:40 AM
By RAW, yes, but with a sidebar recommending otherwise.
I'm away from books right now (and will be for a few days, it seems), or I'd give you a page reference.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on December 14, 2011, 10:17:36 PM
Apologies to all for derailing the thread a bit. Back onto the current topic (Sponsored Magics):

Ma’at Magic [-4]
Description: Ma’at was the ancient Egyptian concept of truth, balance, order, law, morality, and justice. In practice, the concepts of Truth, Order, and Justice prevail as the Goddess Ma’at’s  theme.
Sponsor: Ma’at (the personification of Ma’at the concept, and facilitator of "Final Justice" in Duat, the Underworld, where Anubis weighs one's heart against her Feather of Truth)
Agenda: To seek Truth, enforce Order and ensure Justice is done. Those Sponsored by Ma’at are often required to accept requests to mediate situations, like Judges or Viziers.
Evocation: Evocations based on Ma’at tend to be direct and focused. Fallout tends to occur in visibly stilted ways (Accidental fires that spread evenly, items break cleanly, etc.)
Thaumaturgy: Rituals involving Ma’at often make use of precise measurements, use of balance in item placement, well-chosen incantations(preferably in ancient Egyptian), and intricate repetitive gestures.
Evothaum: Ma’at Magic allows its user to cast Divination, Entropomancy, and Conjuration spells with the speed of Evocation.
Extra Benefits: Those Sponsored by Ma’at are gifted with a knack for feeling out the truth in situations, they may choose to use Lore to roll for the Empathy trapping "Reading People", or for the Investigation trapping "Examination". The Sponsored must choose which when affirming his appointment as Ma'at's Favored.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 14, 2011, 10:40:37 PM
The rules for evothaum are very vague. Which set of bonuses do you use? How long does it last? I don't think that these questions are ever answered.

And I'm not going to make up for that here.

Ma'at magic looks pretty decent, but it needs some restrictions on what forms of spells may be cast with it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Quackerjack on December 14, 2011, 10:51:03 PM
The Ma'at magic comes pretty handy - I needed exactly this for an "Emissary of some Egyptian Gods" NPC next Saturday.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on December 14, 2011, 11:08:43 PM
Is this a bit better?

Ma’at Magic [-4]
Description: Ma’at was the ancient Egyptian concept of truth, balance, order, law, morality, and justice. In practice, the concepts of Truth, Order, and Justice prevail as the Goddess Ma’at’s  theme.
Sponsor: Ma’at (the personification of Ma’at the concept, and facilitator of "Final Justice" in Duat, the Underworld, where Anubis weighs one's heart against her Feather of Truth)
Agenda: To seek Truth, enforce Order and ensure Justice is done. Those Sponsored by Ma’at are often required to accept requests to mediate situations, like Judges or Viziers.
Evocation: Evocations based on Ma’at tend to be direct and focused. Fallout tends to occur in visibly stilted ways (Accidental fires that spread evenly, items break cleanly, etc.). Evocations of Ma'at are usually used in the Justice phase of a Sponsor's work, and must reflect a Just and fitting punishment (Shadow Evocations against someone proven to have blinded another, for example).
Thaumaturgy: Rituals involving Ma’at often make use of precise measurements, use of balance in item placement, well-chosen incantations(preferably in ancient Egyptian), and intricate repetitive gestures. Ma'at rituals promote the process of Investigation, Determination of the Truth, and Atonement/punishment for transgressions.
Evothaum: Ma’at Magic allows its user to cast Divination, Entropomancy, and Conjuration spells with the speed of Evocation.
Extra Benefits: Those Sponsored by Ma’at are gifted with a knack for feeling out the truth in situations, they may choose to use Lore to roll for the Empathy trapping "Reading People", or for the Investigation trapping "Examination". The Sponsored must choose which when affirming his appointment as Ma'at's Favored.

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 15, 2011, 01:36:39 AM
Looks good.

And it makes me happy to hear that this thread is useful.

Will reformat a few more sponsored magics next post.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 15, 2011, 04:37:03 AM
If you see a balance problem, say so.

THE POWER OF 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.
Musts: The Blood Drinker and Feeding Dependency powers are required in order to purchase this one.
Sponsor: The Power Of Blood lacks a conventional sponsor. It is fueled by its user's nature and by the blood that its user has stolen.
Agenda: The Power Of Blood wants its users to drink more and more blood. It has no long-term agenda, just endless bloodlust.
Evocation: Evocations cast with The Power Of Blood work through the physical control of blood.
Thaumaturgy: The Power Of Blood allows its user to cast rituals that manipulate or make use of blood.
Evothaum: Any ritual that may be cast with The Power Of Blood may be cast with the speed and methods of Evocation.
Extra Benefits: Any spell cast with The Power Of Blood costs hunger stress instead of mental stress.

CHAOS MAGIC/THE BLESSING OF THE UNNAMED [-4]
Description: 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 use of this power can cause ripples in the very nature of causality.
Sponsor: The Nameless God of Chaos sponsors users of this power.
Agenda: The Nameless God of Chaos wishes to twist the world until nothing but chaos and madness remains.
Evocation: Chaos evocations consist of brute-force reality-bending. They often resemble entropomantic attacks.
Thaumaturgy: Chaos rituals twist the world in subtle ways. Their effects are many and varied, but they always serve to promote the goals of the Nameless God.
Evothaum: Chaos Magic allows its user to use entropomancy, psychomancy, and diabolism with the speed and methods of evocation.
Extra Benefits: Chaos Magic users get free Thaumaturgy specializations in complexity and control for spells that twist the natures of things.

BOON OF THE FISHER KING [-4]
Description: This is the power of the legendary Fisher King. Enough said.
Sponsor: The Fisher King is a very old and very powerful faerie who features in the mortal legends of Bran the Blessed and King Arthur. He is the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Over the years his legends have been mixed with Christian ones, giving him a severe identity crisis and essentially forcing him into senility.
Agenda: The Fisher King seeks to unlock the true potential of others, generally by sending them on quests.
Evocation:
Thaumaturgy:
Evothaum:
Extra Benefits:

Problem here. The Boon Of The Fisher King`s original version is very weak. No clear evocation and no extra benefits. No evothaum either. It needs a boost. Any suggestions would be appreciated.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 15, 2011, 09:06:34 PM
Hope it's okay to just barge into the thread that you guys have going and throw in my own 2 cents.

Foxfire [-4]
Description: A gift from the old fox spirits of legend allows you to cloud your targets' minds, fool their senses, and even drive them to insanity.
Sponsor: The fox spirits of Eastern legend, AKA nine-tailed foxes, huli jing, kumiho, kitsune, and many other names. Contrary to many modern interpretations, fox spirits tend to be unrepentant monsters with a taste for the flesh and/or souls of human victims, though more benevolent individuals exist. Many scholars compare this diversity of fox spirit portrayals to faerie lore in European civilizations, though the two are (probably) distinct supernatural genera. These spirits are often worshiped, or at least placated, in traditional shrines.
Agenda: Seduction, illusion, the gaining of status and wealth through dishonorable means or Faustian bargains. Foxfire prefers to be used in indirect ways, but when grave insult or disrespect is offered, it kindles brightly with the hunger for vengeance.
Evocation: Foxfire evocations are often limned in ghostly blue or red flames. When used offensively it has a strong preference for inflicting mental stress, the fire that burns cold but sears the soul.
Thaumaturgy: Foxfire can be employed to manipulate emotional states, create durable illusions, and to cause effects in a target household that resemble a haunting or demon possession. It can also be used to draw out the life energy of vulnerable individuals to feed the magic's sponsors.
Evothaum: Foxfire allows its user to cast Photomancy and Psychomancy with the speed and methods of Evocation.
Extra Benefits: Foxfire users can break the first, third, and fourth Laws of Magic without needing to take the associated Lawbreaker powers.

Hope that's in the vein of what you're looking for.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on December 15, 2011, 09:50:41 PM
That's one hell of an extra Benefit! :o
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 15, 2011, 11:07:15 PM
True, what I meant to say is that they can use foxfire to violate said rules without accruing lawbreaker, but not normal mortal magic they might have access to; a subtle distinction, but one which is thematically appropriate (though perhaps overpowered?).

The idea was that, when using foxfire in said ways, they aren't throwing their soul into their workings the way a normal mortal practitioner would. Rather, their sponsors handle the more vicious aspects of the casting, leaving their mortal scion relatively unscathed.

Would it be more acceptable if, every time the caster violated a law, they accrued debt to their sponsor in exchange for not having to take lawbreaker? That way there is still a cost, but a much much easier one to pay than other casters have to deal with.

Or hey, I could scrap it. It's not really central to the power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on December 15, 2011, 11:19:05 PM
Lawbreaking and Sponsored Magic have an oft-debated relationship. I'd be inclined to treat it the way I would Seelie/Unseelie Magic, and make the Lawbreaker stunts irrelevant.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: wyvern on December 15, 2011, 11:54:47 PM
I'd change it to sponsor debt, yeah.  With the caveat that a non-mortal caster doesn't need to pay extra sponsor debt for law-of-magic violations, and that - if it's being used in a game where the GM doesn't apply law-of-magic issues to sponsored magic in the first place, then it's a moot point.

As written, I'd rule it to be worth 5 refresh for a game where sponsored magic users are still beholden to the laws of magic.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 16, 2011, 02:56:04 AM
I appreciate the contribution. It's well-written and fairly balanced.

Unfortunately, it puts its foot directly into two significant rules disagreements. Which are:

1. Can Evocation inflict mental stress?
and
2. Is Sponsored Magic subject to the Laws?

Do you think that you could rewrite the power to avoid those questions?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 16, 2011, 07:33:50 PM
Sure, I'll get right to it. Getting rid of the lawbreaker one is fine, I threw that in there as an afterthought and agree that it's probably too ornery to deal with here (better discussed at individual gaming tables). Would it be ok to give this sponsored magic the special trait that it can use evocations to inflict mental stress? Or is that just inherently so powerful that it should be avoided?

The flavor is the most fun thing with sponsored magics, anyway, so the ability will survive no matter what.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 16, 2011, 07:47:36 PM
It's pretty damn powerful. Probably worth 3-4 refresh on its own.

Though Psychomancy evothaum can inflict mental stress anyway. It just won`t have a weapon rating.

So yeah, I`d recommend something else as an extra benefit. Maybe something to do with illusions.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 16, 2011, 08:03:09 PM
It's pretty damn powerful. Probably worth 3-4 refresh on its own.

Definitely controversial, and further dependent on disregarding the apparently canon inclusion of mental effects in basic Spirit evocation.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 16, 2011, 08:06:58 PM
And a perfunctory edited version, pending your thoughts.

Foxfire [-4]
Description: A gift from the fox spirits of legend allows you to cloud minds, fool the senses, and even drive people to insanity.
Sponsor: The fox spirits of Eastern legend, AKA nine-tailed foxes, huli jing, kumiho, kitsune, and many other names. Contrary to many modern interpretations, fox spirits tend to be unrepentant monsters with a taste for human flesh, though benevolent individuals exist. Many scholars compare the diversity of fox spirit myths to faerie lore in European traditions, though the two are (probably) distinct supernatural genera. Fox spirits are often worshiped, or at least placated, in traditional shrines.
Agenda: Seduction, illusion, the gaining of status and wealth through dishonorable means or Faustian bargains. Foxfire prefers to be used in indirect ways, but when grave insult or disrespect is offered, it kindles brightly with the desire for vengeance.
Evocation: Foxfire evocations are often limned in ghostly blue or red flames. Foxfire employs raw spiritual energy channeled in the form of voracious insubstantial fire It is quick to take hold and consume, but just as quick to burn out or be quenched.
Thaumaturgy: Foxfire can be employed to manipulate emotional states, create durable illusions, and to cause effects in a target household that resemble a haunting or demon possession. When used offensively it has a the unique preference for inflicting mental stress, the fire that burns cold but sears the soul.
Evothaum: Foxfire allows its user to cast Photomancy and Psychomancy with the speed and methods of Evocation.
Extra Benefits: When using foxfire for maneuvers that cloud or deceive the senses (illusions, maneuvers to inflict certain consequences), the spell gets a number of free extra shifts for duration equal to the caster's ranks in the deceit skill. The original maneuver must still be successful for this to take effect.

Tell me if you think the new extra benefit is trying too hard to be clever.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on December 16, 2011, 08:38:12 PM
Though Psychomancy evothaum can inflict mental stress anyway. It just won`t have a weapon rating.
Do you mean that Evothaum uses the power Shifts as a direct attack only, rather than Declared Power Shifts = Weapon Rating?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 16, 2011, 09:10:30 PM
Those extra benefits seem extremely powerful when they're applicable, though maneuvers never inflict consequences.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 16, 2011, 09:35:03 PM
Exactly, and the thing is you can still only tag the aspects once. Since you (or an ally) are usually setting those aspects up for a more or less immediate tag, the extra duration is nice but only really powerful if you have someone on the team with so many fate points that they need a recurring place to spend a bunch of them over and over.

Where I see it potentially being quite nice is in using thaumaturgy to set up aspects, since those extra shifts for duration go quite far. But then again, making up a few extra shifts is much easier when casting a ritual than an evocation, so while the shifts are nice they still don't seem OP.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 16, 2011, 09:42:11 PM
The canonicity of mental evocation attacks is controversial, but their power is not. I think.

And yes, computerking, that is what I mean. It`s an extrapolation from the way that the Heart-Exploding Spell works, and I think it`s a reasonable one.

I like the new foxfire. The extra benefit is an effective +5 power, which would normally be way too much. But maneuver duration rarely matters, so it shouldn`t be a problem.

Though I have little experience with Thaumaturgy maneuvers, which might break this. I dunno.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 16, 2011, 10:21:16 PM
My feeling is that thaumaturgy maneuvers don't break foxfire because it is usually a relatively simple matter to find extra shifts to feed your ritual. A player who really wants to get it done will do it, this bonus is simply a nice way to skip that preparation step when doing the relatively niche application of thaumaturgy rituals that apply to a target and somehow warp their senses.

Thanks for the feedback.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 16, 2011, 11:09:39 PM
The canonicity of mental evocation attacks is controversial, but their power is not. I think.

Their value-unto-themselves in refresh certainly would seem to be, if your estimate is any guide.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 17, 2011, 03:01:23 AM
Perhaps. I`m balancing against All Creatures Are Equal Before God here.

If you would like to discuss this, please make a new thread. This one has a topic of its own.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 17, 2011, 04:16:11 AM
BIBLIOMANCY [-4]
Description: You can project the world of the word into the real world. Nothing from the world of the word can exist without context as it would lose its meaning and therefore its existence. Monsters drawn from books remain monsters and heroes, heroes.
Sponsor: Bibliomancy draws upon the world of words for its powers. The world of words is essentially a conglomeration of everything ever written, from novels to textbooks. It is not actually sentient, but it has a sort of will nonetheless.
Agenda: The world of words has no concrete agenda, but it is generally in favour of knowledge and against the destruction of books. Sometimes it will try to force reality into the shape of a novel.
Evocation: Bibliomantic evocations make use of the Word element. Word evocations generally function by bringing things from the world of words into reality. This can create almost any evocation effect, but it requires access to written material containing the desired effect.
Thaumaturgy: Bibliomantic rituals can blur the line between text and truth, perform a wide variety of divinations with a textual thematic, create books or other associated objects, and open portals to certain realms.
Evothaum: Bibliomancers may summon creatures from books, divine written things, and create written materials with the speed and methods of evocation.
Extra Benefits: A Bibliomancer adds two to his or her Resources skill when using it to determine Library quality or to purchase a new Library. In addition, a Bibliomancer may use a Library of any sort as an Arcane Sanctum of an equal rating.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 17, 2011, 07:01:01 AM
Evocation: Bibliomantic evocations make use of the Word element. Word evocations generally function by bringing things from the world of words into reality. This can create almost any evocation effect, but it requires access to written material containing the desired effect.

This seems to be edging into 5-refresh territory, to me.  If not blowing right through it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 17, 2011, 09:02:29 PM
Really?

I figured that "you need a book" was about as broad as the restrictions on Spirit evocation.

If you think it's too much, it can be toned down. Any suggestions?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 17, 2011, 10:05:20 PM
I'd compare it instead to Soulfire's 'all agenda-compatible thaumaturgy', which, by my reckoning, makes up the greatest part of Soulfire's 5th refresh.

That said, I don't think it needs to be 'toned down' at all, but rather just needs to be costed appropriately.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 17, 2011, 11:16:34 PM
I would really rather not make it pricier. Soulfire is something special, this is just another variety of Sponsored Magic.

Universal Thaumaturgy is much better than universal Evocation, anyway.

Does anybody have a good way to make it into a 4 refresh power?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 17, 2011, 11:46:51 PM
Also note that Soulfire grants exactly 0 'evothaum', whereas most of these homebrew options take its inclusion as a given.

So, you want to make it a reasonable 4-refresh option?  Drop everything after Thaumaturgy.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on December 18, 2011, 03:51:55 AM
Also note that Soulfire grants exactly 0 'evothaum', whereas most of these homebrew options take its inclusion as a given.

So, you want to make it a reasonable 4-refresh option?  Drop everything after Thaumaturgy.

Pretty sure it does.

It isn't worth 5 refresh if it doesn't.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 18, 2011, 04:09:06 AM
It grants access to the full range of thaumaturgy (within agenda limits, and only as thaumaturgy), and downgrades all toughness powers of targets it's used against.
It's worth 5 refresh.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on December 18, 2011, 05:07:44 AM
The Soulfire entry on YS292 states it has "Standard sponsored magic benefits..."  From that it appears thaumaturgy with evocation's speed and methods is granted.  What have I missed?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 18, 2011, 06:09:56 AM
The evothaum is the coolest part of this power, in my opinion. But I'm also pretty fond of the "library as sanctum" bit.

The evocation, meanwhile, was an afterthought. Sponsored Magic is supposed to provide evocation, so I added some. The only reason it has such versatility is that I couldn't think of good restrictions.

I don't want to cut away the good parts of the power to make room for the side notes. If the Evocation is exceptionally powerful, it should be made weaker.

So...can anyone think of good limits for the evocation?

Do the non-Tedronai people here even think that the power needs more limits?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 18, 2011, 06:28:15 AM
What have I missed?

That 'evothaum' is no more a 'standard' benefit than is the downgrading of toughness powers, or free specializations
ie. it may be a common benefit, but it is not a default one, and is granted only if the particular brand of sponsored magic explicitly states as much


@Sanctaphrax
You might take a page out of Kemmler's book and grant evothaum in place of normal evo
that one change might be enough to balance it
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on December 18, 2011, 04:07:31 PM
Kemmlerite provides both Evo thaum (psychomancy and necromancy) and also allows you to use your ritual control bonus for evocation (pretty much giving you one control focus for every element as long as you tag a death effect) and gives you a specialization  bonus to boot. Mind you I have never worked out how focus and specializations apply for evothaum so I am not sure of its value. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 18, 2011, 08:26:30 PM
With regards to bibliomancy, I don't think it's too powerful, especially as long as the GM makes sure to keep his player honest about having the appropriate written materials at hand if he wants to produce an evocation effect. Maybe add a line to the evocation bit, something like:

Evocation: Bibliomantic evocations make use of the Word element. Word evocations generally function by bringing things from the world of words into reality. This can create almost any evocation effect, but it requires access to written material containing the desired effect. This may require the caster to make a successful declaration or research a particular text in order to achieve a specific evocation.

Another thought I had was limiting the bibliomancer to casting every evocation spell as if it were a rote spell, i.e. does not have to roll for control but also may not be adjusted on the fly to match the current situation. This is a pretty big restriction, but also does well at reflecting the fact that all of the bibliomancer's source material is written down, and thus less flexible than normal sorcery that springs directly from the will. It would also give him access to essentially an unlimited number of rote spells, which sounds powerful but in my experience is emphatically not. I never really saw the point of rotes in the first place, and neither has anyone I've played with.

Random question: can the bibliomancer cast from something that he wrote down? If so that may be a gamebreaker right there.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 18, 2011, 08:42:22 PM
Thinking more about it, I think that making all the bibliomancer's potential evocations as rotes that he accesses by reading from a book really works. Here's why.

Let's say I'm a budding bibliomancer with 4 discipline, 3 conviction. I'm headed into a nasty situation, so I make sure to have my copy of Grave Peril at hand, knowing that it's a good book for summoning up some punishing firepower.

The fight starts and some nasties are swarming over my friends in the next zone. Thinking quickly, I page over to one of my bookmarks, a scene where Harry unloads a few rounds into a vamp. The GM decides that it's a weapon 2 attack (a normal gunshot), requiring 2 shifts of power to cast and that's it. I'd like to put some more force into that hit since I could easily control it, but bibliomancer's can't be choosers and I don't have time to find another page. I agree, and cast the spell.

In the next exchange I get charged by one of the enemies, and I'm having a tough time getting through their armor. Fortunately I know that they are vulnerable to faith type magic, so I flip again in my book to a scene where Susan throws holy water into a hot spotlight, creating a deadly blast of holy steam. The GM rules that it's a weapon 4 attack that cuts through the enemies' toughness power: great! Just enough that I can get the most out of my control while still casting it, and by carefully choosing the appropriate passage I got a little extra oomph out of the spell for free.

Later in the fight we aren't doing so well, and I flip to the page where Dresden lets loose with fuego pyrofuego. The GM looks at it, calls it a weapon 6 attack with an extra 2 shifts to target the whole zone: I need 8 discipline to get it off. Hope I saved some fate points, I'm going to need them.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 18, 2011, 09:02:17 PM
Random question: can the bibliomancer cast from something that he wrote down? If so that may be a gamebreaker right there.

As written, yes.
They could also carry around a 'book of excerpts' containing an indexed list of every effect they can dream up on their craziest acid trips, every effect they've ever witnessed, heard about, or read about, regardless even of whether they could ever conceive of a need for it.

And even if they were to be limited to casting their spells at precisely the described potency, they could just as easily have several versions of that effect described in their tome at varying potency to circumvent that 'restriction'.  And hey, now they don't even have to roll for control!

This might as well be called 'Everything Thaumaturgy with Evocation's Speed and Methods'.
And let's just go ahead and cost it at 1 refresh.  Because that sounds even more balanced, right?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 18, 2011, 09:24:38 PM
As a GM, I'd stop that by saying that removing a passage from the book that contains it destroys its power by destroying its context. Thus you need to have the whole, original copy to cast bibliomancy. Furthermore, the power of words is also dependent on their being read and understood and internalized by an audience; the reader is an active part of the world of fiction. Thus works that have never been read before, or that have had a tiny audience (i.e. things your bibliomancer just wrote) don't have the metaphysical heft to sponsor a bibliomancer's sorcery.

It makes bibliomancy a little wordy and requires that both the GM and player know what they are getting into, but it sounds like it could be terribly fun for both of them to play.

And maybe instead of making the spells rote, that is not having to roll for control, just have the GM set the power and effect and have the bibliomancer be unable to change its details. In essence the drawback of a rote spell without the advantage.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 18, 2011, 09:30:37 PM
As a GM, I'd stop that by saying that removing a passage from the book that contains it destroys its power by destroying its context. Thus you need to have the whole, original copy to cast bibliomancy. Furthermore, the power of words is also dependent on their being read and understood and internalized by an audience; the reader is an active part of the world of fiction. Thus works that have never been read before, or that have had a tiny audience (i.e. things your bibliomancer just wrote) don't have the metaphysical heft to sponsor a bibliomancer's sorcery.

It makes bibliomancy a little wordy and requires that both the GM and player know what they are getting into, but it sounds like it could be terribly fun for both of them to play.

And maybe instead of making the spells rote, that is not having to roll for control, just have the GM set the power and effect and have the bibliomancer be unable to change its details. In essence the drawback of a rote spell without the advantage.

If something to that effect were in the text, the power might not be quite so absurd, though I still have doubts.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 19, 2011, 06:50:06 AM
This might as well be called 'Everything Thaumaturgy with Evocation's Speed and Methods'.
And let's just go ahead and cost it at 1 refresh.  Because that sounds even more balanced, right?

No.

The evocation is still just evocation. It says

Quote from: Sanctaphrax
This can create almost any evocation effect

which is meant to mean that Thaumaturgy effects are off-limits.

Does that make it seem more reasonable to you?

If not, I think I have a pretty good idea for a rewrite.

PS: @benign: Those sound like pretty excellent compels/invokes for effect. But incorporating them into the power proper seems like more trouble than it's worth.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 19, 2011, 06:58:46 AM
The evocation is still just evocation. It says

which is meant to mean that Thaumaturgy effects are off-limits.

See YS288, the sidebar "With Evocation's Methods and Speed", paying particular attention to the paragraph after the bullet points.
What this power does is to explicitly lay out what constitutes an acceptable 'creative rationalization' as described in that section, and then to make fulfilling that rationalization gamebreakingly simple. (as evidenced by the above noted 'Indexed Tome of Every-Effect-You-Could-Ever-Possibly Need-and-Then-Some')
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 19, 2011, 08:59:06 AM
No matter how well you rationalize, you don't get to perform summonings or wardings or divinations (etc) with Evocation. You get blocks, maneuvers, attacks, all counterspells, and that is all. Bibliomancy does not circumvent that restriction except as detailed in the evothaum section.

If something about its writing indicates otherwise, I'll change it. But I'm not really sure what ought to be changed here.

PS: The sidebar says there are areas of non-overlap. I think it understates their size.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 21, 2011, 03:51:58 AM
Not sure if we're really done with Bibliomancy, but I don't see any reason to let that stop us from moving on. It's Super-Science! time.

SUPER-SCIENCE! [-4]
Description: Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology. You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.
Sponsor: Super-Science! is sponsored by Science! itself. Science! is a semi-aware entity formed out of the scientific method and the collected knowledge of the human race.
Agenda: Science! desires to grow through the continued collective accumulation of knowledge and through the propagation of the scientific world-view. Beware, for the cold logic of Science can be used to justify any action...the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.
Evocation: Super-Science! evocations consist largely of the activation of supernatural weapons. As a result, they tend to be similar to exaggerated versions of real-life weaponry. Examples of Super-Science! evocations include homing missiles, laser blades, acidic bullets, and the like.
Thaumaturgy: Super-Science! rituals work through building machines and solving equations. If a ritual could conceivably be completed by those means, it may be cast with Super-Science!.
Evothaum: Super-Science does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: Super-Science! does not use the usual set of spellcasting skills. Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!. In addition, a character with Super-Science receives one free specialization in either Crafting power or Crafting frequency. Finally, a character with Super-Science! never accidentally hexes anything.
Drawbacks: Unlike most Sponsored Magic, Super-Science! is not compatible with the normal thematics and mechanics of Evocation and Thaumaturgy. A character with Super-Science! may not cast spells that fall outside of its restrictions and must use its modified casting skills regardless of what other powers they may possess. Furthermore, Super-Science! evocations may not be cast without foci. Finally, Super-Science! foci and enchanted items are vulnerable to hexing. The difficulty is equal to Scholarship + twice the number of Enchanted Item slots invested in the item.

Two questions.

1. How does this look?
2. With this done, do we really need to write up Magic-Tech?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 21, 2011, 04:24:19 AM
The second sentence of drawbacks seems unnecessarily restrictive.
I see no reason to inherently disallow a character from possessing the independent 'spellcasting' abilities represented by this power, and, for instance, Evocation.

I would recommend instead stating that this power is not subject to the usual combining of normal spellcasting powers with sponsored magic (ex. discount on sponsored magic, adding sponsored magic as an additional 'element', allowing purchase of specialization, etc)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 21, 2011, 05:23:02 AM
You know, I'm actually not sure a special interaction with Evocation and Thaumaturgy is needed at all, mechanically speaking. But I think that it's important to the fluff somehow. I dunno, ask Pbartender.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 21, 2011, 06:00:08 AM
Given the special skill usage, a special interaction would seem to be mandatory.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Pbartender on December 21, 2011, 02:56:55 PM
The second sentence of drawbacks seems unnecessarily restrictive.
I see no reason to inherently disallow a character from possessing the independent 'spellcasting' abilities represented by this power, and, for instance, Evocation.

I would recommend instead stating that this power is not subject to the usual combining of normal spellcasting powers with sponsored magic (ex. discount on sponsored magic, adding sponsored magic as an additional 'element', allowing purchase of specialization, etc)
You know, I'm actually not sure a special interaction with Evocation and Thaumaturgy is needed at all, mechanically speaking. But I think that it's important to the fluff somehow. I dunno, ask Pbartender.
Given the special skill usage, a special interaction would seem to be mandatory.

The idea was that...  While this is Science that acts like magic, it is not actually magic.  Thematically speaking and, to a lesser degree, mechanically speaking, adding Science! benefits to already existing magic powers seemed counter-intuitive.  The "restriction", therefore, is that once you choose to use Science!, you can't also use traditional magic spells.  Instead, all of your "magic" now uses the alternate skills for Science!.

And while there's really no reason why some couldn't take Science! and ordinary magic, practically they both use the same basic rules and would be an effective waste of refresh.

That said, It doesn't necessarily have to be a specific Drawback...  Adding in an "always" or "must" to Extra Benefit bit about the alternate skills would probably suffice.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: polkaneverdies on December 21, 2011, 03:33:23 PM
I agree with Pbartender. You don't need to actually restrict because common sense already does.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on December 21, 2011, 04:13:00 PM
Well, first off I'd say that a better "in canon" name for Super Science would be "Ferromancy", which is what the fey use to refer to human technology.

As far as interactions between magic and science - Why not? It wouldn't be a waste of refresh for somebody who has the full wizard template to take "Super-Science!", since it has extra benefits that are after all worth a point or two (and the cost is reduced to 2 if you have both evo and thaum already. It is after all a "sponsored magic").

1. You get a +1 bonus to one of the crafting specializations, this doesn't seem worth a whole refresh but since it effectively ignores the specialization stacking rules it can certainly be worth it.

2. It says you dont accidentally hex technology, if that was broadened interactions with all your magic and "Super-Science!" then it is indeed worth a whole refresh.

The only problem I see with allowing them both at the moment is the (unnecessary) restriction that "must use its modified casting skills regardless of what other powers they may possess", simply remove that restriction and it should be fine.

As to restricting due to common sense: No, I dont think it's common sense at all, there are plenty of books out there that have "magi-tech" and plenty of players who would be interesting in playing such a character. Im not saying to pander to the masses, but if a power is more useful to a larger player-base because it satisfies more of the "empty nooks" in the ruleset which allows for more diverse, interesting characters I'll almost always go for the less restrictive (but balanced) writeup.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Pbartender on December 21, 2011, 04:41:28 PM
Well, first off I'd say that a better "in canon" name for Super Science would be "Ferromancy", which is what the fey use to refer to human technology.

...

No, I dont think it's common sense at all, there are plenty of books out there that have "magi-tech" and plenty of players who would be interesting in playing such a character. Im not saying to pander to the masses, but if a power is more useful to a larger player-base because it satisfies more of the "empty nooks" in the ruleset which allows for more diverse, interesting characters I'll almost always go for the less restrictive (but balanced) writeup.

It may be a fine distinction, but there may be a little bit of confusion about what Super-Science! is actually meant to represent...

Flavor-wise, it is not supposed to be magic -- not in the slightest.  It's not really meant to be magi-tech, and not exactly Ferromancy, either (though, the confusion, in or out of game, with either of those would be easy to understand).  It's science and technology, but taken to such an advanced degree that its effects could easily be confused for magic by your average person.

Because of the basic restrictions of mortal magic, Science! will most emphatically not play well with magic, even though it works very much like magic (by the rules, at any rate), and often looks very much like magic.

The goal was to use existing rules to allow for characters who want use advanced semi-futuristic gadgets to create their special effects.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on December 21, 2011, 04:54:24 PM
Yes it is a restriction on mortal magic, not all characters are mortal. Odin has super awesome technology sitting on his desk and he certainly has buckets of mojo to go along with it. This means that Magic and Technology can and do coexist in Canon, only that it is very difficult for Mortals to pull it off.

As far as the goal of the power, it accomplishes it wonderfully, and it would be satisfied in either case. Allowing the power it self to allow magic to function with technology does not prevent it from satisfying the goal of sufficiently advanced technology being indistinguishable from magic. Keeping it from functioning with magic on the other hand precludes a swath of character concepts.

I dont see why, in this case, we cant have our cake and eat it too.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Pbartender on December 21, 2011, 05:18:18 PM
I dont see why, in this case, we cant have our cake and eat it too.

You can have your cake and eat it too...   But you can't eat your cake and have it too.

So, the question then, is how do we make the distinction between Super-Science! and Magic, and keep them independent of each other?   I don't necessarily have a problem with people trying to mix the two -- though mortal magic hexing will have a tendency to complicate the effort.  But without a restriction of that sort, anybody who wants to be a Super-Scientist! automatically knows how to do traditional magic as well, even if it doesn't make sense that they should.

That's, really, the trickiest part about this particular template.  How to keep Science! and Magic independent of each other, while still using the same rules for both.  Is there a better way to word the restriction?  Is there a better way to do the whole thing?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: polkaneverdies on December 21, 2011, 05:34:59 PM
In the canon and from Woj humans hex technology because they are inherently conflicted beings. The current dv magic rules have that conflict express itself by fouling tech. It used to be develop boils, make milk sour, cause flame to burn different colors.

Hexing doesn't apply to Odin or Lea or Mab, etc. because they are not human.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 22, 2011, 05:15:19 AM
I think that if we scrapped the restrictions entirely it would still be possible to run Super-Science! as non-magic. That's mostly a matter of fluff. And if someone wants to use Super-Science! to represent actual magical technology, more power to them.

The power works mechanically regardless of this. I think we should leave the final decision to Pbartender, who wrote the power.

So, Pbartender, what sort of interaction would you like Super-Science! to have with other spellcasting powers?

And other than that, does anyone have a bone to pick with Super-Science!?

If not, then do we even need to write up Magi-Tech? The two are very similar. (This is mostly aimed at KOFFEYKID, who wrote Magi-Tech. I want to know if Super-Science! covers his vision of Magi-Tech well enough to render it redundant.)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on December 22, 2011, 05:43:55 AM
If you keep the restrictions on Super-Science! then my version of Magi-Tech is still valuable to a player, actually if you are a true spell-caster of any stripe my version will be likely a bigger bang for your buck.

The player who just wants Super-Science! by itself will do well, considering that it is sort of like evocation and thaumaturgy for 4 refresh instead of 6, though its key skills are probably slightly less useful and it has more restrictions (requiring foci etc) which makes it less flexible.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Pbartender on December 22, 2011, 06:01:17 PM
So, Pbartender, what sort of interaction would you like Super-Science! to have with other spellcasting powers?

The original intent was to not have it interact directly with other spellcasting powers -- aside from hexing -- while not necessarily prohibiting a character from taking them and benefiting from them.  The goal was to make it possible for one of my players to create a character that relied on a wide variety of non-magical gadgets, rather than a character that mixed technology and magic.

That said, there's really nothing preventing anyone from deleting that particular restriction, should they choose to use Super-Science!.  And that doesn't bother me in the slightest.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: polkaneverdies on December 23, 2011, 12:34:41 AM
In regards to Displacement, if the block is broken do you still get a defense roll?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 23, 2011, 01:54:59 AM
Unless otherwise stated, blocks are always in addition to defense rolls, essentially creating a minimum defense (against applicable attacks) which applies regardless of how low your defense roll may be.  If your defense roll is higher, though, all the better.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 23, 2011, 04:27:43 AM
@Pbartender: Alright, then. I'll remove the restrictions. If people want to flavour their spellcasting as Science! anyway, there's nothing stopping them.

@KOFFEYKID: Sorry, I'm not sure I follow. You seem to be saying that Magi-Tech is worth updating, but I'm not sure if you mean to qualify that with your reference to restrictions.

So let me ask again, this time in Y/N format so that I can't possibly misunderstand your answer:

Now that Super-Science! lacks restrictions, should we update Magi-Tech for the list? Y or N?

@polkaneverdies: Tedronai speaks truth.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: polkaneverdies on December 23, 2011, 02:06:14 PM
How would you price a recovery power that only worked through the vampiric " taste of death" function? Or would that not work as a catch?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 23, 2011, 07:47:52 PM
By RAW it would not work as a Catch.
I'm not sure how I would cost it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 23, 2011, 08:45:11 PM
I don't think that it would be a valid Catch, but it would certainly be a valid Power. I'm not sure what an appropriate cost would be...if I had to pick a number I'd pick +3. But that might be a mistake.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on December 24, 2011, 11:21:21 PM
If Super-Science! has the restrictions removed I'd say it would be okay to get rid of my version of Magi-Tech, the differences are slight and though mine is slightly more powerful on the whole is is possible that mine might be a tad too good.

As for a Catch of "Only Works Via Taste of Death", Id say +3 is too much, +2 would be just about right.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 25, 2011, 03:42:34 AM
Thanks, KOFFEYKID. That makes my job a bit easier.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on December 26, 2011, 05:23:49 AM
Update to the following power I wrote.

Original

Bound Spiritual Entity [+3]
Description: You are a spiritual entity imprisoned within 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. You may take the possession upgrade of Domination in order to 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.

The Update

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.

-edit-

And the power at work:

Name: Eric Camden

HC: Wizard's Soul Bound to a Ring
TR: The Lust for the Ring
OA: Born in the 1800's; A Strong Will, to Survive Alone; Tempting the Bearers; ??; ??

Skills
5 Lore
4 Conviction, Discipline, Scholarship
3 Alertness, Deceit, Presence
2 Empathy, Intimidation, Rapport
1 Endurance, Investigation, Performance


Powers & Stunts
-0 Bound Spiritual Entity
   -Possession
-3 Evocation
-3 Thaumaturgy
-1 Refinement
-1 The Sight
-0 Soulgaze
+1 Item of Power (You)*
-2 Sponsored Magic (You)*

*These powers are granted by you to your bearer, and you cannot access them directly.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 26, 2011, 05:40:05 AM
Why would you have to pay refresh for abilities that you are able to grant to another character (but that you cannot necessarily use yourself)?
Does the fact that you have already payed for those abilities mean that that character does not have to pay for them?
Similarly, if you get the IoP discount, does the character carrying around your prison also get this discount?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on December 26, 2011, 05:46:38 AM
Well, you do have indirect access to the Item of Power abilities *if* you possess your bearer. If you make your bearer inhumanly strong and then possess him, then you have access to that power.

Id say that the whether or not the bearer has to pay for the powers is entirely dependent on the situation. If your bearer is an NPC then it is not nearly so important as it would be if the bearer was a player. If the bearer only has access to said powers on an intermittent basis that should be factored in as well.

As a general rule of thumb though I am inclined to say No, the bearer doesn't have to pay refresh for the IoP benefits and likewise doesn't receive a rebate for it unless the character with the Bound Spiritual Entity power is an NPC, though if its an NPC then you really dont *need* the Bound Spiritual Entity power at all.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 26, 2011, 05:56:43 AM
If you would gain access to your own IoP-granted abilities by way of possessing your bearer, then you would also gain access to all of their powers.  As such, any argument on that basis for having to pay refresh for the ability to grant those powers would have to also extend to any powers your possessed bearer has of their own accord.

The more I look at this power, the more I find the complications it produces to be problematic.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on December 26, 2011, 06:18:30 AM
Well, on the flip side there is no such consideration for the possession upgrade to begin with. Any character with access to Possession, PC or NPC, gets the ability to use their hosts powers, stunts, skills etc.

One thing to note is that having the possession upgrade without domination does not grant you a way to perform mental attacks, so any possession scenario must be played out via compels, perhaps I should note that in the power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 26, 2011, 07:12:09 AM
Well, on the flip side there is no such consideration for the possession upgrade to begin with. Any character with access to Possession, PC or NPC, gets the ability to use their hosts powers, stunts, skills etc.

The point being that if the Possession power grants you access to the powers they had before they picked you up, why doesn't it equally grant you access to the powers they gained by virtue of picking you up?  It doesn't make sense.
And if you DON'T have Possession, why are you paying to make another character, over which you have no direct control, more powerful?
ie. Why is PC A paying for PC B's powers?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 26, 2011, 07:19:38 AM
This one's going to be a lot of work...the weird powers are always the hardest.

I'm not really sure of much yet, except that spending 3 refresh in order to have an excuse for a Compel is really not worth it. If you take Possession, you should get the mental attacks.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 26, 2011, 07:29:21 AM
I'm not really sure of much yet, except that spending 3 refresh in order to have an excuse for a Compel is really not worth it. If you take Possession, you should get the mental attacks.

My interpretation of that trapping, on the other hand was merely that Bound Spiritual Entity qualified a character to upgrade their existing Domination power with Possession.  Not that it allowed a character to take Possession without having Domination.
It is important to note, in that instance, though, that Domination's 'helpless victim' clause is in no way overridden by either this power or Possession, so those mental attacks, while devastatingly powerful, are difficult to achieve in the first place, probably requiring a concession in their own right.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on December 26, 2011, 06:31:33 PM
This is my attempt at making a power which would allow one to play "Lasciel", the general idea is that temptation and bargaining grant the character access to a physical body, and allow them to further their agenda.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 27, 2011, 05:45:14 AM
Side note: non-restricted Super-Science!.

SUPER-SCIENCE! [-4]
Description: Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology. You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.
Sponsor: Super-Science! is sponsored by Science! itself. Science! is a semi-aware entity formed out of the scientific method and the collected knowledge of the human race.
Agenda: Science! desires to grow through the continued collective accumulation of knowledge and through the propagation of the scientific world-view. Beware, for the cold logic of Science can be used to justify any action...the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.
Evocation: Super-Science! evocations consist largely of the activation of supernatural weapons. As a result, they tend to be similar to exaggerated versions of real-life weaponry. Examples of Super-Science! evocations include homing missiles, laser blades, acidic bullets, and the like.
Thaumaturgy: Super-Science! rituals work through building machines and solving equations. If a ritual could conceivably be completed by those means, it may be cast with Super-Science!.
Evothaum: Super-Science does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: Super-Science! does not use the usual set of spellcasting skills. Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!. In addition, a character with Super-Science receives one free specialization in either Crafting power or Crafting frequency. Finally, a character with Super-Science! never accidentally hexes anything.
Drawbacks: Super-Science! evocations may not be cast without foci. Furthermore, Super-Science! foci and enchanted items are vulnerable to hexing. The difficulty is equal to Scholarship + twice the number of Enchanted Item slots invested in the item.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on December 28, 2011, 09:43:28 PM
I didn't see this when I did a thread search. This is my attempt at Hunger based magic:

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.

A Few Things, and Explanations

So the major concern with most Hunger Magic attempts we see on the boards is opening up a whole new track to evocation use, adding two to four extra evocations to a spellcaster's endurance. I've (at least I think so) cleverly avoided this by treating hunger based magic as a weaker type of sponsored magic. Treating your inner hunger as a sponsor allows you to "burn" feeds for extra oomph on your spells in the same way that you would get for taking a sponsor debt and invoking an aspect.

On the flip side taking hunger stress drops a like amount of Feeding Dependency attached powers, so I think that giving one "free" bit of extra oomph every so often isn't so bad, hence the extra mild consequence.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 29, 2011, 07:31:15 AM
Are we assuming that all hunger stress costs you powers here?

I thought that the prevailing interpretation was that only hunger stress that exceeded your track costed powers.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 29, 2011, 08:05:29 AM
New Boon Of The Fisher King, created after some collaboration with Team8Mum. Feedback wanted.

BOON OF THE FISHER KING [-4]
Description: This is the power of the legendary Fisher King. Enough said.
Sponsor: The Fisher King is a very old and very powerful faerie who features in the mortal legends of Bran the Blessed and King Arthur. He is the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Over the years his legends have been mixed with Christian ones, giving him a severe identity crisis and essentially forcing him into senility.
Agenda: The Fisher King seeks to unlock the true potential of others, generally by sending them on quests. He prizes creativity.
Evocation: Evocations cast with the power of the Fisher King work by creating spectral weapons and warriors to aid their caster. They may not be cast in opposition to the Fisher King's agenda.
Thaumaturgy: Rituals cast with the power of the Fisher King may be used to create things or to inspire and aid others in their adventures. They may not be cast in opposition to the Fisher King's agenda.
Evothaum: All rituals that may be cast with the power of the Fisher King may be cast with Evocation's speed and methods.
Extra Benefits: Characters with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to send a willing character on a quest. A quest is a compel against one of the quest-taker's aspects that sends the quest-taker on a journey to accomplish some great task. While on a quest, a character may invoke the aspect that sent them on the quest by taking a point of sponsor debt. In addition, a character with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to give a Fate Point to or remove a point of Sponsor Debt from a character who is on a quest for them.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on December 29, 2011, 11:43:52 AM
All hunger stress causes you to loose powers, hunger stress in excess of your stress track causes you to experience a "Hunger Take-Out," which would generally send you into a mindless feeding sort of headspace. That is the sort of situation that would likely force a White Court Virgin or a Red Court Infected to fall off the wagon and take the full template.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on December 29, 2011, 07:41:48 PM
All hunger stress causes you to loose powers, hunger stress in excess of your stress track causes you to experience a "Hunger Take-Out," which would generally send you into a mindless feeding sort of headspace.
Yeah, I usually go for Take-out when I'm Hungry....
sorry, I could not resist.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 29, 2011, 11:05:46 PM
It's not entirely certain. (http://www.jimbutcheronline.com/bb/index.php/topic,20726.0.html)

Personally, I prefer the interpretation that says you need to be nearly taken out to lose powers. Otherwise the length of your Hunger track is basically irrelevant.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 30, 2011, 01:10:29 AM
re: boon of the Fisher King.

How does evocation summon spectral allies? It seems to be more of an application of summoning thaumaturgy, unless you mean evocation effects created using the fisher king's power look like spectral allies, much like Harry's force evocations can look like a giant fist. Or you could mean that fisher king casters prefer to use their evothaum to summon up allies, in which case I think you shouldn't put it under evocation. Or maybe I'm wrong, and you can summon up creatures with evocation and I missed that.

Either way I'll learn something.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 30, 2011, 07:28:24 AM
It's just cosmetic. Should I make that more clear?

Or should I just add "summoning spectral warriors" to the thaum and evothaum options?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 30, 2011, 09:42:26 AM
It's probably fine. If you can think of a concise way to mention that it's a cosmetic thing in the description, go for it, if not I think it will be ok.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 30, 2011, 10:17:52 PM
BOON OF THE FISHER KING [-4]
Description: This is the power of the legendary Fisher King. Enough said.
Sponsor: The Fisher King is a very old and very powerful faerie who features in the mortal legends of Bran the Blessed and King Arthur. He is the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Over the years his legends have been mixed with Christian ones, giving him a severe identity crisis and essentially forcing him into senility.
Agenda: The Fisher King seeks to unlock the true potential of others, generally by sending them on quests. He prizes creativity.
Evocation: Evocations cast with the power of the Fisher King take the appearance of spectral weapons and warriors created to aid their caster. They may not be cast in opposition to the Fisher King's agenda.
Thaumaturgy: Rituals cast with the power of the Fisher King may be used to create things or to inspire and aid others in their adventures. They may not be cast in opposition to the Fisher King's agenda.
Evothaum: All rituals that may be cast with the power of the Fisher King may be cast with Evocation's speed and methods.
Extra Benefits: Characters with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to send a willing character on a quest. A quest is a compel against one of the quest-taker's aspects that sends the quest-taker on a journey to accomplish some great task. While on a quest, a character may invoke the aspect that sent them on the quest by taking a point of sponsor debt. In addition, a character with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to give a Fate Point to or remove a point of Sponsor Debt from a character who is on a quest for them.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on December 30, 2011, 10:28:27 PM
I don't know if this fits with your vision for the power and the sponsor, but how about adding something like:

"A character who incurs significant sponsor debt to the Fisher King finds himself compelled to conform to traditional tropes for questing heroes, including aiding any seemingly helpless individual who asks for it and insisting on antiquated notions of chivalry and honor. Given the degraded nature of the Fisher King's state of mind, such compulsions can take on bizarre and even dangerous forms."

Think Don Quixote. Just a thought, to give that sponsor debt some character and some teeth.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: polkaneverdies on December 30, 2011, 11:00:09 PM
I like the suggestion a great deal.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 31, 2011, 04:25:25 AM
Good idea, in my opinion. I'll ask the original author what she thinks of it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Team8Mum on January 01, 2012, 09:54:15 AM
That really brings in the insanity side nicely.  Like it - consider it nicked :) thanks
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on January 01, 2012, 09:45:54 PM
That really brings in the insanity side nicely.  Like it - consider it nicked :) thanks
De nada. The consequences of incurring sponsor debt have always been a bit vague, so it's fun to think of interesting ways to use it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 02, 2012, 05:26:08 AM
Lemme collect what we have done here.

First category is the stuff that I feel is done. The second category is the stuff that would be done if Tedronai hadn't raised concerns. The third is the stuff that needs reformatting and maybe rebalancing.

Revised Sponsored Magics:

BOON OF THE FISHER KING [-4]
Description: This is the power of the legendary Fisher King. Enough said.
Sponsor: The Fisher King is a very old and very powerful faerie who features in the mortal legends of Bran the Blessed and King Arthur. He is the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Over the years his legends have been mixed with Christian ones, giving him a severe identity crisis and essentially forcing him into senility.
Agenda: The Fisher King seeks to unlock the true potential of others, generally by sending them on quests. He prizes creativity. A character who incurs significant sponsor debt to the Fisher King finds himself compelled to conform to traditional tropes for questing heroes, including aiding any seemingly helpless individual who asks for it and insisting on antiquated notions of chivalry and honor. Given the degraded nature of the Fisher King's state of mind, such compulsions can take on bizarre and even dangerous forms.
Evocation: Evocations cast with the power of the Fisher King take the appearance of spectral weapons and warriors created to aid their caster. They may not be cast in opposition to the Fisher King's agenda.
Thaumaturgy: Rituals cast with the power of the Fisher King may be used to create things or to inspire and aid others in their adventures. They may not be cast in opposition to the Fisher King's agenda.
Evothaum: All rituals that may be cast with the power of the Fisher King may be cast with Evocation's speed and methods.
Extra Benefits: Characters with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to send a willing character on a quest. A quest is a compel against one of the quest-taker's aspects that sends the quest-taker on a journey to accomplish some great task. While on a quest, a character may invoke the aspect that sent them on the quest by taking a point of sponsor debt. In addition, a character with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to give a Fate Point to or remove a point of Sponsor Debt from a character who is on a quest for them.

SUPER-SCIENCE! [-4]
Description: Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology. You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.
Sponsor: Super-Science! is sponsored by Science! itself. Science! is a semi-aware entity formed out of the scientific method and the collected knowledge of the human race.
Agenda: Science! desires to grow through the continued collective accumulation of knowledge and through the propagation of the scientific world-view. Beware, for the cold logic of Science can be used to justify any action...the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.
Evocation: Super-Science! evocations consist largely of the activation of supernatural weapons. As a result, they tend to be similar to exaggerated versions of real-life weaponry. Examples of Super-Science! evocations include homing missiles, laser blades, acidic bullets, and the like.
Thaumaturgy: Super-Science! rituals work through building machines and solving equations. If a ritual could conceivably be completed by those means, it may be cast with Super-Science!.
Evothaum: Super-Science does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: Super-Science! does not use the usual set of spellcasting skills. Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!. In addition, a character with Super-Science receives one free specialization in either Crafting power or Crafting frequency. Finally, a character with Super-Science! never accidentally hexes anything.
Drawbacks: Super-Science! evocations may not be cast without foci. Furthermore, Super-Science! foci and enchanted items are vulnerable to hexing. The difficulty is equal to Scholarship + twice the number of Enchanted Item slots invested in the item.

THE POWER OF 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.
Musts: The Blood Drinker and Feeding Dependency powers are required in order to purchase this one.
Sponsor: The Power Of Blood lacks a conventional sponsor. It is fueled by its user's nature and by the blood that its user has stolen.
Agenda: The Power Of Blood wants its users to drink more and more blood. It has no long-term agenda, just endless bloodlust.
Evocation: Evocations cast with The Power Of Blood work through the physical control of blood.
Thaumaturgy: The Power Of Blood allows its user to cast rituals that manipulate or make use of blood.
Evothaum: Any ritual that may be cast with The Power Of Blood may be cast with the speed and methods of Evocation.
Extra Benefits: Any spell cast with The Power Of Blood costs hunger stress instead of mental stress.

CHAOS MAGIC/THE BLESSING OF THE UNNAMED [-4]
Description: 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 use of this power can cause ripples in the very nature of causality.
Sponsor: The Nameless God of Chaos sponsors users of this power.
Agenda: The Nameless God of Chaos wishes to twist the world until nothing but chaos and madness remains.
Evocation: Chaos evocations consist of brute-force reality-bending. They often resemble entropomantic attacks.
Thaumaturgy: Chaos rituals twist the world in subtle ways. Their effects are many and varied, but they always serve to promote the goals of the Nameless God.
Evothaum: Chaos Magic allows its user to use entropomancy, psychomancy, and diabolism with the speed and methods of evocation.
Extra Benefits: Chaos Magic users get free Thaumaturgy specializations in complexity and control for spells that twist the natures of things.

Ma’at Magic [-4]
Description: Ma’at was the ancient Egyptian concept of truth, balance, order, law, morality, and justice. In practice, the concepts of Truth, Order, and Justice prevail as the Goddess Ma’at’s  theme.
Sponsor: Ma’at (the personification of Ma’at the concept, and facilitator of "Final Justice" in Duat, the Underworld, where Anubis weighs one's heart against her Feather of Truth)
Agenda: To seek Truth, enforce Order and ensure Justice is done. Those Sponsored by Ma’at are often required to accept requests to mediate situations, like Judges or Viziers.
Evocation: Evocations based on Ma’at tend to be direct and focused. Fallout tends to occur in visibly stilted ways (Accidental fires that spread evenly, items break cleanly, etc.). Evocations of Ma'at are usually used in the Justice phase of a Sponsor's work, and must reflect a Just and fitting punishment (Shadow Evocations against someone proven to have blinded another, for example).
Thaumaturgy: Rituals involving Ma’at often make use of precise measurements, use of balance in item placement, well-chosen incantations(preferably in ancient Egyptian), and intricate repetitive gestures. Ma'at rituals promote the process of Investigation, Determination of the Truth, and Atonement/punishment for transgressions.
Evothaum: Ma’at Magic allows its user to cast Divination, Entropomancy, and Conjuration spells with the speed of Evocation.
Extra Benefits: Those Sponsored by Ma’at are gifted with a knack for feeling out the truth in situations, they may choose to use Lore to roll for the Empathy trapping "Reading People", or for the Investigation trapping "Examination". The Sponsored must choose which when affirming his appointment as Ma'at's Favored.

YULETIDE MAGIC [-4]
Description: Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of them will inevitably catch his notice.
Sponsor: Santa Claus
Agenda: To reward good children, and to promote the traditions and spirit of Christmas.
Evocation: Yuletide evocations involve the control of warmth and coldness.
Thaumaturgy: Yuletide rituals encourage or make use of warmth, coldness, charity, protection, travel, and secrecy.
Evothaum: Yuletide Magic allows its user to cast conjuration and warding spells with evocation's speed and methods.
Extra Benefits: A character with Yuletide Magic gets a one free specialization in conjuration complexity and another in conjuration control.

Semi-Revised Sponsored Magics:

Foxfire [-4]
Description: A gift from the fox spirits of legend allows you to cloud minds, fool the senses, and even drive people to insanity.
Sponsor: The fox spirits of Eastern legend, AKA nine-tailed foxes, huli jing, kumiho, kitsune, and many other names. Contrary to many modern interpretations, fox spirits tend to be unrepentant monsters with a taste for human flesh, though benevolent individuals exist. Many scholars compare the diversity of fox spirit myths to faerie lore in European traditions, though the two are (probably) distinct supernatural genera. Fox spirits are often worshiped, or at least placated, in traditional shrines.
Agenda: Seduction, illusion, the gaining of status and wealth through dishonorable means or Faustian bargains. Foxfire prefers to be used in indirect ways, but when grave insult or disrespect is offered, it kindles brightly with the desire for vengeance.
Evocation: Foxfire evocations are often limned in ghostly blue or red flames. Foxfire employs raw spiritual energy channeled in the form of voracious insubstantial fire It is quick to take hold and consume, but just as quick to burn out or be quenched.
Thaumaturgy: Foxfire can be employed to manipulate emotional states, create durable illusions, and to cause effects in a target household that resemble a haunting or demon possession. When used offensively it has a the unique preference for inflicting mental stress, the fire that burns cold but sears the soul.
Evothaum: Foxfire allows its user to cast Photomancy and Psychomancy with the speed and methods of Evocation.
Extra Benefits: When using foxfire for maneuvers that cloud or deceive the senses (illusions, maneuvers to inflict certain consequences), the spell gets a number of free extra shifts for duration equal to the caster's Deceit skill. The original maneuver must still be successful for this to take effect.

BIBLIOMANCY [-4]
Description: You can project the world of the word into the real world. Nothing from the world of the word can exist without context as it would lose its meaning and therefore its existence. Monsters drawn from books remain monsters and heroes, heroes.
Sponsor: Bibliomancy draws upon the world of words for its powers. The world of words is essentially a conglomeration of everything ever written, from novels to textbooks. It is not actually sentient, but it has a sort of will nonetheless.
Agenda: The world of words has no concrete agenda, but it is generally in favour of knowledge and against the destruction of books. Sometimes it will try to force reality into the shape of a novel.
Evocation: Bibliomantic evocations make use of the Word element. Word evocations generally function by bringing things from the world of words into reality. This can create almost any evocation effect, but it requires access to written material containing the desired effect.
Thaumaturgy: Bibliomantic rituals can blur the line between text and truth, perform a wide variety of divinations with a textual thematic, create books or other associated objects, and open portals to certain realms.
Evothaum: Bibliomancers may summon creatures from books, divine written things, and create written materials with the speed and methods of evocation.
Extra Benefits: A Bibliomancer adds two to his or her Resources skill when using it to determine Library quality or to purchase a new Library. In addition, a Bibliomancer may use a Library of any sort as an Arcane Sanctum of an equal rating.

Unrevised Sponsored Magics:

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

Fomor Magic (New Sponsored Magic)
Fomor magic draws on the power of the Fomor, an ancient alliance or nation of mostly aquatic beings with affinities to the jotuns and the darker faeries. Fomor magic draws on the dark, pressured, saline depths and the powers of entropy and mutation; Fomor magic effects tend to form, or be attended by, shadows, fogs, or mists and leave corrosion, rust, or decay behind. It favors dark curses, mutative or flesh-warping effects, corrosive attacks, and entropy-based defenses that weaken and soften attacks.
Benefits: Standard sponsored magic benefits. Furthermore, fomor magic - being aquatic in nature - is unaffected by running water. It can produce the mutative biomantic effects seen in Fomor servitors and fomor-warped animals [though not less disfiguring biomancy] and entropy curses with evocation's methods and speed.
When used by a practitioner without Evocation and/or Thaumaturgy, treat it like water for evocation purposes, and as accessing the more mutative/disgusting effects of biomancy as well as entropomantic curses when used for thaumaturgic purposes.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on January 02, 2012, 08:22:33 AM
I think, before this rework of homebrew Sponsored Magic continues much further, we should return to our attempt from a while back to price the components of Sponsored Magic, and use the RAW examples as a baseline comparison for a reasonable power range.
Because most of these are seeming increasingly to me to be superior to their RAW counterparts.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 02, 2012, 10:03:16 PM
You think so?

I thought we were managing the power level pretty well. But I'm just going by gut instinct here.

A more comprehensive system would be handy. Is this (http://www.jimbutcheronline.com/bb/index.php/topic,24158.0.html) what you're talking about?

If so, let's necro it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: benign on January 02, 2012, 10:29:34 PM
Nice thread, I'd never seen it before. With that in mind I think I'd be willing to remove thaumaturgy completely from the foxfire power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on January 02, 2012, 11:14:25 PM
That was the attempt I was speaking of, though upon seeing it again I'm reminded just how far from satisfactory the system was when the thread died.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: vultur on January 03, 2012, 03:55:12 AM
Not a Sponsored Magic, but from my 'Heavy Hitters of the Faerie Courts' thread...



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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 03, 2012, 06:35:56 AM
Looks great, vultur. I'll add it to the list during the next revision.

And now I will resurrect the thread in which the cost of Sponsored Magic was broken down.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 05, 2012, 06:42:32 AM
Alright, here's my rough-and-ready Sponsored Magic cost breakdown.

[1] Channelling (Sponsor)
[1] Ritual (Sponsor)
[1] Evothaum, roughly as broad as Ritual.
[1] Make Ritual universal.
[1] Reduce Toughness of specific enemy type.
[2] Reduce all Toughness.
[1] Stunt-equivalent effect.
[1] Refinement-equivalent effect.
[1] Broadening a specialization.
[X] Free X-refresh power.
[-1] Usage limitation.

Channelling and Ritual include focus slots and are lost if you have Evocation or Thaumaturgy already.

Now to apply them to the Sponsored Magics on this thread.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 05, 2012, 07:00:38 AM
BOON OF THE FISHER KING [-4]
Description: This is the power of the legendary Fisher King. Enough said.
Sponsor: The Fisher King is a very old and very powerful faerie who features in the mortal legends of Bran the Blessed and King Arthur. He is the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Over the years his legends have been mixed with Christian ones, giving him a severe identity crisis and essentially forcing him into senility.
Agenda: The Fisher King seeks to unlock the true potential of others, generally by sending them on quests. He prizes creativity. A character who incurs significant sponsor debt to the Fisher King finds himself compelled to conform to traditional tropes for questing heroes, including aiding any seemingly helpless individual who asks for it and insisting on antiquated notions of chivalry and honor. Given the degraded nature of the Fisher King's state of mind, such compulsions can take on bizarre and even dangerous forms.
Evocation: Evocations cast with the power of the Fisher King take the appearance of spectral weapons and warriors created to aid their caster. They may not be cast in opposition to the Fisher King's agenda.
Thaumaturgy: Rituals cast with the power of the Fisher King may be used to create things or to inspire and aid others in their adventures. They may not be cast in opposition to the Fisher King's agenda.
Evothaum: All rituals that may be cast with the power of the Fisher King may be cast with Evocation's speed and methods.
Extra Benefits: Characters with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to send a willing character on a quest. A quest is a compel against one of the quest-taker's aspects that sends the quest-taker on a journey to accomplish some great task. While on a quest, a character may invoke the aspect that sent them on the quest by taking a point of sponsor debt. In addition, a character with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to give a Fate Point to or remove a point of Sponsor Debt from a character who is on a quest for them.

[-1] Channelling, [-1] Ritual, [-1] Evothaum, [-1] Quest-giving. Total cost [-4], looks good.

SUPER-SCIENCE! [-4]
Description: Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology. You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.
Sponsor: Super-Science! is sponsored by Science! itself. Science! is a semi-aware entity formed out of the scientific method and the collected knowledge of the human race.
Agenda: Science! desires to grow through the continued collective accumulation of knowledge and through the propagation of the scientific world-view. Beware, for the cold logic of Science can be used to justify any action...the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.
Evocation: Super-Science! evocations consist largely of the activation of supernatural weapons. As a result, they tend to be similar to exaggerated versions of real-life weaponry. Examples of Super-Science! evocations include homing missiles, laser blades, acidic bullets, and the like.
Thaumaturgy: Super-Science! rituals work through building machines and solving equations. If a ritual could conceivably be completed by those means, it may be cast with Super-Science!.
Evothaum: Super-Science does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: Super-Science! does not use the usual set of spellcasting skills. Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!. In addition, a character with Super-Science receives one free specialization in either Crafting power or Crafting frequency. Finally, a character with Super-Science! never accidentally hexes anything.
Drawbacks: Super-Science! evocations may not be cast without foci. Furthermore, Super-Science! foci and enchanted items are vulnerable to hexing. The difficulty is equal to Scholarship + twice the number of Enchanted Item slots invested in the item.

[-1] Channelling, [-1.5] Broad Ritual, [-3] Casting skill stunts, [-0.5] Free Crafting specialization, [+1] Hexable, [+1] Focus dependency. Total cost [-4]. This breakdown's pretty sketchy, I think that -3 is a lot for the casting skill swap and that the restrictions probably aren't worth a full 2 refresh. But the imbalances roughly even out and I think that this is probably fine.

THE POWER OF 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.
Musts: The Blood Drinker and Feeding Dependency powers are required in order to purchase this one.
Sponsor: The Power Of Blood lacks a conventional sponsor. It is fueled by its user's nature and by the blood that its user has stolen.
Agenda: The Power Of Blood wants its users to drink more and more blood. It has no long-term agenda, just endless bloodlust.
Evocation: Evocations cast with The Power Of Blood work through the physical control of blood.
Thaumaturgy: The Power Of Blood allows its user to cast rituals that manipulate or make use of blood.
Evothaum: Any ritual that may be cast with The Power Of Blood may be cast with the speed and methods of Evocation.
Extra Benefits: Any spell cast with The Power Of Blood costs hunger stress instead of mental stress.

[-1] Channelling, [-1] Ritual, [-1] Evothaum, [-1] Hunger stress. Total cost [-4], looks good.

CHAOS MAGIC/THE BLESSING OF THE UNNAMED [-4]
Description: 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 use of this power can cause ripples in the very nature of causality.
Sponsor: The Nameless God of Chaos sponsors users of this power.
Agenda: The Nameless God of Chaos wishes to twist the world until nothing but chaos and madness remains.
Evocation: Chaos evocations consist of brute-force reality-bending. They often resemble entropomantic attacks.
Thaumaturgy: Chaos rituals twist the world in subtle ways. Their effects are many and varied, but they always serve to promote the goals of the Nameless God.
Evothaum: Chaos Magic allows its user to use entropomancy, psychomancy, and diabolism with the speed and methods of evocation.
Extra Benefits: Chaos Magic users get free Thaumaturgy specializations in complexity and control for spells that twist the natures of things.

[-1] Channelling, [-1] Ritual, [-1.5] Broad Evothaum, [-1] Free specializations. Total cost [-4.5]. Maybe I should drop one of those specializations.

Ma’at Magic [-4]
Description: Ma’at was the ancient Egyptian concept of truth, balance, order, law, morality, and justice. In practice, the concepts of Truth, Order, and Justice prevail as the Goddess Ma’at’s  theme.
Sponsor: Ma’at (the personification of Ma’at the concept, and facilitator of "Final Justice" in Duat, the Underworld, where Anubis weighs one's heart against her Feather of Truth)
Agenda: To seek Truth, enforce Order and ensure Justice is done. Those Sponsored by Ma’at are often required to accept requests to mediate situations, like Judges or Viziers.
Evocation: Evocations based on Ma’at tend to be direct and focused. Fallout tends to occur in visibly stilted ways (Accidental fires that spread evenly, items break cleanly, etc.). Evocations of Ma'at are usually used in the Justice phase of a Sponsor's work, and must reflect a Just and fitting punishment (Shadow Evocations against someone proven to have blinded another, for example).
Thaumaturgy: Rituals involving Ma’at often make use of precise measurements, use of balance in item placement, well-chosen incantations(preferably in ancient Egyptian), and intricate repetitive gestures. Ma'at rituals promote the process of Investigation, Determination of the Truth, and Atonement/punishment for transgressions.
Evothaum: Ma’at Magic allows its user to cast Divination, Entropomancy, and Conjuration spells with the speed of Evocation.
Extra Benefits: Those Sponsored by Ma’at are gifted with a knack for feeling out the truth in situations, they may choose to use Lore to roll for the Empathy trapping "Reading People", or for the Investigation trapping "Examination". The Sponsored must choose which when affirming his appointment as Ma'at's Favored.

[-1] Channelling, [-1] Ritual, [-1.5] Broad Evothaum, [-1] Lore stunt. Total cost [-4.5]. Again, the unusually broad evothaum throws off this one's cost.

YULETIDE MAGIC [-4]
Description: Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of them will inevitably catch his notice.
Sponsor: Santa Claus
Agenda: To reward good children, and to promote the traditions and spirit of Christmas.
Evocation: Yuletide evocations involve the control of warmth and coldness.
Thaumaturgy: Yuletide rituals encourage or make use of warmth, coldness, charity, protection, travel, and secrecy.
Evothaum: Yuletide Magic allows its user to cast conjuration and warding spells with evocation's speed and methods.
Extra Benefits: A character with Yuletide Magic gets a one free specialization in conjuration complexity and another in conjuration control.

[-1] Channelling, [-1] Ritual, [-1] Evothaum, [-1] Free specializations. Total cost [-4], looks good.

Semi-Revised Sponsored Magics:

Foxfire [-4]
Description: A gift from the fox spirits of legend allows you to cloud minds, fool the senses, and even drive people to insanity.
Sponsor: The fox spirits of Eastern legend, AKA nine-tailed foxes, huli jing, kumiho, kitsune, and many other names. Contrary to many modern interpretations, fox spirits tend to be unrepentant monsters with a taste for human flesh, though benevolent individuals exist. Many scholars compare the diversity of fox spirit myths to faerie lore in European traditions, though the two are (probably) distinct supernatural genera. Fox spirits are often worshiped, or at least placated, in traditional shrines.
Agenda: Seduction, illusion, the gaining of status and wealth through dishonorable means or Faustian bargains. Foxfire prefers to be used in indirect ways, but when grave insult or disrespect is offered, it kindles brightly with the desire for vengeance.
Evocation: Foxfire evocations are often limned in ghostly blue or red flames. Foxfire employs raw spiritual energy channeled in the form of voracious insubstantial fire It is quick to take hold and consume, but just as quick to burn out or be quenched.
Thaumaturgy: Foxfire can be employed to manipulate emotional states, create durable illusions, and to cause effects in a target household that resemble a haunting or demon possession. When used offensively it has a the unique preference for inflicting mental stress, the fire that burns cold but sears the soul.
Evothaum: Foxfire allows its user to cast Photomancy and Psychomancy with the speed and methods of Evocation.
Extra Benefits: When using foxfire for maneuvers that cloud or deceive the senses (illusions, maneuvers to inflict certain consequences), the spell gets a number of free extra shifts for duration equal to the caster's Deceit skill. The original maneuver must still be successful for this to take effect.

[-1] Channelling, [-1] Ritual, [-1.5] Broad Evothaum, [-1?] Extra Deceit duration. Total cost [-4.5?], looks a bit sketchy.

BIBLIOMANCY [-4]
Description: You can project the world of the word into the real world. Nothing from the world of the word can exist without context as it would lose its meaning and therefore its existence. Monsters drawn from books remain monsters and heroes, heroes.
Sponsor: Bibliomancy draws upon the world of words for its powers. The world of words is essentially a conglomeration of everything ever written, from novels to textbooks. It is not actually sentient, but it has a sort of will nonetheless.
Agenda: The world of words has no concrete agenda, but it is generally in favour of knowledge and against the destruction of books. Sometimes it will try to force reality into the shape of a novel.
Evocation: Bibliomantic evocations make use of the Word element. Word evocations generally function by bringing things from the world of words into reality. This can create almost any evocation effect, but it requires access to written material containing the desired effect.
Thaumaturgy: Bibliomantic rituals can blur the line between text and truth, perform a wide variety of divinations with a textual thematic, create books or other associated objects, and open portals to certain realms.
Evothaum: Bibliomancers may summon creatures from books, divine written things, and create written materials with the speed and methods of evocation.
Extra Benefits: A Bibliomancer adds two to his or her Resources skill when using it to determine Library quality or to purchase a new Library. In addition, a Bibliomancer may use a Library of any sort as an Arcane Sanctum of an equal rating.

[-1] Channelling, [-1] Ritual, [-1] Evothaum, [-1] Library stunt. Total cost [-4], looks good.



So, do these breakdowns look good to everyone?

If so, then what should we do about the sketchy cases? The unusually broad evothaum effects of some of these have put them up to 4.5 refresh. Any suggestions for a solution?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 13, 2012, 06:27:13 AM
So...nobody has anything to say?

I guess I'll just make changes then.

I'm going to subtract one specialization from Chaos Magic.

I'm going to add a "must be just" requirement to Ma'at Magic's evothaum.

And I'm going to replace Foxfire's extra benefit with "+1 to Deceit when using it to make or support a magical or mundane illusion".

Any complaints?

Incidentally, I will PM the creators of those powers to make sure that this is all right.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on February 13, 2012, 11:26:43 AM
So...nobody has anything to say?


I'm going to add a "must be just" requirement to Ma'at Magic's evothaum.
That's fine, moreover, it's appropriate!
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 13, 2012, 05:45:58 PM
Foxfire's new benefit seems that it would benefit other powers (notably Glamours) more so than it would benefit the Sponsored Magic itself.  This is a problem.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 13, 2012, 06:39:07 PM
Point.

Would it be better if I made it not apply to the creation of magical illusions?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 15, 2012, 04:34:57 AM
I have little choice but to take silence as approval. So I'm gonna do that...unless someone says something.

One more power:

FOMOR MAGIC [-4]
Description: Fomor magic draws on the dark, pressured, saline depths and the powers of entropy and mutation; Fomor magic effects tend to form, or be attended by, shadows, fogs, or mists and leave corrosion, rust, or decay behind. It favors dark curses, mutative or flesh-warping effects, corrosive attacks, and entropy-based defenses that weaken and soften attacks.
Sponsor: Fomor magic draws on the power of the Fomor, an ancient alliance or nation of mostly aquatic beings with affinities to the jotuns and the darker faeries.
Agenda: The plans of the Fomor as somewhat nebulous, but extremely sinister. Their current efforts are primarily dedicated to kidnapping mortal magic users.
Evocation: Treat Fomor Magic as Water for Evocation purposes.
Thaumaturgy: Fomor Magic can be used to cast entropomantic curses and to use the more mutative/disgusting effects of biomancy.
Evothaum: Any ritual that may be cast with Fomor Magic may be cast with the speed and methods of Evocation.
Extra Benefits: Fomor Magic is unaffected by running water.

Thanks to vultur's good work, this required no real effort at all. I just had to adjust the format.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 15, 2012, 05:09:43 AM
I have little choice but to take silence as approval. So I'm gonna do that...unless someone says something.

Sorry, this question was lost in the midst of my switch to a new computer (yay me).

Without the option for the benefit to apply to magical illusions, the bonus might have to be increased (it's about half a mortal stunt in value at most, which is less than half a refresh of value in a Power), but it would at least address the perceived conflict.



I see no major issues with Fomor Magic.  Though Direct comparisons with RAW examples might have it coming up short, depending on the value assigned to the running water exemption.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 16, 2012, 07:01:00 AM
Congrats on the new computer.

I'm not too bothered by having the Deceit bonus be a little weaker than half a refresh of powers normally would be. After all, one pretty much has to rely on stunts for social stuff.

So I think I'll probably use this edit.

Now, there's only one Sponsored Magic left. It's Rune Magic. I left it for last because it promises to be a headache.

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

What I want to know before I get to reformatting is: how is this not identical to Ritual (Crafting) + 2 Refinements?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 16, 2012, 08:25:29 AM
What I want to know before I get to reformatting is: how is this not identical to Ritual (Crafting) + 2 Refinements?

Ritual+Refinements gives you the option to allocate some of its points to focus items that enhance the power and/or frequency of all subsequent enchanted items.  (ie. is potentially more powerful for the same cost)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on February 16, 2012, 12:00:42 PM
A couple of comments / questions on Rune Magic - is renaming "Enchanted Item" to "Rune Magic Item" etc really necessary?  I think there's too much jargon in the game already.  Also, what's the sponsor's agenda?  No idea what debt compels would be used for after reading it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 16, 2012, 01:02:36 PM
Presuming the sponsor is Odin and the beneficiary is a Valkyrie, the agenda is probably along the lines of preparing for Ragnarok, collecting weapons, and finding new Einherjar.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: polkaneverdies on February 16, 2012, 02:09:54 PM
@sancta: The character appears to be trading the ability to make crafting focus items for the ability to take sponsor debt. Beyond that there is little difference.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 16, 2012, 04:46:39 PM
One suggestion to make it different, a lot of the Sponsored Magics in the rulebook include a +1 bonus somewhere. Maybe Rune Magic could offer a Complexity bonus to any items made with it?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 16, 2012, 08:08:04 PM
Okay, so it's really just Crafting with facelift and some minor mechanical changes.

That's not good.

Adding a random bonus won't help much, Sponsored Magic is supposed to be interesting.

So, full rewrite time. I'll start with the fluff, crunch will come later.

RUNE MAGIC [-4]
Description: A long time ago, Odin stabbed himself with a spear and hanged himself from The World Tree as a sacrifice to himself. By doing so, he acquired the power of Rune Magic. Now Odin gives some of that runic power to his Valkyries, making them able to serve him better.
Sponsor: Rune Magic comes from Odin, greatest of the Aesir and master of runes.
Agenda: The agenda of Odin is not entirely clear, but it definitely includes making preparations for Ragnarok. Users of Rune Magic might be called upon to find new Einherjar for Odin's armies or to gather weapons for the final battle.
Evocation:
Thaumaturgy:
Evothaum:
Extra Benefits:

I'll send Tsunami and Mal_Luck PMs, see what they have to say.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 16, 2012, 08:13:34 PM
It should still bare some resemblance to enchanted items, since that's pretty much how they're shown to be used in the books, as items with a set effect built in. I'm not sure how you'd model that effect without ending up pretty darn close to Crafting anyway.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 16, 2012, 08:24:10 PM
Well, it should definitely include Crafting. But then again, Seelie Magic includes Crafting too.

The question is, "how to make Rune Magic more than just Crafting?"
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 16, 2012, 08:26:22 PM
Thinking about it some more...maybe they'd be a sort of portable Thaumaturgy? Sort of "prepare now, use later" items? The Living Lightning rune, for example, seems to have been a much more potent effect than what you'd be able to get out of an enchanted item with Gard's Lore rating.

Let's look at what we know from the books, and can reasonably assume from the RPG book:
Gard doesn't seem to know any magic besides Runecrafting.
Runecrafting allows her to set Wards on Marcone's places of business (the ones that messed up Bob), and set long-term, powerful traps (the Living Lightning).
They can be used by others (Dresden using her disguise rune in Heorot), and possibly as fuel for Evocation when used by an evocator (Harry uses the energy from it, but gives it his own form on the fly).
Creating a rune takes a lot out of you (It's mentioned that creating the bullet in Even Hand knocked Gard unconscious for a couple weeks--probably big-time backlash)

So maybe it grants Thaumaturgy, along with several slots that can be used for portable runes, and those portable runes can be made with higher power than normal enchanted items?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: vultur on February 17, 2012, 03:06:34 AM
I'm frankly not sure that Rune Magic *needs* to be a sponsored magic - despite it being listed that way in Gard's entry in OW. It might really just be Ritual (Crafting), with the one-use runes being "potions", and the stuff like Gard's runed battleaxe being enchanted items. I'm not sure it should be Sponsored in the sense of 'granted power, with conditions' as I think Runes are supposed to be more a knowledge-gives-power thing.

Good point on the power level and cost to the runecrafter, though - so maybe it is...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 17, 2012, 05:40:57 AM
I haven't read Even Hand, so my idea of what Gard can do is likely somewhat off.

Anyway, everything I've seen from her has been either Crafting or Warding.

But I remember a mention of an anti-magic musket ball in Even Hand, so maybe some kind of portable-ritual extra benefit would be fitting.

I'd be very opposed to modelling said extra benefit with Crafting alone, though. Because I'm fairly certain that that would be excessively powerful.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 17, 2012, 01:21:21 PM
I'm thinking that maybe it would be like base Thaumaturgy, except with the ability to finish/cast the spell later--sort of taking the circle with you to cast the effect at a later date. The problem, though, is I can't figure out how to limit the amount of power you could put on the Runes that you take with you.

Maybe divide it like that way? Static runes and portable runes? Static runes (like her Wards and Living Lightning) work like the usual Thaumaturgy, and can hold more power because they're rooted to something, but portable runes have a lower threshold for power?

Let me see what I can come up with...

RUNE MAGIC [-4]
Description: A long time ago, Odin stabbed himself with a spear and hanged himself from The World Tree as a sacrifice to himself. By doing so, he acquired the power of Rune Magic. Now Odin gives some of that runic power to his Valkyries, making them able to serve him better. These runes can be inscribed either on static structures, or on smaller plates for the Valkyrie in question to use in the field.
Sponsor: Rune Magic comes from Odin, greatest of the Aesir and master of runes.
Agenda: The agenda of Odin is not entirely clear, but it definitely includes making preparations for Ragnarok. Users of Rune Magic might be called upon to find new Einherjar for Odin's armies or to gather weapons for the final battle.
Evocation:
Thaumaturgy: Rune Magic allows for the user to use Thaumaturgic rituals to create rune effects, provided the target of the effect is in proximity to the rune. The runes may be always-on (such as with Wards), or single use effects, after which the rune must either recharge or be reforged. Portable runes take up Enchanted Item slots and are treated the same way.
Evothaum: Portable runes can be used by an evocator as fuel for a spell, provided the spell is in line with the original design of the rune--a rune for a veil may be used to fuel a disguise spell, for instance, but not a fireball, and vice versa. The Evocator would not incur the initial mental stress for this spell, as the power, equal to the shifts in the rune's effect, is coming from the rune, but would have to make a control roll and potentially incur backlash or fallout.
Extra Benefits: Because the magic is held in the structure of the rune, a Rune Magic user does not hex technology absent of other spellcasting powers. Additionally, Rune Magic provides a +1 to the complexity of any runic effect.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 17, 2012, 05:08:03 PM
At the very least, the Evothaum needs more detail defining its special mechanics.
To me, this benefit appears mostly to allow declaration-less spontaneous-potion effects that can also be fed from conventional (non-potion) enchanted items limited by the loose thematic associations of the declared carried enchanted items.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 17, 2012, 05:17:00 PM
Well, it is a first draft, after all.

I was thinking the Evothaum mechanic would be basic power for power. Like in Heorot, let's say that Gard's disguise rune had 5 shifts of power, but was something generic--maybe she made it for use against humans, or it's a basic "don't look at me" kind of veil that's not going to fool the Malks, whatever. Harry takes it, and effectively gets a free 5-shift veil--he's gotta roll Discipline for it to shape it, but he doesn't have to pay the Mental stress for calling up the power because it's already there in the rune.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 17, 2012, 05:29:06 PM
I'm not sure if its intended to allow conversion of items akin to Harry's force rings, but I believe it currently does.  Then again, I'm not sure whether this is an issue, or not.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 17, 2012, 05:49:44 PM
I'm not sure what you mean.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 17, 2012, 06:23:34 PM
The repurposing of portable runes, as written, functions for conventional enchanted item runes (those that would function akin to Harry's force rings) as well as for 'potion' runes.  If this is intended, or even just unobjectionable, as I feel it to be, the already-needed additional details would also have to include more detailed explanations of those interactions.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 17, 2012, 06:30:02 PM
Oh, okay. Yeah, that's more or less what I intended. I'll make that clearer when it's revised. In a way, Runes would be a hybrid of conventional enchanted items and potions. Note to self: Also modify the description to mention inscribing runes on other objects (forgot about Gard's axe in Heorot).

Quote from: Revision 1
RUNE MAGIC [-4]
Description: A long time ago, Odin stabbed himself with a spear and hanged himself from The World Tree as a sacrifice to himself. By doing so, he acquired the power of Rune Magic. Now Odin gives some of that runic power to his Valkyries, making them able to serve him better. These runes can be inscribed on static structures, on smaller plates for the Valkyrie in question to use in the field, or on items themselves, such as weapons and shields.
Sponsor: Rune Magic comes from Odin, greatest of the Aesir and master of runes.
Agenda: The agenda of Odin is not entirely clear, but it definitely includes making preparations for Ragnarok. Users of Rune Magic might be called upon to find new Einherjar for Odin's armies or to gather weapons for the final battle.
Evocation:
Thaumaturgy: Rune Magic allows for the user to use Thaumaturgic rituals to create rune effects, provided the target of the effect is in proximity to the rune. The runes may be always-on (such as with Wards), or single use effects, after which the rune must either recharge or be reforged. Portable runes take up Enchanted Item slots and are treated the same way. Runes inscribed into items are rechargeable Enchanted Items, while runes inscribed into small plates are equivalent to potions and disposable.
Evothaum: Portable runes can be repurposed by an evocator as fuel for a spell, provided the resultant spell is in line with the original design of the rune. As a general guide, an evocator cannot change the element or the type of evocation (block, attack, counterspell, maneuver), but can affect the details and targets (changing it from a single-target attack to a Zone or Spray attack, for instance). The Evocator would not incur the initial mental stress for this spell, as the power, equal to the shifts in the rune's effect, is coming from the rune, but would have to make a control roll and potentially incur backlash or fallout.
Extra Benefits: Because the magic is held in the structure of the rune, a Rune Magic user does not hex technology absent of other spellcasting powers. Additionally, Rune Magic provides a +1 to the complexity of any runic effect.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: wyvern on February 17, 2012, 07:19:41 PM
May or may not be relevant, but a PC in a game I'm playing in just picked up a version of rune magic, defined as follows:

-2 Ritual (rune magic): a fairly broad form of ritual, with a focus on divinations (reading the runes), wards, and fate / entropy altering effects.  Its primary limit relative to full thaumaturgy is that you can't use it with symbolic connections - your magic functions through runes, not runes plus a lock of hair or whatever.  So tracking spells, death spells against someone not physically present, etc., are all right out - though, given someone present, you might be able to make a "tracking spell" that will later predict where they're going to be.

However, this is just a thematic rituals power; it's not a sponsored magic, doesn't have an agenda, doesn't allow sponsor debt, etc.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 17, 2012, 07:56:19 PM
Interesting ideas, but very vague and hard to understand.

What exactly does this power do?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 17, 2012, 07:58:15 PM
Are you talking to me or Wyvern?

Wait, nevermind, brainfart. That said, Sanctaphrax, any initial thoughts on my write-up? I'm having trouble deciding how to determine the number of runic slots that should come with the power (though I'm considering suggesting 9, since Odin hung himself from the tree for 9 days, there's the 9 realms, and 9 is just generally an important number in Norse myth).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 17, 2012, 09:21:20 PM
stats-wise, from my evaluation, it should probably come with 14

4 from ritual + 4 from channeling (as represented solely by the evothaum benefit), + 8 from 2 'refinement-equivalent-effects' - 2 from the complexity bonus

(cost evaluation:
ritual - 1
evothaum - 1
2 'refinement-equivalent-effects' - 2)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 17, 2012, 09:52:15 PM
If that's the math you're using, maybe make it 10 instead. I figure it's more Thaumaturgy than ritual, given it can do other things (though for the moment I can't think of any besides Wards), so that would knock off one of those Refinements. Then again it's got the 'must be nearby' limitation, so I'm not sure.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 17, 2012, 11:52:16 PM
Are you talking to me or Wyvern?

Wait, nevermind, brainfart. That said, Sanctaphrax, any initial thoughts on my write-up? I'm having trouble deciding how to determine the number of runic slots that should come with the power (though I'm considering suggesting 9, since Odin hung himself from the tree for 9 days, there's the 9 realms, and 9 is just generally an important number in Norse myth).

Was talking to you. I have no idea what capabilities your version of Rune Magic gives its user.

I don't see why this power shouldn't just give the standard 4 focus slots.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 18, 2012, 12:35:49 AM
I thought it was pretty clear that it allows for Thaumaturgy and making enchanted items/potions. With the caveat that the magic effects have to be localized to the rune--so Wards and such, fine, but you couldn't do something like a remote attack spell without bringing the rune to someone.

The reason I'm suggesting extra spell slots is because the power doesn't really have an Evocation component at all. The Evothaum thing is something you'd probably need to have Evocation or Channeling for to use yourself (note how in Heorot, Gard needs Dresden to do it). Since the power's going to end up getting most of its in-game benefit via enchanted items, it should have more capacity for those items.

Ack, brainfart again. Yeah, I'm actually pretty okay with it having 4 Focus slots (ergo, 8 Enchanted slots).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 18, 2012, 02:06:34 AM
The fact that you, the guy who wrote the power, is using the word "probably" when describing the basic effects of the power is really bad.

Let me try to clarify things with a summary.

-Rune Magic grants Ritual (Runes). Ritual (Runes) can be used for wards and for crafting and for some forms of divination.

-Rune Magic grants no evocation.

-Rune Magic allows its user to sacrifice an enchanted item slot when completing a ritual in order to store the ritual for later release.

-A stored ritual can be used for its actual effect or it can be used as an excuse to cast a ritual with the speed and methods of evocation. Rituals cast this way cost no mental stress.

-Rune Magic cannot be used to hex and never causes accidental hexing.

-Rune Magic grants a free specialization in Rune Magic complexity.

Is that accurate?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 18, 2012, 02:19:34 AM
When I said "probably" I was basing it off what we've seen in the books. It's not concrete yet in here, so I don't want to say "That's definitely how it works" at this point because we're still working it out. Like I said, first (well, second now) draft.

But yes, what you wrote is pretty much what I had in mind.
-Rune Magic allows its user to sacrifice an enchanted item slot when completing a ritual in order to store the ritual for later release.
The one thing about this, though, is that there's considerable potential for abuse with this phrasing (like, say, making a 20+ shift ritual killshot, carrying it around, then instakilling just about anything with a flick of the wrist), which is why I thought to just work the portable runes like enchanted items.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 18, 2012, 02:28:23 AM
If stored rituals work the same way that enchanted items do, then they aren't worth mentioning. They should be something more interesting than that.

Maybe the cost in Enchanted Item slots could scale based on the ritual's complexity. So that 20 shift killshot would take like 8 slots. Maybe each Focus Slot could be able to store (Lore) complexity.

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 18, 2012, 02:32:52 AM
That could work. Maybe that would be part of the ritual process, each turn being represented by filling a given slot in whole or in part?

How about this for an idea...each 'turn' in doing the ritual for a portable rune is equivalent to one Enchanted Item slot. You decide how much power you're trying to put into each slot, and incur stress/backlash that way.

So you could either make that 20-shift killshot into something easy and manageable (8 slots at 2-ish shifts a turn), or if you're in a hurry or out of slots, something more risky (4 slots, 5 shifts a turn), or if you're really desperate and willing to take the punishment you can pop it into 2 slots, 10 shifts?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 18, 2012, 03:30:59 AM
Very interesting indeed.

It seems balanced-ish at first glance, too. Might be horribly broken in practice though.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 18, 2012, 03:40:37 AM
I figure the main balancing factor will be that the average runecrafter will probably have most of his or her slots taken up by default with various utility runes, and thus would only have a couple, if any, free to make anything much larger in scale to carry around. That would be a reason crafting that bullet in Even Hand KOed Gard for a couple weeks, she had to cram a lot of power into only a couple slots, and had to take backlash and then let herself be Taken Out to get it done.

So, sure, you could carry around a huge kill-everything beam, but it'd mean either having that as practically your only spell, or taking consequences up the yin-yang to make it happen.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 18, 2012, 04:14:42 AM
Okay, let me try my hand at writing this up.

RUNE MAGIC [-4]
Description: A long time ago, Odin stabbed himself with a spear and hanged himself from The World Tree as a sacrifice to himself. By doing so, he acquired the power of Rune Magic. Now Odin gives some of that runic power to his Valkyries, making them able to serve him better.
Sponsor: Rune Magic comes from Odin, greatest of the Aesir and master of runes.
Agenda: The agenda of Odin is not entirely clear, but it definitely includes making preparations for Ragnarok. Users of Rune Magic might be called upon to find new Einherjar for Odin's armies or to gather weapons for the final battle.
Evocation: Rune Magic does not provide any form of Evocation.
Thaumaturgy: Rune Magic rituals are mainly useful for divination, warding, and crafting. Some other effects might also be possible, but no Rune Magic effect may extend beyond the immediate proximity of the runes used to cast it.
Evothaum: ?
Extra Benefits: A user of Rune Magic may create special Rune Items. Creating a Rune Item requires a ritual much like an ordinary thaumaturgical ritual, except that the caster spends an Enchanted Item slot for each exchange he spends casting the spell. If the ritual succeeds, the resulting Rune Item functions identically to a single-use potion containing the ritual's effect.
Note: The cost of Rune Magic is not reduced if the character taking it has Evocation.

I left evothaum blank because I'm still ever-so-slightly fuzzy on how you intended it to work.

I left out the other extra benefits because a) Sponsored Magic might not hex anyway and b) I don't really think the power needs a random +1 complexity.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 18, 2012, 04:25:08 AM
The Evothaum I intended to work basically like evocation, only the initial cost (calling up the power) is free as you're drawing it from the rune directly instead of from yourself, and you must already have Evocation as a power to use it. On the flip side, you don't need to be a runecrafter to use the power of a rune in this manner.

So, say you have a 6-shift Fireball rune, and Harry Dresden wants to turn it into a spell. He takes the rune, and draws the power from it--no effort on his part to generate the power, so he's got a 6-shift spell called up, no mental stress. But, he still has to roll to target and control it. So going from his base 3 Discipline, he has to either make the roll, take backlash, or let some go as fallout. Harry can shape the spell energy however he wants, but, it has to A. remain an attack, and B. remain a Fire-based spell.

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 18, 2012, 03:37:13 PM
A. remain an attack, and B. remain a Fire-based spell.

Given the latitude the mechanics are given to represent the narrative in DFrpg, I find the requirement for the spell to remain an attack overly restrictive.
More specifically, I fail to see the reason why a fireball attack could not be converted into a maneuver to set the building on fire, or a block to induce the targets to 'keep their heads down', etc.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 18, 2012, 04:03:06 PM
That's a good point. But there should be some way to make it so that the resultant spell keeps more or less in line with what the original rune was for. A veil rune shouldn't be able to fuel a force attack, for instance, even though they'd both be Spirit in element.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 19, 2012, 02:00:43 AM
I don't think that this sounds like a good idea. Too vague and too questionably balanced. And not usable by the primary users of Rune Magic, which is just weird.

Would it be a problem if we were to drop the evothaum completely?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 19, 2012, 02:10:37 AM
The unavailability of the evothaum to the primary user of Rune Magic does make it...unpalatable to me.  If dropping it was accompanied by dropping the price of the power, I wouldn't see any problem with the change.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 19, 2012, 02:25:12 AM
I don't think that this sounds like a good idea. Too vague and too questionably balanced. And not usable by the primary users of Rune Magic, which is just weird.

Would it be a problem if we were to drop the evothaum completely?
The main problem with dropping it is it's something shown clearly as an ability of the magic in the story that centers around Gard and her abilities, with the veil rune Harry turns into a disguise. Maybe make it so that only the disposable runes allow for it? That way it's balanced by it being available maybe once or twice, and even if they use a high-powered rune, they have to make the control roll?

I'd really rather find a palatable way to include it than cutting it out completely, given that it's explicitly shown as an ability of the power in the text.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 19, 2012, 05:34:58 AM
I don't remember that scene...but I suppose that any writeup of Rune Magic ought to make it possible.

...remember how I said that this promised to be a headache?

How about we say something like this:

"A character with Evocation, Thaumaturgy, or Rune Magic can expend a use from an item created with Rune Magic to cast a single Evocation or Thaumaturgy spell with Evocation's speed and methods. Any spell cast this way must be similar in some way to the effect of the item used to cast it."
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 19, 2012, 05:58:11 AM
I think the thematic restriction needs to be more strongly worded.  'Similar in some way' could mean as little as 'both spells have the narrative potential to inflict harm', while one is thematically an entropy curse and the other is a variant on Harry's wall-of-magma.

That wording also substantially changes the benefit provided, unless it was just an oversight, changing it from a mental stress rebate to an expansion of available effects.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 19, 2012, 07:29:55 AM
You're right, the restriction is too loose.

And the change in functionality was intended. I felt like the bonus was big enough as it is.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 19, 2012, 12:50:48 PM
I'm not sure what you mean by that.  It was not my understanding that the previous wording of the benefit provided any expansion of available effects.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 19, 2012, 04:28:23 PM
I don't remember that scene...but I suppose that any writeup of Rune Magic ought to make it possible.
Okay, I just reread the scene, and it seems that I just plain remembered it wrong. What confused me was Gard pulled out the rune of Routine while she was asking Dresden if he knew illusion magic. But the next scene has Dresden doing his own thaumaturgic ritual to create the image of them as Malks then has Gard snapping the rune to activate it independently of Harry's spell.

So, uh, that said, I withdraw my objection to removing the Evothaum function, since it seems it was a product of my bad memory.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 19, 2012, 08:42:31 PM
@Tedronai: It sort of did, I think. But that's a moot point now, because:

@Mr. Death: Alright then, let's pitch it.

But the power is looking a bit lacking now...what should we put in to replace it? Some kind of Evocation?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on February 19, 2012, 08:55:01 PM
Maybe it adds some additional enchanted item slots only to be used for runes (potions).

Currently like Sanctphrax says, it isn't worth -4 refresh.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 19, 2012, 09:06:53 PM
I don't think it should have a straight evocation component, since the whole thing with runes is they have to be inscribed and made beforehand. There really isn't any freehand casting involved from what we've seen in the books. Some kind of specialization bonus or extra slots to put the runes in, like Silverblaze suggested, are all I can really think of to give the power more kick.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 20, 2012, 07:34:03 AM
I was thinking that maybe we could do something like what we did with Super-Science! Evocations only with foci.

On second thought, though, I'm not sure if it's appropriate for Valkyries to fight with magical blasts. So how about a free language, +1 to certain Lore rolls, and 5 focus slots? Would that make Rune Magic worth 4 refresh?

I think that having all Rune Magic users speak a special language called Runespeak or whatever would be kinda cool.

A Lore bonus seems like a good "when in doubt" kind of thing to give Sponsored Magic. Not sure what rolls to apply to though.

And an extra focus slot is just a random extra.

If those ideas don't work for you, we could go with some kind of Toughness reduction thing.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 20, 2012, 01:49:18 PM
Those sound fine to me. I'd argue for the Lore bonus going to complexity of the runes, personally. The Runespeak makes sense--when Gard uses the runes in Heorot, Harry describes them as being scripted in a way he's unfamiliar with (after noting he's specifically familiar with Norse runes), and Gard murmurs something in a language he doesn't understand (or he just doesn't catch it, hard to say).

I agree that the Valkyries shouldn't be using magic blasts like that (outside of using a preprepared rune, anyway). Unless there's some Valkyries who were spellslingers before they were recruited, but that's got more to do with my personal pet theory on how they come into being, which is neither here nor there.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 20, 2012, 03:50:33 PM
Still looking a little weak, to me, but that'd be easier to evaluate with a full write-up.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on February 20, 2012, 05:15:15 PM
Runes shouldn't really be a seperate spoken language but a written one.  Yeah you could vocalize what the runes said, but the norse runes for destruction or justice are still called those words in the language of the one speaking them.

Example: Rune of Nuking Small Kittens: would still be called the Rune of Nuking Small Kittens in any language. It would/should however have a seperate corresponding rune/s.

I'm in favor of the following boost to Rune Magic.  If we have decided that it has no evocation it should not get focus item slots for evocation (as a power) it should get the standard two for being thaumaturgy.  At which point we need to decide how many extra sounds both fair and if not quite fair then useful.

I'd be in favor of four bonus.  Six total, since for rune magic to work well one would have to be able to carry at least a few runes at a time.  Runes traditionally are carried in bags of far more than two or three. The appropriate number is of course far too high, but it could be reached with refinement (if it were allowed for sponsored magic).  I suppose one benefit of Rune Magic could be :

-1 Refinement (only for enchanted item [Rune]) slots.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 20, 2012, 10:02:36 PM
I think that 6 focus slots is too much. That's what I'd get for taking Ritual (Crafting) and two Refinements. Honestly I think that we might be pushing it with 5, but if Tedronai thinks it sounds weak then that alleviates my worries a bit.

Let me make an attempt at a final version:

RUNE MAGIC [-4]
Description: A long time ago, Odin stabbed himself with a spear and hanged himself from The World Tree as a sacrifice to himself. By doing so, he acquired the power of Rune Magic. Now Odin gives some of that runic power to his Valkyries, making them able to serve him better.
Sponsor: Rune Magic comes from Odin, greatest of the Aesir and master of runes.
Agenda: The agenda of Odin is not entirely clear, but it definitely includes making preparations for Ragnarok. Users of Rune Magic might be called upon to find new Einherjar for Odin's armies or to gather weapons for the final battle.
Evocation: Rune Magic does not provide any form of Evocation.
Thaumaturgy: Rune Magic rituals are mainly useful for divination, warding, and crafting. Some other effects might also be possible, but no Rune Magic effect may extend beyond the immediate proximity of the runes used to cast it.
Evothaum: Rune Magic does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A user of Rune Magic may create special Rune Items. Creating a Rune Item requires a ritual much like an ordinary thaumaturgical ritual, except that the caster spends an Enchanted Item slot for each exchange he spends casting the spell. If the ritual succeeds, the resulting Rune Item functions identically to a single-use potion containing the ritual's effect. In addition, Rune Magic users get a free specialization in Rune Magic complexity and gain the ability to read and write the secret language of runes. Finally, Rune Magic provides five focus slots instead of the regular four.
Note: The cost of Rune Magic is not reduced if the character taking it has Evocation.

Is that satisfactory?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 20, 2012, 10:14:43 PM
Yeah, that looks good. Given that the power is going to get pretty much all of its unique utility via the enchanted item slots, I don't see any problem with boosting how many you get, so that you can get more out of it. Honestly, I'd rather have the 6 focus slots, but I can live with 5.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 20, 2012, 10:18:26 PM
If Rune Magic gave you 6 slots, then why would anyone ever take Ritual (Crafting)?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 20, 2012, 10:27:16 PM
Not wanting to play a Norse psychopomp? It's like Billy and Harry's discussion on the Warden Sword--it's powerful, but it comes with responsibilities.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 21, 2012, 01:04:50 AM
Not wanting to play a Norse psychopomp?

That is an awful reason. And not an ordinarily awful reason, a profoundly awful reason.

You should not let a specific character concept make a character more powerful. Because then you are mechanically punishing anyone who does not pick a certain character concept. This is very very very very bad.

Suppose I want to make a Crafter. If I don't pick Rune Magic, then I'm making my character weaker. This might be unfun for me, depending on my personality. So maybe I'll want to be a Valkyrie, even if a Valkyrie doesn't make sense in the campaign. Which puts everyone in a crappy situation.

I'm sure you've heard nightmare stories of powergamers who create incoherent concepts in order to justify their builds. Those nightmare stories are the fault of people who say things like the thing that you just said.

PS: Crafting is possibly the most powerful thing in the game. Making something stronger is not sensible.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 21, 2012, 01:55:41 AM
There is a specific character concept that is more powerful than a lot of others: Wizards. If all anyone cared about was power, then everyone would play Wizards with maxed out magical stats. Some people do base their character decisions on the theme and character concept rather than cramming in all the bonuses they can get away with, after all.

And aren't sponsored magics supposed to have benefits over the standard powers? That's the whole appeal of making a deal with the devil for Hellfire, after all, it gives you more power at less cost than taking Evocation and Thaumaturgy, with the caveat that there's an agenda and debt that come with it. Sure, taking Rune Magic makes you better than a normal ritual crafter with two Refinements. But that ritual crafter doesn't have Odin looking over her shoulder, giving her inconvenient orders and potentially taking away that power if she steps too far out of line.

And I don't see how what I said enables "incoherent concepts," since I meant it the opposite way: The character concept should define the powers, not the other way around. A player shouldn't cherry pick powers and then cram in the concepts to justify it, and a GM ought to step in and say something if he sees that sort of thing happening.

That said, I just noticed the Rune Magic write-up doesn't mention the standard Sponsorship benefits, or is that just not mentioned because, well, it's standard?

And anyway, like I said, while I'd prefer 6, I can live with 5, so if it's that big a deal, go ahead and write it up that way.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 21, 2012, 04:26:49 AM
Wizards might, on balance, be stronger than Werewolves. But it's hardly clear-cut, and werewolves do have significant advantages.

So playing a werewolf is justifiable from a power perspective. Playing a Focused Practitioner Crafter when 6-focus Rune Magic is available isn't.

Having Odin mess with you is a Compel, and therefore profitable for you. The weaknesses of Sponsored Magic have to be something else in order for them to actually be weaknesses.

The incoherent concepts show up when the Wizard realizes that he'd be a lot better off with Wings and Supernatural Toughness with a +3 Catch both linked to a Feeding Dependency. Now, a great roleplayer might be able to make that work seamlessly. But in most people's hands there will be some twisting involved.

PS: Your comment about cherry picking actually offended me and in the interests of politeness I won't reply to it.
PPS: What are you talking about when you say "standard Sponsorship benefits"?
PPPS: Even if we were to accept your utterly wrongheaded idea that the system should make Sponsored Magic strictly better than normal magic, making something better than Crafting would still be really dumb. Trust me, Crafting is really freaking strong.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on February 21, 2012, 05:32:17 AM
Wizards might, on balance, be stronger than Werewolves. But it's hardly clear-cut...<snip>
This is something we differ on...but no need to argue it out again.  Just pointing out that opinions differ on relative power levels.

Regarding power levels and choice, I do know of some groups made up primarily or even solely of casters.  Can't say the same of any other template.

As for "cherry picking" powers, I agree with Dr D...and disagree with him also.  I like and try to encourage themed characters.  But trappings on powers can change.  Injun Joe might have True Shapeshifting with the trappings of spellcasting, Mort might have Modular Abilities with the trappings of Ectomancy, and "Billy Joe Bobby Sue" might have Inhuman Strength with trappings of WWF (or whatever) wrestling.  So yes, powers should fit a theme but no, I'm not going to lock myself or my players down to one possible explanation for each power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 21, 2012, 01:09:51 PM
Wizards might, on balance, be stronger than Werewolves. But it's hardly clear-cut, and werewolves do have significant advantages.

So playing a werewolf is justifiable from a power perspective. Playing a Focused Practitioner Crafter when 6-focus Rune Magic is available isn't.

Having Odin mess with you is a Compel, and therefore profitable for you. The weaknesses of Sponsored Magic have to be something else in order for them to actually be weaknesses.

The incoherent concepts show up when the Wizard realizes that he'd be a lot better off with Wings and Supernatural Toughness with a +3 Catch both linked to a Feeding Dependency. Now, a great roleplayer might be able to make that work seamlessly. But in most people's hands there will be some twisting involved.
Well, like I said, I'm alright with 5, so if it's that big a deal, go ahead and write it that way.

Quote
PS: Your comment about cherry picking actually offended me and in the interests of politeness I won't reply to it.
Then I apologize. I myself was a little offended by being told that something I said was "profoundly awful" and enabling to powergamer munchkins. For what it's worth, I didn't mean that you, specifically, did that, I just wanted to point out that some groups (or at least, the ones I've been part of) give equal or more weight to the narrative aspects than mechanical benefits.
Quote
PPS: What are you talking about when you say "standard Sponsorship benefits"?
All the Sponsored Magics listed in Your Story mention standard sponsor benefits in their descriptions, linking to YS 288. Most of which is probably already covered by the features we've put into Rune Magic, admittedly, but when I typed it I was mostly thinking of the whole 'free invoke for debt' bit.
Quote
PPPS: Even if we were to accept your utterly wrongheaded idea that the system should make Sponsored Magic strictly better than normal magic, making something better than Crafting would still be really dumb. Trust me, Crafting is really freaking strong.
Fair enough. I object to it being called "utterly wrongheaded," however. As UmbraLux points out, we have difference of opinion on relative power levels. I respect that you have a much firmer grasp of the rules than I do, which is why I'm participating in these discussions--I want and value your feedback. But you could lighten up on the language just a little bit.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 22, 2012, 09:10:28 AM
Not really going to try for coherence here: please excuse my rambling.

-I'm sorry if I insulted you. I intended nothing of the sort. My policy for these things is to be polite to people, but merciless to ideas.

-My criticism of your ideas does not imply any criticism of you personally.

-I also like to encourage themed characters, and I find that powers with defined themes tend to make themed characters hard to make.

-While wizards are almost always stronger than werewolves, you can't deny that there is an almost there. The almost is important and must be preserved. Werewolves actually have the edge over wizards in social stuff and they have a couple of tricks that wizards have trouble duplicating.

-All Sponsored Magics are supposed to allow debt-taking. I dunno, maybe I should make that clearer.

-Are there any problems left with Rune Magic? Or can we call it done?

-I'm actually not all that savvy rules-wise outside of a couple of narrow areas. But I keep Your Story at hand and I look things up often so I come across as knowledgeable online.

-One thing I see a lot that really bugs me is a presumption that all real roleplayers ignore mechanics in favour of narrative. That presumption is often used to justify mechanics that really aren't fun for people who care about optimization. Which is just dumping on a fraction of the playerbase for no real reason.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 22, 2012, 01:47:07 PM
-I'm sorry if I insulted you. I intended nothing of the sort. My policy for these things is to be polite to people, but merciless to ideas.
-My criticism of your ideas does not imply any criticism of you personally.
Fair enough. I've learned it's hard to distinguish between calling someone's ideas dumb and calling the person themselves dumb, so no hard feelings.

Quote
-While wizards are almost always stronger than werewolves, you can't deny that there is an almost there. The almost is important and must be preserved. Werewolves actually have the edge over wizards in social stuff and they have a couple of tricks that wizards have trouble duplicating.
While I agree that it comes down on an individual basis, I'd say that a basic wizard optimized for combat is going to beat a basic werewolf optimized for combat pretty handily. ("basic" here meaning straight up template).

Quote
-All Sponsored Magics are supposed to allow debt-taking. I dunno, maybe I should make that clearer.

-Are there any problems left with Rune Magic? Or can we call it done?
It looks good to me. Functional in the way the books imply, and I wouldn't have to change too much of what my Valkyrie was already able to do with the previous version.

Quote
-One thing I see a lot that really bugs me is a presumption that all real roleplayers ignore mechanics in favour of narrative. That presumption is often used to justify mechanics that really aren't fun for people who care about optimization. Which is just dumping on a fraction of the playerbase for no real reason.
Yeah, I didn't want to start up a "you're not a true gamer IF..." argument. From what I've seen of your posts, it seemed to me that you speak a lot about the mechanics for these things without much mention of the narrative (you see compels purely as a bonus, since you get fate points, I see compels as having something of a penalty, because it complicates the character's life and choices, for instance, hence my comments that having Odin looking over your shoulder might be a reason not to play with Rune Magic).

But anyway, back on topic, yeah, Rune Magic looks good.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mal_Luck on February 23, 2012, 12:11:25 AM
Sorry, haven't really checked the boards since it went down for like a month. I read through the Rune Magic talk and the latest writeup and I don't really see any glaring problems. A couple clarification questions though. I don't have my books on hand and haven't really touched them in a couple months so sorry if my questions seem dumb >.>

"Finally, Rune Magic provides five focus slots instead of the regular four." If the character has Thaumaturgy does that effect how many slots they get?

Can a user still craft normal enchanted items? The defensive shield on Gard's battleaxe in Even Hand seemed to be rune-themed but better suited to being an enchanted item like Harry's coat rather than a collection of single use potion/runes.

Overall I like this version of Rune Magic much better than my own.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 23, 2012, 12:27:44 AM
"Finally, Rune Magic provides five focus slots instead of the regular four." If the character has Thaumaturgy does that effect how many slots they get?
I would guess three, since if you already have Thaumaturgy, you're also getting the power at a discount.

Quote
Can a user still craft normal enchanted items? The defensive shield on Gard's battleaxe in Even Hand seemed to be rune-themed but better suited to being an enchanted item like Harry's coat rather than a collection of single use potion/runes.
Yes. Or at least, that was my intention.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 23, 2012, 01:24:21 AM
@Mr. Death:

Yep, barring highly special circumstances a wizard fights better than a werewolf. But there's more to the game than combat, and there are certain scenarios where the wolf is better.

There are valid optimization reasons to play a werewolf instead of a wizard. So a powergamer doesn't have to feel dumb when he plays one.

Compels aren't purely good, but they're good enough that using them as a drawback for a power just doesn't work.

@Mal_Luck:

High praise indeed.

I agree with Mr. Death.

Will clarify the focus number thing.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 23, 2012, 07:47:02 AM
Now for three new Sponsored Magics. The first two are stolen from H++ and CBIrish respectively, the third I wrote because Spring Magic implies Autumn Magic.

AQUAE ARNEMETIAE [-4]
Description: Arnemetia, she who dwells in the sacred grove, presided over the Buxton spring since before Britain went Roman. Unfortunately for her, when the Romans came they killed her druids and suppressed her worship with both mundane force and summoned demons. With the druids exterminated, Arnemetia entered torpor, waiting for a champion. One shrine dedicated to her survived.
Sponsor: Arnemetia, she who dwells in the sacred grove.
Agenda: The destruction of demonkind.
Evocation: Evocations cast with Aquae Arnemetiae use water, purification, growth and plant life to work their effects.
Thaumaturgy: Rituals cast with Aquae Arnemetiae can purify things, manipulate water, manipulate plant life. They can also emulate many diabolism effects, but said effects are entirely geared towards combating demons and returning them to the Inferno.
Evothaum: The diabolism rituals granted by Aquae Arnemetiae can be cast with Evocation's speed and methods.
Extra Benefits: Aquae Arnemetiae ignores one level of Toughness when used against demons.

SPRING MAGIC/SAOLION [-4]
Description: Drawing upon the Pure Way, the power of the fallen Spring Court, you are able to cast spells that fit its essential nature: change, growth, renewal, light, vitality and earth. These magics are under the sway and watch of the Oberon, Lord of Faerie and inevitably making use of them will draw his notice. This is ancient and rarely practiced lore, focusing on bringing forth the new. This is the power to reveal what is hidden, restore what has been lost and replace what no longer serves its purpose.
Sponsor: The Faerie Lord Oberon and his Spring Court.
Agenda: The revelation of what is hidden, the restoration of what has been lost, the replacement of what no longer has a purpose, and the creation of the new. Plus the destruction of opposing Courts.
Evocation: Spring Magic Evocations make use of water, plant life, and light.
Thaumaturgy: Spring Magic rituals can be used to create things, to create and manipulate light, or to reveal secrets.
Evothaum: Spring Magic allows its user to cast photomancy rituals with the speed and methods of Evocation.
Extra Benefits: Spring Magic ignores one level of Toughness when used against faeries of opposing Courts.

AUTUMN MAGIC [-4]
Description: Drawing upon the power of the fallen Autumn Court, you are able to cast spells that bring things to an end and harvest what's left behind. These magics are under the sway of the Lord Of Faerie known as The Reaper and using them will inevitably draw his attention.
Sponsor: The Reaper and his Autumn Court.
Agenda: The destruction of old things and the natural process of decay. The collection and liquidation of resources. Bringing things to an end. Plus the destruction of opposing Courts.
Evocation: Autumn Magic evocations often manipulate dust or cause targets to rot instantly.
Thaumaturgy: Autumn Magic rituals end things and harvest the leftovers. They involve death, decay, and the collection of valuable things.
Evothaum: Autumn Magic allows its user to cast necromancy rituals with the speed and methods of Evocation.
Extra Benefits: Autumn Magic ignores one level of Toughness when used against faeries of opposing Courts.

Any complaints?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 23, 2012, 08:25:39 AM
Now to compile everything:

BOON OF THE FISHER KING [-4]
Description: This is the power of the legendary Fisher King. Enough said.
Sponsor: The Fisher King is a very old and very powerful faerie who features in the mortal legends of Bran the Blessed and King Arthur. He is the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Over the years his legends have been mixed with Christian ones, giving him a severe identity crisis and essentially forcing him into senility.
Agenda: The Fisher King seeks to unlock the true potential of others, generally by sending them on quests. He prizes creativity. A character who incurs significant sponsor debt to the Fisher King finds himself compelled to conform to traditional tropes for questing heroes, including aiding any seemingly helpless individual who asks for it and insisting on antiquated notions of chivalry and honor. Given the degraded nature of the Fisher King's state of mind, such compulsions can take on bizarre and even dangerous forms.
Evocation: Evocations cast with the power of the Fisher King take the appearance of spectral weapons and warriors created to aid their caster. They may not be cast in opposition to the Fisher King's agenda.
Thaumaturgy: Rituals cast with the power of the Fisher King may be used to create things or to inspire and aid others in their adventures. They may not be cast in opposition to the Fisher King's agenda.
Evothaum: All rituals that may be cast with the power of the Fisher King may be cast with Evocation's speed and methods.
Extra Benefits: Characters with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to send a willing character on a quest. A quest is a compel against one of the quest-taker's aspects that sends the quest-taker on a journey to accomplish some great task. While on a quest, a character may invoke the aspect that sent them on the quest by taking a point of sponsor debt. In addition, a character with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to give a Fate Point to or remove a point of Sponsor Debt from a character who is on a quest for them.

SUPER-SCIENCE! [-4]
Description: Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology. You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.
Sponsor: Super-Science! is sponsored by Science! itself. Science! is a semi-aware entity formed out of the scientific method and the collected knowledge of the human race.
Agenda: Science! desires to grow through the continued collective accumulation of knowledge and through the propagation of the scientific world-view. Beware, for the cold logic of Science can be used to justify any action...the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.
Evocation: Super-Science! evocations consist largely of the activation of supernatural weapons. As a result, they tend to be similar to exaggerated versions of real-life weaponry. Examples of Super-Science! evocations include homing missiles, laser blades, acidic bullets, and the like.
Thaumaturgy: Super-Science! rituals work through building machines and solving equations. If a ritual could conceivably be completed by those means, it may be cast with Super-Science!.
Evothaum: Super-Science does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: Super-Science! does not use the usual set of spellcasting skills. Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!. In addition, a character with Super-Science receives one free specialization in either Crafting power or Crafting frequency. Finally, a character with Super-Science! never accidentally hexes anything.
Drawbacks: Super-Science! evocations may not be cast without foci. Furthermore, Super-Science! foci and enchanted items are vulnerable to hexing. The difficulty is equal to Scholarship + twice the number of Enchanted Item slots invested in the item.

THE POWER OF 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.
Musts: The Blood Drinker and Feeding Dependency powers are required in order to purchase this one.
Sponsor: The Power Of Blood lacks a conventional sponsor. It is fueled by its user's nature and by the blood that its user has stolen.
Agenda: The Power Of Blood wants its users to drink more and more blood. It has no long-term agenda, just endless bloodlust.
Evocation: Evocations cast with The Power Of Blood work through the physical control of blood.
Thaumaturgy: The Power Of Blood allows its user to cast rituals that manipulate or make use of blood.
Evothaum: Any ritual that may be cast with The Power Of Blood may be cast with the speed and methods of Evocation.
Extra Benefits: Any spell cast with The Power Of Blood costs hunger stress instead of mental stress.

CHAOS MAGIC/THE BLESSING OF THE UNNAMED [-4]
Description: 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 use of this power can cause ripples in the very nature of causality.
Sponsor: The Nameless God of Chaos sponsors users of this power.
Agenda: The Nameless God of Chaos wishes to twist the world until nothing but chaos and madness remains.
Evocation: Chaos evocations consist of brute-force reality-bending. They often resemble entropomantic attacks.
Thaumaturgy: Chaos rituals twist the world in subtle ways. Their effects are many and varied, but they always serve to promote the goals of the Nameless God.
Evothaum: Chaos Magic allows its user to use entropomancy, psychomancy, and diabolism with the speed and methods of evocation.
Extra Benefits: Chaos Magic users get a free Thaumaturgy specialization in complexity or control for spells that twist the natures of things.

MA'AT MAGIC [-4]
Description: Ma’at was the ancient Egyptian concept of truth, balance, order, law, morality, and justice. In practice, the concepts of Truth, Order, and Justice prevail as the Goddess Ma’at’s  theme.
Sponsor: Ma’at (the personification of Ma’at the concept, and facilitator of "Final Justice" in Duat, the Underworld, where Anubis weighs one's heart against her Feather of Truth)
Agenda: To seek Truth, enforce Order and ensure Justice is done. Those Sponsored by Ma’at are often required to accept requests to mediate situations, like Judges or Viziers.
Evocation: Evocations based on Ma’at tend to be direct and focused. Fallout tends to occur in visibly stilted ways (Accidental fires that spread evenly, items break cleanly, etc.). Evocations of Ma'at are usually used in the Justice phase of a Sponsor's work, and must reflect a Just and fitting punishment (Shadow Evocations against someone proven to have blinded another, for example).
Thaumaturgy: Rituals involving Ma’at often make use of precise measurements, use of balance in item placement, well-chosen incantations(preferably in ancient Egyptian), and intricate repetitive gestures. Ma'at rituals promote the process of Investigation, Determination of the Truth, and Atonement/punishment for transgressions.
Evothaum: Ma’at Magic allows its user to cast Divination, Entropomancy, and Conjuration spells with the speed of Evocation when acting in pursuit of justice.
Extra Benefits: Those Sponsored by Ma’at are gifted with a knack for feeling out the truth in situations, they may choose to use Lore to roll for the Empathy trapping "Reading People", or for the Investigation trapping "Examination". The Sponsored must choose which when affirming his appointment as Ma'at's Favored.

YULETIDE MAGIC [-4]
Description: Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of them will inevitably catch his notice.
Sponsor: Santa Claus
Agenda: To reward good children, and to promote the traditions and spirit of Christmas.
Evocation: Yuletide evocations involve the control of warmth and coldness.
Thaumaturgy: Yuletide rituals encourage or make use of warmth, coldness, charity, protection, travel, and secrecy.
Evothaum: Yuletide Magic allows its user to cast conjuration and warding spells with evocation's speed and methods.
Extra Benefits: A character with Yuletide Magic gets a one free specialization in conjuration complexity and another in conjuration control.

FOXFIRE [-4]
Description: A gift from the fox spirits of legend allows you to cloud minds, fool the senses, and even drive people to insanity.
Sponsor: The fox spirits of Eastern legend, AKA nine-tailed foxes, huli jing, kumiho, kitsune, and many other names. Contrary to many modern interpretations, fox spirits tend to be unrepentant monsters with a taste for human flesh, though benevolent individuals exist. Many scholars compare the diversity of fox spirit myths to faerie lore in European traditions, though the two are (probably) distinct supernatural genera. Fox spirits are often worshiped, or at least placated, in traditional shrines.
Agenda: Seduction, illusion, the gaining of status and wealth through dishonorable means or Faustian bargains. Foxfire prefers to be used in indirect ways, but when grave insult or disrespect is offered, it kindles brightly with the desire for vengeance.
Evocation: Foxfire evocations are often limned in ghostly blue or red flames. Foxfire employs raw spiritual energy channeled in the form of voracious insubstantial fire It is quick to take hold and consume, but just as quick to burn out or be quenched.
Thaumaturgy: Foxfire can be employed to manipulate emotional states, create durable illusions, and to cause effects in a target household that resemble a haunting or demon possession. When used offensively it has a the unique preference for inflicting mental stress, the fire that burns cold but sears the soul.
Evothaum: Foxfire allows its user to cast Photomancy and Psychomancy with the speed and methods of Evocation.
Extra Benefits: A user of Foxfire may add one to their Deceit skill when using it to create a mundane illusion or to support an illusion of any kind.

BIBLIOMANCY [-4]
Description: You can project the world of the word into the real world. Nothing from the world of the word can exist without context as it would lose its meaning and therefore its existence. Monsters drawn from books remain monsters and heroes, heroes.
Sponsor: Bibliomancy draws upon the world of words for its powers. The world of words is essentially a conglomeration of everything ever written, from novels to textbooks. It is not actually sentient, but it has a sort of will nonetheless.
Agenda: The world of words has no concrete agenda, but it is generally in favour of knowledge and against the destruction of books. Sometimes it will try to force reality into the shape of a novel.
Evocation: Bibliomantic evocations make use of the Word element. Word evocations generally function by bringing things from the world of words into reality. This can create almost any evocation effect, but it requires access to written material containing the desired effect.
Thaumaturgy: Bibliomantic rituals can blur the line between text and truth, perform a wide variety of divinations with a textual thematic, create books or other associated objects, and open portals to certain realms.
Evothaum: Bibliomancers may summon creatures from books, divine written things, and create written materials with the speed and methods of evocation.
Extra Benefits: A Bibliomancer adds two to his or her Resources skill when using it to determine Library quality or to purchase a new Library. In addition, a Bibliomancer may use a Library of any sort as an Arcane Sanctum of an equal rating.

FOMOR MAGIC [-4]
Description: Fomor magic draws on the dark, pressured, saline depths and the powers of entropy and mutation; Fomor magic effects tend to form, or be attended by, shadows, fogs, or mists and leave corrosion, rust, or decay behind. It favors dark curses, mutative or flesh-warping effects, corrosive attacks, and entropy-based defenses that weaken and soften attacks.
Sponsor: Fomor magic draws on the power of the Fomor, an ancient alliance or nation of mostly aquatic beings with affinities to the jotuns and the darker faeries.
Agenda: The plans of the Fomor as somewhat nebulous, but extremely sinister. Their current efforts are primarily dedicated to kidnapping mortal magic users.
Evocation: Treat Fomor Magic as Water for Evocation purposes.
Thaumaturgy: Fomor Magic can be used to cast entropomantic curses and to use the more mutative/disgusting effects of biomancy.
Evothaum: Any ritual that may be cast with Fomor Magic may be cast with the speed and methods of Evocation.
Extra Benefits: Fomor Magic is unaffected by running water.

RUNE MAGIC [-4]
Description: A long time ago, Odin stabbed himself with a spear and hanged himself from The World Tree as a sacrifice to himself. By doing so, he acquired the power of Rune Magic. Now Odin gives some of that runic power to his Valkyries, making them able to serve him better.
Sponsor: Rune Magic comes from Odin, greatest of the Aesir and master of runes.
Agenda: The agenda of Odin is not entirely clear, but it definitely includes making preparations for Ragnarok. Users of Rune Magic might be called upon to find new Einherjar for Odin's armies or to gather weapons for the final battle.
Evocation: Rune Magic does not provide any form of Evocation.
Thaumaturgy: Rune Magic rituals are mainly useful for divination, warding, and crafting. Some other effects might also be possible, but no Rune Magic effect may extend beyond the immediate proximity of the runes used to cast it.
Evothaum: Rune Magic does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A user of Rune Magic may create special Rune Items. Creating a Rune Item requires a ritual much like an ordinary thaumaturgical ritual, except that the caster spends an Enchanted Item slot for each exchange he spends casting the spell. If the ritual succeeds, the resulting Rune Item functions identically to a single-use potion containing the ritual's effect. In addition, Rune Magic users get a free specialization in Rune Magic complexity and gain the ability to read and write the secret language of runes. Finally, Rune Magic provides five focus slots instead of the regular four.
Note: The cost of Rune Magic is not reduced if the character taking it has Evocation. But if that character has Thaumaturgy, reduce the cost of Rune Magic and the number of focus slots it grants by one and two respectively.

AQUAE ARNEMETIAE [-4]
Description: Arnemetia, she who dwells in the sacred grove, presided over the Buxton spring since before Britain went Roman. Unfortunately for her, when the Romans came they killed her druids and suppressed her worship with both mundane force and summoned demons. With the druids exterminated, Arnemetia entered torpor, waiting for a champion. One shrine dedicated to her survived.
Sponsor: Arnemetia, she who dwells in the sacred grove.
Agenda: The destruction of demonkind.
Evocation: Evocations cast with Aquae Arnemetiae use water, purification, growth and plant life to work their effects.
Thaumaturgy: Rituals cast with Aquae Arnemetiae can purify things, manipulate water, manipulate plant life. They can also emulate many diabolism effects, but said effects are entirely geared towards combating demons and returning them to the Inferno.
Evothaum: The diabolism rituals granted by Aquae Arnemetiae can be cast with Evocation's speed and methods.
Extra Benefits: Aquae Arnemetiae ignores one level of Toughness when used against demons.

SPRING MAGIC/SAOLION [-4]
Description: Drawing upon the Pure Way, the power of the fallen Spring Court, you are able to cast spells that fit its essential nature: change, growth, renewal, light, vitality and earth. These magics are under the sway and watch of the Oberon, Lord of Faerie and inevitably making use of them will draw his notice. This is ancient and rarely practiced lore, focusing on bringing forth the new. This is the power to reveal what is hidden, restore what has been lost and replace what no longer serves its purpose.
Sponsor: The Faerie Lord Oberon and his Spring Court.
Agenda: The revelation of what is hidden, the restoration of what has been lost, the replacement of what no longer has a purpose, and the creation of the new. Plus the destruction of opposing Courts.
Evocation: Spring Magic Evocations make use of water, plant life, and light.
Thaumaturgy: Spring Magic rituals can be used to create things, to create and manipulate light, or to reveal secrets.
Evothaum: Spring Magic allows its user to cast photomancy rituals with the speed and methods of Evocation.
Extra Benefits: Spring Magic ignores one level of Toughness when used against faeries of opposing Courts.

AUTUMN MAGIC [-4]
Description: Drawing upon the power of the fallen Autumn Court, you are able to cast spells that bring things to an end and harvest what's left behind. These magics are under the sway of the Lord Of Faerie known as The Reaper and using them will inevitably draw his attention.
Sponsor: The Reaper and his Autumn Court.
Agenda: The destruction of old things and the natural process of decay. The collection and liquidation of resources. Hunting. Bringing things to an end. Plus the destruction of opposing Courts.
Evocation: Autumn Magic evocations often manipulate dust or cause targets to rot instantly.
Thaumaturgy: Autumn Magic rituals end things and harvest the leftovers. They involve death, decay, and the collection of valuable things. They can also be used for to track down prey and for hunting in general.
Evothaum: Autumn Magic allows its user to cast necromancy rituals with the speed and methods of Evocation.
Extra Benefits: Autumn Magic ignores one level of Toughness when used against faeries of opposing Courts.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: H++ on February 23, 2012, 08:36:26 AM
Spring and Autumn look really good!

Thanks for adding Aquae Arnemetiae.  8)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: CBIrish on February 23, 2012, 12:24:14 PM
Have to agree with H++ - they look good.  There are two things i have questions about, though:

Would it not be more in line with available info for the Autumn Magic to be associated with the Erlking (or similar)? Autumn being a time of harvest, I understand the Reaper, it just seems...sort of off...for the Fae.  Autumn could also include hunting/tracking/etc. (divination, etc) since that's a big part of the harvest season as well.

With Saolion - I'd prolly replace water with earth, since water is presented as more of an entropy element than a nourishing one (though a case could be made either way, I suppose).

Anyway, just my two cents.   ;D
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 24, 2012, 07:59:42 AM
Thanks, chaps.

I don't really see the Erlking as Autumn-associated. Is the hunt really such a big part of fall? If so I guess I could add some divination, but I think I'll keep The Reaper.

As for the Saolion element swap: your power, your call. I'll change it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on February 24, 2012, 02:41:06 PM
I don't really see the Erlking as Autumn-associated. Is the hunt really such a big part of fall?
Yes, actually. Hunting lets animals survive from summer to winter. If there's too many animals of a given herd during winter, food will be scarce individually; by hunting and thinning the herd, proportionally there's more food, which helps ensure that the species continues to thrive.

So yes, in the grand natural scheme of things, the autumn hunting season is vital.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on February 24, 2012, 04:46:16 PM
Yes, actually. Hunting lets animals survive from summer to winter. If there's too many animals of a given herd during winter, food will be scarce individually; by hunting and thinning the herd, proportionally there's more food, which helps ensure that the species continues to thrive.

So yes, in the grand natural scheme of things, the autumn hunting season is vital.

Agreed totally.  Hunting and Autumn go hand in hand.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on February 24, 2012, 07:45:01 PM
Agreed totally.  Hunting and Autumn go hand in hand.
Indeed, didn't the Wild Hunt happen on/near Halloween in Dead Beat?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 24, 2012, 07:57:05 PM
Alright, I'll add some hunting flavour.

Then I'll write up some Self-Sponsored Magics.

Then I'll toss of all of this onto a separate list and we'll get back to custom powers proper.

That's the plan, anyhow.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 24, 2012, 11:35:25 PM
Alright, I've got 5 self-sponsored magics here. I'm quite happy with them, as I think that they fill in some missing spots in the rules.

DRAGON MAGIC [-4]
Description: Dragons have their own magic, and it's not the same as the magic of humans. It's stronger and less controlled, more primal and less civilized. It works through control of the basic building blocks of reality: True Names and the elements.
Sponsor: This magic is usually self-sponsored, but sometimes a mortal Emissary to a Dragon will be granted use of it.
Agenda: As self-sponsored magic, this power lacks an agenda. But when granted to a mortal Emissary, it promotes the acquisition of wealth and power for the Emissary's draconic master.
Evocation: Dragon Magic generally resembles fire when used for evocation, but the use of raw elemental energy associated with air or water is also possible. Dragon Magic spells are often emitted from the mouths of their casters.
Thaumaturgy: Dragon Magic rituals generally make use of True Names or elemental energies. Spells related to one's treasure are common as well.
Evothaum: Dragon Magic may be used to cast rituals with the speed and methods of evocation when the target's True Name is known to the caster.
Extra Benefits: A character with Dragon Magic may use pieces of his treasure in place of traditional foci. A treasure-focus must be an object precious for its material composition or artistic merits, and it may not contain more focus slots than its Resources value. The chief advantage of a treasure-focus is that as long as the creator still owns it, he may use it without having it at hand. This property of Dragon Magic does quite a bit to encourage the traditional draconic propensity for well-defended treasure hordes.

SUPERIOR PYROMANCY [-4]
Description: The White Council looks down on Focused Practitioners, but specialization has its merits. Through obsessive devotion to one element, it is possible to acquire abilities that a generalist cannot match.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Pyromancy may be used to cast fire evocations.
Thaumaturgy: Superior Pyromancy may be used to cast rituals that create, make use of, or control fire in some way.
Evothaum: Any ritual that can be cast with Superior Pyromancy may be cast with the speed and methods of Evocation.
Extra Benefits: A character with Superior Pyromancy can use his fire power bonus in place of his complexity bonus for rituals that can be cast with Superior Pyromancy.
Note: Powers similar to this one could exist for elements other than fire.

SUPERIOR WARDING [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Arthur Langtry, the Merlin, has developed his skill with wards so fully as to stop an army of vampires in the middle of a fight without use of a threshold.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in wards in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Warding does not provide any form of Evocation.
Thaumaturgy: Superior Warding does not provide any form of Thaumaturgy.
Evothaum: Superior Warding allows its user to cast wards with the speed and methods of Evocation.
Extra Benefits: A character with this power may cast wards freely without need for a threshold.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

SUPERIOR CONJURATION [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Conjuring is normally a laborious process that creates false-looking objects, but a master can conjure perfectly realistic objects with a simple wave.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in conjuration in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Conjuration does not provide any form of Evocation.
Thaumaturgy: Superior Conjuration does not provide any form of Thaumaturgy.
Evothaum: Superior Conjuration allows its user to cast conjuration rituals with the speed and methods of Evocation.
Extra Benefits: When a character with this power uses Conjuration to create an object, that object is indistinguishable from the real thing unless analysed with magic.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

SUPERIOR WORLDWALKING [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Rashid, the Gatekeeper, is so practiced at worldwalking that navigating the border between worlds is no harder than climbing a staircase for him.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in transportation and worldwalking in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Worldwalking does not provide any form of Evocation.
Thaumaturgy: Superior Worldwalking does not provide any form of Thaumaturgy.
Evothaum: Superior Worldwalking allows its user to cast transportation and worldwalking rituals with the speed and methods of Evocation.
Extra Benefits: You may use Investigation or Lore to find places where the border between Earth and the Nevernever is weak. In addition, you may use your Lore skill instead of your Survival skill while in the Nevernever.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

Please criticize.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: JayTee on February 25, 2012, 01:46:01 AM
I plan to do a writeup of several Items of Power from real life mythology, and I noticed you're also going over IoP in this thread as well. Would you like me to post them here instead of a different thread?

Also
Then I'll write up some Self-Sponsored Magics.
I came up with this! /feels special  ;D
Or someone else came up with an identical idea and posted it before I did. /feels stupid  :o
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 25, 2012, 02:55:34 AM
The Item of Power Master List thread is probably the best place for that. It's on the Resources board.

And I have no idea who originally came up with the self-sponsored magic writeup on the list. Might have been you, might have been someone else.

Makes little difference, though. It's the same idea regardless.

Any comments on the powers? Even something lame like "Super awesome!" or "These are the worst powers ever!" is useful.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: JayTee on February 25, 2012, 03:02:05 AM
The Item of Power Master List thread is probably the best place for that. It's on the Resources board.
Will do!

And I have no idea who originally came up with the self-sponsored magic writeup on the list. Might have been you, might have been someone else.
I could probably find where I posted it, but it doesn't really matter, I was just being silly.

Any comments on the powers? Even something lame like "Super awesome!" or "These are the worst powers ever!" is useful.
I haven't gone through all of them, but some, like the Telekinesis/Telepathy powers and the Anti-Faith powers, just really do not seem to fit the setting at all, and thus I am opposed to them on that principle.

That said, I feel that they should be included anyway, as well the other powers that don't fit the setting,  in case someone just wants to use the system for their own game. (I remember seeing a Jedi template being thrown around once or twice, for example)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 25, 2012, 03:27:26 AM
I haven't gone through all of them, but some, like the Telekinesis/Telepathy powers and the Anti-Faith powers, just really do not seem to fit the setting at all, and thus I am opposed to them on that principle.

That said, I feel that they should be included anyway, as well the other powers that don't fit the setting,  in case someone just wants to use the system for their own game. (I remember seeing a Jedi template being thrown around once or twice, for example)

I actually just meant about the five self-sponsored magics. But if you critique the whole list, I'll certainly appreciate it.

I agree that we should include powers that don't fit the setting at all. Binding the rules too closely to the setting stifles possibilities.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: JayTee on February 25, 2012, 03:48:26 AM
If you were to place the updated versions on the front page, I could go over all of them. Granted my feedback will be highly limited, as I do not feel totally in-tune with the system.

As for the Self-Sponsored Magics listed, they look pretty cool, although I am curious as to why some of them are priced lower than others.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 25, 2012, 04:01:52 AM
Front page? Updated versions? What do you mean by that?

The lower-priced ones have the Evocation/Thaumaturgy discounts built in.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: JayTee on February 25, 2012, 04:05:28 AM
First page, sorry. If you were to post the updated powers on the first page of the thread, I could go over them and tell you my opinion of them as a regular player.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on February 25, 2012, 05:59:33 AM
Agenda: As self-sponsored magic, this power lacks an agenda.
Have you considered co-opting an idea from Unknown Armies and requiring some set behavior to pay off 'sponsor' debt?  Without something, I don't see how debt can / will work for these. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 25, 2012, 06:21:07 AM
Alright, I edited the first post to include the dropbox link.

For self-sponsored magic, the sponsor compels are just ordinary aspect compels. Shouldn't make a difference to balance, since as far as I know sponsor compels are pretty much the same as ordinary compels.

Text of self-sponsored magic:

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 25, 2012, 11:21:01 PM
Alright, now to make a separate master list for Sponsored Magics.

If you have any feedback on its contents (and I hope you do) please post it here.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 27, 2012, 03:40:17 AM
Okay, I've updated the master list again.

Changes are as follows:

-All Sponsored Magic moved to new Sponsored Magic list.

-Alternate spellcasting system powers from way back dug up and added.

-Bound Spiritual Entity updated.

-Reality Warper updated.

-Probability Manipulation updated.

-Hunger Magic added.

-Healing added.

-Aura Of Power added.

-Captivate added.

-Displacement updated.

-Life Is Tasty and Life is delicious added.

-Body Of Stone added.

-Natural Weaponry updated.

-Heat Vampire added.

-Perfected Toughness added.

-Transformation Sequence and Our Powers Combined added.

-Dangerous Aura updated.

Despite the fact that every single Sponsored Magic has been removed, the list's length continues to grow. Current length: 42 and a bit pages, in 12-point Times New Roman.

Link's in the first post.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 27, 2012, 09:59:05 PM
Yet another update, this one to clear out stuff that I meant to get rid of ages ago.

Changes are as follows:

-Traceing removed. (Tracing is still there.)

-Immaterial Edge removed.

-Conceptual Killer removed.

-Vacuum Air Blade removed.

-Infinity Chain removed.

-Manifest Bloodlust removed.

-Perfected Killing Intent removed.

To-do list:

-Add some options to Long Reach.
-Fix some issues with Hollow.
-Combine the various immortality powers.
-Combine the various teamwork powers.
-Make a "Conceptual Killer" Sponsored Magic.
-Update IoP list with new submissions.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on February 27, 2012, 11:28:18 PM
Did we ever talk about Kulan Do? Besides the lack of formatting and pricing, I thought general consensus was that it was imbalanced? I could be misremembering though. Also: Should the Rapture-Sword thing really be on the list? I'm sure it's not broken or anything, but it does seem to cost so much that it's a little pointless to have stats for at all. I'd personally just call it a plot device.

Inhuman Balance seems a little pointless, I just feel it doesn't do enough for the refresh. At present it seems to be a sort of absolute stunt, rather than a true power which is a pity because the concept is fun.

I'm sure there were some other things I was going to say, but I've forgotten them, I'll try to have another look through the list soon.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 28, 2012, 03:35:56 AM
Kulan-Do was discussed briefly but no real conclusion was reached.

Event Horizon Strike is on the list because I plan to scale it back to something reasonable one of these days.

Inhuman Balance could probably use a little boost.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on February 28, 2012, 11:52:45 AM
Kulan Do seems to start with what's just a stunt, and then has you making a maneuver, riposte and then an attack in one round. It costs four refresh, but three actions in one round still seems entirely insane. (I'm not including the cost of the required speed powers in that, because they most definitely give you your refresh worth).

As for Inhuman Balance, it could be worth going the Exalted Crane Style method (The Crouching Tiger Hidden Dragon ability), and make the user able to stand on things that shouldn't support their weight. There's more mileage in balance when you can run across things to weak to normally hold your weight, like the tips of branches, or telephone cables.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 28, 2012, 06:18:16 PM
Eh, the three actions are predicated on being missed by someone. And when the consequences of missing are this bad, who's going to miss you?

I like the idea for Inhuman Balance.

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 29, 2012, 08:39:54 PM
First item on my to-do list: immortality powers!

Here's what we have now:

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).

[-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 thousand 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.

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.

Here's my plan:

1. Take Estranged out of Undying. I don't think that limited immortality is worth Refresh. Here's why:

-You might be able to do it with nothing more than Recovery. Uber-Ghouls from Our World get Living Dead-level immortality free with their Recovery.
-Anyone who really wants to can still kill you. If you get cremated, that's it that's all.
-Character death just doesn't come up that often.
-And when it does, you might well be able to get out of it by spending a Fate Point on a Declaration or a Compel.

So I think we ought to offer it as a -0 Power.

2. Add the benefits of Immortality to Living Dead. I figure that most people already don't require zombies to breathe, might as well make it explicit.

3. Offer Immortality at a cost of -1 or -2, not sure which.

Thoughts?

PS: I'm thinking of combining Inhuman Balance with Impossible Leaps. Does that seem bad to anyone? Does anyone have a character concept that has superhuman balance but no special jumping skill or special jumping skill but no superhuman balance?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on March 01, 2012, 04:32:24 PM
Here's my plan:

1. Take Estranged out of Undying. I don't think that limited immortality is worth Refresh. Here's why:

-You might be able to do it with nothing more than Recovery. Uber-Ghouls from Our World get Living Dead-level immortality free with their Recovery.
-Anyone who really wants to can still kill you. If you get cremated, that's it that's all.
-Character death just doesn't come up that often.
-And when it does, you might well be able to get out of it by spending a Fate Point on a Declaration or a Compel.

So I think we ought to offer it as a -0 Power.
That makes a ton of sense to me. Reminds me of the justification given for the -0 cost of Wizard's Constitution, actually.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on March 02, 2012, 10:52:03 AM
All changes sound good. I could see someone taking balance without leaps, but as balance was basically a stunt anyway I have no doubt those people will manage.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 03, 2012, 01:02:51 AM
Yep, that was a big part of the inspiration.

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).

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.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 03, 2012, 06:27:34 AM
Should probably add something to Spirit Form that removes biological needs. Ghosts don't need to eat or sleep or breathe, after all. Saying that here so I don't forget.

Anyway, now for teamwork powers. There are four (five if you count Pack Instincts) of these, but one would be enough. I suspect that part of the reason we have so many of these is the fact that Pack Instincts is a bit underwhelming.

Any ideas on how to combine these?

[-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.

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.
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.

[-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.

PS: Making some minor formatting edits to the list.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 04, 2012, 09:20:25 AM
Looking over the teamwork powers, I get the impression that the best model for them is a bunch of upgrades for Pack Instincts.

So that's how I'm representing them.

I'm also rewriting Pack Instincts slightly.

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.

Anybody have anything to say?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on March 04, 2012, 11:35:31 AM
Looking pretty good. At this rate every canon power will have a whole tree of options, Mutants and Masterminds style.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 05, 2012, 05:48:12 AM
If that's what works, then that's what works.

Anyway. I just found a bunch of stuff on the wiki that my lists should include. New to-do list:

-Add some options to Long Reach.
-Fix some issues with Hollow.
-Make a "Conceptual Killer" Sponsored Magic.
-Update IoP list with new submissions.
-Rewrite Sponsored Magics from wiki.
-Add powers from wiki to list.
-Add "No Metabolism" to Spirit Form.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on March 05, 2012, 07:31:41 PM
That Pack Instincts refit is really comprehensive. I can actually see a RP group choosing to play a pack of Weres now...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 06, 2012, 04:53:35 AM
That's high praise...thanks. If you ever do anything like that, I'd love to hear how it goes.

Writing Sponsored Magics tonight. If y'all could check them out and tell me what you think, I'd appreciate it.

They're going to be on the Sponsored Magic Master List thread, of course.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on March 06, 2012, 05:49:43 PM
PACK INSTINCTS [-1]

That looks great! Nice job.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 06, 2012, 07:12:21 PM
Thanks.

Adding No Metabolism to Spirit Form. I don't think I need to increase the cost because of the change. Holler if you disagree.

Ugh. Spirit Form is already too damn long and it only gets longer.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 07, 2012, 04:47:31 AM
Went over the wiki power page. Here are the powers that I think are non-redundant given what we already have:


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.

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.

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.

Reading the Surface [-1]
Description: 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.
Effects:
Parsing the Waves. 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.

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:
Assist Vessel. 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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 07, 2012, 04:48:46 AM
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.

Blood Magic [-1]
Description: You give your lifeblood as a sacrifice to fuel your magic.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability.
Skills Affected: Conviction
Effects:
Power in the Blood: You may spend physical stress to cast a spell or to add power to a spell just as you would mental stress.
Deep Hurting: You may also take physical consequences to fuel magic, as you would mental consequences. These consequences add power at 1 and 1/2 times their normal value, but may not benefit from any regeneration powers or magical healing on consequences you get that power bonus from. The Blood Drinker vampirism power clears minor consequences as usual.

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.

Aquatic Caster [-1]
Description: Your magic is in tune with water and is not disrupted by its flow.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic often grants unique bonuses, and this may be one of them.
Skills Affected: Conviction, Discipline, Lore
Effects:
You can cast magic on water, from underwater, or through flowing water without difficulty. If you have any senses that work underwater, you may cast magic on any target you can sense in that way, even when murky or deep water obscure normal sight.

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.

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.

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!

Fairy Truth
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.

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.

Immortal Nature [-1]
Description: You are an Immortal, ageless from the time of your first death, and you are not alone... yet. Now is the time of the Gathering, and there can be only one.
(Original Source material can be found here: http://vinlandsolutions.site11.com/Products/DFRPG/SampleTemplates/Immortal.html)
Note: In terms of game effects, the uses of this ability are so minor and inherently balanced that they're almost cosmetic; hence the low cost.
Musts: The Immortal Template is required to take this power.
Options: None.
Skills Affected: Lore
Effects:
Ageless: As a side-effect of your supernatural existence, your lifespan is extended indefinitely. You also may not reproduce in any fashion. In game terms these will rarely have relevance.
Awareness: You automatically sense the presence of other immortals within 2 to 4 zones - determined by the GM in whatever manner best suits the story - as if you had succeeded on a Lore: Mystic Perception roll. However, those Immortals become aware of you even as you become aware of them, so no advantage is ever gained by either. This ability does not determine direction, distance, or number, only that one or more Immortals are in the area. This effect occurs each time a new Immortal is encountered, but only once per scene for any Immortal. Other creatures may perceive this aspect of you through a Lore check, though success is not guaranteed.
Holy Ground: No Immortal knows for certain what would happen if they killed another on holy ground, they only know that they absolutely mustn't. It is suggested that the Rulebreaker power be used in these situations, however, GMs are free to set their own penalties for violating this rule. Suggestions for optional penalties include negating this power entirely, at which point Father Time returns to collect his due, or inflicting an extreme consequence as if the Immortal had broken a magically binding oath.
The Quickening: For taking the head of another Immortal, you are immediately granted a Fate point, which you always receive no matter how often you take a head. Taking an Immortal's head also allows the Immortal to purchase stunts or powers which the defeated Immortal possessed, provided you have the refresh to do so.
The Catch: Decapitation. This power sets an automatic catch of decapitation for all toughness powers acquired by an Immortal, and no other catch may be defined for those powers. It is worth either +1 for Inhuman level toughness powers, or +3 for all others. This catch applies when the Immortal is Taken Out by physical stress and consequences, and the opponent chooses to specifically behead the Immortal as part of their victory conditions. If the opponent does not choose to do so, the Immortal recovers according to the power's normal function. Physical consequences taken that involve the neck area are also subject to the catch and do not benefit from toughness powers.


Some of these are really similar to powers already on the list, but are here because those powers are not yet really finished. So having multiple versions of them will likely be useful.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 09, 2012, 07:39:34 AM
Added some options to Long Reach to replace some of the cut powers.

Not totally happy with the wording here, if someone wants to help they should feel free.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 10, 2012, 03:15:34 AM
So, there's this power called Hollow that I wrote a while back. It looks like this:

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.

I thought it was pretty well-written, but when I used this in game (on a gigantic nautilus that served as an underwater fortress for the Fomor to keep hostages in) I ran into an issue. Specifically, the power didn't adequately cover the attempts of the PC to break into the monster and kill the fishmen inside.

Also, I wrote another power called Hyperspace Arsenal that seems redundant with this one. It looks like this:

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.

Going to combine this into one power with a whole bunch of options, as follows:

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.

Really not sure if this is any good.

If anyone has any suggestions on how to improve this, I'm listening.

Impromptu survey: do people like powers that have massive lists of upgrades? Would you rather see them split into pieces?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 10, 2012, 07:43:23 AM
Okay, another list update is done. Changes:

- Everything from posts 421-422 except for Immortal Nature (should not be a single power) and Mind Meld (already on the list) and Telepathy (already on the list) added.

-Hyperspace Arsenal and Hollow replaced with Magical Compartment.

-Spirit Form updated.

-Long Reach updated.

-Impossible Jumps and Inhuman Balance replaced with Superhuman Acrobatics.

-Body Of Stone, Immortality, Lesser Immortality, and Undying replaced with updated Undying, Semi-Animate, and No Metabolism.

-Covenant Bond, One Of Mind, Blood Bound, and Our Powers Combined replaced with updated Pack Instincts.

-Removed some stuff that I said I removed before, but apparently didn't.

That should all be fairly uncontroversial, since it was announced beforehand. But if you object, say so and I can change stuff.

I've also made one other change, one that was not announced beforehand. I removed the Elemental Weapon power. It seems totally redundant with Natural Weaponry around. And I can't edit it to make it less so, because the original author asked me not to mess with it. So it's gone, I guess.

It looks like this:

-2 Elemental Weapon
Musts: An Aspect Related To The Power
Skill(s): Weapons
The user is able to summon a two-handed weapon made of an element of his choosing. A claymore of fire, a greataxe of ice, a hammer of rock, and a spear of lightning are all possible.
Effects
Large Weapon: Your Elemental Weapon is a large weapon, rated at Weapon 3.
Always at Hand: Your Elemental Weapon requires no sheath. It can be summoned to your hand for a Supplemental Action, and dispelled as a free action.
Attuned: Your Elemental Weapon is attuned to you. If it leaves your hand, whether dropped, thrown, or disarmed, it will vanish. A Supplemental Action may summon it to your hand again.
Made of the Elements: Your Elemental Weapon may fulfill Catches if thematically appropriate.
-1 Elemental Mastery
You may now summon two different weapons of differing elements, if you so choose.
-1 Elemental Control
When using your elemental weapon, gain a +1 to all rolls using it.
-1 Elemental Armor
You can extend your weapon's element into an armor that coats your entire body. It is automatically Armor: 1 versus most physical harm, and +2 versus the same element.

Anyone bothered by its removal?

New list length: 46 pages, 24834 words, 149080 characters.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on March 10, 2012, 10:10:15 AM
If you get rid of natural weaponry, I'd consider adding its armour option to natural weaponry. And yeah, I like the massive lists of upgrades, they feel very customisable.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 10, 2012, 10:05:16 PM
I like the armour option too, but I think that Inhuman Toughness + Human Form covers it pretty well.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 20, 2012, 02:03:31 AM
Huh, I expected to get more flak for Magical Compartment. I didn't think it was all that well-written.

Whatever. Here are the things I plan to tackle next.

Blood Magic:

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.

Blood Magic [-1]
Description: You give your lifeblood as a sacrifice to fuel your magic.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability.
Skills Affected: Conviction
Effects:
Power in the Blood: You may spend physical stress to cast a spell or to add power to a spell just as you would mental stress.
Deep Hurting: You may also take physical consequences to fuel magic, as you would mental consequences. These consequences add power at 1 and 1/2 times their normal value, but may not benefit from any regeneration powers or magical healing on consequences you get that power bonus from. The Blood Drinker vampirism power clears minor consequences as usual.

Aquatic Magic:

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.

Aquatic Caster [-1]
Description: Your magic is in tune with water and is not disrupted by its flow.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic often grants unique bonuses, and this may be one of them.
Skills Affected: Conviction, Discipline, Lore
Effects:
You can cast magic on water, from underwater, or through flowing water without difficulty. If you have any senses that work underwater, you may cast magic on any target you can sense in that way, even when murky or deep water obscure normal sight.

Shadow Manipulation:

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).

Hunger Magic:

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.

Telepathy:

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.

Reading the Surface [-1]
Description: 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.
Effects:
Parsing the Waves. 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.

Being A Swarm:

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.

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.

Mental Toughness:

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.

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.

Powers That Negate All Creatures Are Equal Before God:

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.)

[-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.

Mindless:

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 23, 2012, 05:24:37 PM
Let's start with aquatic magic. I'm dropping Fomor Magic because vultur's Sponsored Magic makes it redundant and I like the other power better anyway. Here's a cleaned up version of the other 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.

Thoughts?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 26, 2012, 11:02:56 PM
Alright, now for Blood Magic.

Making it optional presents some issues, so I made it mandatory. Which makes it more of a disadvantage than an advantage for most characters. So I dropped the price to 0.

Saw no need for the special consequence interaction, so I got rid of it.

I kinda regret making this not work with Size powers, but this would be kinda silly with Unthinkable Size.

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.

Any objections?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on March 26, 2012, 11:08:05 PM
Alright, now for Blood Magic.

Making it optional presents some issues, so I made it mandatory. Which makes it more of a disadvantage than an advantage for most characters. So I dropped the price to 0.

Saw no need for the special consequence interaction, so I got rid of it.

I kinda regret making this not work with Size powers, but this would be kinda silly with Unthinkable Size.

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.

Any objections?

But Surely big things have more blood, no objections here.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 26, 2012, 11:24:10 PM
Yeah, but maybe they also need more blood to fuel their spells.

Sometimes fluff must be adjusted to suit mechanical necessities.

If you can think of a balanced way to make Blood Magic work with Size, I'm listening.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 27, 2012, 07:47:58 PM
Found an old power that I apparently missed when building the master list today. So I'll add it to the list, and when I get around to doing so I'll revise it.

Take a look:

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 28, 2012, 02:48:13 AM
Now to revise the Mental Resilience chain. The only meaningful change I'm making is the removal of the pointless incompatibility with Stoicism.

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.

Any objections?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on March 28, 2012, 03:44:11 AM
Is there a reason that these powers are so cost-inefficient as compared even to the closest mortal stunts?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 28, 2012, 10:09:48 PM
They're basically stunts. +2 Conviction buys you an extra mental box, after all. What makes these powers is their ability to violate the cap on evocations per scene. Stunts bump up against a limit of 4 boxes, these do not.

I think that once you start experiencing the diminishing returns of Refinement in a big way, these powers will become quite worthwhile.

But they are a bit underwhelming at normal PC levels. Any suggestions on improving them?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on March 28, 2012, 10:33:47 PM
If they're meant to be stunts, they should be listed elsewhere, shouldn't they?  This list is for powers, which are explicitly described as being more powerful for their cost.
Beyond that, I'm not convinced that this application is indeed comparable even to a +2 stunt.

The Toughness powers would suggest that physical stress boxes are costed at approximately 0.5 refresh in powers, and a quick analysis of Hulking Size would seem to agree.
I have yet to see any convincing argument as to why mental stress should be costed differently.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 29, 2012, 04:07:43 PM
They are not stunts, but they're roughly equal in power to stunts except for their higher cap. Which is occasionally appropriate for a power.

The reason that these cost more than most stress-boosters is their compatibility with spellcasting.

Again, I am interested in suggestions for changes.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on March 29, 2012, 11:46:25 PM
The fact that they can be used in conjunction with another power is not sufficient justification to make them weaker.  They must stand on their own merits.

I would have thought that the implicit suggestion was obvious.  They seem too weak, and need something to boost them.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 30, 2012, 02:26:37 AM
Um, yeah. I meant that you should suggest some way to boost them.

And yes, they should stand on their own merits. But they also shouldn't be super good when combined with spellcasting. Maybe I should make some level of Evocation a requirement, that'd make them less trap-like.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on March 30, 2012, 04:39:25 AM
Um, yeah. I meant that you should suggest some way to boost them.

And yes, they should stand on their own merits. But they also shouldn't be super good when combined with spellcasting. Maybe I should make some level of Evocation a requirement, that'd make them less trap-like.

I can think of only two things that would seem fitting with these powers' current makeup that could be added to them to make them more balanced: more of what they already have, or bonus mild mental consequence slots.

I see no fitting justification as to why increasing one's mental resilience would be predicated upon having learned to cast spells of any type.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 30, 2012, 07:51:51 PM
Making spellcasting a requirement would be kludge, but since the powers are only worthwhile in conjunction with spellcasting it might be the only option.

Not sure how to make this work without rendering normal mental defence stunts obsolete. Maybe remove the levels and make it one -2 power that gives 3 boxes.

Really, I could use more concrete input.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on March 30, 2012, 10:23:08 PM
the powers are only worthwhile in conjunction with spellcasting

A self-fulfilling prophecy.
This power's content is being explicitly limited by it's perceived impact on spellcasting, and so has been watered down to a point where it is not useful for any other purpose.  Since it's not useful for any other purpose, it might as well be flagged specifically for use with spellcasting.  Given that it will be used for spellcasting, it cannot be made more potent than it is.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 30, 2012, 10:32:10 PM
Pretty much, yeah.

The power of an extra mental stress box goes way up when you can use it to cast.

I guess I'll just add a note cautioning people not to take it without spellcasting.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on April 02, 2012, 04:11:57 PM
From the discussion in another thread...

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 05, 2012, 02:26:40 AM
No offence, Mr Death, but that's a badly written power. Here's why:

1. Tagging your High Concept for free once per scene is worth something. It's not fair to make it free.
2. The note about purchasing real spellcasting is totally unnecessary. You don't need a power to buy Channelling.
3. The Aspect requirement is pointless. It's not like you can buy this without an appropriate High Concept anyway.

Even if you ignore my opposition to the idea behind this, this is bad.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on April 06, 2012, 03:14:30 PM
The note about upgrading wasn't that you needed this to buy channeling first, just a note that if you get channeling or another spellcasting power, it would replace this just like Evocation replaces Channeling.

As for the others, feel free to boost the refresh cost and remove the aspect requirement, then.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 06, 2012, 07:04:48 PM
Aight, I'll try to hack this into something workable later.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on April 06, 2012, 07:06:16 PM
How about another Self-sponsored magic?

SUPERIOR DIVINATION [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Martha Liberty, the reputed Spymaster of the High Council, is so practiced at Divination that Scrying a needle in a haystack is no harder than finding Waldo for her.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Divination in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Divination does not provide any form of Evocation.
Thaumaturgy: Superior Divination does not provide any form of Thaumaturgy.
Evothaum: Superior Divination allows its user to cast Divination rituals with the speed and methods of Evocation.
Extra Benefits: You may use Divination to create a Scrying window that counts as line of sight for casting Evocation or Evothaum Spells, up to and including spells with a Shift rating equal to half of the Scrying window’s shifts of power (Not including Duration), Rounded up.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 06, 2012, 08:02:36 PM
Wrong thread, but I do like the idea.

Not entirely clear on how the Extra Benefit works...are you trying to say that you can cast Evocations through the window as long as the Evocation has less than half the power of the ritual?

If you have wizard friends, can they also cast through the window?

No idea if that's balanced or not, but it is pretty cool.

PS: Is that bit about Martha Liberty canon?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on April 06, 2012, 08:12:27 PM
They're basically stunts. +2 Conviction buys you an extra mental box, after all. What makes these powers is their ability to violate the cap on evocations per scene. Stunts bump up against a limit of 4 boxes, these do not.
They do?  I've missed that limitation, where is it stated?

Quote
I think that once you start experiencing the diminishing returns of Refinement in a big way, these powers will become quite worthwhile.
Yeah, extra (and more powerful) spells are always nice.

Quote
But they are a bit underwhelming at normal PC levels. Any suggestions on improving them?
Have you considered adding a situational bonus?  Perhaps something like "...also gains a +1 (or +2/+3) to Conviction based blocks due to the additional mental fortitude."  Basically only helps in defensive mental combat.  Though the +3 may be a bit much.  Might be better off with three different +1 bonuses.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 06, 2012, 08:19:03 PM
Stunts generally work by boosting skills, and skills cap out at 4 boxes.

"Persistent 1-shift effects" can be acquired for 1 stunt apiece, which could include stress boxes, but those effects are limited by circumstance. So you'll only have your extra stress box for certain purposes if you choose to allow that.

I considered a situational bonus, but I couldn't think of much that wouldn't make obsolete mental Toughness.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 07, 2012, 04:43:19 AM
On an unrelated note, what skill do you guys think should be used for mind-reading? I'm wavering between Empathy and Discipline.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on April 07, 2012, 05:12:04 AM
Depends on what they're reading--if they're reading thoughts, I'd go with Discipline because, among other things, you'd need to concentrate to sort out all the thoughts that are in a mind. If you're just reading emotions (like Alera's watercrafters, or a Sensative), I'd go with Empathy.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 07, 2012, 05:24:53 AM
They'd be reading thoughts and emotions. Telepathy is fairly broad.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on April 07, 2012, 05:31:45 AM
Maybe offer a choice, then (where the result changes based on what the player/character uses--could be reflected in the aspect or high concept), or one modifying the other if you're reading both at once.

Or just go with Discipline; if you're reading both at once, the bit I mentioned about having to sort out the thoughts still applies to the mindreading part, and is probably also applicable to the emotion-reading part.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on April 07, 2012, 05:32:29 AM
Selectable.
Discipline, empathy, possibly even rapport, deceit, or intimidation, depending on the manner in which the effect is described.  Even conviction could be involved for some forms of 'passive' telepathy (though another skill would probably also have to be involved at that point as well).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on April 07, 2012, 08:42:35 AM
Wrong thread, but I do like the idea.

Not entirely clear on how the Extra Benefit works...are you trying to say that you can cast Evocations through the window as long as the Evocation has less than half the power of the ritual?
Yes, that's the idea.
Quote
If you have wizard friends, can they also cast through the window?
I hadn't considered that, but no. I think it would be too powerful that way.
Quote
No idea if that's balanced or not, but it is pretty cool.

PS: Is that bit about Martha Liberty canon?
No, unfortunately. I had read a few theories about her, and her Our World writeup leans heavily towards Divination & the Invisible (Ectomancy, Spirit). But no, it hasn't been canonically verified.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 07, 2012, 08:29:57 PM
Alright, I'll offer a choice to telepaths.

If nobody objects to the Superior Divination effect, I'll add it to the list.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on April 07, 2012, 09:43:04 PM
Stunts generally work by boosting skills, and skills cap out at 4 boxes.
Eh...breaking that down shows the obvious fallacy:It's a form of the Hasty Generalization (http://www.nizkor.org/features/fallacies/hasty-generalization.html) fallacy.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 08, 2012, 07:40:59 AM
Please, no formal logic. I got enough of that during my classes this semester, and now that the year is ending I don't want any more.

As I said in the post above, you can also treat an extra stress box as a persistent 1-shift effect. But that has its own problems.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on April 08, 2012, 02:42:54 PM
Please, no formal logic. I got enough of that during my classes this semester, and now that the year is ending I don't want any more.
I'll make you a deal, avoid using fallacious arguments and I won't call them out.  ;) 

Seriously.  Logic is what separates thinking something through from just jumping to conclusions.  If we don't use logic we're doing nothing more than seeing who can "shout loudest and longest" on the internet.  Doesn't lead to worthwhile discussions. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 09, 2012, 04:23:41 AM
Pretty much all conversational arguments are fallacious when put into formal terms unless you're very generous with implied premises.

I quite like logic, but numbered premises and named fallacies are only for situations where

a) the issue is very important (this includes all math)
or
b) normal conversation has created an incomprehensible mess.

I think I explained my position pretty well earlier. Do you have an issue with it?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on April 10, 2012, 12:03:19 AM
Pretty much all conversational arguments are fallacious when put into formal terms unless you're very generous with implied premises.
I disagree.  But it surprises me to see the statement requesting no formal logic and this...
(click to show/hide)
...no unsupported assertions request from the same person.

I quite like logic, but numbered premises and named fallacies are only for situations where

a) the issue is very important (this includes all math)
or
b) normal conversation has created an incomprehensible mess.
Logic is just structure - building blocks for reasoning.  It's not something special to be saved up.   ;)

Quote
I think I explained my position pretty well earlier. Do you have an issue with it?
Are you referring to your argument for stunts not being allowed to grant stress over four boxes?  If so, yes.  As pointed out previously, it's a fallacious argument. 

That said, I am moving on.  No need to derail the thread further.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 10, 2012, 01:16:41 AM
Like I said, I like logic. I just find it annoying when it's formalized unnecessarily. Especially since it tends to inhibit clarity.

You don't need mathematical rigour for a forum conversation. You just need a bit of backup for your points.

Anyway, you never explained what the actual problem with my opinion is. So...please do that.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on April 10, 2012, 03:13:21 AM
I'll respond since it's a direct question, but I'm really trying to avoid a long discussion on logic and facilitating communications.  Don't think this is the proper location for it.  I will avoid responding to the editorial comments. 
You don't need mathematical rigour for a forum conversation. You just need a bit of backup for your points.
Logic is the "backup" - the structure of the argument.  If you don't have it, you don't have a reasonable argument.  You're left with editorial comments, opinions, fallacies, and other unsupported statements.  Logic shows your support...or lack thereof.

Quote
Anyway, you never explained what the actual problem with my opinion is. So...please do that.
I did.  Look back at the fallacy.  Whether your conclusion is correct or incorrect, your reasoning was fallacious.

Moving on.
-----
Going back to the powers (attempting to get back on subject), I'd probably set them up to grant mental consequences and / or the ability to clear a mild mental consequence.  Granting consequences is within the realm of a stunt and gives you most of the benefits of a stress box plus a few others.  In addition to allowing an extra spell, it can add power to spells and, depending on limitations, soak other mental damage. 

And, if you really want to add stress as a stunt, the ability to add a mild consequence as a stunt is probably sufficient precedent. 

If you prefer to keep them a power and boost them, you might consider adding armor (modeled after Toughness) or consequence clearing (modeled after Recovery).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on April 10, 2012, 03:43:48 AM
For clarity's sake:
Not all stunts boost skills.
Thus, a conclusion that stunts suffer from the same limitations as skills when it comes to boosting stats derived from skills on the basis that most stunts boost skills is fallacious, edit: because who said that this stunt had to be one of those 'most'?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 11, 2012, 05:15:53 AM
But that doesn't address the whole 1-shift persistent effect thing.

If it's not a skill booster or a persistent 1-shift effect, what is it?

Anyway, I don't dislike logic at all. But formalizing it is rarely a good idea in conversation, I find.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on April 11, 2012, 07:46:00 PM
Interjecting a possible True Faith power (For those of Evil Bent)

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on April 11, 2012, 08:36:32 PM
Interjecting a possible True Faith power (For those of Evil Bent)

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.

I'd just have it automatically decrease any threshold by two - (inversely) like Bless This House, under the same exact circumstances.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on April 11, 2012, 08:58:40 PM
I'd just have it automatically decrease any threshold by two - (inversely) like Bless This House, under the same exact circumstances.
I'd thought about that, but it seemed too passive for that kind of character.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: devonapple on April 11, 2012, 10:23:07 PM
I'd thought about that, but it seemed too passive for that kind of character.

Are you maybe envisioning this acting like Rituals: Thresholds, focusing on destroying Thresholds from within?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on April 12, 2012, 12:20:21 AM
I'd thought about that, but it seemed too passive for that kind of character.

Not really trying to be arguementative, rather offer another perspective.  My Knight character is very proactive, often skirting the edge of what the sword should allow.  (Hence the reason I managed to temporarily render it inert)

 I still have Bless This House and the character is far from a passive guy, very rarely behind a threshold.  Ultimately,  I think having to roll against the threshold makes the power harder to use and gives the threshold/"good guys" an advantage.  I'm not saying that's a bad thing.  Just my observation.

 If it works passively (all the time, without fail) it seems more useful.  The power though very fitting for a profane knight... will still only come in handy when going after someone on the other side of a threshold.  Also, it will only help if hte threshold would have caused issues for the character in the first place.  (2-3+)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on April 12, 2012, 12:26:54 AM
Re:  A Pox on Both Your Houses - Have you considered rewriting it as partial immunity to thresholds?  Something along the lines of "...threshold effects are reduced by two when applied to you."  I suspect it might fit into the game play easier. 

It also fits my view of what most thresholds are better...but that's probably beside the point.  ;)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 12, 2012, 12:35:21 AM
The threshold rules mention that it's possible to attack thresholds. Perhaps this power could use that idea/mechanic.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on April 12, 2012, 12:52:50 AM
Sanctaphrax's idea is a good one if you do want to keep the threshold reduction.  It also points out just how powerful an effect you're talking about.  It would take a ten shift attack to reduce a strength eight threshold by two...and the power as written does that automatically and possibly repeatedly.

Edit:  One method of implementing Santaphrax's suggestion might be allowing use of Conviction to attack the ward. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on April 12, 2012, 07:11:24 AM
Sanctaphrax's idea is a good one if you do want to keep the threshold reduction.  It also points out just how powerful an effect you're talking about.  It would take a ten shift attack to reduce a strength eight threshold by two...and the power as written does that automatically and possibly repeatedly.

Edit:  One method of implementing Santaphrax's suggestion might be allowing use of Conviction to attack the ward.

That's what I was going for. Perhaps I put too many limiting factors in there...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 13, 2012, 04:07:43 AM
Unfortunately, the rules for attacking thresholds are so vague that it's almost impossible to write powers using them.

We don't know who can attack thresholds or what kind of thresholds they can attack or what skill they use or whether they can use weapons. There's a mention of artificial thresholds, whatever those are.

We know that thresholds have one stress box per level. We also know that the strength of the threshold drops as it takes stress hits.

But we don't know how much they drop or in what way. Or whether thresholds get defence rolls.

And we don't know what stops someone from attacking any given threshold until it goes down. Enough attacks will drop almost anything, after all. Which makes me think, roughly how long does attacking a threshold take? A second? Five minutes? An hour?

Obviously, this is all a pain in the neck when writing a power for general consumption.

PS: Just out of curiosity, why did you post to this thread rather then to the custom powers thread on the Resources board?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on April 13, 2012, 04:10:07 AM
Unfortunately, the rules for attacking thresholds are so vague that it's almost impossible to write powers using them.

We don't know who can attack thresholds or what kind of thresholds they can attack or what skill they use or whether they can use weapons. There's a mention of artificial thresholds, whatever those are.

We know that thresholds have one stress box per level. We also know that the strength of the threshold drops as it takes stress hits.

But we don't know how much they drop or in what way. Or whether thresholds get defence rolls.

And we don't know what stops someone from attacking any given threshold until it goes down. Enough attacks will drop almost anything, after all. Which makes me think, roughly how long does attacking a threshold take? A second? Five minutes? An hour?

Obviously, this is all a pain in the neck when writing a power for general consumption.

PS: Just out of curiosity, why did you post to this thread rather then to the custom powers thread on the Resources board?

Especially when you can just burn down or blow up the building, that has the threshold.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: computerking on April 15, 2012, 06:53:43 PM
PS: Just out of curiosity, why did you post to this thread rather then to the custom powers thread on the Resources board?

Didn't want to disrupt the flow of (more or less) complete ideas with my odd, possibly untenable attempt at an anti-threshold power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 15, 2012, 07:37:31 PM
You have a much higher opinion of the Resources board thread than me.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 28, 2012, 01:21:05 PM
Alright, now to revise telepathy powers. Here's the material I worked with:

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.

Reading the Surface [-1]
Description: 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.
Effects:
Parsing the Waves. 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.

And here's what I made:

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 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, and it's fast enough to be used in combat. Defending against this effect uses the Discipline skill.
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.
Weaponized Telepathy [-1]. You may make mental attacks with your telepathy against anyone in your line of sight. These attacks have no weapon rating and use either the Empathy skill or the Discipline skill. The Discipline skill is used to defend against them. In physical combat or another situation where you have only moments to act, these attacks simply overload the target's brain and knock them out. Outside of such situations, these attacks can inflict compulsions equal in effect to a successful social attack. If such an attack takes its target out, that target is unaware that anything compelled him. But unsuccessful attempts are obvious.
Greater Weaponized Telepathy [-1]. Your telepathic attacks are weapon 2. You may set aside this bonus to perform a compulsion-inflicting attack in combat or another similar situation.
Superior Weaponized Telepathy [-1]. All of your telepathic attacks inflict 2 additional stress.

Really not sure about this one. Please rip it to shreds if it's bad.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on April 28, 2012, 02:57:27 PM
Have you considered a potential upgrade for the Mental Communication trapping that increases the range? It would make the power much more appealing, though it's fairly cool as is.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 29, 2012, 02:15:03 AM
Good idea. I'll slap something like that on later.

So...does anyone have any biting criticism?

I didn't get the feeling of accomplishment that writing a properly-balanced power normally gives me from this one, so I expect there's probably something wrong with it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on April 29, 2012, 05:50:01 AM
'fast enough to be used in combat' would ideally be swapped out for something somewhat more specific.  Does this trapping take a single combat exchange?  Two?  Three?

The initial trappings come off to me as slightly overcosted, probably because the second has no clear mechanical effect that could not be replicated precisely by use of regular aspect invocations (/-for-effect).

The weaponized version does not clearly list stress types.  This requires immediate remedy, and may have consequences described below.  Aside from that, the extreme specificity of the weaponized version's effects, I feel, is inappropriate.
I suggest a range of effects starting at headaches as mild consequences up through cerebral hemorrhaging, stroke, seizures, etc for extreme consequences, with taken-out results ranging from 'incapacitated by pain' through 'unconscious' to 'dead on the floor with brain dripping out the ears' if it is meant to inflict physical stress (in which case I would suggest giving it a weapon rating).
Alternatively, if this power is meant to inflict mental stress, appropriate effects might range from 'distracted' through 'confused' up to 'mind-wiped' or even 'catatonic'

I suggest divesting the Weaponized version of the ability to inflict 'compulsion effects', and instead providing that as a separate upgrade, but a physical combat speeds, as per Incite Emotion's 'Additional Emotion' upgrade, removing the second clause from the Greater upgrade, and modifying Superior's language appropriately to reflect the resultant uniform weapon ratings.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 30, 2012, 05:38:08 AM
It takes one exchange, like almost everything else. Will clarify.

Everything can be duplicated with Aspect invocations. But I agree, the base power seems a tad weak. Maybe I should give +1 to people's attempts to read people with it.

The attacks do mental stress, thought I made that clear by calling them mental attacks but apparently not. Will edit.

You're probably right about the mental attack result thing. Will edit.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 05, 2012, 06:51:11 PM
How's it look now?

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, and it's fast enough to be used in combat. Defending against this effect uses the Discipline skill.
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.
Weaponized Telepathy [-1]. You may make attacks with your telepathy against anyone in your line of sight. These attacks 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) You may use your telepathic attacks to deliver commands. You may treat targets taken out by your mental attacks as though you had taken them out in social combat. If you take a target out in a single attack this way, they remain unaware that they were influenced. But unsuccessful attacks are obvious.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 05, 2012, 08:38:24 PM
I'd extend the +1 bonus to empathy (or possibly now discipline) defense against deception attacks/maneuvers, as I'm having a hard time imagining how being able to read the thoughts of someone lying to you would fail to give you some small advantage in spotting that lie.
Still no clearer on the speed of use.

Pain (assuming physical as opposed to emotional) seems an inappropriate symptom of mental stress.

Compulsive upgrade:
not all social take-outs would seem appropriate for this power, and I'm not even sure this clause is even needed
final clauses are problematic - currently implies that attacks which successfully force consequences are 'unsuccessful'; also runs into problems re: other sources of mental stress/consequences (there will always be a single attack that takes a target out), and how consequences that enforce temporary compulsions can function if they are 'obvious' to the
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 06, 2012, 06:19:06 AM
I'd extend the +1 bonus to empathy (or possibly now discipline) defense against deception attacks/maneuvers, as I'm having a hard time imagining how being able to read the thoughts of someone lying to you would fail to give you some small advantage in spotting that lie.

Good idea.

Still no clearer on the speed of use.

I didn't think I had to be, since I no longer mention time. Everything takes one exchange in this game, why would this be any different? Does Incite Emotion specify that it takes one exchange to use?

Pain (assuming physical as opposed to emotional) seems an inappropriate symptom of mental stress.

No it doesn't.

(In my opinion. Not sure what more to say.)

Compulsive upgrade:
not all social take-outs would seem appropriate for this power, and I'm not even sure this clause is even needed
final clauses are problematic - currently implies that attacks which successfully force consequences are 'unsuccessful'; also runs into problems re: other sources of mental stress/consequences (there will always be a single attack that takes a target out), and how consequences that enforce temporary compulsions can function if they are 'obvious' to the

Compulsions can work even if they're obvious, because they trump one's free will.

An attack which does not take its target out is unsuccessful, so far as I can tell.

The social take-out clause was the best way I could think of to sum up the scope of the compulsions. If you have a better idea, I'm all ears.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 12, 2012, 04:58:16 AM
Man, the recent arguments have totally killed my productivity.

It's time to get back to work. I have a stunt list to finish cleaning up, an Item of Power list to update, and a Sponsored Magic list to add to.

Plus the wiki and the guide, but those can wait.

Plus this.

It just occurred to me that the "unaware of the attack" thing could just be part of the take-out narration. So forget that bit. Also, I think I have a better way to phrase the limits of the compulsions now.

Added maneuvers to Mental Communication and Weaponized Telepathy because if you can act on something you should be able to put aspects on that thing.

New version:

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.

I think that this might be good enough to call finished. But I'm half-asleep here, so maybe I'm just deluding myself here.

Please tell me what you think of this.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 25, 2012, 05:32:14 AM
Continuing with the mental theme, here's Stoicism. I didn't change much, I just reworded it, made the Catch optional, and added a rebate for taking it with normal Toughness.

Changed the Catch bit because I couldn't think of a problem with catchless Stoicism.

Gave a rebate because a) Stoicism seems pricey in most games and b) once you've covered the most common damage type the other type ought to be cheaper and c) I wanted to make it affordable to be tough against everything.

Any comments?

Think I might go after The Catch next. Which would deserve its own thread.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 26, 2012, 02:19:15 AM
So, here's what's left of the list of planned edits I posted earlier.

Shadow Manipulation:

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).

Hunger Magic:

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.

Being A Swarm:

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.

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.

Powers That Negate All Creatures Are Equal Before God:

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.)

[-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.

Mindless:

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.

Here are my planned changes, and the reasons for them:

-Mindless will become free. Its drawbacks are sufficiently large that charging people for it seems weird. I'm also going to reword a little to expand its usefulness.

-The ACaEBG negators will be merged into a single -2 Power. I'd just as soon get rid of them, but this list should accomodate people who want such powers. It is, after all, a set of options.

-Swarm Of Nasties will be dropped in favour of Swarm Body. Swarm Body will be reworded and reformatted slightly, but not changed much. I might add a note recommending it be taken with Amorphous Form.

-Shadow Manipulation and Hunger Magic will be dealt with later.

Questions, comments, objections?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 26, 2012, 02:51:30 AM
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.
This is not how blocks work.  Blocks do not get to specify what opposes them.  Blocks specify what they oppose (and all else is unaffected by them).
Reword as a 'block against perception'.
Further, I see no need to specify that it be a defensive block.  When you can increase the opacity of your shadow to obscure a relatively large area in order to prevent someone from seeing you, you can increase its opacity to prevent someone from seeing things that aren't (necessarily) you (but that might include you).

Reach Into the Well. You may invoke one spellcasting related aspect for the cost of two hunger stress without paying a fate point.
This needs clarification.  To what end can an aspect be invoked in this way (not all spellcasting-related-aspects will have spellcasting as their only viable purpose for invoking), and how frequently (once per action / once per action per aspect / once per scene?)





Aside from Mindless, which is a complex problem in its own right, the above are my recommended changes to / concerns regarding those powers not being abandoned in favour of a superior alternative.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 26, 2012, 08:14:29 PM
I think I'm gonna ditch everything from Shadow Manipulation except the maneuvers and blocks. Your suggestion for the blocks sounds good, so I'll do that.

As for Hunger Magic, I really have no idea how it's supposed to work. Especially since the way that Feeding Dependency works is so opaque.

Any particular issue with Mindless?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 27, 2012, 04:30:38 AM
I think I'm gonna ditch everything from Shadow Manipulation except the maneuvers and blocks. Your suggestion for the blocks sounds good, so I'll do that.
In that case, I'd also recommend an upgrade to allow attacks.

As for Hunger Magic, I really have no idea how it's supposed to work. Especially since the way that Feeding Dependency works is so opaque.
It seems to be a relatively simple stress-hit-for-roll-bonus power, but with a minimum increment of two and a limit related to available aspects (the degree of that limitation depending on the answers to my previous questions regarding frequency of use)

Any particular issue with Mindless?
Most a matter of the scope of effects that could be reasonably included combined with the definitions of skill trappings 'requiring thought'.
The vast majority of skill trappings used by thinking beings are going to be thought about by those beings, but most of those could also theoretically be carried out by unthinking beings as well, and as such clearly do not require though (if something requires thought, it cannot be accomplished without thought; if something can be accomplished without thought, it cannot require thought).  Depending on how strictly that clause were to be interpreted, the power could be worth a substantial bonus to refresh, even with the blanket immunities.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 27, 2012, 05:09:18 AM
In that case, I'd also recommend an upgrade to allow attacks.

I'd rather just tell people to buy Long Reach or Telekinesis or Channelling.

It seems to be a relatively simple stress-hit-for-roll-bonus power, but with a minimum increment of two and a limit related to available aspects (the degree of that limitation depending on the answers to my previous questions regarding frequency of use)

Yeah, that sounds pretty sensible. But it runs into the old question about whether taking hunger stress that doesn't exceed your track costs powers.

I should probably finish revising Feeding Dependency first.

Most a matter of the scope of effects that could be reasonably included combined with the definitions of skill trappings 'requiring thought'.
The vast majority of skill trappings used by thinking beings are going to be thought about by those beings, but most of those could also theoretically be carried out by unthinking beings as well, and as such clearly do not require though (if something requires thought, it cannot be accomplished without thought; if something can be accomplished without thought, it cannot require thought).  Depending on how strictly that clause were to be interpreted, the power could be worth a substantial bonus to refresh, even with the blanket immunities.

True.

This Power involves more handwavium then I'm comfortable with, but it's elegant and not notably broken. So I'm loath to change it much.

Unless you/other people have a brilliant idea for how to rework it, of course.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 27, 2012, 06:48:34 AM
I'd rather just tell people to buy Long Reach or Telekinesis or Channelling.
Where are the most recent versions of those powers (aside from Channelling, of course)?

not notably broken
(Potentially) Preventing a character from benefiting from the vast majority of skill trappings, regardless of skill rating in exchange merely for an immunity to mental stress (the social stress clause simply limits the flavour of inflicted consequences and Taken-Out results, it does not prevent them), is 'not notably broken'?

In the absence of, at the very minimum, clearer guidelines as to what is barred, the only reasonable assessment I can come up with for this power is, well, I believe the term was 'game-meltingly awful'.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 28, 2012, 01:14:03 AM
Most recent versions should be on the list.

I honestly don't think Mindless is all that bad. The drawbacks are harsh, but we can safely assume that characters who can't handle them won't take Mindless.

What I regret is the vagueness of the Power. Do you think it'd be better to provide a complete list of barred trappings?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 28, 2012, 02:13:53 AM
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, reduce that stress to a single point.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 28, 2012, 04:27:53 AM
Swarm Body could use a language cleanup, but otherwise appears to be substantially improved.
Replace ', reduce that...' with ', you take only a single point of stress.'


Re: Shadow Manipulation
If that's the direction you'd be taking for Shadow Manipulation, I'd likely just call the whole thing a refluffing.
(assuming this (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1341501/topicseen.html#msg1341501) is the most recent version of Long Reach) Add some refluffed form of Glamours to Long Reach to represent the ability to produce blocks against perception.
(assuming this (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1282402/topicseen.html#msg1282402) is the most recent version of Telekinesis) Add a perception block upgrade, or replace the current physical block upgrade with a perception block upgrade as appropriate to the envisioned theoretical capabilities of the power.

Re: Mindless
Characters who 'can't handle' having the vast majority of skill trappings made unavailable?  I'm having trouble conceiving of a character who COULD handle that restriction.
You could try to compile a list of banned trappings, but I doubt you'd be able to do so without running face-first into paradox (especially with the presence of the 'advanced programming' upgrade: if it's possible to take the advanced programming upgrade, then the trapping does not, in fact, require thought, and the advanced programming upgrade is not necessary), no-true-scottsman, your own arbitrary definitions, etc..
Frankly, I don't think banning trappings in that way can ever really work reliably in this system.  I'd leave it as compel fodder.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 28, 2012, 05:18:04 AM
Swarm Body could use a language cleanup, but otherwise appears to be substantially improved.
Replace ', reduce that...' with ', you take only a single point of stress.'

Thanks, will do.

Re: Shadow Manipulation
If that's the direction you'd be taking for Shadow Manipulation, I'd likely just call the whole thing a refluffing.
(assuming this (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1341501/topicseen.html#msg1341501) is the most recent version of Long Reach) Add some refluffed form of Glamours to Long Reach to represent the ability to produce blocks against perception.
(assuming this (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1282402/topicseen.html#msg1282402) is the most recent version of Telekinesis) Add a perception block upgrade, or replace the current physical block upgrade with a perception block upgrade as appropriate to the envisioned theoretical capabilities of the power.

Yeah, those look like the most recent versions to me.

I could make Shadow Manipulation into an upgrade, I guess. But it would feel inelegant. I'll think about it.

Re: Mindless
Characters who 'can't handle' having the vast majority of skill trappings made unavailable?  I'm having trouble conceiving of a character who COULD handle that restriction.

Sue the zombie dinosaur comes to mind. Like the note says, the power is mostly unsuitable for player characters. But it's good for zombies and golems and inanimate objects being modelled as creatures.

You could try to compile a list of banned trappings, but I doubt you'd be able to do so without running face-first into paradox (especially with the presence of the 'advanced programming' upgrade: if it's possible to take the advanced programming upgrade, then the trapping does not, in fact, require thought, and the advanced programming upgrade is not necessary), no-true-scottsman, your own arbitrary definitions, etc..
Frankly, I don't think banning trappings in that way can ever really work reliably in this system.  I'd leave it as compel fodder.

What if the bans were replaced with big penalties? Would that be workable?

See, I don't really want to make having no brain super expensive. So I need to balance out the mental invincibility somehow. And I don't like the idea of having to find an in-game justification for when Sue refuses the "you can't do occult research" Compel.

These problems can solve each other. Sure, the Mindless Power will be unsuitable for PCs. But nobody (that I've ever heard of) wants to play a character without a brain anyway.

Oh, and the Superior Programming thing doesn't present any problem that I can see. It lets you do something that requires thought without thought. Doing the impossible is standard for Powers, right?

PS: In retrospect, Telekinesis should probably allow blocks without an upgrade. After all, Guns can be used for blocks.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 28, 2012, 07:23:55 AM
Sue the zombie dinosaur comes to mind. Like the note says, the power is mostly unsuitable for player characters. But it's good for zombies and golems and inanimate objects being modelled as creatures.
I don't have difficulty coming up with characters who could conceivable have a power to represent their 'mindlessness', what I have difficulty with is conceiving of a character incapable of executing any trapping of a skill that the GM concludes 'requires thought'.  The problem being that that variable is wholly undefined.  From a player's point of view, then, until it has been defined, or at least refined, it must be assumed to be as punitive as it could possibly be.
I cannot conceive of a character that could function should the GM, on a whim, decide that using Fists to attack requires thought, or that using Athletics to overcome physical obstacles to movement requires thought, or that using Investigation to locate the source of a scent requires thought.  All of those things, for humans (which, I'm pretty sure are the go-to example of 'thinking beings' these days), require thought, even for highly trained experts, to some minimal degree.
I have difficulty conceiving of a functional character that cannot perform the most basic of tasks.

What if the bans were replaced with big penalties? Would that be workable?
I doubt it, but if you write something up, maybe you'll prove me wrong.

See, I don't really want to make having no brain super expensive. So I need to balance out the mental invincibility somehow. And I don't like the idea of having to find an in-game justification for when Sue refuses the "you can't do occult research" Compel.
Well, for starters, I'd ask the player how they think they're going to justify having points in a research skill in the first place, and then wait to be impressed.  I'd do that during character creation.  Because Sue does not seem to be the Brains-y type.
After the compel was in play, though you'd deal with it in the same way that you'd deal with a BCV refusing a 'the sun is rising' compel.  Find whatever flimsy excuse you need for that situation simply not to inconvenience the character.

These problems can solve each other. Sure, the Mindless Power will be unsuitable for PCs. But nobody (that I've ever heard of) wants to play a character without a brain anyway.
As I believe you've pointed out yourself in the past (or it might have been someone else and I'm confused), simply marking a power available only to NPCs does not make it balanced.  Rather, it demonstrates just how UNbalanced the power actually is.

Oh, and the Superior Programming thing doesn't present any problem that I can see. It lets you do something that requires thought without thought. Doing the impossible is standard for Powers, right?
If you don't think a paradox (something that, by its own definition, can't happen, rather than 'magic' which merely defies conventional understanding) is a problem, how about a simple costing conundrum?
How many trappings do you imagine could possibly be barred by Mindless?  How much refresh would it cost to gain immunity to mental stress?  How much refresh would it cost to overcome the drawbacks of Mindless, a power which offers no benefit beyond mental stress immunity, but includes a significant drawback (something generally represented as affording a rebate)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 28, 2012, 08:22:00 AM
I don't have difficulty coming up with characters who could conceivable have a power to represent their 'mindlessness', what I have difficulty with is conceiving of a character incapable of executing any trapping of a skill that the GM concludes 'requires thought'.  The problem being that that variable is wholly undefined.  From a player's point of view, then, until it has been defined, or at least refined, it must be assumed to be as punitive as it could possibly be.
I cannot conceive of a character that could function should the GM, on a whim, decide that using Fists to attack requires thought, or that using Athletics to overcome physical obstacles to movement requires thought, or that using Investigation to locate the source of a scent requires thought.  All of those things, for humans (which, I'm pretty sure are the go-to example of 'thinking beings' these days), require thought, even for highly trained experts, to some minimal degree.
I have difficulty conceiving of a functional character that cannot perform the most basic of tasks.

This is what I was worried about. What trappings are forbidden is too vague. It's certainly not intended to include running or punching, but it can be read that way. I should probably do something about that.

Well, for starters, I'd ask the player how they think they're going to justify having points in a research skill in the first place, and then wait to be impressed.  I'd do that during character creation.  Because Sue does not seem to be the Brains-y type.
After the compel was in play, though you'd deal with it in the same way that you'd deal with a BCV refusing a 'the sun is rising' compel.  Find whatever flimsy excuse you need for that situation simply not to inconvenience the character.

You don't need skill points to make skill rolls. If Sue has no points in Lore, she can still attempt occult research.

Anyway, avoiding the need to make super-flimsy Compel refusal justifications is a good thing. It's often not practical, but here I think its doable.

As I believe you've pointed out yourself in the past (or it might have been someone else and I'm confused), simply marking a power available only to NPCs does not make it balanced.  Rather, it demonstrates just how UNbalanced the power actually is.

Very true. I have pointed that out.

But this power isn't overpowered or underpowered, as I understand it. The problem is that it's overly loosely defined and might be totally non-functional.

It's not compatible with any concept that I'd expect anyone to play, so it probably won't see any PC use. But it should still be costed so that it'd be worth it but not too worth it for a PC.

If you don't think a paradox (something that, by its own definition, can't happen, rather than 'magic' which merely defies conventional understanding) is a problem, how about a simple costing conundrum?
How many trappings do you imagine could possibly be barred by Mindless?  How much refresh would it cost to gain immunity to mental stress?  How much refresh would it cost to overcome the drawbacks of Mindless, a power which offers no benefit beyond mental stress immunity, but includes a significant drawback (something generally represented as affording a rebate)

A mental version of Physical Immunity should probably cost 8 Refresh, minus Catch value. The social benefits of Mindless are not meaningless, but they are hard to put a price on.

If you start buying back every trapping you lost, you'll soon spend more than you would have just buying the Power without drawbacks. That's because the drawbacks of the power are costed under the assumption that they'll be unimportant to your character, while the benefits are costed under the assumption that they'll be central.

A parallel example would be a Power giving +2 to X and -2 to Y, where X and Y are roughly equally important in a vacuum. It wouldn't be free, obviously. Because I'm not going to take it unless X is more important than Y to me. And if I buy something giving +2 to Y to balance out the drawback, it should totally cost more than just buying +2 to X.

Does that make sense?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on May 28, 2012, 08:58:24 AM
I would work the power so it prohibits a mindless monster from taking part in social or mental combat, they can't do social or mental attacks, maneuvers or blocks but they also can't be effected by such actions. Also for a mindless creature the skill pyramid will be very stupid as an Iron Golum would have a lot physical stats really high endurance and might would need to be at least superb and to get those stats you would need to have a whole bunch of skills a Iron Golum wouldn't/couldn't have.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 28, 2012, 10:02:04 AM
But this power isn't overpowered or underpowered, as I understand it. The problem is that it's overly loosely defined and might be totally non-functional.
As I read it, it's no longer a matter of over-/under-powered.  It's just plain broken.

It's not compatible with any concept that I'd expect anyone to play, so it probably won't see any PC use. But it should still be costed so that it'd be worth it but not too worth it for a PC.
Ideally, all powers should be costed to be 'worth it but not too worth it' for PC and NPC alike.

The social benefits of Mindless are not meaningless, but they are hard to put a price on.
The Social benefits of Mindless do two things:
A) limit the nature of consequences taken from social stress - this is not a benefit worth refresh, particularly given the fact that the player of the victim of an attack chooses the consequence anyway
B) limit the nature of Taken-Out results (including Concesssions) resulting from social stress - this is not a benefit worth refresh, as it in no way reduces the severity of the result, only its narrative form
Each of these 'benefits' could plausibly be deduced from an application of the Aspect associated with the Mindless power (High Concept, if nothing else) to the 'reasonableness test' to which Consequences and Taken-Out results are subject.
It's not that they're difficult to put a price on, it's that they are not justified in having a price at all.

If you start buying back every trapping you lost, you'll soon spend more than you would have just buying the Power without drawbacks. That's because the drawbacks of the power are costed under the assumption that they'll be unimportant to your character, while the benefits are costed under the assumption that they'll be central.

A parallel example would be a Power giving +2 to X and -2 to Y, where X and Y are roughly equally important in a vacuum. It wouldn't be free, obviously. Because I'm not going to take it unless X is more important than Y to me. And if I buy something giving +2 to Y to balance out the drawback, it should totally cost more than just buying +2 to X.

It makes perfect sense.  In a general sense, I wholeheartedly endorse it.
Here, however, it fails utterly.  Mostly, again, because of the vague, over-broad reach of the penalty.
I expect to have characters spend more on a bonus of a given magnitude than they'd see back from an equal penalty, but this much more?  Your character literally might not be able to get out of the bed in the morning, let alone do anything meaningful that it has perfectly suitable stats for...more?  All just to buy off 'your jedi mind tricks don't work on me'?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 29, 2012, 06:14:29 AM
Ideally, all powers should be costed to be 'worth it but not too worth it' for PC and NPC alike.

Yep.

The Social benefits of Mindless do two things:
A) limit the nature of consequences taken from social stress - this is not a benefit worth refresh, particularly given the fact that the player of the victim of an attack chooses the consequence anyway
B) limit the nature of Taken-Out results (including Concesssions) resulting from social stress - this is not a benefit worth refresh, as it in no way reduces the severity of the result, only its narrative form
Each of these 'benefits' could plausibly be deduced from an application of the Aspect associated with the Mindless power (High Concept, if nothing else) to the 'reasonableness test' to which Consequences and Taken-Out results are subject.
It's not that they're difficult to put a price on, it's that they are not justified in having a price at all.

I think you're wrong. A Mindless character can't be intimidated into backing down or talked into doing something dumb. Social attacks cannot affect their actions meaningfully. That's valuable.

Think of the social effects as Social Immunity with a Catch of Reputation-based attacks.

It makes perfect sense.  In a general sense, I wholeheartedly endorse it.
Here, however, it fails utterly.  Mostly, again, because of the vague, over-broad reach of the penalty.

Yeah, the vagueness does need to be fixed. But I don't think it's over-broad. There are plenty of characters who have no purpose outside of a fight.

I expect to have characters spend more on a bonus of a given magnitude than they'd see back from an equal penalty, but this much more?  Your character literally might not be able to get out of the bed in the morning, let alone do anything meaningful that it has perfectly suitable stats for...more?  All just to buy off 'your jedi mind tricks don't work on me'?

Again, it's obviously insane if you interpret the penalty as broadly as possible. But going with a non-crazy interpretation, it's got rather little effect on some characters.

Don't think of the incapabilities as a cost for having immunity to mental attacks. Think of the immunities as a reward for having  no mental abilities.

Basically, this power lets characters opt out of mental stuff entirely. They can't use it and it can't be used on them.

That aside, I'll try and come up with something less vague tomorrow.

PS: The skill pyramids on mindless creatures do get a bit weird, but I've found them to be (barely) workable up to Chest Deep.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 31, 2012, 02:22:54 AM
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.

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 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 never use the listed trappings of the following skills: Burglary (Casing, Infiltration), Contacts (All Trappings), Conviction (All Trappings), Deceit (All Trappings), Discipline (All Trappings), Driving (Street Knowledge And Navigation), Empathy (All Trappings Except Social Initiative), Guns (Gun Knowledge), Intimidation (Provocation, Interrogation, Social Attacks), Investigation (Examination), Lore (Arcane Research, Common Ritual), Performance (All Trappings), Presence (Command), Rapport (All Trappings), Resources (All Trappings), Scholarship (All Trappings Except Languages), Survival (Scavenging, Animal Handling, Camouflage), Weapons (Weapon Knowledge).
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.

PS: Not sure whether to have Mindless affect Craftsmanship. Thoughts?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 31, 2012, 04:35:07 AM
the Skills Affected line of No Salvation is wrong.  Copy-pasted from Mindless?


Purely instinctual creatures are quite capable of performing many of the trappings listed as banned, most particularly the Survival trappings.  I'm pretty sure multiple instances of Superior Instincts should not be a default upgrade simply to represent the capabilities of insect-level 'non-intelligence'.
Beyond that, simply 'programming' an entity to store and retrieve information (meaning any and all of the 'knowledge' trappings) on command is neither particularly complex nor impressive when one is already capable of programming it to reliably distinguish friend from foe, navigate complex terrain, or just plain walk without falling over.
These problems would be what I believe I described earlier as 'your own arbitrary definitions' (or something to that effect).

As for the benefits of this power 'no effect on your actions' is an inappropriate limitation.  A social consequence or taken-out result might mean that a large crowd stands in your path, preventing you from achieving whatever your goal might be without first dealing with the crowd.  This has an 'effect on your actions', and would thus be banned by this power, but is entirely in keeping with the concept.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 31, 2012, 04:50:57 AM
the Skills Affected line of No Salvation is wrong.  Copy-pasted from Mindless?

Yes. Will fix. Thanks for pointing it out.

Purely instinctual creatures are quite capable of performing many of the trappings listed as banned, most particularly the Survival trappings.  I'm pretty sure multiple instances of Superior Instincts should not be a default upgrade simply to represent the capabilities of insect-level 'non-intelligence'.
Beyond that, simply 'programming' an entity to store and retrieve information (meaning any and all of the 'knowledge' trappings) on command is neither particularly complex nor impressive when one is already capable of programming it to reliably distinguish friend from foe, navigate complex terrain, or just plain walk without falling over.
These problems would be what I believe I described earlier as 'your own arbitrary definitions' (or something to that effect).

I'm open to the possibility that my biases might be screwing this up. What changes would you suggest?

Bear in mind that animals, while dumb, are not Mindless. You can social-fu them with Survival and control them with Domination.

For a computer, retrieving info isn't hard. But zombies and golems and super-sized microbes and other such things, who are the typical users of Mindless, are totally incapable of such actions.

Maybe I should group trappings together so that they can be purchased together for a discount with Superior Programming. That'd let robots be made at reasonable costs.

As for the benefits of this power 'no effect on your actions' is an inappropriate limitation.  A social consequence or taken-out result might mean that a large crowd stands in your path, preventing you from achieving whatever your goal might be without first dealing with the crowd.  This has an 'effect on your actions', and would thus be banned by this power, but is entirely in keeping with the concept.

Alright, I'll change the wording a bit.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 31, 2012, 05:46:27 AM
I'm open to the possibility that my biases might be screwing this up. What changes would you suggest?
I suggested what I honestly believe to be the best solution earlier: leave it to compels.

Bear in mind that animals, while dumb, are not Mindless. You can social-fu them with Survival and control them with Domination.
I'm not talking about animals in the sense of mammals, birds, or even fish, here.  I'm talking about insects, spiders, etc.  I'm talking about things with brains that most people would barely recognize as such.  Things with less computing power in their network of neurons than you likely have in whatever PC you're using to access the internet.
I mean, good luck attempting to use any sort of communication recognizable as language to persuade a mosquito to go bite someone else...
Heck, any entity capable of following the command 'acquire a weapon from those present on this table right in front of you' would be absurd without also having the ability to use the Scavenging trapping of Survival. ('gather sticks from the surrounding woods and bring them here')

For a computer, retrieving info isn't hard. But zombies and golems and super-sized microbes and other such things, who are the typical users of Mindless, are totally incapable of such actions.
A standard computer is definitely Mindless.  A computer doesn't need to be notably 'complex' or 'impressive' to be able to store and retrieve data.  The exclusion of an entity controlled by a computer among your list of 'typical users' is thus a prime example of those arbitrary definitions.
On the other hand, a computer DOES need to be notably complex/impressive in order to achieve many of the capabilities NOT listed in this power, such as much of Athletics.

Maybe I should group trappings together so that they can be purchased together for a discount with Superior Programming. That'd let robots be made at reasonable costs.

I'm not convinced that this would be sufficient as a fix (in fact, I highly suspect that it would not be, though I'll await an actual examination before making a definitive conclusion), but I can definitely see it as a distinct improvement.



As for your uncertainty regarding Crafting: insects build structures of a complexity rivaling modern humans, and surpassing ancient ones, and almost any Golem is going to be capable of Breaking Things.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 31, 2012, 05:56:19 AM
A Mindless creature can still gather sticks, if it doesn't have to do any real searching. It could pick a weapon off of a table, but not out from under a pile of metal scraps.

In other words, it can work just fine until it runs into something that would require an actual dice roll. But even a difficulty 0 roll will stop it cold.

Does that make sense?

If not, I doubt letting Mindless beings do complex perception will have any real consequences. The list of banned trappings is pretty long, maybe too long.

Anyway, computer-controlled beings aren't really in-genre. So I don't expect to see too many of 'em. So I'm treating them as an unusual case.

This power is not for robots but applicable to zombies. It's for zombies but applicable to robots. If you need to buy some upgrades to run a robot off of it, that's fine by me.

I figure that a Golem probably breaks stuff with Might rather than Craftsmanship, but you're probably right. I'll leave Craftsmanship off the list.

PS: Now that the vagueness of the power has been addressed, you're mostly criticizing it based on semi-mechanical reasons of "making sense", right? I want to make sure that I have the issues right here.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 31, 2012, 07:22:59 AM
A Mindless creature can still gather sticks, if it doesn't have to do any real searching. It could pick a weapon off of a table, but not out from under a pile of metal scraps.

In other words, it can work just fine until it runs into something that would require an actual dice roll. But even a difficulty 0 roll will stop it cold.

Does that make sense?
One of the most common reasons for dice rolls on simple actions is a time constraint.  I do not see why having a time constraint would mean automatic utter failure for a mindless being on a task that it is otherwise capable of completing satisfactorily.
And if a golem can pick a target designated to it out of a room of not-target (chairs, tables, other people, it's creator/master...) I don't see why it would be fundamentally automatically incapable of identifying the halberd in the scrap metal.



PS: Now that the vagueness of the power has been addressed, you're mostly criticizing it based on semi-mechanical reasons of "making sense", right? I want to make sure that I have the issues right here.
Yes, the over-arching game-melting-ness of the previous version is successfully, well, minimized, in this version.

No, 'making sense' is not the sole issue remaining.  I also believe that the current incarnation of the exception upgrade is substantially overcosted and that the current list of banned trappings is both too large and too fixed.
I do not believe that robots should require either substantially more refresh than golems or their own equivalent power.  I believe that this power is capable of representing both equally without bias.  Just not in its current form.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: eri on May 31, 2012, 09:49:56 AM
How about instead of restricting it to a specific list of trappings that are forbidden, you say something like:

"Incapable Of Thought. Not being able to think has its downsides. There are some skill trappings you may never use. Have the GM go through the skill list and cross out trappings that your specific type of mindless would not logically be able to use. The following list is suggested as forbidden for golems, but you may need to adjust for robots: [insert list here]
Superior Instincts/Programming [-1]. The complexity of your program or your instincts is impressive. Select up to three skill trappings. Ignore the effects of Incapable Of Thought on those trappings. This trapping may be purchased multiple times."

A bit better maybe? You may want some kind of set number for least amount of skill trappings to be forbidden and you might want to have some kind of cummulative price increase for each time you take Superiour Instincts/Programming

I also suggest reminding the GM that social consequences may come to the "owner" of the mindless thing instead of the thing itself. If the owner is known, that is.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on May 31, 2012, 12:36:31 PM
I also suggest reminding the GM that social consequences may come to the "owner" of the mindless thing instead of the thing itself. If the owner is known, that is.

Consequences resulting from an attack on one entity cannot instead place the resulting aspect on another entity.

Social attacks against the creator/owner of a Mindless entity might, in their narrative description, reference the Mindless entity, but they would not mechanically be directed at it, nor defended against by it.


Your edit to the power, on the other hand, brings us right back to the game-meltingly-awful uncertainty that this power contained in its previous version.  A power with concrete drawbacks defined at the whim of the GM cannot be balanced outside of a single instance (ie. one particular GM in one particular game for one particular character and even possibly represented by one particular player, in some cases).
It contains the comparatively minuscule improvements over that previous version of a recommended list for a single vague category of potential users of the power and allowing 3 trappings to be excluded at a time for no additional cost.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 31, 2012, 07:32:01 PM
I agree with Tedronai's most recent post.

One of the most common reasons for dice rolls on simple actions is a time constraint.  I do not see why having a time constraint would mean automatic utter failure for a mindless being on a task that it is otherwise capable of completing satisfactorily.

I suppose that, given time, you could just try everything until something works. Or perhaps time constraints never force a roll, but often make difficulties increase to the point that failure is a meaningful possibility.

Both answers are a bit kludge-y though.

No, 'making sense' is not the sole issue remaining.  I also believe that the current incarnation of the exception upgrade is substantially overcosted and that the current list of banned trappings is both too large and too fixed.
I do not believe that robots should require either substantially more refresh than golems or their own equivalent power.  I believe that this power is capable of representing both equally without bias.  Just not in its current form.

Aight, I'll see what I can do.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: eri on June 01, 2012, 03:07:21 AM
Consequences resulting from an attack on one entity cannot instead place the resulting aspect on another entity.

Social attacks against the creator/owner of a Mindless entity might, in their narrative description, reference the Mindless entity, but they would not mechanically be directed at it, nor defended against by it.

[...]
A power with concrete drawbacks defined at the whim of the GM cannot be balanced outside of a single instance (ie. one particular GM in one particular game for one particular character and even possibly represented by one particular player, in some cases).

I didn't mean game-mechanic consequences, just regular ones ;)

...and apparently I didn't read far enough back in the discussion. Sorry. Don't have time to go back now, but might my edit be improved by defining a few lists of forbidden trappings for some different classes of mindless beings and saying pick one? That's sort of what I meant in the first place. (Though I've always been a fan of adapting things on a case by case basis, so maybe that's just my style...) Once the GM's made a list for, say, zombies, he would presumably stick to that list for all other zombies, right?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2012, 09:06:03 PM
...might my edit be improved by defining a few lists of forbidden trappings for some different classes of mindless beings and saying pick one?

Yes.

That's fairly similar to what I intend to do, actually. I'm going to subtract some trappings from the list, then require people to add a few from a second list.

Unless that turns out not to work. We'll see.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 02, 2012, 06:01:11 AM
Aight, took another crack at Mindless. Decided not to add variations because frankly it's complicated enough. So I just shortened the list of banned effects somewhat.

Also, Shadow Manipulation is done. Whoop de do.

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.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 03, 2012, 08:14:13 PM
Should I assume that these are good since I haven't taken any flack for them yet?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on June 03, 2012, 08:34:40 PM
Shadow Manipulation is a bit ill-defined as to the scope of aspects it creates, but otherwise seems good.

Mindless...there are still a few trappings on there that I'd call questionable, and I still dislike the approach on principle, but it is vastly improved.  I'd be prepared to just let it pass at this point.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 05, 2012, 05:07:34 AM
Good enough for me.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 10, 2012, 09:30:24 PM
Updated the list (http://dl.dropbox.com/u/43356063/Custom%20Powers%20Master%20List%20%28V3%29.odt) again.

Current length is 48 pages, 25 534 words, and 153 861 characters. File size is 81 KB.

Added a bunch of stuff from this thread and the normal Custom Powers thread.

Didn't do any quality control, so there's some new stuff that needs work.

Didn't remove anything except the old versions of the new Powers.

Planning another update soon, to add Bag Of Tricks and the various in-progress canon Power rewrites on this board.

I'm not totally satisfied with the categories we have here. Minor Abilities is absolutely bloated. I think maybe we should add some more categories...any suggestions?

Here's what I added:

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 Powers Master List (Work In Progress)
Post by: Silverblaze on June 12, 2012, 01:42:27 AM
Might call one:

Supernatural Stunts - Stunts that require powers to take.


--------------------------------------------------------------------------------------------------

Offering up power escalation here: (It was inevitable) 8)

There Comes A Time When Even Gods Must Die [-2]
Description:Your divine sanction is on par with the Archangels or perhaps greater.  You have been chosen to stand against the darkness and your attacks are anathema to them. 
Musts: You must possess a poweror powers that already bypass Catches.
Skills Affected: Conviction
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 (which it does), don't use it.
Effects: A Shining Light In The Darkness: Your attacks that bypass Catches are capable of bypassing Immunities including "There Is No Salvation".
Repellent Conviction: If your conviction is greater than your weapon rating; you may add one stress to all attacks that bypass the Catch.



 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 12, 2012, 02:20:13 AM
Ha. Ha.

What's the Supernatural Stunt comment referring to?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on June 12, 2012, 04:59:36 PM
Ha. Ha.

What's the Supernatural Stunt comment referring to?

You wanted a new category for powers.

I figured calling one supernatural stunts ( a stunt that requires a power to have ; precluding a Pure Mortal from taking it, would basically be a power.)  You could call a new catergory Supernatural Stunts to help organize all the stunts or additions to powers that serve as stunts or superpowered stunts into this category.


As for the Ha. Ha. line: I meant what I typed on;y 60% in jest.  I honestly believe that sort of arms race would and should happen.  I feel it is just as viable a power.  I also think "The is no Salvation" should protect from holy touch and soulfire.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 13, 2012, 06:53:59 AM
Um...which Powers would go into that new category?

I just flipped through the list and I didn't see much that could be called a stunt.

Which is good, since I've worked hard to avoid Powers that ought to be stunts.

And I'd really rather not split the upgrades off of Powers. That would make the organization of the list significantly more confusing.

Good call concerning Soulfire. No need to specify that it works against Holy Touch, though. Holy Touch doesn't penetrate Catches.

PS: List update won't be today. Too tired.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on June 13, 2012, 12:56:49 PM
Um...which Powers would go into that new category?

I just flipped through the list and I didn't see much that could be called a stunt.

Which is good, since I've worked hard to avoid Powers that ought to be stunts.

And I'd really rather not split the upgrades off of Powers. That would make the organization of the list significantly more confusing.

Good call concerning Soulfire. No need to specify that it works against Holy Touch, though. Holy Touch doesn't penetrate Catches.

PS: List update won't be today. Too tired.


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.

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.

Those aren't stutns I guess.  They do seem like upgrades to powers that are seperate from the powers they attach to.

Holy Touch does one stress regardless of toughnesses.  It sort of bypasses catches.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 14, 2012, 02:55:18 AM

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.

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.

Those aren't stutns I guess.  They do seem like upgrades to powers that are seperate from the powers they attach to.

Those are all in need of rewrites. If I'm not mistaken, they were all added in the latest update too.

Holy Touch does one stress regardless of toughnesses.

Upon what evidence do you found this conclusion? I see no reason to assume that the stress from Holy Touch has any special interaction with Toughness.

Once again, too tired to revise the list.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 25, 2012, 04:17:17 AM
Looking over the list today, I realized that I had not replaced the old Telepathy Power with the new and improved version.

So I did that.

Just letting y'all know.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on June 26, 2012, 08:52:41 PM


Upon what evidence do you found this conclusion? I see no reason to assume that the stress from Holy Touch has any special interaction with Toughness.






It says it under the power write up in Your Story.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on June 26, 2012, 09:01:43 PM
Holy touch fulfills the catch of only "some creatures" not all of them, obviously the power is talking about creatures weak to holy. As for the 1 stress hit part of the power this isn't stated to ignore toughness.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 27, 2012, 04:34:37 AM
So far as I can tell, ways and means is correct.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on June 29, 2012, 03:28:35 AM
Holy touch fulfills the catch of only "some creatures" not all of them, obviously the power is talking about creatures weak to holy. As for the 1 stress hit part of the power this isn't stated to ignore toughness.

If it doesn't even ignore the toughness of things weak to holy it's pretty shitty.

I have to hope it would always deal one stress regardless of toughness. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on June 29, 2012, 03:47:55 AM
Hope as you will.
Houserule as you will.

I don't see room for debate where the RAW is concerned on this issue.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Radecliffe on June 29, 2012, 02:52:01 PM
I have to go with Tedronai on this one.  There is no reason to believe that a holy touch should bypass any toughness power.  I do believe it would satisfy the Catch of toughness powers that were weak to holy things though.  That just makes sense.  But against anyone else it makes no sense at all. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 04, 2012, 01:26:36 AM
I guess I dislike the wording.

It never should have mentioned doing 1 stress.  Simply say unarmed attacks serve as weapon : 1.  ( It does say unarmed attacks are treated as weapon : 1.  I don't know why the dealing one stress part was mentioned.  Why it didn't simply say your unarmed attacks satisfy the catch of holy.

I'm not so much arguing my point anymore; just trying to figure on the rationale behind the wording.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 04, 2012, 05:39:44 AM
I agree, actually.

Tried to fix all that with my rewrite. Hopefully I succeeded.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 04, 2012, 05:26:37 PM
I agree, actually.

Tried to fix all that with my rewrite. Hopefully I succeeded.

I think you did.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Shiniba on July 08, 2012, 04:51:59 AM
So, reading this thread and some recent announcements in the nerd community got me thinking about a power. My first time designing anything in this system, so I'm sure it's gonna need some balancing.

Magical Soldier (+2)
You are completely indistinguishable from a normal mortal most of the time. However when the chips are down you have an ace up your sleeve, a seemingly mundane object which triggers the awakening of potential inside of you. Your attire changes to that of your Soldier Form, and powers that were otherwise inaccessible to you become unlocked.

Soldier Trigger- You have a small, otherwise mundane item in your possession. Holding that item and speaking an incantation activates your Soldier Form. The incantation and transformation takes your entire turn. Your Soldier Form looks identical to your normal form, except for minor differences in things like hair length and eye color, and your attire changes.
Block- You have a mental block which keeps you from accessing your Soldier Form without your the item in your Soldier Trigger. The Soldier Form is not granted by the item, you just need it to access the Form.
Soldier Power- Any Supernatural Powers you have (At least 3 Fate Points' worth) which do not come from an external force (Faith Powers, Sponsored Magic, etc) must be tied to your Soldier Form, and cannot be accessed or used when in your normal form.
Soldier Gear- Any armor, weapons, or magical gear you own is tied to your Soldier Form. In your normal form, you can't carry anything more dangerous than a pocket knife.

Edit: The news was that they're remaking Sailor Moon.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 08, 2012, 11:09:48 PM
Sorry if I'm being thick, here, but how does this differ from Human Form + Item Of Power?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Shiniba on July 08, 2012, 11:19:12 PM
I forgot about Human Form, I haven't developed an encyclopedic knowledge of this game the way I have some other ones yet. It's a good deal more restrictive than Human Form, since it has stricter effects on your powers and your equipment ties into it as well. There mechanics are pretty similar though, I'll grant you that. Human Form doesn't do everything I was looking for in a Sailor Moon-esque transformation power though. I could add a note that you only get +1 if you have Human Form, that way the benefits don't stack.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 08, 2012, 11:25:12 PM
What about Human Form is inappropriate or insufficient?

Given how similar it is, I think that rewriting Human Form might be your best bet here.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Shiniba on July 08, 2012, 11:50:56 PM
It doesn't change your equipment the way your typical Magical Girl anime transformation does, at least not explicitly. That's pretty much it, though.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 09, 2012, 05:30:22 AM
Unimportant cosmetic gear could just be narrated.

Gear that actually matters could maybe be covered with a variant of:

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.

Of course, that assumes that you're using Beast Change to represent the magical girl form.

Hm. Flesh Forgery looks less impressive than it did when I first wrote it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Shiniba on July 09, 2012, 06:24:25 AM
Yeah, I suppose you guys are right. Between Human Form and other options, there's not much need for my writeup.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 11, 2012, 02:41:28 AM
IMMUNITY [-varies]
Description: You are completely immune to some form of harm.
Note: The cost examples provided here are intended for the hypothetical average game. In unusual games, they may need to be adjusted. In some rare cases, it may qualify as a Compel when this Power does not apply.
Skills Affected: Many.
Effects:
Immunity. Pick a type of stress. You are immune to that type of stress. This may prevent certain maneuvers and blocks from functioning, at the GM's discretion.
Variable Cost. The cost of this Power depends on the type of stress selected.
DIVINE PROTECTION [-1]
Description: God, or some similar force, protects you and yours.
Skills Affected: None.
Effects:
Bless This House. Whenever you are inside a threshold, add 2 to the strength of that threshold.
Armour Of Faith. You may take an action in a conflict or a few seconds outside of one to call upon the protective power of god. This lets you give armour 3 against all physical stress to any number of characters for the rest of the scene, at the cost of 1 Fate Point per character.

HOLY TOUCH [-1]
Description: You radiate holiness.
Musts: You must have the Righteousness Power in order to take this one.
Skills Affected: Conviction, attack skills.
Effects:
Holy Touch. Your presence is like holy water, which can hurt or drive away many monsters. This allows you to use your Conviction skill for maneuvers and Declarations based around the use of holy power, and may expand the range of Compels that you can inflict. All of your attacks satisfy Catches that have to do with Holy Stuff, and any attack you make against a character that is vulnerable to holy power inflicts two additional stress. As a general rule, vulnerability to holy power involves having a relevant Catch or High Concept.

THE CATCH [+varies]
Description: Your abilities are limited in some way.
Note: Suffering from the negative consequences of taking this Power will often, but not always, be a Compel. If the importance of this Power changes during play, it might be necessary to change its cost or compensate with Compels.
Skills Affected: None.
Effects:
Limited Powers. Attach this Power to at least one other Power that you possess. Then, select a circumstance. Whenever that circumstance applies, you are treated as though you did not possess the attached abilities.
Rebate. This Power reduces the Refresh cost of the attached Powers. The percentage that the cost is reduced by depends upon how commonly the limitation on your Powers will cause problems for you. If it will matter rarely (perhaps once every 6 sessions or so), reduce the cost by one-sixth. If it will cause problems from time to time (in some, but not all, sessions), reduce the cost by one fourth. If it will be a frequent impediment (once a session on average), reduce the cost by half. And if it will prevent you from using your Powers except in unusual situations (no more than once a session on average), reduce the cost by three fourths. At the GM's discretion, difficult-to-classify limitations might grant a rebate in between two of the suggested ones. Decimal costs should be rounded to the nearest integer, with GMs rounding halves based on what cost seems more appropriate.

FEEDING DEPENDENCY [+varies]
Description: Some or all of your powers come from eating something. Probably something weird.
Skills Affected: Discipline.
Effects:
Restricted Powers. When you take this power, you must select at least one other power that you possess. You must also choose a thing and an amount of that thing that you must consume in order to use those powers. Which powers and foods may be selected with this power is a matter of the GM's discretion. This power provides a variable Refresh rebate depending on how much power is selected with it. If 2 Refresh is selected, the rebate is +1. If 6 Refresh is selected, the rebate is +2. If 10 Refresh is selected, the rebate is +3. And so on. The above values assume that the food is rare or morally objectionable, like significant amounts of human blood or huge piles of cash. If the food is acquired easily and without guilt, or only with extreme measures, add or subtract an appropriate amount from the Refresh total used to calculate the rebate. If more Refresh is attached to this power than is required for the rebate received, this power provides a free mild hunger consequence for each additional Refresh.
Feeding. You are capable of consuming whatever your food is. Furthermore, when you do so, you may remove any hunger consequences that you possess and recover any powers that you lost to your hunger. If you consume an insufficient amount of your food, you may receive partial benefits at the GM's discretion.
Limited Reserves. At the end of any scene in which you use one or more of your restricted powers, you must roll your Discipline skill against a number equal to the combined Refresh value of the restricted powers that you used. If you fail this roll, you must take consequences or sacrifice restricted powers with a total Refresh value and/or stress value equal to the amount that you failed by. If you do not or can not, you are taken out. This usually means that you die, get incapacitated, or go mad with hunger, but other fates are also possible depending on the character and the situation.

Adjustments for easy or difficult foods:

-4 A few hours of sunlight, other small downtime requirements
-3 Normal food in unusually large amounts, other stuff that's no real effort
-2 Weird stuff like copper, large amounts of downtime like sleeping for a week straight
-1 Diamonds, people singing about you, other stuff that's impractical but not really difficult
0 Blood, rare radioactive materials, other difficult stuff, massive downtime like spending months in prayer
+1 Vampire blood, other difficult and dangerous stuff
+2 Human sacrifices, other stuff that's a big deal, ridiculous downtime like meditating for a decade
+3 Angel feathers, other stuff that pretty much requires a quest
+4 Planets, other nearly impossible stuff

Flesh Tyranny
Description: You coerce an individual's muscles, bones, and even blood locking them in place or causing damage for a time.
Notes: Targets must be living beings. This has no effect on constructs and a reduced effect on undead. Range is normally two zones but may be extended by taking a -1 per additional zone.
Skills Affected: Conviction, Discipline, Presence.
Effects:
- Oppression of Flesh. With concentration you can lock and individual's muscles in place, preventing them from moving. Use Conviction to establish and maintain your movement block. Targets oppose it with Athletics, Might, or movement related skills.
- Subjection of Blood. You cause damage by slowing and stiffening a target's blood. (Does not affect undead.) Use Discipline to cause damage, normally resisted by Endurance or Might.
- Cruelty of Bone. By concentrating on locking the victim's skeletal structure together you make movement slow and painful. (Effect is halved against undead.) Use Discipline to reduce a target's movement by two for half Presence (round down) exchanges.

BAG OF TRICKS [-1]
Description: For whatever reason, you have access to a few minor magical trinkets.
Skills affected: Contacts, Resources, Burglary, Lore.
Effects:
Enchanted Items: You have four potions, each with a strength equal to your Contacts, Resources, Burglary, or Lore skill. You may not increase their strength in any way. At the beginning of each session, you must declare which potions you have on hand.
More Trinkets [-1]. You have four additional potions. Furthermore, you may choose to leave potion slots open to be filled later with Declarations.

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.

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.[/list]
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 11, 2012, 03:44:35 AM
Okay, reread the Powers in my last post.

The faith Powers and Bag Of Tricks seem fine.

The Akashic Record Power probably shouldn't be handled on its own. It overlaps with the Mnemosyne's Shadow Power and the Mental Library Power. Best to merge them all into one Power.

Flesh Tyranny would work as a physical Incite Emotion.

Feeding Dependency is a pain. Not sure how to fix it. Could I get some help?

I have no idea what to do with True Glamours. I don't want to throw it out, but I can't think of anything better.

Immunity needs a few small tweaks, as discussed in the other thread.

The Catch isn't as bad as I thought it was. I think a quick reformat would fix the problems I have with it. Like so:

THE CATCH [+varies]
Description: Your abilities are limited in some way.
Note: Suffering from the negative consequences of taking this Power will often, but not always, be a Compel. If the importance of this Power changes during play, it might be necessary to change its cost or compensate with Compels.
Skills Affected: None.
Effects:
Limited Powers. Attach this Power to at least one other Power that you possess. Then, select a circumstance. Whenever that circumstance applies, you are treated as though you did not possess the attached abilities.
Rebate. This Power reduces the Refresh cost of the attached Powers. The percentage that the cost is reduced by depends upon how commonly the limitation on your Powers will cause problems for you.

At the GM's discretion, difficult-to-classify limitations might grant a rebate in between two of the suggested ones. Decimal costs should be rounded to the nearest integer, with GMs rounding halves based on what cost seems more appropriate.

Does anyone see any issues with that Catch writeup?

PS: I think that this version of The Catch might cover Human Form. Am I onto something here?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on July 11, 2012, 03:53:44 AM
PS: I think that this version of The Catch might cover Human Form. Am I onto something here?

I'm pretty sure that, with a few relatively minor tweaks, it could cover basically all Refresh rebates
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 11, 2012, 04:07:31 AM
Really?

Item Of Power wouldn't be Item Of Power to me if you couldn't lend it out.

And I like the idea that Feeding Dependency is a constant mechanical struggle. Makes the idea of struggling against your dark side feel more real.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on July 11, 2012, 04:51:14 AM
It is my understanding that an Item of Power will not grant its benefits to just anyone to whom it is lent, nor that one can gain its benefits without paying for those powers at least temporarily.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Rougarou on July 11, 2012, 12:04:37 PM
It is my understanding that an Item of Power will not grant its benefits to just anyone to whom it is lent, nor that one can gain its benefits without paying for those powers at least temporarily.

It can be loaned to someone at the cost of a fate point spent by the owner for every scene in which it is loaned out and functioning. The recipient pays nothing.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 12, 2012, 05:48:55 PM
It's not exactly a great idea most of the time, but the fact that loaning an item is possible makes items feel a lot more item-like to me.

Any suggestions re: True Glamours and Feeding Dependency?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 13, 2012, 04:11:08 PM
You can create creatures with up to -15 Refresh and 35 Skill Points. - True Glamours.

This creates a way to make infinite help in combat.  It also allows a 9 refresh cahracter to create 15 refresh body guards (they don't need free will so all points can be spent....even if they can't....14 is 6 more than 8.)

Yeah Thaumaturgy can do this with summoning or constructs - but it takes time.  It requires a roll, or several.  At evocation speed it requires a mental stress.  To do this effectively it requires focus items and refinement.

True Glamours requires none of that.

I dislike that part of it.

I may be in the minority, but it is still my opinion.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on July 13, 2012, 06:07:10 PM
I agree with Silverblaze on this. I suppose you could add a note that it's not available to PCs, but that would be pretty strange, espcially if you allow fae PCs.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 13, 2012, 10:17:00 PM
I doubt you're in the minority, Silverblaze.

I dislike it too, but I don't see any way to remove it without making the Power entirely pointless.

And I'm not sure how to fix it without removing it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KnightOrbis on July 14, 2012, 02:53:03 AM
oh i forgot to differenciate on the power that you can only have one such creature at a time and five applies to any other objects of acceptable size.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 14, 2012, 08:36:10 AM
That makes it less bad.

But it's still a problem.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 14, 2012, 02:13:10 PM
Incite Emotion is possibly the most-hacked Power in the game. People use it and variants of it for all kinds of things. And people have come up with plenty of custom upgrades for it.

It's been suggested (by devonapple, IIRC) that Incite Emotion should just be Incite Effect. I like this suggestion, especially since it gives us the chance to merge a great number of custom Powers into one.

This is as good a time as any to write Incite Effect.

So, I gathered up all the custom Powers I could find that seemed like they might be included in Incite Effect. Not all of them need to be included; Reality Warper, Dream Manipulation, Vogon Poetry, and Shadow Manipulation are all probably better as their own Powers. Heat Vampire, the social tree, and Spiritual Weapon might be in the same boat, I dunno.

But having them here ought to be helpful, given how important Incite Emotion is to the balance of the game. I remember trying to write up mental Natural Weaponry a while back, Incite Emotion got in the way.

And the rest of the list really ought to be compressed into Incite Effect.

I'm not entirely sure how to go about this. Would anyone be up for a chatroom meeting to discuss Incite Effect?

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.

Flesh Tyranny
Description: You coerce an individual's muscles, bones, and even blood locking them in place or causing damage for a time.
Notes: Targets must be living beings. This has no effect on constructs and a reduced effect on undead. Range is normally two zones but may be extended by taking a -1 per additional zone.
Skills Affected: Conviction, Discipline, Presence.
Effects:
- Oppression of Flesh. With concentration you can lock and individual's muscles in place, preventing them from moving. Use Conviction to establish and maintain your movement block. Targets oppose it with Athletics, Might, or movement related skills.
- Subjection of Blood. You cause damage by slowing and stiffening a target's blood. (Does not affect undead.) Use Discipline to cause damage, normally resisted by Endurance or Might.
- Cruelty of Bone. By concentrating on locking the victim's skeletal structure together you make movement slow and painful. (Effect is halved against undead.) Use Discipline to reduce a target's movement by two for half Presence (round down) exchanges.

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'.

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.

-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.

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.

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.

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]

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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 16, 2012, 04:47:06 AM
Okay, I gave Incite Effect some serious thought.

INCITE EFFECT [-1]
Description: You can do a thing. A special thing, that cannot be done by most people. Maybe you can control clouds of smoke, maybe you can inflict fear by shouting. Or maybe you can summon the aid of two thousand invisible squirrels. Whatever.
Skills Affected: Any.
Effects:
Incite Effect. Pick a type of effect and a skill that's related to that type of effect. You can use that skill plus two to perform maneuvers and blocks related to that type of effect against anything you can touch. At the GM's discretion, this may also enable Declarations.
At Range [-1]. You may use Incite Effect at a range of one zone.
At Long Range [-1]. (Requires At Range) You may use Incite Effect on anything within your line of sight.
Incite Physical Effect [-1]. You may use Incite Effect to perform attacks that inflict physical stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then you may choose whether targets use their Endurance or their Athletics to defend against these attacks when you acquire the ability to make them at range. If you do not have the At Range upgrade, then targets may defend against these attacks as though they were ordinary Fists attacks.
Incite Mental Effect [-1]. You may use Incite Effect to perform attacks that inflict mental stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Discipline to defend against these attacks. If you do not have the At Range upgrade, then targets may also defend against these attacks as though they were ordinary Fists attacks.
Incite Potent Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) Attacks that you make with Incite Effect are weapon 4.
Incite Protective Effect [-1]. You may use your the skill that you use for Incite Effect to defend against physical attacks.
Incite Restrictive Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may use Incite Effect to grapple targets within the range of this Power, using the normal grappling rules to do so. Substitute the skill that you use for Incite Effect for your Might skill when grappling someone this way. When you take a supplemental action to inflict stress with an Incite Effect grapple, you inflict the type of stress that you inflict when attacking with that effect.
Incite Mass Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may make spray attacks and attack zones with Incite Effect. If you attack your own zone, then you are affected normally by the attack. Even if you lack the At Range upgrade, targets defend against your zone attacks as though you had it.
Incite Explosive Effect [+1]. (Requires Incite Mass Effect) You may not make non-zone-wide attacks with Incite Effect.
Incite Selective Effect [-1]. (Requires Incite Mass Effect) You do not harm yourself when attacking your own zone.
Incite Persistent Effect [-1]. (Requires Incite Mass Effect) When attacking a zone with Incite Effect, 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.
Incite Additional Effect [-1]. You may select another effect to create with this Power. You may also select another skill to use that effect with. If the other upgrades that you have are appropriate for the new effect, you may use them with it.

I'm not totally happy with what I have here, but it's a good first draft.

It's too long, kinda clunky in places, and one or two bits are in need of more playtesting. But there's only one problem that really bugs me:
 
Some of the abilities that Incite Effect should represent have Line Of Sight range. Incite Emotion has 1 zone of range. Charging an extra point of Refresh to make the range longer would be make Shadow Manipulation-type things overpriced.

But making the standard At Range Incite Emotion upgrade extend range to LoS would be a free buff to Incite Emotion, which is already pretty powerful.

Thoughts?

For reference, here's what Incite Effect is meant to replace:

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.

Flesh Tyranny
Description: You coerce an individual's muscles, bones, and even blood locking them in place or causing damage for a time.
Notes: Targets must be living beings. This has no effect on constructs and a reduced effect on undead. Range is normally two zones but may be extended by taking a -1 per additional zone.
Skills Affected: Conviction, Discipline, Presence.
Effects:
- Oppression of Flesh. With concentration you can lock and individual's muscles in place, preventing them from moving. Use Conviction to establish and maintain your movement block. Targets oppose it with Athletics, Might, or movement related skills.
- Subjection of Blood. You cause damage by slowing and stiffening a target's blood. (Does not affect undead.) Use Discipline to cause damage, normally resisted by Endurance or Might.
- Cruelty of Bone. By concentrating on locking the victim's skeletal structure together you make movement slow and painful. (Effect is halved against undead.) Use Discipline to reduce a target's movement by two for half Presence (round down) exchanges.

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'.

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.

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.

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.

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 Powers Master List (Work In Progress)
Post by: ImpishMortal on July 16, 2012, 06:12:22 PM
Would it be easier if we just didn't allow Incite Effect [-1] powers to have LoS built in, and instead restrict them to the zone occupied by their wielder?
Since Incite Emotion [-1] is restricted to touch only with +2 to manuever rolls, having an Incite Effect that is limited to the wielder's zone but functions as an area attack seems fair.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 17, 2012, 05:12:56 AM
I don't understand what you are saying. Could you please explain?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ImpishMortal on July 17, 2012, 12:24:45 PM
Alright. Mechanically speaking, I understand the disparity that you have found between the base Incite Emotion power and some of the base Incite Effect powers like Shadow Manipulation. By your current Incite Effect model, having a power that has a LoS range costs three points of refresh. What I'm recommending is that we don't allow any base Incite Effect powers that cost one point of refresh to include LoS, as is the case with Shadow Manipulation.

Also, I was wondering if it might be an acceptable alternative to allow some base Incite Effect powers to be zone-area attacks instead of touch attacks. The cost is offset as the wielder no longer gets a +2 to their roll. For example:

Light Manipulation [-1]
Description:
You have the ability to manipulate visible light, given that there is some light source present.
Skill Affected: Discipline.
Light Manipulation. You may manipulate any form of light that you can perceive within your current zone to make manuevers or blocks. At the GM's discretion, this may also enable Declarations.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 18, 2012, 03:28:01 AM
Given that Shadow Manipulation as written is not unbalanced, I'd rather make it possible. If I have to increase its cost by 1 to include a mandatory +2 bonus, that's okay...but -3 is just too high a cost.

The thing is, the range becomes substantially more important once you stack on upgrades. LoS maneuvers is fairly nice, LoS attacks and grapples is excellent.

I don't think there's much benefit to a zone-area maneuver or block. After all, maneuvers and blocks can already approximate zone effects fairly well.

That being said, I kinda like the idea of trading in the +2. I just don't think you're getting enough in exchange there.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on July 18, 2012, 03:42:31 AM
As someone who absoulutely loved the Tzimisce in oWoD, I must ask: Would you be willing to write up a more comprehensive and powerful version of Flesh Tyranny? I'd do it myself, but I don't trust myself with custom powers.

P.S. I realize that Ritual (Biomancy) might also fit, but it's not really what I'm looking for.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 18, 2012, 03:55:05 AM
Incite Restrictive Physical Flesh Manipulation At Long Range [-5] (Uses Discipline and is defended against with Endurance.)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 18, 2012, 08:00:49 AM
As someone who absoulutely loved the Tzimisce in oWoD, I must ask: Would you be willing to write up a more comprehensive and powerful version of Flesh Tyranny? I'd do it myself, but I don't trust myself with custom powers.
Don't really know the Tzimisce, so not certain what you're looking for but here's how I've rewritten it:

Flesh Tyranny [-2]
Description: You coerce an individual's muscles, bones, and even blood locking them in place or causing damage for a time.
Notes: Targets must be living beings. This has no effect on constructs and a reduced effect on undead. Range is normally two zones but may be extended by taking a -1 per additional zone.
Skills Affected: Conviction, Discipline, Presence.
- Oppression of Flesh. With concentration you can lock an individual's muscles in place, pitting your will against their physical endurance or might. Use Conviction to establish and maintain a movement block. Targets oppose it with Endurance or Might. At a cost of two shifts, this may be extended to cover all targets in a zone.
- Subjection of Blood. You cause damage by slowing and thickening a target's blood. (Does not affect undead or entities without a circulatory system.) Use Discipline to cause damage, normally resisted by Endurance or Might. This has a Weapon value of half Presence (round up) and may be split to affect two or more targets as if an Evocation attack.
- Cruelty of Bone. By concentrating on locking the victim's skeletal structure together you make movement painfully difficult or even impossible. Treat as either maneuver or grapple, using Conviction opposed by the target's physical skills.
- Knowledge of Body. You know your body and can push it to limits few others even consider. Once per scene, you may use Conviction in place of any single physical skill. If you spend a fate point it lasts the entire scene.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 18, 2012, 07:44:03 PM
Why require 3 different skills for this? I don't see any problem with using just Conviction or just Discipline here.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 18, 2012, 09:13:36 PM
Why require 3 different skills for this? I don't see any problem with using just Conviction or just Discipline here.
Many reasons...
1.  Why not?
2.  They make sense in the context of a psychic power which:
 - a.  Pits mental strength (Conviction) against something.
 - b.  Uses focused concentration (Discipline) to attack.
 - c.  Relies on confidence (Presence) for weapon value.
3.  Conviction could be used in place of Presence, but Presence differentiates it from pure magic.
4.  Uni-skill powers can get boring.  Worse they're easily abused when you can grab multiple stunts & powers using the same skill.
5.  Multiple skills help discourage min-maxing.
6.  In general, this is loosely a lower powered Channeling replacement with "corpus" or body as the element.  Keeping a similar skill structure makes it easy and intuitive.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on July 19, 2012, 07:33:41 PM
Thanks guys. I like the different approaches; I think I might take my own shot at it in the future.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Rougarou on July 20, 2012, 03:50:11 AM
Many reasons...
1.  Why not?
2.  They make sense in the context of a psychic power which:
 - a.  Pits mental strength (Conviction) against something.
 - b.  Uses focused concentration (Discipline) to attack.
 - c.  Relies on confidence (Presence) for weapon value.
3.  Conviction could be used in place of Presence, but Presence differentiates it from pure magic.
4.  Uni-skill powers can get boring.  Worse they're easily abused when you can grab multiple stunts & powers using the same skill.
5.  Multiple skills help discourage min-maxing.
6.  In general, this is loosely a lower powered Channeling replacement with "corpus" or body as the element.  Keeping a similar skill structure makes it easy and intuitive.

This is actually really simple to model as Channeling and might be better served by doing so rather than a custom power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 20, 2012, 05:56:27 AM
I wasn't planning on pursuing this further, but since you asked...

1.  Why not?

It cuts down on the Power's usefulness pretty heavily. If you need three skills, then only concepts for which those skills are appropriate can use the Power.

Plus it's inelegant. The Power just uses mental strength, splitting it across three skills makes it seem like a bunch of different competencies when it's really one thing.

PS: How do multiple skills discourage min-maxing? This is an honest question, not a disguised argument.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 20, 2012, 07:21:54 AM
More Powers!

Each Power is preceded with a brief explanation, and followed by the Powers it's intended to replace.

If I could get some help with the problems I point out here, that'd be fantastic. And if I've made any grievous mistakes in my sleep-deprived state, please point them out.

First up, the merged knowledge Power. Every knowledge Power contained an Inexplicable Knowledge trapping, so I made that the root of the Power. I tried to represent everything that the various Powers did with upgrades. I'm a bit iffy on Dangerous Knowledge. The wording seems slightly off and I wish I could think of a good limit for it.

INEXPLICABLE KNOWLEDGE [-1]
Description: You know things. More things than you ought to know.
Musts: You must have an Aspect related to your knowledge.
Skills Affected: Knowledge skills.
Effects:
Inexplicable Knowledge. You can learn or already know absolutely anything by making a successful roll with an appropriate knowledge skill. (If no skill seems appropriate, use Lore or Scholarship.) The difficulty of these rolls is set by the GM. If your knowledge is limited somehow, like by the sum total of all written information, resolve such limitations through Compels.
Dangerous Knowledge [-1]. Whenever you fail a knowledge roll, you may choose to succeed automatically. If you do so, you suffer a weapon 0 mental attack with an accuracy equal to the difficulty of the knowledge roll that you failed. Use your Discipline to defend against this attack. At the GM's discretion, you may be able to pay some other cost (in Fate Points, consequences, or something else) in order to know something without an attack.
Mental Library [-1]. 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.
Superior Mental Library [-1]. (Requires Mental Library) Increase the rating of each of your mental libraries by two.
Searchable Mental Library [-1]. (Requires Mental Library) All research using your mental library is two time increments faster.

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.

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.

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.

Next up, spellcasting with odd skills. Nothing much to see here, except that it costs 1 Refresh. I decided that making people buy each skill with stunts seemed unnecessarily punitive. Plus, this gets around the possibility of 1-skill casting while avoiding Supernatural Stunt nonsense.

ALTERNATE MAGICAL PARADIGM [-1]
Description: Your magic is different from everyone else's. Where most practitioners cast spells with mental strength and magical knowledge, you use other methods.
Musts: You must possess at least one spellcasting power in order to take this one.
Skills Affected: Any three.
Effects:
Alternate Magical Paradigm. Pick three skills. For the purposes of any spellcasting powers you possess, use the first in place of your Conviction, the second in place of your Discipline, and the third in place of your Lore.

One of the first Powers I ever wrote was an attempt at DFRPG magical martial arts. It was called Special Techniques, and it was bad. Recently, I realized I could salvage Special Techniques while fixing Sacred Guardian by making a mental-stress-for-combat-boost toolbox Power. I like a lot about this Power, but the wording is iffy. And I'm slightly nervous about Rapid Flurry Technique. I'm still looking for more technique ideas.

SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:
Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. You must declare technique use before rolling. You may only use any given technique once per roll.
More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once.

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.

Sacred Guardian (Canonical)

And of course there's prophecy. This one's an obvious idea, so of course it's been done before. Here's my take. It does not include short-term King Bradley-style divination, which I think belongs in a separate Power. I'm not totally certain about the rightness of that decision, though.

PROPHECY [-1]
Description: You can see the future, or at least determine its shape somehow.
Skills Affected: Lore.
Effects:
Divination. Add a Divination trapping to your Lore skill. Use that trapping for Assessments, Declarations, and knowledge rolls related to what will happen in the future.
Visions. The GM can cause you to have an infallibly-accurate vision of the future whenever he or she feels inclined.

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.

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 Powers Master List (Work In Progress)
Post by: UmbraLux on July 20, 2012, 11:49:19 AM
It cuts down on the Power's usefulness pretty heavily.
No, but...

Quote
If you need three skills, then only concepts for which those skills are appropriate can use the Power.
Yes!  Intentionally so.  Not looking for a power which can be added as an afterthought simply to make a character more powerful.

Quote
Plus it's inelegant. The Power just uses mental strength, splitting it across three skills makes it seem like a bunch of different competencies when it's really one thing.
I suspect you mean it's "not efficient" - which is fine.  As noted above I want concept to trump efficiency.

Quote
PS: How do multiple skills discourage min-maxing? This is an honest question, not a disguised argument.
You've already answered that..." If you need three skills, then only concepts for which those skills are appropriate can use the Power."
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 20, 2012, 10:47:33 PM
I suspect you mean it's "not efficient"...

You suspect wrongly.

Warping flesh with my mental strength is one ability, it's weird and counterintuitive for it to depend on multiple unrelated things.

If I objected simply to the efficiency, I'd suggest changing the Refresh cost.

You've already answered that..." If you need three skills, then only concepts for which those skills are appropriate can use the Power."

That doesn't discourage min-maxing, at least not by any definition I've ever heard of the term.

Min-maxers will just take an appropriate concept, or a different Power.

Suppose you said that only characters with the blood of Dragons could use Evocation. That cuts down on concepts massively, but it does jack squat from an optimization perspective.

I confess I don't really understand the idea of discouraging min-maxing like this. It's a playstyle, you can't discourage it by making options unattractive to its practitioners.

Come to think of it, not sure why you'd want to discourage min-maxing in the first place.

PS: What do you think of the new Powers?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on July 20, 2012, 11:26:39 PM

INEXPLICABLE KNOWLEDGE [-1]
Description: You know things. More things than you ought to know.
Musts: You must have an Aspect related to your knowledge.
Skills Affected: Knowledge skills.
Effects:
Inexplicable Knowledge. You can learn or already know absolutely anything by making a successful roll with an appropriate knowledge skill. (If no skill seems appropriate, use Lore or Scholarship.) The difficulty of these rolls is set by the GM. If your knowledge is limited somehow, like by the sum total of all written information, resolve such limitations through Compels.
Dangerous Knowledge [-1]. Whenever you fail a knowledge roll, you may choose to succeed automatically. If you do so, you suffer a weapon 0 mental attack with an accuracy equal to the difficulty of the knowledge roll that you failed. Use your Discipline to defend against this attack. At the GM's discretion, you may be able to pay some other cost (in Fate Points, consequences, or something else) in order to know something without an attack.
Mental Library [-1]. 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.
Superior Mental Library [-1]. (Requires Mental Library) Increase the rating of each of your mental libraries by two.
Searchable Mental Library [-1]. (Requires Mental Library) All research using your mental library is two time increments faster.

This seems pretty good I can't really comment on the library part because I never read the rules on research (I just picked a difficulty and had PC roll against it).

SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:
Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. You must declare technique use before rolling. You may only use any given technique once per roll.
  • Enhanced Offence (1 stress): Add 1 to a physical attack roll.
  • Enhanced Defence (1 stress): Add 1 to a physical defence roll.
  • Holy Strike (2 stress): The enhanced attack is Holy, and satisfies all appropriate Catches.
  • Brutal Strike (2 stress): The enhanced attack inflicts 2 additional stress.
  • Resist Strike (2 stress): Add 2 to your armour against a physical attack.
  • Whirlwind Attack (3 stress): You may apply your attack to an entire zone within its range, without risk of hitting yourself.
  • Pierce Armour (4 stress): The enhanced attack ignores all armour.
  • Distant Target Technique (X stress): Add X zones to the range of the enhanced attack.
  • Rapid Flurry Technique (X stress): Replace the enhanced attack with X attacks. Each of those attacks suffers a -X penalty, but all of them benefit from whatever techniques enhanced the original enhanced attack.
More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once.


Holy strike seems a bit odd but I suppose that was trying to emulate sacred guardian.
Does Resist Strike Stack with other Armour, does it just last for the one roll?
I would probably make pierce Armour cost 2 stress as the max Armour people get is around 3.
Rapid Flurry seems broken for the cost of 3 (flurry 2 + enhanced offense) stress a supernatural martial artist can get two attacks at  -1 penalty (or for 4 stress, 3 attacks at a -2 penalty) for  high skill levels the penalty is negligible but the extra attacks aren't.

Your prophecy powers seem fine though I personally don't like them as a gm because using them requires more forethought than I usually put into my games.



Title: Re: Custom Powers Master List (Work In Progress)
Post by: Apollishar on July 21, 2012, 01:35:53 AM
The main reason a lot of GM's(in my experience) discourage min-maxing is because the characters tend to be one dimensional. As said in WoJ "When all you have is a hammer, every problem is a nail"
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 21, 2012, 02:06:47 AM
PS: What do you think of the new Powers?
Re: Inexplicable Knowledge - seems interesting though probably oriented towards campaigns moving beyond a single city / location.  In the right campaign it would be a good power.

Re: Mnemnosyne's Shadow - this looks a bit expensive, is it more than a stunt allowing you to use Lore in place of Investigation?  It is more with the 'dangerous knowledge' piece but not really sure how that would work out in play.

Re: Akashic access - Meh...I like the investigative nature of the game too much to enjoy such shortcuts.

Re:  Mental Library - Not sure I get this one.  Declarations are player actions not character - so you can already do this for free.

Re: Alt Ment Para - Don't think the name fits if you're moving away from mental skills.  ;)  Not entirely sure I'd charge for simply reflavoring an existing power in any case.

Re:  Sup Martial Arts - Not sure these are powerful enough to justify the stress.  Also, may want to clarify 'more techniques' - can the same technique be take multiple times for a larger bonus?

Re:  Prophecy - Looks good, it's pretty close to a precognition power I wrote up.

---
Re: Min/maxing - can discuss such gaming philosophies some other time in another thread if you like.  Afraid it's been too long a day for me to be terribly interested in it now.  Besides, probably better off keeping it out of this thread.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 21, 2012, 02:59:14 AM
Holy strike seems a bit odd but I suppose that was trying to emulate sacred guardian.
Indeed.
Does Resist Strike Stack with other Armour, does it just last for the one roll?
Yes and yes.
I would probably make pierce Armour cost 2 stress as the max Armour people get is around 3.
I was worried that that one would be unfair to the really heavily armoured, and the fact that it stacks with the other techniques made me nervous too. So I erred on the side of weakness. Maybe I'll drop the cost to 3 stress.
Rapid Flurry seems broken for the cost of 3 (flurry 2 + enhanced offense) stress a supernatural martial artist can get two attacks at  -1 penalty (or for 4 stress, 3 attacks at a -2 penalty) for  high skill levels the penalty is negligible but the extra attacks aren't.
I don't think the penalty ever becomes negligible, but I am a bit worried about its power. Any suggestions?
Re: Inexplicable Knowledge - seems interesting though probably oriented towards campaigns moving beyond a single city / location.  In the right campaign it would be a good power.
Okay, that's good. Not sure why it especially fits into multi-city campaigns, though.
Re: Mnemnosyne's Shadow - this looks a bit expensive, is it more than a stunt allowing you to use Lore in place of Investigation?  It is more with the 'dangerous knowledge' piece but not really sure how that would work out in play.

Re: Akashic access - Meh...I like the investigative nature of the game too much to enjoy such shortcuts.

Re:  Mental Library - Not sure I get this one.  Declarations are player actions not character - so you can already do this for free.
This stuff is supposed to have been absorbed into Inexplicable Knowledge. If that doesn't seem workable, please tell me.
Re: Alt Ment Para - Don't think the name fits if you're moving away from mental skills.  ;)  Not entirely sure I'd charge for simply reflavoring an existing power in any case.
It's Alt Mag Para, actually.

I wouldn't charge for reflavouring either, but using different skills goes beyond reflavouring.

This ties into the fleshwarping discussion, actually; a Power that can be used with different skills is stronger than one that can't.
Re:  Sup Martial Arts - Not sure these are powerful enough to justify the stress.  Also, may want to clarify 'more techniques' - can the same technique be take multiple times for a larger bonus?
I admit, the balance is pretty much a guess. If you have any suggestions, I'm listening.

And yes, I'll clarify.
Re:  Prophecy - Looks good, it's pretty close to a precognition power I wrote up.
Awesome.
Re: Min/maxing - can discuss such gaming philosophies some other time in another thread if you like.  Afraid it's been too long a day for me to be terribly interested in it now.  Besides, probably better off keeping it out of this thread.
Don't worry about derailing the thread, I really don't mind.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 21, 2012, 03:13:12 AM
Given how many custom Powers have been rewritten, the list should probably come with a disclaimer explaining which ones.

So I'm trying to make one. Please tell me if anything is missing from this list:

Incite Emotion
Holy Touch
Bless This House
The Catch
Human Form
Feeding Dependency
Living Dead
Breath Weapon
Claws
Spirit Form
Pack Instincts
Physical Immunity
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 21, 2012, 04:00:57 AM
Not sure why it especially fits into multi-city campaigns, though.This stuff is supposed to have been absorbed into Inexplicable Knowledge. If that doesn't seem workable, please tell me.
Ah, hadn't realized you were combining / replacing.  As for regional vs local campaigns, I suspect intellectus is better as long as you're local.  It's one small part of sponsored magic so probably not more than 1 refresh.  IK probably needs a bit of a boost in comparison.

Quote
I wouldn't charge for reflavouring either, but using different skills goes beyond reflavouring.
I think this is where our differing approaches make a big difference.  I generally look at description first and try to fit mechanics to it.  I think you give mechanics a higher priority.  Suffice it to say, "roll skill X to cause X+dice damage" is the same as "roll skill Y to cause Y+dice damage" as far as I'm concerned.  The differences are in the narrative.

Quote
This ties into the fleshwarping discussion, actually; a Power that can be used with different skills is stronger than one that can't.
See above.  ;)

Quote
I admit, the balance is pretty much a guess. If you have any suggestions, I'm listening.
Well, compare it to evocation / channeling which also uses the mental stress mechanic - Martial Tech is much weaker.  It adds one or two shifts/stress while costing multiple mental stress.  Evocation adds a skill trait's worth of effect and only costs one mental stress.

Personally I don't like adding a skill trait in damage - I think magic is too easily abused.  So I'd probably reduce the costs - something like 'costs one mental stress when the roll result is three or less'.  That's an off the cuff possibility though...would have to give it more thought or some testing.

Also, as a thematics and consistency issue - I'd call anything adding stress a bonus to weapon value.  That's what it is functionally.  Stress, at least when counted as boxes, is really a meta-game concept. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 22, 2012, 03:47:43 AM
Ah, hadn't realized you were combining / replacing.  As for regional vs local campaigns, I suspect intellectus is better as long as you're local.  It's one small part of sponsored magic so probably not more than 1 refresh.  IK probably needs a bit of a boost in comparison.

The intellectus from Place Of Power magic is limited to a small region, smaller than a city. I don't see it outdoing IK.
 
I think this is where our differing approaches make a big difference.  I generally look at description first and try to fit mechanics to it.  I think you give mechanics a higher priority.

For what it's worth, I don't see it as an issue of prioritization. I don't (consciously) prioritize mechanics vs narrative.

My approach is the way it is because I believe it gives better narrative and better mechanics.
 
Suffice it to say, "roll skill X to cause X+dice damage" is the same as "roll skill Y to cause Y+dice damage" as far as I'm concerned.  The differences are in the narrative.

What?

That doesn't even make sense...

Obviously there's a mechanical difference between using Rapport and using Resources. This is obvious, as obvious as two and two making four. In one case you use one number, in the other you use another number.

Am I missing something here?

See above.  ;)

Not really a matter of opinion. Flexibility is a form of power.

You ever play Magic?

Decks would be much stronger if people could play cards in whatever colours they wanted.

Being able to use any Power with any skills helps characters expand their roles, and it helps people use the Power combinations they want.

Both of these contribute to character power.

For example, if it were possible to Evoke with Athletics and Endurance and Alertness, Evokers could focus much more heavily on physical combat than they can now. The pure combat Evoker concept would gain a power boost.

Well, compare it to evocation / channeling which also uses the mental stress mechanic - Martial Tech is much weaker.  It adds one or two shifts/stress while costing multiple mental stress.  Evocation adds a skill trait's worth of effect and only costs one mental stress.

Personally I don't like adding a skill trait in damage - I think magic is too easily abused.  So I'd probably reduce the costs - something like 'costs one mental stress when the roll result is three or less'.  That's an off the cuff possibility though...would have to give it more thought or some testing.

Evocation adds a skill to damage, but Evocation starts at 0. This starts at (weapon rating). And while this is a bunch of stunt-like boosts, Evocation is basically a new combat skill with all kinds of baggage. Plus Evocation costs way more.

I just don't see spellcasting as a good comparison. Combat stunts seem more similar, to me.

Ideally, this Power would be better than a combat stunt but not so much better that nobody would take a combat stunt.

Speaking of which, I've been thinking that maybe +2 defence stunts are too good. They're clearly RAW, but they're really very strong.

Also, as a thematics and consistency issue - I'd call anything adding stress a bonus to weapon value.  That's what it is functionally.  Stress, at least when counted as boxes, is really a meta-game concept.

Huh?

Sorry, could you explain further?

If you mean what I think you might mean...do you also have a problem with Inhuman Strength's writeup?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 23, 2012, 01:41:11 AM
Given how many custom Powers have been rewritten, the list should probably come with a disclaimer explaining which ones.

So I'm trying to make one. Please tell me if anything is missing from this list:

Incite Emotion
Holy Touch
Bless This House
The Catch
Human Form
Feeding Dependency
Living Dead
Breath Weapon
Claws
Spirit Form
Pack Instincts
Physical Immunity

Yes I agree with this list.  If somethign is missing I do not see it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 23, 2012, 03:45:16 AM
Thanks, Silverblaze. I'd been wondering about that.

Any opinion on the Powers?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 23, 2012, 10:14:57 PM
Thanks, Silverblaze. I'd been wondering about that.

Any opinion on the Powers?

Your natural weapons power is great in my opinion and should simply replace breath weapon and claws.

The rest I need to think about and run through a few scenarios in my head.

Physical Immunity we are getting to the end of and it'll likely be finished soon and ready for the list.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 24, 2012, 04:44:30 AM
Your natural weapons power is great in my opinion and should simply replace breath weapon and claws.

Thanks.

The rest I need to think about and run through a few scenarios in my head.

Again, thanks.

It's much better when there's more than one person thinking about these things.

Physical Immunity we are getting to the end of and it'll likely be finished soon and ready for the list.

I sure hope so.

So, how about the newer Powers?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on July 24, 2012, 08:02:16 AM
I've been contemplating ways to integrate the Natural Weapons rewrite with the Incite Effect rewrite.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 24, 2012, 07:53:26 PM
Good luck with that.

I had some thoughts in that direction myself, but they didn't amount to anything.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 24, 2012, 07:56:38 PM
I see where the line of thinking comes from.  I just feel they should remain seperate.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 26, 2012, 06:47:59 AM
Alright, round one of edits to the new Powers.

I've been told Supernatural Martial Arts looks weak, but that it's multi-attacks look too strong. So I monkeyed with the costs. How do they look now?

Incite Effect needed a wording clear-up. Still agonizing over the range issue, I'd really like to hear other people's opinions on it.

People say that Prophecy seemed unimpressive. Tedronai recommended including a +2, and I was going to do that until I had the idea of moving Avoiding Surprise to Lore. How does that sound to everyone?

I also wrote up combat-time precognition, please tell me what you think of it.

INCITE EFFECT [-1]
Description: You can do a thing. A special thing, that cannot be done by most people. Maybe you can control clouds of smoke, maybe you can inflict fear by shouting. Or maybe you can summon the aid of two thousand invisible squirrels. Whatever.
Skills Affected: Any.
Effects:
Incite Effect. Pick a type of effect and a skill that's related to that type of effect. You can use that skill plus two to perform maneuvers and blocks related to that type of effect against anything you can touch. At the GM's discretion, this may also enable Declarations.
At Range [-1]. You may use Incite Effect at a range of one zone.
At Long Range [-1]. (Requires At Range) You may use Incite Effect on anything within your line of sight.
Incite Physical Effect [-1]. You may use Incite Effect to perform attacks that inflict physical stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets use their Endurance to defend against these attacks. If you do not have the At Range upgrade, then targets defend against these attacks as though they were ordinary Fists attacks.
Incite Avoidable Physical Effect [-0]. (Requires Incite Physical Effect At Range) The targets of your Incite Physical Effect attacks defend with Athletics.
Incite Mental Effect [-1]. You may use Incite Effect to perform attacks that inflict mental stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Discipline to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Potent Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) Attacks that you make with Incite Effect are weapon 4.
Incite Protective Effect [-1]. You may use your the skill that you use for Incite Effect to defend against physical attacks.
Incite Restrictive Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may use Incite Effect to grapple targets within the range of this Power, using the skill that you use for Incite Effect. Grappling with a physical effect inflicts physical stress, while grappling with a mental effect inflicts mental stress.
Incite Mass Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may make spray attacks and attack zones with Incite Effect. If you attack your own zone, then you are affected normally by the attack. Even if you lack the At Range upgrade, targets defend against your zone attacks as though you had it.
Incite Explosive Effect [+1]. (Requires Incite Mass Effect) You may not make non-zone-wide attacks with Incite Effect.
Incite Selective Effect [-1]. (Requires Incite Mass Effect) You do not harm yourself when attacking your own zone.
Incite Persistent Effect [-1]. (Requires Incite Mass Effect) When attacking a zone with Incite Effect, 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.
Incite Additional Effect [-1]. You may select another effect to create with this Power. You may also select another skill to use that effect with. If the other upgrades that you have are appropriate for the new effect, you may use them with it. You may also upgrade the new effect separately.

SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:
Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. You must declare technique use before rolling. You may only use any given technique once per roll. At the GM's discretion, techniques beyond the ones presented here might exist.
More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once, but you cannot take any technique more than once.

PROPHECY [-1]
Description: You can see the future, or at least determine its shape somehow.
Skills Affected: Lore.
Effects:
Divination. Add a Divination trapping to your Lore skill. Use that trapping for Assessments, Declarations, and knowledge rolls related to what will happen in the future.
Visions. The GM can cause you to have an infallibly-accurate vision of the future whenever he or she feels inclined.
I Saw That Coming. You may use your Lore skill for the Avoiding Surprise trapping of the Alertness skill.

PRECOGNITION [-2]
Description: You can predict the actions of your opponents in combat, making it very difficult to get the drop on you.
Skills Affected: Alertness, sometimes Lore.
Effects:
Always Prepared. Add two to your Alertness skill (or, if you have the Prophecy Power, your Lore skill) when using its Combat Initiative and Avoiding Surprise trappings.
Precognition. Whenever you are attacked, you may attempt to Assess the person attacking you with your Alertness skill. The person attacking you may defend with the skill that they're attacking you with. If you succeed, the GM should reveal either one of the target's Aspects or an Aspect that applies to their attack.
Application Of Prophecy. If you possess the Prophecy Power, you may use your Lore skill for the Precognition trapping of this Power and the Combat Initiative trapping of the Alertness skill.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on July 26, 2012, 09:01:37 AM
I don't think that Flurry should be an effect that is available in this game.
If it's representing multiple attacks per target, it would be reasonably replaced with a simple bonus on the roll, already available in this power.
If it's representing attacks against multiple targets in a short time-span, it would be reasonably by spray attacks or by the zone-attack already included in this power.

Multiple-action powers are, in my experience, simply too difficult to balance effectively to be worth the gain.


Prophecy is listing 'knowledge rolls' as a separate entity from assessments and declarations, which isn't really accurate.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Centarion on July 26, 2012, 04:39:16 PM
On Supernatural Martial Arts:

I don't think flurry is necessary. I think it should be handled, as Tedronai said, by a spray attack against multiple enemies or by an increased bonus to the attack roll against one target. I would do this by allowing whirlwind to hit everything but you in a zone (at no penalty, am I interpreting this correctly?) for 3 stress, or make a spray attack for 1 stress. I would then replace Flurry with the ability to add (3 or 4) to your attack roll single target for 4 stress. I know this is intended as a rework for Sacred Guardian which you think is really op (I think it is minorly op, not even close to the level of spell casting for example), so you may want to tone down the big bonus to a roll, but this power already limits the amount of effects you have access to (you cant have +1 for 1 stress, +2 for 2 stress, ect. for both attack and defense).

Further, I would make it clear weather Piercing Attack ignores armor from toughness powers (it doesn't satisfy a catch, but it does ignore armor? Is the armor from toughness something you can pierce, maybe sometimes it is, but sometimes it may be themed as something that isn't armor). I don't know why this power only allows Holy Strike, what if a Demon Scion (some mercenary like Kincaid who was really good at martial arts) took this power and wanted to satisfy thematically appropriate catches? What happened to the 2 stress per attack to satisfy the catch on any supernatural entity from Sacred Guardian?

On Incite Effect:

I really like this. The mechanics seem good, and strong, but about on par with the version in the book (and not as op as Evocation with refinements for example). There are a few confusing points (or maybe clear points that I don't think make sense thematically) I would like to address.

First, on Physical/Mental Effect, I would make it clear that if you do not have at range the target *may* defend as though it were a fists attack (with the same wording on both, not different wording as it is now, formatting nitpick), or against the Incited Effect as normal (I think this is what is intended, and it should be IMO, but if it is not, fine). I would make it clear that when you use the power you roll the skill you chose, and then the target chooses to defend as if it was a fists attack (using weapons or fists or athletics as appropriate) or against the effect incited (using discipline or endurance or might as appropriate). 

I would also not restrict physical effects to only be defensible by endurance (or athletics with a 0 cost), sometimes the effect may be something you defend against with might, sometimes the target will be able to use dodging with something that isn't athletics. It entirely depends on the flavor of the effect incited, this could be something you choose when you pick the power, or it could be something that the target chooses when they defend (choice between dodge, or just take it and shrug it off with endurance, may be an option. In the case of grasping shadows the target may want to dodge, or fight them off with might). If the target chooses, it does make the physical version weaker than the mental version (because I cant really think of a mental thing that wouldn't be defended with discipline, excluding a stunt on the target to use conviction or something).

On the other hand you can use the physical version for a wide range of scene maneuvers like knocking over bookcases, or destroying cover, or lighting things on fire, or placing a Clinging Darkness aspect (in the case of shadows), whereas the mental version (without mass effect) doesn't make any sense for scene maneuvers (unless you theme your shadows as sapping mental energy or something, but that is kind of a stretch IMO). I may make this distinction explicit, allowing Incite Physical to make broader maneuvers but be defended by athletics or endurance (or might), where Incite Mental can only make maneuvers on a single targets but in return can only be defended by discipline. Further, Incite Mass would allow a physical effect to be zone wide, negating the ability to defend with athletics (can't dodge it when the shadows cover the whole zone), or allow a mental effect to place a scene or multi-target aspect (you make the whole area depressing).

This leads into the last things that were unclear to me, Incite Mass Effect says you may make spray and zone attacks does it allow you to make maneuvers against a zone or multiple targets (as you could with evocation)? Also, I assume making a zone attack comes with a penalty to the roll (-2?) but this is not clear (or it may not have a penalty, is that balanced?).

I also wanted to add my thanks for compiling these lists (they are very useful).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 27, 2012, 08:25:54 AM
Multiple-action powers are, in my experience, simply too difficult to balance effectively to be worth the gain.


Prophecy is listing 'knowledge rolls' as a separate entity from assessments and declarations, which isn't really accurate.

I'm well aware that Flurry is unnecessary and a lot of work, but I don't really care...I do this as a hobby, the work is part of the point.

(And of course, much of what I write is unnecessary and questionably useful. Doesn't bother me.)

I considered modelling it as a boosted spray attack where multiple elements of the spray can be aimed at one guy, but this seemed better.

Knowledge rolls may or may not be separate from Assessments and Declarations depending on interpretation. I'm trying to cover all possibilities here.

What do you think of Precognition?

...(I think it is minorly op, not even close to the level of spell casting for example)...

Not to be rude, but your opinion is wrong.

Sacred Guardian is the best physical combat Power in the game. It's also the best social combat Power, and a pretty good spellcasting Power. (It can boost an "attack or defense roll", which can be quite a few things.)

It provides enormous bonuses whenever you want them, and don't even get me started on the bit about the Catch.

Even if you implement the common-sense houserule of limiting it to physical attacks, it's still vastly better than True Aim. And True Aim is pretty darn good.

Meanwhile, spellcasting isn't clearly op. There is disagreement there...personally, I think its power level is roughly appropriate.

Further, I would make it clear weather Piercing Attack ignores armor from toughness powers (it doesn't satisfy a catch, but it does ignore armor?

It ignores Toughness armour. What led you to believe otherwise?

I don't know why this power only allows Holy Strike, what if a Demon Scion (some mercenary like Kincaid who was really good at martial arts) took this power and wanted to satisfy thematically appropriate catches?

The techniques presented here are not the only possible techniques. Others might exist. So Kincaid would likely use some technique that I haven't written.

What happened to the 2 stress per attack to satisfy the catch on any supernatural entity from Sacred Guardian?

It never existed, Sacred Guardian can only ignore the Toughness of "a spiritual creature". I don't know what that means and the effect was pretty BS anyway, so I removed it entirely.

On Incite Effect:

I really like this...

Thanks.

First, on Physical/Mental Effect, I would make it clear that if you do not have at range the target *may* defend as though it were a fists attack (with the same wording on both, not different wording as it is now, formatting nitpick), or against the Incited Effect as normal (I think this is what is intended, and it should be IMO, but if it is not, fine). I would make it clear that when you use the power you roll the skill you chose, and then the target chooses to defend as if it was a fists attack (using weapons or fists or athletics as appropriate) or against the effect incited (using discipline or endurance or might as appropriate).

That's what I tried to do. I guess I'll try again. 

I would also not restrict physical effects to only be defensible by endurance (or athletics with a
  • cost), sometimes the effect may be something you defend against with might, sometimes the target will be able to use dodging with something that isn't athletics. It entirely depends on the flavor of the effect incited, this could be something you choose when you pick the power, or it could be something that the target chooses when they defend (choice between dodge, or just take it and shrug it off with endurance, may be an option. In the case of grasping shadows the target may want to dodge, or fight them off with might). If the target chooses, it does make the physical version weaker than the mental version (because I cant really think of a mental thing that wouldn't be defended with discipline, excluding a stunt on the target to use conviction or something).
No.

Here's why:

Taking a high Athletics and Endurance is what you do when you want to be hard to hurt. Letting attacks hit other skills basically says "screw you" to that investment.

Heck, even hitting Endurance is a bit sketchy. Athletics defence is usually higher, because of Speed Powers and the principles of optimization.

Plus, it gives an extra option to characters who could already hit Athletics just by pulling a gun.

If people could Incite Effect against Stealth or Craftsmanship or whatever, Incite Emotion would frequently hit a defence of 0. That's in no way fair.

Plus, you can defend against anything and everything by being somewhere else. And anything that Might would work for can be covered by Endurance, which is often based off of physical bulk.

On the other hand you can use the physical version for a wide range of scene maneuvers like knocking over bookcases, or destroying cover, or lighting things on fire, or placing a Clinging Darkness aspect (in the case of shadows), whereas the mental version (without mass effect) doesn't make any sense for scene maneuvers (unless you theme your shadows as sapping mental energy or something, but that is kind of a stretch IMO). I may make this distinction explicit, allowing Incite Physical to make broader maneuvers but be defended by athletics or endurance (or might), where Incite Mental can only make maneuvers on a single targets but in return can only be defended by discipline. Further, Incite Mass would allow a physical effect to be zone wide, negating the ability to defend with athletics (can't dodge it when the shadows cover the whole zone), or allow a mental effect to place a scene or multi-target aspect (you make the whole area depressing).

Incite Mental Effect can be used for scene maneuvers, subject to standard reasonableness tests. I don't see any problem with that...the scope of possible maneuvers is something that has to be worked out at the table.

Also, you can dodge a zone attack with Athletics. In fact, that's basically the only way to defend against a zone attack...you can't block an explosion, but you can get away from it.

This leads into the last things that were unclear to me, Incite Mass Effect says you may make spray and zone attacks does it allow you to make maneuvers against a zone or multiple targets (as you could with evocation)?

No.

(Unless by "against a zone" you mean against the zone itself rather than against the people in the zone.)

Frankly, I'm not sure Evocation can do that either. The rules are somewhat contradictory on that point.

Also, I assume making a zone attack comes with a penalty to the roll (-2?) but this is not clear (or it may not have a penalty, is that balanced?).

No penalty, for this or for Whirlwind Attack.

What made you think there was one?

I also wanted to add my thanks for compiling these lists (they are very useful).

You're very welcome.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on July 27, 2012, 08:57:58 AM
I'm well aware that Flurry is unnecessary and a lot of work, but I don't really care...I do this as a hobby, the work is part of the point.

(And of course, much of what I write is unnecessary and questionably useful. Doesn't bother me.)
It's not just that it's difficult and unnecessary, but also that it's likely to be broken no matter what you do.  Rather like I suspect it is, now.


Knowledge rolls may or may not be separate from Assessments and Declarations depending on interpretation. I'm trying to cover all possibilities here.
What other means would a 'knowledge roll' have to interact with the game mechanics?

What do you think of Precognition?
It feels a bit weak for a 2-refresh power, but definitely more powerful than a 1-refresh power.
(I hope you weren't including the integral trapping-mover in the valuation.)

I think part of the problem is the unpredictability of the assessment, and thus the unpredictability of its usefulness (I mean, really, when that mook of a mugger jumps you on the street, it could get you 'bum leg' or 'just a bad apple' or anything in-between).  I suggest including some guiding principles as to the nature of the aspects revealed.  Such as that they should be reasonably expected to be useful within the scene in which they're revealed.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 27, 2012, 09:13:12 AM
It's not just that it's difficult and unnecessary, but also that it's likely to be broken no matter what you do.  Rather like I suspect it is, now.

Huh. And here I was trying to lowball its power.

Can you give me an example of how it could be broken?

Now, I can nerf this as much as I want by increasing the penalty. What penalty would you think appropriate?

What other means would a 'knowledge roll' have to interact with the game mechanics?

Um, none. But rolls don't all interact with the mechanics, some are means of altering the narrative.

If I lift a box, that doesn't necessarily create a LIFTED BOX aspect. Sometimes it just makes a box move.

Similarly, sometimes the GM might just tell you "the Catch is transgendered squidzilla ink" rather than giving you access to the Aspect VULNERABLE TO TRANSGENDERED SQUIDZILLA INK.

Or maybe he'll handle it through Aspects. Both approaches are valid.

It feels a bit weak for a 2-refresh power, but definitely more powerful than a 1-refresh power.
(I hope you weren't including the integral trapping-mover in the valuation.)

I think part of the problem is the unpredictability of the assessment, and thus the unpredictability of its usefulness (I mean, really, when that mook of a mugger jumps you on the street, it could get you 'bum leg' or 'just a bad apple' or anything in-between).  I suggest including some guiding principles as to the nature of the aspects revealed.  Such as that they should be reasonably expected to be useful within the scene in which they're revealed.

Good idea. I'll do that.

What do you mean by "the integral trapping-mover"?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Centarion on July 27, 2012, 04:03:42 PM
Quote
No.

Here's why:

Taking a high Athletics and Endurance is what you do when you want to be hard to hurt. Letting attacks hit other skills basically says "screw you" to that investment.

Heck, even hitting Endurance is a bit sketchy. Athletics defence is usually higher, because of Speed Powers and the principles of optimization.

Plus, it gives an extra option to characters who could already hit Athletics just by pulling a gun.

If people could Incite Effect against Stealth or Craftsmanship or whatever, Incite Emotion would frequently hit a defence of 0. That's in no way fair.

Plus, you can defend against anything and everything by being somewhere else. And anything that Might would work for can be covered by Endurance, which is often based off of physical bulk.

That was not the point of that section. Of course you could allow the person to pick what it hits when they pick up the power (but as you mentioned that is probably broken), the real gist was that you allow the opponent to choose the defense for physical powers. This allows you to differentiate physical and mental because physical is weaker in this are but better at maneuvers, and mental hits discipline (pretty much exclusively) but cant really do maneuvers on a scene. Anything might could work for is not covered by endurance, there are plenty of things strong people can do that tough people cannot. Like pushing or shoving things, for a quick example.

Quote
Incite Mental Effect can be used for scene maneuvers, subject to standard reasonableness tests. I don't see any problem with that...the scope of possible maneuvers is something that has to be worked out at the table.

Also, you can dodge a zone attack with Athletics. In fact, that's basically the only way to defend against a zone attack...you can't block an explosion, but you can get away from it.

How do you use Incite mental effect (without the Mass upgrade) to place an aspect on a zone? You cant physically effect anything, you cant change the mood in the zone (that is what Incite Mass does), you can only effect one thing at a time, and the thing must have a mind, thus you can only maneuver against one character (I mean it could make scene maneuvers subject to reasonableness tests, but there isn't anything reasonable to do IMO). With incite physical effect you can start stuff on fire, knock over bookcases, rupture water pipes ect. depending on your power, all targeting one thing, but effecting at least a zone.

The reason I proposed allowing the target to narrate how they are defending against physical (aside form the fact that i feel this is how it should always work), is so that while physical has the advantage in the area of maneuvers, mental has the edge in available defenses (the target could narrate their mental defense too, I just cant think of anything I would allow besides discipline without a stunt).

I don't think it is reasonable to dodge a zone attack with athletics (at least not without justifying it using a scene/zone aspect) because mechanically when you defend, you end up in the same zone. If I caused an explosion in your zone, moving around in the zone is not going to save you. The explosion has many ways to kill you including heat, shock wave, shrapnel, and oxygen deprivation. You may be able to justify dodging shrapnel, but probably not the others (unless you say you dodged behind cover or something, which would require a zone aspect like stacked crates). Without cover or something to hide behind, any defense against a zone wide explosion type attack has to center on how well you are able to shrug it off, which is endurance.

My read on sacred guardian was that you could spend mental stress (up to the length of your stress track), to gain a bonus on physical attacks (I know this is a narrow reading, but the power was intended for a temple dog, which only has the one way to attack), or on defense rolls (I would allow defense against physical attacks or obvious mental assaults, but probably not social attacks). You also have to evaluate it in the context of a temple dog where the mental stress is both a fuel for this power, and also for his Bark. Also, I think they messed up the refresh costs of Sacred Guardian and The Bark.  The bark just adds a trapping to intimidate to block mind effecting, and allows another trapping (strait scaring things off) to effect spirits, along with the ability to spend stress to increase range, this is barely more than a stunt, and should probably cost 1. On the other hand Sacred Guardian gives you a +4, +3, +2, and +1 every fight (potentially a second +4 in place of the +2 if you want to take your mild consequence), this is clearly better than a +1.

I still don't think it is close to as overpowered as spell casting. At lowish levels of refresh (around 9-10, which is lowish for a wizard at least) Refinement is broken as crap. There is no other power in the game that allows you a +2 bonus to rolls for 1 refresh, which is trivial if you use refinement on control to push a spec up to 2 and a big focus item. You can do this no only for your primary attack, but also for all other skills together through thaumaturgy (which you then use as a ritual to simulate any non-combat skill, I am sure you know all this). There is also the problem of just drawing a huge amount of power, taking all your mental and physical stress (to draw it and take as backlash) and then spending all the fate points you got with compels all session to defeat the bad guy (say you have offensive control +2 and a +2 focus, and superb disc, then you spend 3 fate points, so you have a control roll around 16, then you have a +2 power focus and +1 spec, and 5 conviction, so you pull 8 shifts for free, and then take a 8 stress hit, taking your 2 mild consequences so you have 16 shifts of power. Note this is trivial with your 4 focus item slots and your free spec along with 1 refinement, now you get to make a weapon 16 attack at a 16 roll for basically free, what is going to come close, even with liberal fatepoints to not taking huge consequences right off the bat?) 

Anyway, I agree with you on everything else.

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 27, 2012, 07:13:03 PM
That was not the point of that section. Of course you could allow the person to pick what it hits when they pick up the power (but as you mentioned that is probably broken), the real gist was that you allow the opponent to choose the defense for physical powers. This allows you to differentiate physical and mental because physical is weaker in this are but better at maneuvers, and mental hits discipline (pretty much exclusively) but cant really do maneuvers on a scene. Anything might could work for is not covered by endurance, there are plenty of things strong people can do that tough people cannot. Like pushing or shoving things, for a quick example.

Oh, I see.

That won't work either, I'm afraid.

You see, mental stress is much better than physical stress. It completely bypasses Toughness and mundane armour, making it very very hard to resist.

And on top of that, mental effects are not worse at maneuvers. I'll explain why after the next quote.

How do you use Incite mental effect (without the Mass upgrade) to place an aspect on a zone? You cant physically effect anything, you cant change the mood in the zone (that is what Incite Mass does), you can only effect one thing at a time, and the thing must have a mind, thus you can only maneuver against one character (I mean it could make scene maneuvers subject to reasonableness tests, but there isn't anything reasonable to do IMO). With incite physical effect you can start stuff on fire, knock over bookcases, rupture water pipes ect. depending on your power, all targeting one thing, but effecting at least a zone.

Tap five people on the shoulders with Incite Rage, create a riot. Blast a baby with Incite Fear, fill the scene with crying. And so on.

Or maybe just knock over bookcases, etc. You can totally do that with Incite Mental Effect, if you narrate it as a tentacle of solidified insanity that you can extrude from your mouth.

Basically, the difficulties you're having with justifying big maneuvers are narrative and not mechanical. If they pose an issue for some reason (can't think of one, but I'm sure there's some possibility), then that's probably a Compel to narrow down your range of possible actions.

I don't think it is reasonable to dodge a zone attack with athletics (at least not without justifying it using a scene/zone aspect) because mechanically when you defend, you end up in the same zone. If I caused an explosion in your zone, moving around in the zone is not going to save you. The explosion has many ways to kill you including heat, shock wave, shrapnel, and oxygen deprivation. You may be able to justify dodging shrapnel, but probably not the others (unless you say you dodged behind cover or something, which would require a zone aspect like stacked crates). Without cover or something to hide behind, any defense against a zone wide explosion type attack has to center on how well you are able to shrug it off, which is endurance.

Actually, no. You can dodge behind a crate without an aspect. Just say you dodge behind a crate.

Plus, you could dodge out of the zone and back in.

Or you could move to a part of the zone that the explosion does not effect.

Or perhaps you just curl up into the fetal position very quickly, then tough it out Endurance-style with an Athletics touch.

I think that the issue you're having here is that you're conflating narrative with mechanics. Narratively, a zone attack doesn't spread to the edge of the zone and then stop. It's a lot messier than that, and FATE is very flexible when it comes to narration.

(On a related note, consider this: which is more plausible, getting away from a grenade or toughing out its explosion?)

If you're not convinced, check out the skill descriptions. Endurance is specifically said to be almost never rolled. Athletics, meanwhile, has no relevant restrictions on its dodging trapping.

I still don't think it is close to as overpowered as spell casting. At lowish levels of refresh (around 9-10, which is lowish for a wizard at least) Refinement is broken as crap. There is no other power in the game that allows you a +2 bonus to rolls for 1 refresh, which is trivial if you use refinement on control to push a spec up to 2 and a big focus item. You can do this no only for your primary attack, but also for all other skills together through thaumaturgy (which you then use as a ritual to simulate any non-combat skill, I am sure you know all this). There is also the problem of just drawing a huge amount of power, taking all your mental and physical stress (to draw it and take as backlash) and then spending all the fate points you got with compels all session to defeat the bad guy (say you have offensive control +2 and a +2 focus, and superb disc, then you spend 3 fate points, so you have a control roll around 16, then you have a +2 power focus and +1 spec, and 5 conviction, so you pull 8 shifts for free, and then take a 8 stress hit, taking your 2 mild consequences so you have 16 shifts of power. Note this is trivial with your 4 focus item slots and your free spec along with 1 refinement, now you get to make a weapon 16 attack at a 16 roll for basically free, what is going to come close, even with liberal fatepoints to not taking huge consequences right off the bat?)
 

This is an old argument, and normally I wouldn't bother rehashing it, except your example is so bad that it must be addressed.

Here are a few of its problems:

1. 3 Fate Points, two consequences, you last stress slots, and a casting roll that might get you Taken Out is not trivial at all. In fact, it's a massive investment and a sizable risk.

2. Your addition is slightly off. That's 15 control, not 16. And taking an 8 stress hit just gives you +7 power, not +8.

3. A character with Superb Athletics, an applicable dodge stunt, Sacred Guardian, and 3 FP can dodge that pretty reliably. For an investment of 2 Refresh, 1 apex skill, 3 FP, and 4 mental stress against your investment of ~5 Refresh, 2 apex skills, 3 FP, 4 physical stress, 4 mental stress, 2 mental consequences, and a substantial risk. So not only did they take no damage from your uber-attack, they did it comparatively cheaply.

Nobody denies that spellcasting is very strong. But it isn't clearly broken. Sacred Guardian is clearly broken.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on July 27, 2012, 09:54:15 PM
Can you give me an example of how it could be broken?

Now, I can nerf this as much as I want by increasing the penalty. What penalty would you think appropriate?
It's a force multiplier useable against single targets.  More than that, it's ALSO useable against multiple targets.
Applying penalties only shifts the threshold a character must pass for it to become broken.
I don't really feel like doing the math on it right now, though.

Um, none. But rolls don't all interact with the mechanics, some are means of altering the narrative.
If all it alters is narrative, with no mechanical backing, why am I paying mechanical resources to gain access to it?

What do you mean by "the integral trapping-mover"?

The third clause the name of which I'm too lazy to look up which allows for the moving of the power's trappings if the user also possesses Prophecy.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 28, 2012, 02:11:32 AM
It's a force multiplier useable against single targets.  More than that, it's ALSO useable against multiple targets.
Applying penalties only shifts the threshold a character must pass for it to become broken.
I don't really feel like doing the math on it right now, though.

Here, let me explain the rudiments of the math. If you would fill in someone's Xth stress box with an attack, you can instead fill in their (X-2)th and (X-1)th stress boxes at the cost of reducing your hit chance. Launching a third attack lets you fill in the (X-3)th as well, and so on. (Assuming average rolls.)

This can be handy, but honestly I think I'd prefer +1 to hit most of the time.

I should probably test this...anyone interested in a test fight?

If all it alters is narrative, with no mechanical backing, why am I paying mechanical resources to gain access to it?

Because the narrative control that it offers is a concrete advantage. Knowing a Catch is a big deal. As is knowing whether someone intends to kill you. That enables you to behave more intelligently.

The third clause the name of which I'm too lazy to look up which allows for the moving of the power's trappings if the user also possesses Prophecy.

Oh, that. Yeah, that's not a significant part of the cost.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 28, 2012, 02:44:18 AM
More changes. Cleaned up the wording on Incite Effect a bit, clarified a couple of techniques, and implemented Tedronai's Precognition suggestion.

Also, I replaced the Holy Strike technique with an anti-ghost technique. Seemed more fitting.

I'm considering making Precognition a non-opposed roll, to make it quicker in play.

Still agonizing over Incite Effect range.

Thoughts?

INCITE EFFECT [-1]
Description: You can do a thing. A special thing, that cannot be done by most people. Maybe you can control clouds of smoke, maybe you can inflict fear by shouting. Or maybe you can summon the aid of two thousand invisible squirrels. Whatever.
Skills Affected: Any.
Effects:
Incite Effect. Pick a type of effect and a skill that's related to that type of effect. You can use that skill plus two to perform maneuvers and blocks related to that type of effect against anything you can touch. At the GM's discretion, this may also enable Declarations.
At Range [-1]. You may use Incite Effect at a range of one zone.
At Long Range [-1]. (Requires At Range) You may use Incite Effect on anything within your line of sight.
Incite Physical Effect [-1]. You may use Incite Effect to perform attacks that inflict physical stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Endurance to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Avoidable Physical Effect [-0]. (Requires Incite Physical Effect At Range) The targets of your Incite Physical Effect attacks defend with Athletics.
Incite Mental Effect [-1]. You may use Incite Effect to perform attacks that inflict mental stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Discipline to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Potent Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) Attacks that you make with Incite Effect are weapon 4.
Incite Protective Effect [-1]. You may use your the skill that you use for Incite Effect to defend against physical attacks.
Incite Restrictive Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may use Incite Effect to grapple targets within the range of this Power, using the skill that you use for Incite Effect. Grappling with a physical effect inflicts physical stress, while grappling with a mental effect inflicts mental stress.
Incite Mass Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may make spray attacks and zone-wide attacks with Incite Effect. If you attack your own zone, then you are affected normally by the attack. Even if you lack the At Range upgrade, targets defend against your zone attacks as though you had it. This upgrade does not affect your ability to maneuver, and no penalty is incurred when attacking a zone with it.
Incite Explosive Effect [+1]. (Requires Incite Mass Effect) You may not make non-zone-wide attacks with Incite Effect.
Incite Selective Effect [-1]. (Requires Incite Mass Effect) You do not harm yourself when attacking your own zone.
Incite Persistent Effect [-1]. (Requires Incite Mass Effect) When attacking a zone with Incite Effect, 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.
Incite Additional Effect [-1]. You may select another effect to create with this Power. You may also select another skill to use that effect with. If the other upgrades that you have are appropriate for the new effect, you may use them with it. You may also upgrade the new effect separately.

SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:
Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. You must declare technique use before rolling. You may only use any given technique once per roll. At the GM's discretion, techniques beyond the ones presented here might exist. These techniques may not enhance spells or non-physical attacks.
More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once, but you cannot take any technique more than once.

PROPHECY [-1]
Description: You can see the future, or at least determine its shape somehow.
Skills Affected: Lore.
Effects:
Divination. Add a Divination trapping to your Lore skill. Use that trapping for Assessments, Declarations, and knowledge rolls related to what will happen in the future.
Visions. The GM can cause you to have an infallibly-accurate vision of the future whenever he or she feels inclined.
I Saw That Coming. You may use your Lore skill for the Avoiding Surprise trapping of the Alertness skill.

PRECOGNITION [-2]
Description: You can predict the actions of your opponents in combat, making it very difficult to get the drop on you.
Skills Affected: Alertness, sometimes Lore.
Effects:
Always Prepared. Add two to your Alertness skill (or, if you have the Prophecy Power, your Lore skill) when using its Combat Initiative and Avoiding Surprise trappings.
Precognition. Whenever you are attacked, you may attempt to Assess the person attacking you with your Alertness skill. The person attacking you may defend with the skill that they're attacking you with. If you succeed, the GM should reveal either one of the target's Aspects or an Aspect that applies to their attack. Aspects revealed this way should generally be useful in the scene that they are revealed in, and they can often be tagged to increase defence rolls against the attacks that revealed them.
Application Of Prophecy. If you possess the Prophecy Power, you may use your Lore skill for the Precognition trapping of this Power and the Combat Initiative trapping of the Alertness skill.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on July 28, 2012, 03:31:11 AM
Incite Effect seems pretty versatile. Out of curiosity, do you see it replacing Channeling and Evocation?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 28, 2012, 08:32:25 PM
It is very versatile, but it's not intended to replace anything other than the Powers I listed before.

Someone could make a "wizard" whose "evocations" were represented with Incite Mass Physical Effect At Long Range (Spells, using Discipline), and I'd be fine with that.

But I'd also be fine with them just taking Evocation.

Any opinion on the range issue? Would it break anything if I were to make a -1 upgrade give LoS range?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 28, 2012, 09:12:54 PM
I don't think that Flurry should be an effect that is available in this game.
If it's representing multiple attacks per target, it would be reasonably replaced with a simple bonus on the roll, already available in this power.
If it's representing attacks against multiple targets in a short time-span, it would be reasonably by spray attacks or by the zone-attack already included in this power.

Multiple-action powers are, in my experience, simply too difficult to balance effectively to be worth the gain.


Prophecy is listing 'knowledge rolls' as a separate entity from assessments and declarations, which isn't really accurate.

Multiple actions are OP.  I agree.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 28, 2012, 09:30:54 PM
What if you could get one extra action per round whenever you spent your action on Full Defence?

That's multiple actions, but it's not any more impressive than +2 to defence rolls.

What if you could attack three times in a round by spending 10 FP and taking an extreme consequence and suffering a -30 penalty to each attack?

That's actually worthless.

See, multiple actions are not inherently overpowered. They're just very powerful and hard to balance.

The only test I've seen of multiple actions in DFRPG came back saying they were pathetically weak...ideally, they'd not be that. But they'd not be terribly powerful either.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 28, 2012, 09:45:25 PM
Silverblaze, Tedronai, and others are right...but I'll add a caveat if it helps.  Multiple effective actions in one turn is overpowered. 

You could presumably limit them so much they aren't very effective but then why bother?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 28, 2012, 09:48:59 PM
Given that there exists a point where they are not overpowered, and given that their power if expressed as a function would be continuous, you can show mathematically that there exists a point where their power is reasonable.

It's a lot of work to find that point, of course.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 28, 2012, 09:57:02 PM
Not really sure FATE supports that conclusion.  Suppose you do find that place where they're reasonable...and now I spend tags and fate points to increase both.  Are they still reasonable once each has been turned into something effective?

Out of curiosity, why are you determined to create a dual action mechanic?  What do you see it adding to the game?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 29, 2012, 02:48:09 AM
I brought up that fate points per action/roll in anotehr multiple attack thread.  I was soundly ignored and/or disagreed with.

My opinion has never truly changed on the matter.  I agree with Umbra Lux.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 29, 2012, 04:14:08 AM
Not really sure FATE supports that conclusion.  Suppose you do find that place where they're reasonable...and now I spend tags and fate points to increase both.  Are they still reasonable once each has been turned into something effective?

Why would Fate Points change anything? They provide the same benefit, whether or not you have a multiple attack Power.

(I'm not sure whether it was in the thread Silverblaze is talking about, but I addressed that concern at least once. Check out the second link in this post.)

Out of curiosity, why are you determined to create a dual action mechanic?

Because I feel like it. Same reason I do most of what I do here.

I don't really care about what they add to the game, but that doesn't mean I don't think they would add to the game.

As I see it, they have three main uses.

The first is to help with big single opponents for a group. For reasons I'm pretty sure you know, it's hard to design a singular foe in this system. Multiple weak actions let an opponent that would normally squish one PC/action act in a more interesting way.

The second is tautological; to provide multiple actions. Some people like them, and the current methods of taking multiple actions (spray attacks, supplemental actions, Declarations, and narration) are unsatisfactory to them.

The third is to provide greater variety in combat. The key to a combat system that can hold people's attention in and of itself is variety. More mechanical options is a good thing.

Relevant links:

http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1111063.html#msg1111063 (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1111063.html#msg1111063)
http://www.jimbutcheronline.com/bb/index.php/topic,25934.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,25934.0.html)
http://www.jimbutcheronline.com/bb/index.php/topic,24488.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,24488.0.html)
http://www.jimbutcheronline.com/bb/index.php/topic,33211.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,33211.0.html)
http://www.jimbutcheronline.com/bb/index.php/topic,24797.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,24797.0.html)

(Rapid Strike was an early version of Flurry that cost a FP instead of 4 stress. I removed a restriction or two and a bunch of clarification text when I made Flurry...I'm thinking of putting it some of that back in.)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 29, 2012, 02:29:33 PM
Why would Fate Points change anything?
Because two successes is usually considered better than one.  Isn't that the point behind two effective actions?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 29, 2012, 06:38:00 PM
Simple math.

Lets say I have a skill of 4, a stunt that grants plus one, and the weapon value would be 2.

Assume neutral rolls for attack and defense, assume defender has the same skill.

each "attack", though this could apply to almost anything that is opposed, would deal three shifts of effect.  6 shifts of success.  Twice as much as 3 shifts of success.

Now, lets assume I can use three aspects for effect on this "attack" that's +6 (+2 per aspect/fate point used in this fashion).  I cannot use each aspect more than once threfore I can only get three tags/invokes for this roll.

Wait!  I get two attacks so I can spend six fate points this exchange.  That means double the shifts of success in one exchange.

+6 becomes +12 overall.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 30, 2012, 12:47:58 AM
I already went through this before though.

Some people either :

A) Don't get it
B) Don't care
C) See the math but still manage to disagree

I'm in the minority it seems who dislike multiple actions per exchange.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 30, 2012, 01:06:31 AM
Grapples:

Normally a grappled foe only gets one chance (one exchange) to remove the aspect "grappled" before that foe is good and screwed.  Grapples are very powerful.

With multiple actions grapple become far weaker, since multiple actions per exchange can grant multiple chances to remove the grappled aspect.

Grapples would then need a upgrade, upgrade stunts, or a rewrite.  just to make multiple actions work.  The system was designed not to have them...yet here some people are trying to force them in.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 30, 2012, 05:39:11 AM
Because two successes is usually considered better than one.  Isn't that the point behind two effective actions?

You're still just getting two shifts/FP. Those shifts don't become better because they're attached to multiple actions.

Simple math.

Lets say I have a skill of 4, a stunt that grants plus one, and the weapon value would be 2.

Assume neutral rolls for attack and defense, assume defender has the same skill.

each "attack", though this could apply to almost anything that is opposed, would deal three shifts of effect.  6 shifts of success.  Twice as much as 3 shifts of success.

Now, lets assume I can use three aspects for effect on this "attack" that's +6 (+2 per aspect/fate point used in this fashion).  I cannot use each aspect more than once threfore I can only get three tags/invokes for this roll.

Wait!  I get two attacks so I can spend six fate points this exchange.  That means double the shifts of success in one exchange.

+6 becomes +12 overall.

So, wait.

The problem is that multiple actions raise the cap on spending per exchange? That's it?

You can get the exact same effect by taking different Aspects on your character! And Aspects are free!

Also, using Flurry as written you get zero shifts of success for two attacks in your example. Because both attacks miss.

Grapples:

Normally a grappled foe only gets one chance (one exchange) to remove the aspect "grappled" before that foe is good and screwed.  Grapples are very powerful.

With multiple actions grapple become far weaker, since multiple actions per exchange can grant multiple chances to remove the grappled aspect.

Grapples would then need a upgrade, upgrade stunts, or a rewrite.  just to make multiple actions work.  The system was designed not to have them...yet here some people are trying to force them in.

You know what else increases the chance to beat a grapple? +1 to a skill. And that's totally legal. As long as multiple actions don't give a disproportionate-to-cost increase in grapple-beating capability, they're no better.

Let's compare probabilities.

If I'm facing a Good Grapple with my Good skill, I have a 61.7% chance to escape. With a +1 bonus, I have an 81.5% chance.

If I instead use a two action flurry, I have two 18.5% chances. Worse than +1, which costs one fourth the stress. In fact, it's worse than doing nothing.

I think the math is on my side here.

If you're still not convinced, I propose a test fight. Two dudes with armour 2, weapon 3 + 2 stunt, mental/physical stress track 4, 4 FP, and Weapons 4. One guy gets True Aim. The other gets the ability to use Flurry for free whenever he feels like it, or maybe just Supernatural Martial Arts.

I expect True Aim guy to win.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 30, 2012, 01:07:57 PM
You're still just getting two shifts/FP. Those shifts don't become better because they're attached to multiple actions.
Actually, they do.  Since they're different rolls I can use the same aspect twice but, more importantly, I can affect two or more discrete targets.

I see little point in continuing to argue though.  Time for me to move on to other subjects.  ;)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on July 30, 2012, 01:26:43 PM
Maybe include a rule that you can only invoke the same aspect once per exchange?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 30, 2012, 05:23:24 PM
I'm with Umbra Lux. I got one more attempt at explaining this.

Lets say a character can tag all 7 aspects for one roll.

Now he can tag 14 in one exchange 7 per roll.

21 if he gets 3 actions and so on.

Lots of fate points/sponsor debt?  Yeah, but still not impossible.  I got a pool close to that in the game I currently play.  (Due to an epic cash out.)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 30, 2012, 05:29:45 PM
Maybe include a rule that you can only invoke the same aspect once per exchange?

That would help a LOT.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Death on July 30, 2012, 05:33:34 PM
Isn't that already a standard rule?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 30, 2012, 05:52:32 PM
Isn't that already a standard rule?

Is it?  That would impact my opinion of multiple actions quite a bit.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 30, 2012, 07:43:46 PM
Isn't that already a standard rule?
No, the rule is "once per roll" I believe.  Currently you can use the same aspect on multiple different defense rolls or on both offense and defense if it makes sense.  A once per exchange rule would eliminate that.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on July 30, 2012, 07:55:02 PM
No, the rule is "once per roll" I believe.  Currently you can use the same aspect on multiple different defense rolls or on both offense and defense if it makes sense.  A once per exchange rule would eliminate that.

I thought it was once per roll.

Yeah, I still see the same issue as before then.

 However, I've been making this arguement for what seems close to a year or more.  I'm betting those that agree already won't use multiple actions and those who disagree just want me to shut up. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 31, 2012, 07:21:19 AM
Actually, they do.  Since they're different rolls I can use the same aspect twice but, more importantly, I can affect two or more discrete targets.

I see little point in continuing to argue though.  Time for me to move on to other subjects.  ;)

Please, before you leave, explain why using your FP on two different targets at once is better than using them in other ways.

And then, please explain why this advantage can't fairly be paid for with Refresh.

As for raising the FP-spending cap...I don't think it's very valuable. I've never, in all my time spent playing this game, had a player hit the limit of 7.

Letting people spend more FP doesn't even seem worth a stunt, to me.

I'd like to reiterate that I'd be interested in testing this with a series of fights. If flurry really is overpowered, then surely the person with it will win.

But I don't think it'll go that way.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on July 31, 2012, 08:24:08 AM
Please, before you leave, explain why using your FP on two different targets at once is better than using them in other ways.
:o Taking two entities down means two fewer to hurt you.  One more than only taking one target down.  If/when it's two actions and not just two attacks it's even better.

Quote
And then, please explain why this advantage can't fairly be paid for with Refresh.
Play a couple of games that allow extra actions in one way or another.  It's the way to power game in everything from d20 to Savage Worlds and Shadowrun.  Can't boil down years of experience into a few sentences though, so I'll simply suggest you run the math.

Quote
As for raising the FP-spending cap...I don't think it's very valuable. I've never, in all my time spent playing this game, had a player hit the limit of 7.

Letting people spend more FP doesn't even seem worth a stunt, to me.
Really not sure what spending cap you're talking about...there isn't a limit to the number of fate points you can spend other than the number of usable aspects and how many fate points you have available or can borrow.

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 01, 2012, 04:13:00 AM
:o Taking two entities down means two fewer to hurt you.  One more than only taking one target down.  If/when it's two actions and not just two attacks it's even better.

First, you can already do this with spray attacks.

Second, spending Fate Points does not guarantee taking down a foe. If you can defeat an opponent by spending 1 FP on a flurried attack, you can take him down for free with a normal attack.

Play a couple of games that allow extra actions in one way or another.  It's the way to power game in everything from d20 to Savage Worlds and Shadowrun.  Can't boil down years of experience into a few sentences though, so I'll simply suggest you run the math.

I've played Shadowrun, and I've run the math.

I've been fairly careful to avoid the pitfalls of shadowrun, and the math suggests that the penalties imposed are probably too large. But I'd like to play it safe, so I'm not gonna make them smaller.

Really not sure what spending cap you're talking about...there isn't a limit to the number of fate points you can spend other than the number of usable aspects and how many fate points you have available or can borrow.

This is Silverblaze's complaint. He's worried that because you can spend twice as many FP if you roll twice as often, then something will somehow become unbalanced.

I'd like, once again, to ask someone to help me test this. I'm pretty sure I can prove that it's not that powerful.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on August 01, 2012, 01:12:05 PM
How do you wanna test it?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on August 02, 2012, 02:37:22 AM
First, you can already do this with spray attacks.
Sigh, shouldn't have let myself get sucked back in.  You're right, spray attacks work!  Why not dump the multi-roll hack and stick with the core rule?  My guess is you want something more powerful...which should tell you something about multiple actions right there.

As for guarantees, who said anything about a guarantee?

In any case I'll wait for other subjects.  ;) 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 02, 2012, 06:40:05 AM
How do you wanna test it?

Make two characters. Make them identical, except one has multiple actions (based on my current model) and the other does not. Maybe give the one-action guy some other Power or stunt of equivalent cost.

Have them fight.

Rinse, repeat.

It's not perfect, but it'll give an idea of how good my take on multiple actions is.

Sigh, shouldn't have let myself get sucked back in.  You're right, spray attacks work!  Why not dump the multi-roll hack and stick with the core rule? My guess is you want something more powerful...which should tell you something about multiple actions right there.

Your guess is wrong.

I chose to do it this way because I've already done spray-attack-based multiple actions.

Plus I wanted to salvage an old design.

And of course, variety is good.

Ideally, this's advantages over spray attacks will be equal in value to its four-stress cost.

All that aside, I still don't see how spending FP on attacks is any better under this system than under spray attacks.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 04, 2012, 04:39:14 AM
So...anybody up for a test fight?

And does anybody have an opinion on Incite Effect's range? Would it be bad to make it Line Of Sight for 1 Refresh?

That aside, there are three Sponsored Magic knockoffs on the list that are quite sound mechanically. So I'm just gonna reformat them, without making any actual changes.

Old:

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).

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). 

New:

SELF-SPONSORED MAGIC [-Varies]
Description: Either you've studied a branch of magic long enough to understand and use it intuitively, or you're a being of such singular power that a unique form of magic emanates from you.
Skills Affected: Conviction, Discipline, Lore, others.
Effects:
Self-Sponsored Magic. This Power is in all ways identical to Sponsored Magic, except that it lacks an external sponsor. The Compels resulting from the debt taken to fuel this power are therefore obviously not connected to any external agenda; instead, they are linked to your Aspects like normal Compels.

SPONSORED CHANNELLING [-2]
Description: You can use a few scraps of a sponsor's magical power.
Musts: You must select a type of Sponsored Magic when you take this Power.
Note: If you have the Evocation Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
Skills Affected: Conviction, Discipline, Lore
Effects:
Sponsored Channelling. You may cast evocations as though you possessed the selected Sponsored Magic. This does not allow you to use Thaumaturgy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally.
Item Slots. Sponsored Channelling comes with two free Focus Item slots.

SPONSORED RITUAL [-2]
Description: You can use a few scraps of a sponsor's magical power.
Musts: You must select a type of Sponsored Magic when you take this Power.
Note: If you have the Thaumaturgy Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
Skills Affected: Conviction, Discipline, Lore
Effects:
Sponsored Ritual. You may cast rituals as though you possessed the selected Sponsored Magic. This does not allow you to use Thaumaturgy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally.
Item Slots. Sponsored Ritual comes with two free Focus Item slots.

If I screwed something up, let me know.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on August 04, 2012, 05:10:29 AM
Shouldn't that last one be Sponsored Ritual?

How does Self-Sponsored Magic differ from Soulfire?

How valid do you think is Sponsored Thaumaturgy?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 04, 2012, 05:15:42 AM
Yes, of course. Thanks for catching that.

In a great number of ways. Self-Sponsored Magic is a type of Power, examples of which you can find on the Sponsored Magic Master List. Soulfire is a specific Power which may be Sponsored or Self-Sponsored depending on your reading.

Not sure what you mean.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on August 04, 2012, 05:26:07 AM
Well...

SPONSORED THAUMATURGY [-3]
Description: You have access to a sponsor's magical power.
Musts: You must select a Sponsor when you take this Power.
Note: If you have the Thaumaturgy Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
Skills Affected: Conviction, Discipline, Lore
Effects:
Sponsored Thaumaturgy. You may cast rituals as though you possessed the full Thaumaturgy. This does not allow you to use Thaumattugy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally.
Item Slots. Sponsored Thaumaturgy comes with two free Focus Item slots.

Basically, Sponsored Ritual, but upgraded to Thaumaturgy.

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on August 04, 2012, 05:27:28 AM
Also, shouldn't it be Thaumaturgy at the speed and methods of Evocation?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 04, 2012, 06:24:24 AM
Not really a fan of Sponsored Thaumaturgy. Just take Thaumaturgy, and a Sponsor. Because the Sponsor isn't meaningfully affecting your spellcasting abilities.

(There really should be a -0 Power that just gives you a Sponsor.)

And yes, it should be Thaumaturgy with the speed and methods of Evocation. What can I say, my mind is elsewhere.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 11, 2012, 03:07:17 AM
So, is anyone willing to help me test Flurry?

Given how many words have been spent calling it broken, shouldn't someone be willing to try and prove it?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on August 11, 2012, 03:40:53 AM
Combat with equally strong fighter based characters seems the only way to test it.

So you have two skill 5 fighters one using a true aim variant the other using your ability.

This is my opinion on how such a fight would go without numbers.

Round 1
True Aim guy attacks martial arts masters, martial Master spends 1 mental stress to boost defense and takes weapons rating worth  of damage just over half the time.

Martial Arts guy them flurry's 3 (attacks at once) at a -2 as opposed to his opponents +1 the chances of these attacks hitting are less than 25%.

Martial Arts guy flurries with 2 (for 3 stress) instead for a -1 vs a +1 the chances of hitting are still less than a third. 

Round 2
True Aim guy attacks again and again Martial arts guy spends his 1 mental stress on a defense boost granting him just under 50% chance of not taking damage.
Martial Artist attacks using his last mental stress to have an slightly over 50% chance of damaging his opponent.


Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on August 11, 2012, 04:06:41 AM
A sponsor should affect what magic you can create - it's just up to the players to make it so.  Like most narrative related mechanics.  ;)

So, is anyone willing to help me test Flurry?

Given how many words have been spent calling it broken, shouldn't someone be willing to try and prove it?
I'm not certain we were discussing Flurry specifically - it's why I clarified my statement to:
Multiple effective actions in one turn is overpowered. 

You could presumably limit them so much they aren't very effective but then why bother?
If Flurry can only use the two "Enhanced" attack modifiers it looks more like it's in the 'why bother' category.  If I have interpreted correctly, it's probably never going to be worth giving yourself a mental consequence to hit for one extra physical stress in an exchange. 

On the other hand, if you can add Holy Strike you do 7 extra stress at a cost of 8 mental.  Add Piercing Attack and you're doing 12 extra stress (assuming everyone has Armor:1 it's 17 more if you make it Armor:2) for a cost of 11 mental stress.  Add Whirlwind Attack and you'll do that 12 or 17 extra physical stress to everyone in the zone for 14 mental stress.  Do note, that's extra stress - a Claws opponent is doing 3-5 per exchange depending on armor.  Ms Flurry is doing that 3-5 plus the listed extra.

So it goes from worthless to near take out to OMG you wiped a zone!

Which is why I'll repeat:  Multiple effective actions in one turn is overpowered.

Edit:  Also have to say the +X mental stress cost seems overly complex.  I used a spreadsheet to calculate the numbers above.  Not going to pull up Calc in a game.   :-\
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on August 11, 2012, 06:25:53 PM
I'd be up for a test fight sometime.  I'm just not sure how such things work over the internet.   Never done it. 

My schedule is odd, but I could work something out.

I enjoy being proved wrong when I'm a pessimist. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: THE_ANGRY_GAMER on August 11, 2012, 06:49:48 PM
For a Sponsor Power, how about this:

Sponsor [-0]: Your character is sponsored by a higher power.
Effects: Sponsored assistance: You may invoke an aspect in exchange for a point of debt to your sponsore, as per the Sponsored magic rules (YS288)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on August 12, 2012, 01:34:10 AM
It costs too much.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: THE_ANGRY_GAMER on August 12, 2012, 10:04:47 AM
Wait, the sponsor power? [-0] is pretty good, I feel.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on August 12, 2012, 05:06:43 PM
It's a supernatural power. If you take it and nothing else, you don't get the Pure Mortal bonus. Meaning it's going to cost two points of Refresh.

That's what Tedronai was referring to, I think.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on August 12, 2012, 05:47:39 PM
Locnil has it right, more or less.
The ability to have an entity separate from yourself loan you power (when doing so suits them, and for a price to be named at some later date, at that) is neither mechanically nor thematically sufficient, in my opinion, to deny a character the benefits of being a Pure Mortal.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: THE_ANGRY_GAMER on August 12, 2012, 06:17:20 PM
Ah OK. Logically, though, if they have a Sponsor, they *aren't* a Pure Mortal anymore. If you want characters to keep some of their Pure Mortal refrsh bonus, you could make it a [+1] for that template. Already-supernatural characters should not get anything, though.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on August 12, 2012, 10:17:47 PM
Logically, though, if they have a Sponsor, they *aren't* a Pure Mortal anymore.
This depends entirely on the nature of the Sponsorship arrangement.
The character need have no supernatural power of their own, or even any control over the power negotiated for by the player via Sponsor Debt.
Some nameless supernatural entity meddles in their lives offering to help them if they perform some favour in return at some future date.  That is all that is required, thematically, to justify the ability to take Sponsor Debt.
Simply interacting with powerful supernatural entities does not render someone no longer a Pure Mortal.

Already-supernatural characters should not get anything, though.
Which is why I advocate a cost of [N/A].
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 13, 2012, 01:01:40 AM
Logically, though, if they have a Sponsor, they *aren't* a Pure Mortal anymore

Whether someone counts as mortal is not clearly defined and as such you cannot draw such a conclusion with confidence.

I would prefer that sponsorship be available through the base rules. But since it isn't, a -0
Power is the way to go.

(Letting mortals take some -0 Powers is a decent houserule anyway.)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 13, 2012, 01:18:13 AM
I'm not certain we were discussing Flurry specifically - it's why I clarified my statement to:If Flurry can only use the two "Enhanced" attack modifiers it looks more like it's in the 'why bother' category.  If I have interpreted correctly, it's probably never going to be worth giving yourself a mental consequence to hit for one extra physical stress in an exchange. 

On the other hand, if you can add Holy Strike you do 7 extra stress at a cost of 8 mental.  Add Piercing Attack and you're doing 12 extra stress (assuming everyone has Armor:1 it's 17 more if you make it Armor:2) for a cost of 11 mental stress.  Add Whirlwind Attack and you'll do that 12 or 17 extra physical stress to everyone in the zone for 14 mental stress.  Do note, that's extra stress - a Claws opponent is doing 3-5 per exchange depending on armor.  Ms Flurry is doing that 3-5 plus the listed extra.

So it goes from worthless to near take out to OMG you wiped a zone!

Which is why I'll repeat:  Multiple effective actions in one turn is overpowered.

Edit:  Also have to say the +X mental stress cost seems overly complex.  I used a spreadsheet to calculate the numbers above.  Not going to pull up Calc in a game.   :-\

The idea is that the actions are only slightly effective.

I don't think it's very complex...it's just addition. Count costs, add. Why would you need calc?

Wiping a zone for that cost seems fair to me.

After all, you can do that with Ritual too.

I'd be up for a test fight sometime.  I'm just not sure how such things work over the internet.   Never done it. 

My schedule is odd, but I could work something out.

I enjoy being proved wrong when I'm a pessimist. 

Tell you what, I'll start a thread on the PbP board sometime later today or tomorrow. We'll work it out there.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: UmbraLux on August 13, 2012, 02:56:25 AM
I don't think it's very complex...it's just addition. Count costs, add. Why would you need calc?
To check different scenarios quickly.

Quote
Wiping a zone for that cost seems fair to me.

After all, you can do that with Ritual too.
So you want to make evoc the same as thaumaturgy?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 13, 2012, 09:20:41 PM
So you want to make evoc the same as thaumaturgy?

Well, that was stupid of me.

I meant Channeling.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 14, 2012, 06:10:31 AM
My silly mistakes aside...

I'm hoping to update the list within a day or so. I'm leaving for a vacation in Switzerland soon, and my internet access will be curtailed there.

So, here's the plan.

I'm going to add:

LIMITATION [+varies]
Description: Your abilities are limited in some way.
Note: Suffering from the negative consequences of taking this Power will often, but not always, be a Compel. If the importance of this Power changes during play, it might be necessary to change its cost or compensate with Compels.
Skills Affected: None.
Effects:
Limited Powers. Attach this Power to at least one other Power that you possess. Then, select a circumstance. Whenever that circumstance applies, you are treated as though you did not possess the attached abilities.
Rebate. This Power reduces the Refresh cost of the attached Powers. The percentage that the cost is reduced by depends upon how commonly the limitation on your Powers will cause problems for you.

At the GM's discretion, difficult-to-classify limitations might grant a rebate in between two of the suggested ones. Decimal costs should be rounded to the nearest integer, with GMs rounding halves based on what cost seems more appropriate.

DIVINE PROTECTION [-1]
Description: God, or some similar force, protects you and yours.
Skills Affected: None.
Effects:
Bless This House. Whenever you are inside a threshold, add 2 to the strength of that threshold.
Armour Of Faith. You may take an action in a conflict or a few seconds outside of one to call upon the protective power of god. This lets you give armour 3 against all physical stress to any number of characters for the rest of the scene, at the cost of 1 Fate Point per character.

HOLY TOUCH [-1]
Description: You radiate holiness.
Musts: You must have the Righteousness Power in order to take this one.
Skills Affected: Conviction, attack skills.
Effects:
Holy Touch. Your presence is like holy water, which can hurt or drive away many monsters. This allows you to use your Conviction skill for maneuvers and Declarations based around the use of holy power, and may expand the range of Compels that you can inflict. All of your attacks satisfy Catches that have to do with Holy Stuff, and any attack you make against a character that is vulnerable to holy power inflicts two additional stress. As a general rule, vulnerability to holy power involves having a relevant Catch or High Concept.

INCITE EFFECT [-1]
Description: You can do a thing. A special thing, that cannot be done by most people. Maybe you can control clouds of smoke, maybe you can inflict fear by shouting. Or maybe you can summon the aid of two thousand invisible squirrels. Whatever.
Skills Affected: Any.
Effects:
Incite Effect. Pick a type of effect and a skill that's related to that type of effect. You can use that skill plus two to perform maneuvers and blocks related to that type of effect against anything you can touch. At the GM's discretion, this may also enable Declarations.
At Range [-1]. You may use Incite Effect at a range of one zone.
At Long Range [-1]. (Requires At Range) You may use Incite Effect on anything within your line of sight.
Incite Physical Effect [-1]. You may use Incite Effect to perform attacks that inflict physical stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Endurance to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Avoidable Physical Effect [-0]. (Requires Incite Physical Effect At Range) The targets of your Incite Physical Effect attacks defend with Athletics.
Incite Mental Effect [-1]. You may use Incite Effect to perform attacks that inflict mental stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Discipline to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Potent Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) Attacks that you make with Incite Effect are weapon 4.
Incite Protective Effect [-1]. You may use your the skill that you use for Incite Effect to defend against physical attacks.
Incite Restrictive Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may use Incite Effect to grapple targets within the range of this Power, using the skill that you use for Incite Effect. Grappling with a physical effect inflicts physical stress, while grappling with a mental effect inflicts mental stress.
Incite Mass Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may make spray attacks and zone-wide attacks with Incite Effect. If you attack your own zone, then you are affected normally by the attack. Even if you lack the At Range upgrade, targets defend against your zone attacks as though you had it. This upgrade does not affect your ability to maneuver, and no penalty is incurred when attacking a zone with it.
Incite Explosive Effect [+1]. (Requires Incite Mass Effect) You may not make non-zone-wide attacks with Incite Effect.
Incite Selective Effect [-1]. (Requires Incite Mass Effect) You do not harm yourself when attacking your own zone.
Incite Persistent Effect [-1]. (Requires Incite Mass Effect) When attacking a zone with Incite Effect, 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.
Incite Additional Effect [-1]. You may select another effect to create with this Power. You may also select another skill to use that effect with. If the other upgrades that you have are appropriate for the new effect, you may use them with it. You may also upgrade the new effect separately.

SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:
Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. You must declare technique use before rolling. You may only use any given technique once per roll. At the GM's discretion, techniques beyond the ones presented here might exist. These techniques may not enhance spells or non-physical attacks.
More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once, but you cannot take any technique more than once.

PROPHECY [-1]
Description: You can see the future, or at least determine its shape somehow.
Skills Affected: Lore.
Effects:
Divination. Add a Divination trapping to your Lore skill. Use that trapping for Assessments, Declarations, and knowledge rolls related to what will happen in the future.
Visions. The GM can cause you to have an infallibly-accurate vision of the future whenever he or she feels inclined.
I Saw That Coming. You may use your Lore skill for the Avoiding Surprise trapping of the Alertness skill.

PRECOGNITION [-2]
Description: You can predict the actions of your opponents in combat, making it very difficult to get the drop on you.
Skills Affected: Alertness, sometimes Lore.
Effects:
Always Prepared. Add two to your Alertness skill (or, if you have the Prophecy Power, your Lore skill) when using its Combat Initiative and Avoiding Surprise trappings.
Precognition. Whenever you are attacked, you may attempt to Assess the person attacking you with your Alertness skill. The person attacking you may defend with the skill that they're attacking you with. If you succeed, the GM should reveal either one of the target's Aspects or an Aspect that applies to their attack. Aspects revealed this way should generally be useful in the scene that they are revealed in, and they can often be tagged to increase defence rolls against the attacks that revealed them.
Application Of Prophecy. If you possess the Prophecy Power, you may use your Lore skill for the Precognition trapping of this Power and the Combat Initiative trapping of the Alertness skill.

IMMUNITY [-varies]
Description: You are completely immune to some form of harm.
Note: The cost examples provided here are intended for the hypothetical average game. In unusual games, they may need to be adjusted. In some rare cases, it may qualify as a Compel when this Power does not apply.
Skills Affected: Many.
Effects:
Immunity. Pick a type of stress. You are immune to that type of stress. This may prevent certain maneuvers and blocks from functioning, at the GM's discretion.
Variable Cost. The cost of this Power depends on the type of stress selected.
•Completely trivial immunities, like drunk-ness or bad smells, are free.
•Very narrow ones, like monkey wrenches or seduction attempts or falling damage, cost 1 Refresh.
•Narrow immunities like poison or acid or magically induced despair cost 2 Refresh.
•Immunity to a single common thing, like metal weaponry or explosions or fear, costs 3 Refresh.
•Immunity to a broad group of things, like the physical attacks of the undead or mental magic, costs 4 Refresh.
•Immunity to an extremely broad group of things, like all magic (including indirect spells) or all unarmed attacks, costs 5 Refresh.
•Immunity to everything (on a single stress track) except something very common, like the attacks of women, costs 6 Refresh.
•Immunity to everything (on a single stress track) except something unusual, like the attacks of immortal beings, costs 7 Refresh.
•Immunity to everything (on a single stress track) with a small loophole, like the attacks of genderless beings, costs 8 Refresh.
•Immunity to all mental stress costs 9 Refresh
•Immunity to all physical stress costs 22 Refresh.
•Immunity to both costs 30 Refresh.

INEXPLICABLE KNOWLEDGE [-1]
Description: You know things. More things than you ought to know.
Musts: You must have an Aspect related to your knowledge.
Skills Affected: Knowledge skills.
Effects:
Inexplicable Knowledge. You can learn or already know absolutely anything by making a successful roll with an appropriate knowledge skill. (If no skill seems appropriate, use Lore or Scholarship.) The difficulty of these rolls is set by the GM. If your knowledge is limited somehow, like by the sum total of all written information, resolve such limitations through Compels.
Dangerous Knowledge [-1]. Whenever you fail a knowledge roll, you may choose to succeed automatically. If you do so, you suffer a weapon 0 mental attack with an accuracy equal to the difficulty of the knowledge roll that you failed. Use your Discipline to defend against this attack. At the GM's discretion, you may be able to pay some other cost (in Fate Points, consequences, or something else) in order to know something without an attack.
Mental Library [-1]. 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.
Superior Mental Library [-1]. (Requires Mental Library) Increase the rating of each of your mental libraries by two.
Searchable Mental Library [-1]. (Requires Mental Library) All research using your mental library is two time increments faster.

ALTERNATE MAGICAL PARADIGM [-1]
Description: Your magic is different from everyone else's. Where most practitioners cast spells with mental strength and magical knowledge, you use other methods.
Musts: You must possess at least one spellcasting power in order to take this one.
Skills Affected: Any three.
Effects:
Alternate Magical Paradigm. Pick three skills. For the purposes of any spellcasting powers you possess, use the first in place of your Conviction, the second in place of your Discipline, and the third in place of your Lore.

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.

Demonic Co-Pilot [-0]
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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 14, 2012, 06:11:19 AM
FEEDING DEPENDENCY [+varies]
Description: Some or all of your powers come from eating something. Probably something weird.
Skills Affected: Discipline.
Effects:
Restricted Powers. When you take this power, you must select at least one other power that you possess. You must also choose a thing and an amount of that thing that you must consume in order to use those powers. Which powers and foods may be selected with this power is a matter of the GM's discretion. This power provides a variable Refresh rebate depending on how much power is selected with it. If 2 Refresh is selected, the rebate is +1. If 6 Refresh is selected, the rebate is +2. If 10 Refresh is selected, the rebate is +3. And so on. The above values assume that the food is rare or morally objectionable, like significant amounts of human blood or huge piles of cash. If the food is acquired easily and without guilt, or only with extreme measures, add or subtract an appropriate amount from the Refresh total used to calculate the rebate. If more Refresh is attached to this power than is required for the rebate received, this power provides a free mild hunger consequence for each additional Refresh.
Feeding. You are capable of consuming whatever your food is. Furthermore, when you do so, you may remove any hunger consequences that you possess and recover any powers that you lost to your hunger. If you consume an insufficient amount of your food, you may receive partial benefits at the GM's discretion.
Limited Reserves. At the end of any scene in which you use one or more of your restricted powers, you must roll your Discipline skill against a number equal to the combined Refresh value of the restricted powers that you used. If you fail this roll, you must take consequences or sacrifice restricted powers with a total Refresh value and/or stress value equal to the amount that you failed by. If you do not or can not, you are taken out. This usually means that you die, get incapacitated, or go mad with hunger, but other fates are also possible depending on the character and the situation.

Adjustments for easy or difficult foods:

-4 A few hours of sunlight, other small downtime requirements
-3 Normal food in unusually large amounts, other stuff that's no real effort
-2 Weird stuff like copper, large amounts of downtime like sleeping for a week straight
-1 Diamonds, people singing about you, other stuff that's impractical but not really difficult
0 Blood, rare radioactive materials, other difficult stuff, massive downtime like spending months in prayer
+1 Vampire blood, other difficult and dangerous stuff
+2 Human sacrifices, other stuff that's a big deal, ridiculous downtime like meditating for a decade
+3 Angel feathers, other stuff that pretty much requires a quest
+4 Planets, other nearly impossible stuff

BAG OF TRICKS [-1]
Description: For whatever reason, you have access to a few minor magical trinkets.
Skills affected: Contacts, Resources, Burglary, Lore.
Effects:
Enchanted Items: You have four potions, each with a strength equal to your Contacts, Resources, Burglary, or Lore skill. You may not increase their strength in any way. At the beginning of each session, you must declare which potions you have on hand.
More Trinkets [-1]. You have four additional potions. Furthermore, you may choose to leave potion slots open to be filled later with Declarations.

Sponsor [-0]: Your character is sponsored by a higher power.
Effects: Sponsored assistance: You may invoke an aspect in exchange for a point of debt to your sponsore, as per the Sponsored magic rules (YS288)

SELF-SPONSORED MAGIC [-Varies]
Description: Either you've studied a branch of magic long enough to understand and use it intuitively, or you're a being of such singular power that a unique form of magic emanates from you.
Skills Affected: Conviction, Discipline, Lore, others.
Effects:
Self-Sponsored Magic. This Power is in all ways identical to Sponsored Magic, except that it lacks an external sponsor. The Compels resulting from the debt taken to fuel this power are therefore obviously not connected to any external agenda; instead, they are linked to your Aspects like normal Compels.

SPONSORED CHANNELLING [-2]
Description: You can use a few scraps of a sponsor's magical power.
Musts: You must select a type of Sponsored Magic when you take this Power.
Note: If you have the Evocation Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
Skills Affected: Conviction, Discipline, Lore
Effects:
Sponsored Channelling. You may cast evocations as though you possessed the selected Sponsored Magic. This does not allow you to use Thaumaturgy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally.
Item Slots. Sponsored Channelling comes with two free Focus Item slots.

SPONSORED RITUAL [-2]
Description: You can use a few scraps of a sponsor's magical power.
Musts: You must select a type of Sponsored Magic when you take this Power.
Note: If you have the Thaumaturgy Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
Skills Affected: Conviction, Discipline, Lore
Effects:
Sponsored Ritual. You may cast rituals as though you possessed the selected Sponsored Magic. This does not allow you to use Thaumaturgy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally.
Item Slots. Sponsored Ritual comes with two free Focus Item slots.

I'm going to attach a disclaimer saying that the following have been rewritten:

Incite Emotion
Holy Touch
Bless This House
The Catch
Human Form
Feeding Dependency
Living Dead
Breath Weapon
Claws
Spirit Form
Pack Instincts
Physical Immunity

I'm going to remove:

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.

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.

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.

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'.

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.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 14, 2012, 06:12:15 AM
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.

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.

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).

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). 

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.

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.

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.

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.

And I'm going to tinker with a few things, as follows:

I'm going to rename the Catch to Limitation, to avoid confusion.
I'm going to make minor aesthetic edits to Swarm Body and Aura Of Power.
I'm going to reformat Teleportation. Maybe I'll edit the mechanics a bit too, if w&m thinks my edits are okay.
I'm going to give Floating Eyes a bit more power.
I'm going to add a physical stress using variant for Supernatural Martial Arts.
I'm going to add anti-grapple stuff to Dangerous Aura and Damage Shield. Might make Dangerous Aura affect people moving through your zone too, and maybe I'll clear up its timing.
I'm going to increase the range of Incite Effect.
I'm going to mess with Feeding Dependency a bit to take into account Becq's critiques.
I'm going to reduce the cost of the Magical Worksite upgrade to Magical Workshop by 1, because it seems weak.
I'm going to make the time-stopping compartment upgrade require the separate-world compartment upgrade.
I'm going to finalize Immunity, which I meant to do a while ago.

If I have time after all that, I'll do a project on the various types of Possession. Said project will probably involve a Domination rewrite.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on August 14, 2012, 08:18:08 PM

I'm going to finalize Immunity, which I meant to do a while ago.

If I have time after all that, I'll do a project on the various types of Possession. Said project will probably involve a Domination rewrite.


Re: Immunity - hurray!

Re: Possession and Domination - sounds fun!
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 14, 2012, 10:36:07 PM
That's what I like to hear.

Anyway, I took care of the easy stuff. Now for the moderately difficult stuff.

Assuming everybody is okay with these changes, there are only three things left to do:

I'm going to mess with Feeding Dependency a bit to take into account Becq's critiques.
I'm going to finalize Immunity, which I meant to do a while ago.

And, though this wasn't on the original plan:

I'm going to make it clear whether Incite Effect grapples get the +2 bonus that Incite Effect gives for normal blocks. Currently, I'm leaning towards giving it to them. Because otherwise, mundane Strength-based grapples seem superior.

I'm going to reformat Teleportation. Maybe I'll edit the mechanics a bit too, if w&m thinks my edits are okay.

Before:

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.

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.

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.

INCITE EFFECT [-1]
Description: You can do a thing. A special thing, that cannot be done by most people. Maybe you can control clouds of smoke, maybe you can inflict fear by shouting. Or maybe you can summon the aid of two thousand invisible squirrels. Whatever.
Skills Affected: Any.
Effects:
Incite Effect. Pick a type of effect and a skill that's related to that type of effect. You can use that skill plus two to perform maneuvers and blocks related to that type of effect against anything you can touch. At the GM's discretion, this may also enable Declarations.
At Range [-1]. You may use Incite Effect at a range of one zone.
At Long Range [-1]. (Requires At Range) You may use Incite Effect on anything within your line of sight.
Incite Physical Effect [-1]. You may use Incite Effect to perform attacks that inflict physical stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Endurance to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Avoidable Physical Effect [-0]. (Requires Incite Physical Effect At Range) The targets of your Incite Physical Effect attacks defend with Athletics.
Incite Mental Effect [-1]. You may use Incite Effect to perform attacks that inflict mental stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Discipline to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Potent Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) Attacks that you make with Incite Effect are weapon 4.
Incite Protective Effect [-1]. You may use your the skill that you use for Incite Effect to defend against physical attacks.
Incite Restrictive Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may use Incite Effect to grapple targets within the range of this Power, using the skill that you use for Incite Effect. Grappling with a physical effect inflicts physical stress, while grappling with a mental effect inflicts mental stress.
Incite Mass Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may make spray attacks and zone-wide attacks with Incite Effect. If you attack your own zone, then you are affected normally by the attack. Even if you lack the At Range upgrade, targets defend against your zone attacks as though you had it. This upgrade does not affect your ability to maneuver, and no penalty is incurred when attacking a zone with it.
Incite Explosive Effect [+1]. (Requires Incite Mass Effect) You may not make non-zone-wide attacks with Incite Effect.
Incite Selective Effect [-1]. (Requires Incite Mass Effect) You do not harm yourself when attacking your own zone.
Incite Persistent Effect [-1]. (Requires Incite Mass Effect) When attacking a zone with Incite Effect, 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.
Incite Additional Effect [-1]. You may select another effect to create with this Power. You may also select another skill to use that effect with. If the other upgrades that you have are appropriate for the new effect, you may use them with it. You may also upgrade the new effect separately.

SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:
Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. You must declare technique use before rolling. You may only use any given technique once per roll. At the GM's discretion, techniques beyond the ones presented here might exist. These techniques may not enhance spells or non-physical attacks.
More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once, but you cannot take any technique more than once.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 14, 2012, 10:37:16 PM
After:

TELEPORTATION [-2]
Description: You can teleport from one space to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement. You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground. If you are being grappled or otherwise grabbed when you move, the character holding onto you must roll Might against your movement roll. If they succeed they come with you; if they fail their grasp is broken.
Rapid Teleportation [-1]. Add four to your Athletics when using it to move with this Power. In addition, you may move an additional zone when taking a supplemental action to move with this Power.
Long-Distance Teleportation [-1]. (Requires Rapid Teleportation) You may teleport to any place in the world given a few minutes. At the GM's discretion, this effect may be limited by the speed of light.
Sight-Affirmed Teleportation [+1]. Your movement is impeded by anything that blocks your vision. Apply blocks and penalties that apply to your vision to your movement, and do not ignore them with the base effect of this Power.

DRONES [-2]
Description: You possess a number of small sub-beings that act as extensions of yourself. Perhaps you can send your eyes out ahead of you, or perhaps you're hooked up to a network of little robots. Whatever.
Skills Affected: Alertness, Investigation, Lore.
Effects:
Drones. You have two drones. These drones are small characters, with skills equal to your own. They share none of your Powers, with the exception of Supernatural Senses. They possess the Diminutive Size Power. They also have 1 Refresh of other abilities, generally either a Supernatural Sense or Wings. You share the senses of your drones, and you may speak through them. They do not act independently, and it requires a supplemental action to direct them. If you wish to have a drone take an actual action other than moving, you must use a full action to direct it. If they are damaged, you take the damage in the form of mental stress. 
Power Channel [-1]. Pick one of your other powers. Your eyes have access to that power.
More Drones [-1]. You have a lot of drones. If you need an exact number for whatever reason, a dozen is about right.

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.
Do Not Touch. This Power inflicts a -1 penalty on all attempts to grab or hold you. Characters may choose to ignore this penalty, but if they do so then you may roll to inflict stress upon them as though you were defending against an unarmed attack with accuracy 0. At the GM's discretion, Stunts and Powers that provide odd methods of grappling may negate this effect.
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. Whenever another character spends any part of their action inside your zone, this Power makes a Fair attack against their Endurance at weapon 0. The attack occurs at the end of the target's action. This power can be turned off and does not affect the user.
Can't Touch This. Add two to the weapon rating of this Power's attacks against characters that spend their actions grappling you. At the GM's discretion, Stunts and Powers that provide odd methods of grappling may negate this effect.
Avoidable Aura [-0]. This Power makes attacks against Athletics instead of Endurance.
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.

INCITE EFFECT [-1]
Description: You can do a thing. A special thing, that cannot be done by most people. Maybe you can control clouds of smoke, maybe you can inflict fear by shouting. Or maybe you can summon the aid of two thousand invisible squirrels. Whatever.
Skills Affected: Any.
Effects:
Incite Effect. Pick a type of effect and a skill that's related to that type of effect. You can use that skill plus two to perform maneuvers and blocks related to that type of effect against anything you can touch. At the GM's discretion, this may also enable Declarations.
At Range [-1]. You may use Incite Effect on anything within your line of sight.
Incite Limited Effect [+1]. (Requires At Range) Do not add two to your skill when using Incite Effect. This upgrade is not compatible with Incite Physical Effect or Incite Mental Effect.
Incite Physical Effect [-1]. You may use Incite Effect to perform attacks that inflict physical stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Endurance to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Avoidable Physical Effect [-0]. (Requires Incite Physical Effect At Range) The targets of your Incite Physical Effect attacks defend with Athletics.
Incite Mental Effect [-1]. You may use Incite Effect to perform attacks that inflict mental stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Discipline to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Potent Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) Attacks that you make with Incite Effect are weapon 4.
Incite Protective Effect [-1]. You may use your the skill that you use for Incite Effect to defend against physical attacks.
Incite Restrictive Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may use Incite Effect to grapple targets within the range of this Power, using the skill that you use for Incite Effect. Grappling with a physical effect inflicts physical stress, while grappling with a mental effect inflicts mental stress.
Incite Mass Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may make spray attacks and zone-wide attacks with Incite Effect. If you attack your own zone, then you are affected normally by the attack. Even if you lack the At Range upgrade, targets defend against your zone attacks as though you had it. This upgrade does not affect your ability to maneuver, and no penalty is incurred when attacking a zone with it.
Incite Explosive Effect [+1]. (Requires Incite Mass Effect) You may not make non-zone-wide attacks with Incite Effect.
Incite Selective Effect [-1]. (Requires Incite Mass Effect) You do not harm yourself when attacking your own zone.
Incite Persistent Effect [-1]. (Requires Incite Mass Effect) When attacking a zone with Incite Effect, 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.
Incite Additional Effect [-1]. You may select another effect to create with this Power. You may also select another skill to use that effect with. If the other upgrades that you have are appropriate for the new effect, you may use them with it. You may also upgrade the new effect separately.

SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:
Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. You must declare technique use before rolling. You may only use any given technique once per roll. At the GM's discretion, techniques beyond the ones presented here might exist. These techniques may not enhance spells or non-physical attacks.
More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once, but you cannot take any technique more than once.
Overdrive [-0]. You spend physical stress instead of mental stress to use your techniques. Spending physical stress this way bypasses all armour and all extra physical stress boxes from Powers.
Varied Techniques [-1]. You may spend either physical or mental stress in order to use your techniques. Spending physical stress this way bypasses all armour and all extra physical stress boxes from Powers.

PS: The test fight thread is up.
PPS: I'm considering moving the whole pile of area attack trappings off to a separate Power. Might be more elegant.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on August 15, 2012, 01:06:06 AM
"PS: The test fight thread is up."

I must be lacking in mental capacity atm...where is this thread?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 15, 2012, 01:19:10 AM
It's on the Play-By-Post forum. (http://www.jimbutcheronline.com/bb/index.php/topic,33537.0.html)

What do you think of the changes here? Any objections?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on August 15, 2012, 01:32:24 AM
It's on the Play-By-Post forum. (http://www.jimbutcheronline.com/bb/index.php/topic,33537.0.html)

What do you think of the changes here? Any objections?

Can I use the following in one exchange?


•Enhanced Accuracy (1 stress): Add 1 to the enhanced attack roll

and

•Distant Strike (2 stress): Add 3 zones to the range of the enhanced attack.
or: •Enhanced Damage (1 stress): The enhanced attack inflicts 2 additional stress.

and

•Piercing Attack (3 stress): The enhanced attack ignores all armour, regardless of the source of that armour. or  •Whirlwind Attack (3 stress): You may apply your attack to an entire zone within its range, without a penalty or a risk of hitting yourself.

and

•Flurry (4 stress): Replace the enhanced attack with up to four attacks. Each of those attacks suffers a penalty equal to the number of attacks made, but all of them benefit from whatever techniques enhanced the original enhanced attack.

In one exchange if I spend all four stress boxes?

1 - 2 - 3 - 4?

Making 2 - 4 attacks at + 1 accuracy, +2 stress (or at a distance), ignore armor (or hit a zone)?

(yes I know the attacks woudl suffer - 2 to 4 accuracy from flurry [ they still could gain +1 from the 1 stress technique however])


Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 15, 2012, 01:53:34 AM
No. You pay for all the techniques you want to use on your attack at once.

So 1-2-3-4 does 10 stress.

This isn't necessarily good or bad...it makes consequences better at soaking up technique costs, but it also means you'll need your consequences more.

Should I make that more clear?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on August 15, 2012, 05:21:53 AM
No. You pay for all the techniques you want to use on your attack at once.

So 1-2-3-4 does 10 stress.

This isn't necessarily good or bad...it makes consequences better at soaking up technique costs, but it also means you'll need your consequences more.

Should I make that more clear?

Yeah, maybe.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 15, 2012, 07:05:52 AM
Is this better?

SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:
Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. So to use two techniques that each cost 1 stress to enhance an attack, you'd have to fill in your second mental stress box. Mental armour is useless against this cost. You must declare technique use before rolling. You may only use any given technique once per roll. At the GM's discretion, techniques beyond the ones presented here might exist. These techniques may not enhance spells or non-physical attacks.
More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once, but you cannot take any technique more than once.
Overdrive [-0]. You spend physical stress instead of mental stress to use your techniques. Spending physical stress this way bypasses all armour and all extra physical stress boxes from Powers.
Varied Techniques [-1]. You may spend either physical or mental stress in order to use your techniques. Spending physical stress this way bypasses all armour and all extra physical stress boxes from Powers.

Next up, Feeding Dependency. I tried to take Becq's critique into account here, but I'm not sure I went far enough.

Becq?

FEEDING DEPENDENCY [+varies]
Description: Some or all of your powers come from eating something. Probably something weird.
Skills Affected: Discipline.
Effects:
Restricted Powers. When you take this power, you must select at least one other power that you possess. You must also choose a thing and an amount of that thing that you must consume in order to use those powers. Which powers and foods may be selected with this power is a matter of the GM's discretion. This power provides a variable Refresh rebate depending on how much power is selected with it. If 2 Refresh is selected, the rebate is +1. If 6 Refresh is selected, the rebate is +2. If 10 Refresh is selected, the rebate is +3. And so on. The above values assume that the food is rare or morally objectionable, like significant amounts of human blood or huge piles of cash. If the food is acquired easily and without guilt, or only with extreme measures, add or subtract an appropriate amount from the Refresh total used to calculate the rebate. If more Refresh is attached to this power than is required for the rebate received, this power provides a free mild hunger consequence for every two additional Refresh or part thereof.
Feeding. You are capable of consuming whatever your food is. Furthermore, when you do so, you may remove any hunger consequences that you possess and recover any powers that you lost to your hunger. If you consume an insufficient amount of your food, you may receive partial benefits at the GM's discretion.
Limited Reserves. At the end of any scene in which you use one or more of your restricted powers, you must roll your Discipline skill against a number equal to the combined Refresh value of the restricted powers that you used. If you fail this roll, you must take consequences or sacrifice restricted powers with a total Refresh value and/or stress value equal to or greater than the amount that you failed by. If you do not or can not, you are taken out. This usually means that you die, get incapacitated, or go mad with hunger, but other fates are also possible depending on the character and the situation.

Adjustments for easy or difficult foods:

-4 Really easy stuff like an ordinary battery, small downtime requirements like a few hours of sunlight
-3 Weird but easy stuff like a hundred pounds of food
-2 Expensive or otherwise inconvenient stuff like 100-year-old paintings, large amounts of downtime like sleeping for a week straight
-1 Stuff that requires some work like a day-long ceremony involving 33 people.
0 Stuff with consequences like enough blood to make a victim pass out, massive downtime like spending months in prayer
+1 Stuff that requires special circumstances like vampire blood
+2 Plot-relevant stuff like a ritualistic human sacrifice, ridiculous downtime like meditating for a decade
+3 Stuff that pretty much requires a quest like an angel's feather
+4 Something nearly impossible like a planet

Still need to deal with Immunity...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 15, 2012, 11:49:37 AM
Hope this passes muster.

IMMUNITY [-varies]
Description: You are completely immune to some form of harm.
Note: The cost examples provided here are intended for the hypothetical average game. In unusual games, they may need to be adjusted. For example, he costs here assume that effects like All Creatures Are Equal Before God are supremely uncommon; if this is not true in your game, the more powerful variants of this Power might well be overcosted. Alternately, an an anti-anti-defensive-Power Power could be added to the game. Said more powerful variants are likely inappropriate for some games and should be used with caution. In some rare cases, it may qualify as a Compel when this Power does not apply. Effects that reduce Toughness by one level reduce Immunity to Mythic Toughness.
Skills Affected: Many.
Effects:
Immunity. Pick a type of stress. You are immune to that type of stress. This may prevent certain maneuvers and blocks from functioning, at the GM's discretion.
Variable Cost. The cost of this Power depends on the type of stress selected.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 15, 2012, 04:36:20 PM
Okay, list update done.

Link. (https://dl.dropbox.com/u/43356063/Custom%20Powers%20Master%20List%20%28V3%29.odt)

We're past 50 pages now, which is kinda cool.

Changes are not final, feel free to raise objections, etc.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 18, 2012, 07:00:15 PM
No comments? Really?

After all those arguments, I expected more response.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on August 18, 2012, 09:13:15 PM
Apathy kills.

Anyway, I already made my objections to anything I have much problem with.

Most have been addressed.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mr. Ghostbuster on August 21, 2012, 03:07:20 AM
I came up with this variation of Thaumaturgy for a someone who wanted to play as a Wizard (or I guess in this case, an Apprentice Wizard) in an upcoming game with a "Up to Your Waist" power limit but didn't like the Ritual power. I think it may need some tweaks. Let me know what you think.

BASIC THAUMATURGY [-2]
Description: You have been trained in the subtler magical arts but have not mastered them all.
Basic Thaumaturgy: Pick three areas of Thaumaturgy (ie: Photomancy, Diabolism, Divination) to be able to use normally, all others are rolled at a +1 difficulty. You may not choose a specialty and are limited to one focus item slot.
Musts: The character must be a Sorcerer or a Wizard with a High Concept or Aspect that refers to your current level of magical training. You may NOT upgrade Basic Thaumaturgy with Refinement. Basic Thaumaturgy may be traded for full Thaumaturgy (and its increased refresh cost) at an appropriate milestone.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on August 22, 2012, 11:51:25 AM
I'm wary of Basic Thaumaturgy stepping on the toes of Ritual.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on August 22, 2012, 05:17:52 PM
Well, yes, I don't think anyone should allow this in the same game as Ritual.

Unless you put some more limits on it, like no focus items at all and only three fields, period.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 22, 2012, 07:11:10 PM
I don't like it either. This is basically full Thaumaturgy, minus a focus slot.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on August 22, 2012, 07:15:16 PM
To be fair, there is that increase in difficulty.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 22, 2012, 07:17:49 PM
Three fields, carefully chosen, ought to cover 95% of one's rituals.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on August 22, 2012, 07:19:32 PM
True.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on September 01, 2012, 02:35:33 PM
Ok, a question with Limitation: Whenever a situation comes up that would deny me the use of my power, it's treated as a compel? So, if I get, say, Mythic Strength, and attached it to a -50% Limitation, I get a compel once per session that would render me unable to use Mythic Strength for the scene? And if I buy off the compel, then I can use it?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on September 01, 2012, 07:56:57 PM
The payment for being denied access to your abilities under those circumstances is the refresh rebate, not a compel.  You've already been paid.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 01, 2012, 10:00:04 PM
Though I expect it to be common for the limitation to come up because of a Compel.

Suppose your Limitation says that you can't use your Strength outside of water. Losing your Strength isn't a Compel, but it's totally possible for a Compel to be the thing that gets you out of the water.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Centarion on September 06, 2012, 09:21:25 PM
Hi, I don't know if this is the place to post this, but I have a question about one of the custom 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 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.

I think this is a great power rewrite, and makes tons of sense when applied to a ghost themed character. As far as I know, the original Spirit Form power (for the same -3 cost) allowed you to move objects with conviction, talk to/interact with people (or be invisible, depending on how manifested you were), and gave a bonus to social skills depending on your form. It also almost certainly allowed you to cast spells that worked in the physical world. On the other hand it did not give you any immunity to physical effects. With this version, in order to get a similar effect I have to spend 5 refresh and still don't get the social skill bonus (which was kinda lame anyway). This cost makes sense since you also have the option of being physically immune.

My question is how you would apply this rewrite (which upgrades etc.) to a Bob like spirit with variable levels of manifestation. Clearly Bob can cast spells in the mortal world (at least Evil Bob can, I don't remember if normal Bob ever does), he also goes through walls/is invisible, or talks to people. It seems that he either has this power with an upgraded Manifestation that allows you to change state at will (expensive version), or he has this power but without the "Physical Immunity" clause of Insubstantial and and then is always in some level of manifestation, sort of part way between corporeal and not, and is thus effected by attacks, but still not effected by walls, and is maybe invisible when he is mostly incorporeal and thus cannot perceive/effect people in the mortal world (this would be the cheaper option, similar to Spirit Form from RAW).

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 06, 2012, 10:31:04 PM
I think this is a great power rewrite, and makes tons of sense when applied to a ghost themed character. As far as I know, the original Spirit Form power (for the same -3 cost) allowed you to move objects with conviction, talk to/interact with people (or be invisible, depending on how manifested you were), and gave a bonus to social skills depending on your form. It also almost certainly allowed you to cast spells that worked in the physical world. On the other hand it did not give you any immunity to physical effects. With this version, in order to get a similar effect I have to spend 5 refresh and still don't get the social skill bonus (which was kinda lame anyway). This cost makes sense since you also have the option of being physically immune.

My question is how you would apply this rewrite (which upgrades etc.) to a Bob like spirit with variable levels of manifestation. Clearly Bob can cast spells in the mortal world (at least Evil Bob can, I don't remember if normal Bob ever does), he also goes through walls/is invisible, or talks to people. It seems that he either has this power with an upgraded Manifestation that allows you to change state at will (expensive version), or he has this power but without the "Physical Immunity" clause of Insubstantial and and then is always in some level of manifestation, sort of part way between corporeal and not, and is thus effected by attacks, but still not effected by walls, and is maybe invisible when he is mostly incorporeal and thus cannot perceive/effect people in the mortal world (this would be the cheaper option, similar to Spirit Form from RAW).

I don't think Bob is capable of any kind of manifestation. So far as I can tell, he's 100% incorporeal. Then again, it's been a while since I last read the novels.

I'm not sure exactly how to model the sort of manifestation you speak of because I'm not sure exactly what effect you're after. Could you explain further?

PS: Here (http://www.jimbutcheronline.com/bb/index.php/topic,16552.msg1272197.html#msg1272197)'s how I wrote up Bob.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Centarion on September 07, 2012, 12:20:30 AM
Ok, first, i have to note i was wrong about the power form the RAW, you cannot in fact manifest physically without spending 2 refresh on an upgrade, so the cost is about the same in both this re-write and the book. You are also right that Bob is 100% incorporeal, but he is visible/able to speak to/able to cast magic on normal physical people.

To clarify what I am after, basically I am wondering if this power is capable of emulating the power as written in the book and if not how you would do that. The power in the book (as far a i can tell), lets you walk through walls and all that other incorporeal stuff, be either invisible and unable to perceive "anything useful," or visible and able to perceive everything, and seemingly change this level of interactivity at will. It also appears that you can be affected by physical attacks and can use magic (it notes that to be also immune to physical attack you also need Immunity).

Basically, I think this power perfectly models ghosts (as seen in ghost story), but the base level seems very under-powered to me since you cannot do anything to affect the normal world (which again is very true to ghost story). Yes it gives you immunity, but in return you give up any useful interaction (including talking if i am reading it correctly) and in order to affect the physical world (and do anything in a combat) you have to give up the immunity anyway. On the other hand if I wanted to make a spirit from the nevernever (something similar to Bob) I would want it to be able to talk and use magic in the real world, but probably not have immunity (as that would be broken), and potentially also be able to disconnect somewhat from the world (gaining immunity? and loosing the ability to act in the normal world in any way, this may just be swift transition).

Again I may be misreading you power or the books version.

Thanks for your help.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on September 07, 2012, 01:09:58 AM
It does seem a bit harsh you PI with an easy catch (sunlight so -4 value) and for that extra refresh you lose the ability to meaningfully interact with the world as well as a weakness to thresholds etc.  I see it as a 0 refresh power personally a ghost with this power is no more powerful than a mortal without it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 07, 2012, 01:41:25 AM
To clarify what I am after, basically I am wondering if this power is capable of emulating the power as written in the book and if not how you would do that.

I'm actually not sure what the Power in the book does. Can you touch stuff if you have it? Can your fireballs hit people? Do you need Poltergeist for that?

If I wanted to model a ghost that needed to manifest visibly to see, I'd probably handle it through Compels. If I wanted to remove the whole "can't touch or be touched" thing, I'd write a completely different Power.

Basically, I think this power perfectly models ghosts (as seen in ghost story), but the base level seems very under-powered to me since you cannot do anything to affect the normal world (which again is very true to ghost story). Yes it gives you immunity, but in return you give up any useful interaction (including talking if i am reading it correctly) and in order to affect the physical world (and do anything in a combat) you have to give up the immunity anyway. On the other hand if I wanted to make a spirit from the nevernever (something similar to Bob) I would want it to be able to talk and use magic in the real world, but probably not have immunity (as that would be broken), and potentially also be able to disconnect somewhat from the world (gaining immunity? and loosing the ability to act in the normal world in any way, this may just be swift transition).

My version is supposed to let you talk as long as you can rustle up a cheap justification. Like, say, a magic skull.

Which basically makes you the ultimate spy. Especially since you can fly, do without air, shapeshift, and so on.

It's also supposed to let you engage enemies who have Spirit Form, which your allies are likely to be helpless against. That rather relies on said enemies existing, though.

Being a solid being that can disconnect from the world is mechanically the same as being an incorporeal being that can Manifest. Manifestation ought to cover what you're after.

In retrospect, sunlight vulnerability probably should have been left to Compels.

PS: PI is in no way a good guide to costing. It's too cheap and you know it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Centarion on September 07, 2012, 02:17:09 AM
As far as my interpretation of the power in YS goes (which is largely colored by what Bob does in the books), you can touch stuff, but only barely, enough to read a book, not enough to move the book a significant distance. To do more you need the Poltergeist upgrade (a 2 cost upgrade allowing you to use conviction to replace might, and for you to attack with weapons etc, mostly equivalent to your Manifestation upgrade).

Your magic can almost certainly hit normal people, Bob, when outside his skull, puts the whammy on Harry when he goes evil in Dead Beat (?). This may just be because Bob is an incredibly powerful spirit, so doing this may require an upgrade if it presents a balance problem.

The book specifically states that you have variable manifestation, that in order to see/hear/talk to people you have to manifest such that you are visible, this cuts down on the perfect spy, but still allows you to disconnect further to get past the guard (when you see him while visible) and then pop back up after sneaking by. It also says that (at least when in any state such that you can see the normal world), you are effected normally by attacks (unless you take immunity powers). In Bob's case this is the orange (or purple for Evil Bob) cloud thing.

It is unclear weather you can fly in the power, but it would make sense that you could.

For some reason I am not a fan of the book power, but I like the fact that you can almost certainly see/talk in the real world and that your magic can affect it (when you are a nevernever spirit and not a ghost). I also like all of the upgrades you have on your power, I just don't see any way to imitate the parts I like form the book power (especially not in any cost effective/not under powered way, or a not overpowered/immune to everyone but still blowing them up way). Maybe this needs to be a separate power?  Or just more add-ons?

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 07, 2012, 11:57:11 PM
Bob's abilities are not a good guide to the effects of Spirit Form. Partly because novels are not rulebooks, and partly because going by the books Bob probably doesn't have Spirit Form. The books say somewhere that they wouldn't represent him as a character at all.

Anyway, I'm still not really sure what you want. Variable manifestation? The ability to hit people? Vulnerability to attacks?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Centarion on September 08, 2012, 12:13:42 AM
What I want:

This would also come with the vulnerabilities you listed, and would require upgrades (like you have) to make physical effects beyond maybe opening a book/flipping through pages (moving the book is a no-go without an upgrade).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 08, 2012, 12:27:20 AM
I suggest you forget all about Spirit Form, then.

Fortunately, there are other custom Powers that can help.

My recommendation:

Displacement with the Invisibility upgrade, Wings, Teleportation, and a whole pile of Compels.

(If you want to be able to punch other spirits, add Ghost Speaker and Dual Nature.)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Silverblaze on September 13, 2012, 03:55:57 PM
What I want:
  • Be able to be either visible or invisible at will (while invisible, you would be unable to perceive "anything useful")
  • Be able to pass through walls. Potentially also be able to fly (I don't know if this is built in, or should require an upgrade, like physics abuse, for balance reasons)
  • Be able to cast spells (or pretty much do any non-physical thing) that affect normal people
  • For balance purposes, you would likely have to be vulnerable (at least when manifested an able to affect people with spells)

This would also come with the vulnerabilities you listed, and would require upgrades (like you have) to make physical effects beyond maybe opening a book/flipping through pages (moving the book is a no-go without an upgrade).


Could play a variety of Fae.

Glamours, gaseous form ( with an upgrade allowing a once per round free action to shift into and out of the form) wings (or an upgrade to gaseous form that allows faster movement), spell casting ability (could be sponsored or otherwise).

Sanctaphrax's idea works fine too.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 27, 2012, 09:38:23 PM
A little while back, Tedronai said that he figured Limitation could be tweaked to replace pretty much any rebate Power.

I said I didn't think it would work for Item Of Power, since it doesn't allow lending.

Later, it occurred to be that I could write a "lendable" custom Power that could combine with Limitation to cover lendability. But I couldn't come up with a good cost.

Then I realized that stealability was a perfect cost for lendability. Of course, for Powers to be stealable you need something like Limitation.

So now lendable is an upgrade for Limitation. In retrospect, this is a pretty obvious idea. But I had to struggle with it for some reason.

Actually, this was a bugger to word. I probably screwed it up, tell me if you notice a problem.

While I was adding an upgrade to Limitation, I stipulated that you can't use Limitation to sneak around the drawbacks of a Power. Because seriously, it's supposed to be a limitation.

LIMITATION [+varies]
Description: Your abilities are limited in some way.
Note: Suffering from the negative consequences of taking this Power will often, but not always, be a Compel. If the importance of this Power changes during play, it might be necessary to change its cost or compensate with Compels.
Skills Affected: None.
Effects:
Limited Powers. Attach this Power to at least one other Power that you possess. Then, select a circumstance. Whenever that circumstance applies, you are treated as though you did not possess the attached abilities. You may not select Powers with drawbacks unless the GM approves, and even if the GM does approve they may rule that you do not receive any rebate for the cost of the Powers in question.
Rebate. This Power reduces the Refresh cost of the attached Powers. The percentage that the cost is reduced by depends upon how commonly the limitation on your Powers will cause problems for you.
At the GM's discretion, difficult-to-classify limitations might grant a rebate in between two of the suggested ones. Decimal costs should be rounded to the nearest integer, with GMs rounding halves based on what cost seems more appropriate.
Item Limitation [-0]. You may transfer Limitation and the Powers attached to it to another character, causing you to lose them and causing the other character to gain them. They may then transfer them freely, but if another character has your Powers when a Milestone occurs, they must pay for them. Note that though the Limitation will be the same, it might be valued differently owing to the other character's differing circumstances. Similarly, if you do not have your Powers when a Milestone occurs the Refresh invested in them is refunded. Whenever the Limited Powers trapping causes you to lose access to your Powers it is possible that another character will steal them. If they do so, it is as though you had voluntarily transferred the Powers to them. You may choose the process by which your Powers are transferred or stolen, but both processes should be roughly equal in difficulty. This upgrade is usually used to represent items that grant Powers, and the process for acquiring Powers through it is generally just picking up the item in question.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on September 27, 2012, 09:55:43 PM
Item Limitation [-0]. You may transfer Limitation and the Powers attached to it to another character, causing you to lose them and causing the other character to gain them. They may then transfer them freely, but if another character has your Powers when a Milestone occurs, they must pay for them. Similarly, if you do not have your Powers when a Milestone occurs the Refresh invested in them becomes free. Whenever the Limited Powers trapping causes you to lose access to your Powers it is possible that another character will steal them. If they do so, it is as though you had voluntarily transferred the Powers to them. You may choose the process by which your Powers are transferred or stolen, but both processes should be roughly equal in difficulty. This upgrade is usually used to represent items that grant Powers, and the process for acquiring Powers through it is generally just picking up the item in question.

Replace 'Refresh invested in them becomes free' with 'Refresh you have invested in them is refunded'
Specify (/remind) somewhere that the transferred Limitation may or may not be of the same value, even though it will be the same circumstance.

Beyond that, and a nebulous feeling that the 'process' clause should be fleshed out more, it looks more-or-less good to me.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 27, 2012, 10:02:12 PM
Good suggestions, thanks.

Editing...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on September 28, 2012, 02:35:17 AM
I dig the Supernatural Martial Arts. In fact I've been wanting to make a martial artist and it fits nicely with what I was looking for.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: zeromig on October 06, 2012, 12:07:35 AM

I have an idea for a power that I'd like to input into my game, but I'm not sure how I want to word it, price it, or whether I should introduce it.

Basically it's a power where a divine/semidivine/caster character can tag the potency of an object-- not just tagging aspects on it, but tagging the sheer power of it to derive fate points, or other large-scale bonuses on items (I'm thinking relics, ancient and modern). Let's say, for convenience's sake, the PCs are fighting it out in the Smithsonian Museum. Half the PCs -are- gods already, and the other half are sons of gods. How would they tag the potency of, say, the Wright Brother's airplane (for its legendary, historical status) to get more power for their evocation? I was thinking of making an Lore or Presence roll to ascertain its assigned potency, where some items are simply more legendary or powerful than others.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on October 06, 2012, 12:18:56 AM
You could probably handle that with ordinary Declarations.

Roll Lore to say that the Wright Brothers' plane is a SOURCE OF MAGICAL POWER. Tag that.

Does that work for you?

If not, you might be able to use Limitation on some Refinements to make them unavailable until you draw power from an object. That's a touch clunky though.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on October 06, 2012, 12:26:44 AM
Within the current rules, and on the assumption that they've managed to work out how these aspects on the objects will be assisting their magic, simple assessments and/or declarations to place aspects such as: 'old than anyone here', 'the stuff of modern legend', 'known the world over', and 'changed the world' (for the Wright brothers' plane, for instance) would give them a tag on each of those aspects.  The more awesome an object is, the more such aspects it would plausibly have accumulated, and the more easily they would be to assess or declare.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: zeromig on October 06, 2012, 01:19:30 PM
What I had more in mind was more like:

Roll Lore, or Scholarship, or Presence (to determine something's innate power, to determine something's worth, or to simply establish you're the top deity/caster in an area). Using the skill ladder as a frame, you can determine is something is great, legendary, epic, etc., which nets you that value on the ladder in fate points. Using the points drains the items' power (symbolic, emotional, magical, etc).

I liked the idea of using the aspects, but making the leap to how the aspects assist in the magic is the part that I can't make (though I'll be pitching it to my group this Sunday). The idea was more along the lines of, there's inherent power in the symbolism of relics, aside from whatever magical/divine power a relic might have in and of itself; also, that modern-day relics exist too (for example, again, the Wright Brothers' plane).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Centarion on October 06, 2012, 08:10:43 PM
So once a character has placed aspects on things, via any method (in this case likely assessment or declaration), they get to tag them for free. So if someone was to declare that the Wright Brother's Plane "Changed the World" then they could tag it for a +2 bonus on a roll where it makes sense. This is almost equivalent to a fate point.

I would use serious caution about distributing actual fate points (especially in large quantities) to players, but if you want to or think it is necessary there should not be too much of a problem with allowing several declarations at a time on a serious relic (thus netting a large bonus on your spell). Just remember that every aspect you let them place at once is another +2 bonus.

I don't think there is any reason to use a power for this.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on October 09, 2012, 03:49:33 AM
Gaining Fate Points is probably not workable. Especially if you're going to gain a skill roll's result of them. I mean, 8 FP is just massive. And what stops me from using my FP to get +2 on the roll that determines how many FP the item is worth?

Having Aspects assist with magic is easy. Just tag them for +2.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 10, 2012, 06:17:28 AM
It's been a while, so I guess it's time for an update.

Gathering new Powers and old notes.

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. 

INHABIT [-2]
Description: You can enter inanimate objects, which you can then use as though they were physical bodies.
Musts: You must have an Aspect referring to the objects you inhabit, which can be invoked or compelled to reflect the abilities and limitations of your object-bodies.
Skills Affected: Many.
Effects:
Inhabitation. Once per scene, you may enter and control an inanimate object. While you are inside an object, you may control it as though it were your body. If your object-body is Taken Out, you may be ejected during Take-Out narration. Otherwise you may stay as long as you wish. Use your own skills and Powers to represent the abilities of your object-body. Spirit Form is an exception to this; if you have it, it's suppressed while you inhabit an object. If your object-body should logically have a Size Power that you don't have, you can't inhabit it. If it should logically lack a Size Power that you have, you lose your Size Power while inhabiting it. If you have a Size Power that is effectively a greater version of the one you need, you may reduce it; for example, a character with Titanic Size could inhabit an object with Hulking Size.
Semi-Animate. While inhabiting an object, you have the Semi-Animate Power.
Abandoned Body. While you are inside an object, you can act only through that object. If you have a physical body, it lies vulnerable until you leave the object. If you have the Spirit Form Power, you are entirely subsumed into the object until you leave into the area surrounding the object.
Inhabit Specific Type Of Thing [+1]. You can only inhabit a specific type of object, like cars or corpses or clouds. The type of object should be specific enough that one won't always be available to inhabit.
Improved Inhabitation [-varies]. For every point of Refresh invested in this upgrade, you can copy one Refresh worth of Powers or one Stunt from an object whenever you inhabit that object. Select the Powers that you copy when entering the object. Inhabiting the corpse of a swordsman might grant a sword-related stunt, while inhabiting an iron statue might grant Toughness. This may be used to purchase Size Powers, allowing you to possess objects that would normally be too big or too small for you.

SPIRITUAL PARASITE [-1]
Description: You can invade the minds of others. You can't take over completely, but you can influence your hosts pretty strongly.
Skills Affected: Discipline, others.
Effects:
Spiritual Parasitism. You may attempt to enter the bodies of other characters, willing or otherwise. Entering an unwilling character requires you to win a mental conflict, which uses the same timeframe and initiative as a physical fight. Discipline is used to attack and defend in that conflict. During the conflict, you are treated as though you were inside your target's body for the purposes of the Abandoned Body and You're Not Hurting Me Trappings. Taking an action in that conflict takes a character's full attention. If you win the conflict, you may enter the target's body. If you lose, then you fail to do so and may not try again until the next session.
Sponsor. While you are inside a character, that character has a temporary Aspect that indicates your presence. In addition, you may allow them to spend your Fate Points. For each Fate Point they spend this way, they acquire a point of sponsor debt. The debt is to you, and you may choose to use it for a Compel whenever you please.
Corrupting Influence. While you are inside another character, both you and your host gain a new stress track called the control track. The control track's length is determined by Conviction, and stress and consequences inflicted to it do not heal normally. At the end of each scene, you and your host may make a control attack against each other. Use Discipline to attack and to defend. If your host takes you out, you must leave their body. If you take them out, clear both your control track and theirs. Also you may either inflict a Compel upon them as though they had taken a point of sponsor debt to you or change one of their permanent Aspects. The extent of an Aspect change caused by this Power is roughly equal to the extent of an extreme consequence.
You're Not Hurting Me. You cannot be targeted with physical or mental attacks while in another character's body, barring special Powers or unusual circumstances. Social attacks can target you normally, though, and you may not transfer backlash or stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict. If you leave behind your physical body in order to use this Power, attacks against it bypass this effect.
Abandoned Body. While you are in another character's body, you cannot take physical actions. Nobody save your host can perceive you unless they have The Sight or another such effect. If you have a physical body, it lies vulnerable until you leave your host. If you have the Spirit Form Power, you are entirely subsumed into your host until you leave into the area surrounding your host's body.
Helpful Spiritual Parasite [-1]. While you are in another character's body, you may attempt grant that character a +1 bonus whenever they use any skill. If they accept the bonus, you get a stackable +2 bonus to the control attack that you make at the end of that scene.
Benevolent Spiritual Parasite [+1]. (Requires Helpful Spiritual Parasite) You may not make a control attack at the  end of a scene unless your host accepted a bonus that scene. And even if they did accept a bonus, your attack skill is automatically Mediocre (+0) before bonuses. Whenever your host goes a full session without using a bonus, they may clear their control stress track and begin to recover control consequences normally. On the upside, your host can no longer make control attacks against you at the end of each scene. Barring some sort of exorcism, you're there until you decide to leave.

SPIRITUAL CO-PILOT [-1]
Description: A spirit dwells inside you, granting you power in exchange for control over you. Draw upon it too heavily, and you may become its puppet.
Musts: You must have an Aspect reflecting your spiritual partner. If you act against your Co-Pilot's agenda, a Compel may deny you access to this Power.
Note: This Power is usually taken alongside the Sponsor Power. It is not compatible with Immunity to the stress that it inflicts.
Skills Affected: Discipline, others.
Effects:
Spiritual Power. Whenever you use a skill, you may choose to treat it as though it were one point higher. Do this before rolling.
The Struggle For Control. You have an additional stress track, called the control track. The length of this track is determined by your Conviction. Stress and consequences taken on this track do not begin to heal until you go a full session without using Spiritual Power.
The Price Of Power. At the end of any scene in which you use the Spiritual Power trapping, you suffer a control attack. The accuracy of this control attack is twice the number of times you used Spiritual Power in that scene, and has no weapon rating. Defend with your Discipline skill. If this attack takes you out, you receive a Compel as though you had taken a point of Sponsor Debt. Alternately, the GM may choose to alter one of your permanent Aspects.

ENTHRALLMENT [-2]
Description: You can control minds. It's not quick or easy, but it's effective.
Skills Affected: Discipline.
Effects:
Domination. You may engage a willing or helpless target in a mental conflict. Discipline is used to attack and to defend. You automatically win initiative, and taking an action in this conflict requires a character's full attention. If you are taken out, the conflict ends and you may not resume it for twenty four hours. Each exchange in this conflict takes roughly half an hour by default. You can rush this, but you'll suffer a penalty to all rolls in the rushed exchange. This penalty is -1 for a five minute exchange, -2 for a one minute one, and -3 for a combat-time exchange.
Enthrallment. If you take your target out, you may turn them into a rough thrall or into a Renfield. A rough thrall is identical to the character it once was, except that it now obeys you robotically and takes no initiative. Change its High Concept to reflect that. A rough thrall can recover given roughly a month without re-enthrallment, the help of a wizard or therapist, or a Compel against you on one of its aspects triggered by an attempt to force it to do something diametrically opposed to its nature. A Renfield is similar to a rough thrall, but retains none of its previous memories or identity. Renfields are incurable.
Superior Enthrallment [-1]. Your Enthrallment attacks inflict two additional stress. In addition, you may transform defeated targets into fine thralls. A fine thrall is identical to the character it once was, except it now seeks the goals you assign for it in place of its own. Change its High Concept to reflect that. You may also transform thralls into supernatural beings. Select four Refresh of Powers and stunts. Whenever you enthrall a character, you may grant them those abilities. Change their Aspects to reflect their new nature, as normal.

SPIRITUAL SYMBIOTE [-1]
Description: You're a spiritual symbiote of sorts; you enter the bodies of other people and make them stronger.
Musts: You must have an Aspect reflecting this Power.
Skills Affected: Many.
Effects:
Integration. You may enter the bodies of willing characters. Entering or leaving a body in a conflict takes your action, and you can stay until you decide to leave or are kicked out by your host. While you are in a character's body, that character has access to your stunts, skills, and Powers. Size Powers and Spirit Form are exceptions to this. Other exceptions should be handled through Compels or through the Limitation Power.
Abandoned Body. While you are in another character's body, the only things you can do are look through your host's senses and talk to your host. Nobody save your host can perceive you unless they have The Sight or another such effect. If you have a physical body, it lies vulnerable until you leave your host. If you have the Spirit Form Power, you are entirely subsumed into your host until you leave into the area surrounding your host's body.
You're Not Hurting Me. You cannot be targeted with physical attacks while in another character's body, barring special Powers or unusual circumstances. Characters looking to take you down violently will probably have to settle for knocking the person whose body you're using unconscious. Mental and social attacks can target you normally, though, and you may not transfer backlash or physical stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict. If you leave behind your physical body in order to use this Power, attacks against it bypass this effect.

POSSESSION [-1]
Description: You can take over the bodies of others. Maybe only if they consent, maybe even if they don't.
Skills Affected: Discipline, others.
Effects:
Possession. You may enter the bodies of willing characters. Entering or leaving a body in a conflict takes your action, and you can stay until you decide to leave or are kicked out by your host. While you are in a character's body, you may control that body as though it were your own. Use your own skills and Powers when doing so. Size Powers and Spirit Form are an exception to this: use your host's Size Powers in place of your own, and if you have Spirit Form it is suppressed while you're in someone else's body. You may also use certain other Stunts and Powers possessed by your host, generally those relating to raw physical ability or the reactions of other characters to your host's body. Some of the host's skills may also modify your own, generally along the same guidelines as Powers and Stunts. The GM is the final judge of which of the host's Powers and Skills and Stunts apply to you.
You're Not Hurting Me. You cannot be targeted with physical attacks while in another character's body, barring special Powers or unusual circumstances. Characters looking to take you down violently will probably have to settle for knocking the person whose body you're using unconscious. Mental and social attacks can target you normally, though, and you may not transfer backlash or physical stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict. If you leave behind your physical body in order to use this Power, attacks against it bypass this effect.
Spiritual Eviction. If you end up controlling a host who wants you out, that host may engage you in an opposed Discipline roll. If they win, you are forced out of their body. If you entered their body with their consent, your host may attempt one such roll as soon as they decide to kick you out. Regardless, they may attempt one such roll every time you control their body for another continuous day and every time you use their body to damage them or something they care about. In extreme situations, such as forced suicide, your host may benefit from a circumstantial bonus to the opposed Discipline roll.
Abandoned Body. While you are in another character's body, you can act only through that body. Nobody save your host can perceive you unless they have The Sight or another such effect. If you have a physical body, it lies vulnerable until you leave your host. If you have the Spirit Form Power, you are entirely subsumed into your host until you leave into the area surrounding your host's body.
Hostile Possession [-2]. You may attempt to possess unwilling victims. This requires you to win a mental conflict, which uses the same timeframe and initiative as a physical fight. Discipline is used to attack and defend in that conflict. During the conflict, you are treated as though you were inside your target's body for the purposes of the Abandoned Body and You're Not Hurting Me Trappings. Taking an action in that conflict takes a character's full attention. If you lose the conflict, you fail to possess the target and can't try again until the next session. If you win, you possess the target normally. If a character is possessed by multiple characters with this Power, the most recent possession takes precedence.

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. 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.
No Real Body. You don't have a real body. Powers that allow characters to enter the bodies of others, like Possession, cannot be used on you.
Vulnerabilities. Certain physical things can harm you despite your intangibility. These things include ghost dust and fire. What's more, you cannot cross thresholds at all.
Unrealistic Spirit Form [-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.
Spiritual Body [-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. Size, Toughness, and Stoicism powers apply to this track, but mental stress bypasses physical Powers and vice versa. 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.
Quasi-Solid Spirit Form [-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 and moving small objects.
Optional Spirit Form [-2]. You may suppress or reactivate this Power whenever you please. Doing so takes an action if you are engaged in a 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, and physical creatures that can become ethereal almost certainly don't.)
Projected Spirit Form [-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. This upgrade is not compatible with Optional Spirit Form.
Involuntary Spirit Form [+1]. (Requires Optional Spirit Form or Projected Spirit Form) 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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 10, 2012, 06:19:05 AM
Bloody post length limit.

[-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.

Might Over Magic [-2]
Effects:
Disruptive strikes. Your blows are capable of disrupting spells, provided the effect can physically be attacked.  Roll Might plus the Weapon Rating the melee weapon you are using against the spell’s control (in the case of effects from enchanted items or thaumaturgy, treat the spell’s control equal to the spell’s strength).  If you have any Strength powers, you may add their stress bonus to the roll.  If successful, the spell's effect ends as if counterspelled.  This may be done instead of a defense roll.

I thought about it and I realized that I couldn't think of a single character concept that left behind their body while symbiotizing someone. So I'm going to make it so that even physical symbiotes merge with their hosts.

Also you should be allowed to purchase Limitation multiple times.

Extra Appendages should allow spray grapples, and I think Superb Coordination might be strictly worse than Excellent Coordination.

Might Over Magic should include the various clarifications made in its thread.

Plus there's that Inner Gates Power.

Should make Avoidable Aura incompatible with Mental Aura if I haven't yet.

Should clarify range of acceptable take-out results from Incite Mental Effect.

Should finish that Modular Abilities thing.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on November 10, 2012, 05:36:40 PM
Forgot to post it earlier, but I finally figured out what was bugging me about Superior Enthrallment. What, exactly, is stopping a character with this power from enthralling a bunch of mooks, then giving them all Superior Enthrallment, then commanding them to do as he just did? Eventually building a pyramid that controls the entire human population. Or hell, how about just enthralling everyone in the party, giving them a huge power bonus? Or even enthalling oneself?

Also, how would this power interact with Ritual Psychomancy, Thaumaturgy, and Superior Psychomancy?

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on November 10, 2012, 06:23:01 PM
Nothing is stopping you except presumably everyone on the planet who doesn't want to be a mind slave.  That kind of thing would get noticed.

By the way Enthrallment seems like an excellent additional power with which to stat up Fomor.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 10, 2012, 09:39:24 PM
Forgot to post it earlier, but I finally figured out what was bugging me about Superior Enthrallment. What, exactly, is stopping a character with this power from enthralling a bunch of mooks, then giving them all Superior Enthrallment, then commanding them to do as he just did? Eventually building a pyramid that controls the entire human population.

Same thing that stops you from starting a religious pyramid scheme where everybody worships you as a god, using only mundane skills.

That is to say, nothing. But it's still hard.

Or hell, how about just enthralling everyone in the party, giving them a huge power bonus? Or even enthalling oneself?

Enthralled PCs should definitely need to pay for their Powers. I'll make that clear.

(NPCs also have to pay, if the GM is keeping track of their Refresh. Enslavement tends to reduce one's free will, appropriately enough.)

Also, how would this power interact with Ritual Psychomancy, Thaumaturgy, and Superior Psychomancy?

No special interactions. You can have both, but it's a bit redundant.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 11, 2012, 08:39:32 PM
Here's my attempt at cleaning up Might Over Magic while adding its various clarifications.

MIGHT OVER MAGIC [-2]
Description: You can shatter magical effects through physical force.
Skills Affected: Might.
Effects:
Disruptive Strikes. You destroy ongoing spells by hitting them. Doing so requires you to roll your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Parry Magic. You may use your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) in place of your Athletics skill to defend against magical attacks and maneuvers.

Hm. In retrospect, Parry Magic probably gives too good a defence roll. With Supernatural Strength, Superb Might, and a big sword, that's a defence of 12 against magic.

And that's not a worst-case scenario at all.

I think we should probably make Parry Magic weaker. Any suggestions on what the new numbers should look like?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on November 11, 2012, 10:04:13 PM
Halve might score and strength power values?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on November 11, 2012, 10:19:23 PM
Don't add in non-strength weapons rating a great sword shouldn't effect your ability to parry magic (as allowing non-magic items to give skill boosts is a bad precedent) so if you want the big number you will have to have paid for them with refresh. Mind you if someone wanted a +6 to parry magic ability for 3 refresh (without needing mythic strength) that would also be balanced as it opposed to something that allows similar ridiculous stacking so I am not sure the power as is needs changing. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 12, 2012, 03:18:19 AM
Yeah, dropping the item bonus is probably necessary.

Not sure whether to use the whole Strength bonus or halve it. Halving it would make it analogous to Speed, which would be nice, but it might be too big a nerf.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on November 12, 2012, 02:41:57 PM
Refresh Cost for a +2 to defense vs magic stunt = 1 refresh.
Refresh Cost of Might over Magic = 2 

Without any Strength Power might over magic costs one more refresh than a stunt and gives no bonus to defense (unless you include weapons rating from items), making the stunt infinitely superior.

Lets use half values next.
Might Over Magic + Mythic Strength (-8) Gives a +3 vs magic

Comparing efficiency that is 0.4 bonus for point of refresh vs a 2 bonus per point of refresh from the stunt (the stunt is five times as good.) Even if we ignore the mythic strength cost that is still a -2 for a +3 which is 25% less efficient than a stunt. 

Using full weapon values
Might Over Magic + Mythic Strength (-8) Gives a +6 vs magic

Comparing efficiency that is a 0.75 bonus per point of refresh spent vs 2 from the stunt, the stunt is 2 2/3rds times better than the power. If we ignore the mythic strength refresh again that is a -2 giving a +6 which is 1.5 times better than a stunt therefor reasonable for a power.

The power using half values is just terribly weak full stop, at full values it is just terribly weak at any strength level below supernatural (supernatural is the break even point).

I don't like the fact that the power is balanced for mythic levels when mythic levels should be rare, a -2 refresh power should never give no bonus at all, maybe the power should have varying cost dependent on how much strength is taken.     
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on November 12, 2012, 03:41:16 PM
Might Over Magic also moves a defense trapping.  That costs refresh if caused by a stunt.  It should cost refresh if caused by a power.
Refresh Cost for a +2 to defense vs magic stunt and a trapping-mover stunt = 2
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on November 12, 2012, 05:15:47 PM
Might Over Magic also moves a defense trapping.  That costs refresh if caused by a stunt.  It should cost refresh if caused by a power.
Refresh Cost for a +2 to defense vs magic stunt and a trapping-mover stunt = 2

But you could by those rules make the power a single refresh and say your moving defense against magic to the breaking things trapping of strength, Its much more optimal and much cheaper but not really fair because some trapping are just way more powerful than others.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 12, 2012, 07:25:19 PM
Oh, no way. I call shenanigans on that.

You can move trappings from skill to skill, but you can't move a trapping into another trapping in order to take advantage of a single-trapping bonus like that.

That aside, Parry Magic isn't the only thing this Power does. I wouldn't even call it the main thing. So I'm hesitant about making it too strong.

And it just seems wrong for a niche Power like this one to be the path to the single highest passive defence available in the game.

You know, Powers that scale in power depending on what other Powers you have are a bugger to balance.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on November 12, 2012, 08:41:05 PM
Oh, no way. I call shenanigans on that.

You can move trappings from skill to skill, but you can't move a trapping into another trapping in order to take advantage of a single-trapping bonus like that.

That aside, Parry Magic isn't the only thing this Power does. I wouldn't even call it the main thing. So I'm hesitant about making it too strong.

And it just seems wrong for a niche Power like this one to be the path to the single highest passive defence available in the game.

You know, Powers that scale in power depending on what other Powers you have are a bugger to balance.

Most sustained spells can already be taken down with might, any type of physical block can be take down with overwhelming force (might roll) and it is not hard to think of a strength defense against a lot of maneuvers too. So I don't see the secondary part of the power being particularly significant. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Addicted2aa on November 12, 2012, 08:58:29 PM
If I read the power right, it can take down veils, wards, any sort of enchantment, or sustained divination. You could use it to remove a magically manufactured darkness. It add alot of versatility outside of combat.
That said, none of that seems like it makes narrative sense though.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on November 13, 2012, 03:04:27 PM
(click to show/hide)

Sorry to bring this back up, but I just noticed it. Why does the physical stress cost way more than mental stress. Also why have you increased the cost for physical stress past what the current power already had, by a lot?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 14, 2012, 02:48:02 AM
Yeah, this lets you take down the wide variety of intangible spells by punching them.

If this doesn't make sense, then neither do Warden swords. It's the same basic effect.

Immunity to physical stress is more expensive than immunity to mental stress because it's more powerful. Mental attacks are seriously pretty rare.

The cost for full immunity was pumped up because by canon full immunity was blatantly underpriced. Compare it to other Toughness Powers, you'll see what I mean.

PS: Have you read the thread that that Power was written in?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Addicted2aa on November 14, 2012, 01:13:25 PM
Yeah, this lets you take down the wide variety of intangible spells by punching them.

If this doesn't make sense, then neither do Warden swords. It's the same basic effect.

Is it? The warden sword is a counterspell at a fixed value, no? You touch the warden sword to a spell and it dissipates, not you cleave through it, using your weapons skill and it shatters.

Not saying it's a bad power. Just saying, Not at my table, cause I can't see how it makes sense in the Dresden Universe. Makes plenty of sense in other worlds
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on November 14, 2012, 04:11:00 PM
I can't see how it makes sense in the Dresden Universe

Dresden vs the 'Barbed-Wire Spell'
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Addicted2aa on November 14, 2012, 04:49:45 PM
Dresden vs the 'Barbed-Wire Spell'

My memory is Harry removes that more through a counterspell than through pulling it off simply by being strong.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on November 14, 2012, 05:13:07 PM
Well, it wasn't a matter of 'simply being strong', but it WAS a physical effort that removed the spell.  A physical effort empowered by Dresden's magical abilities, no doubt, but a physical effort nonetheless.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Addicted2aa on November 14, 2012, 06:25:31 PM
Might is pretty much about being strong. I don't remember the scene that well, but I think that makes more sense as might restricting the discipline roll to target his spell. I'll give the scene another once over see if I still hold that opinion.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on November 14, 2012, 06:56:43 PM
I would have represented that scene as a small ritual with extra shifts supplied primarily from Might-generated aspects backed up by aspects generated by way of The Sight.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 14, 2012, 10:32:50 PM
Might is pretty much about being strong.

Not entirely. Lifting, breaking, and wrestling also require a fair bit of technique. So Might also includes the effective application of strength.

That's why you can have Mediocre Might and Mythic Strength.

Is it? The warden sword is a counterspell at a fixed value, no? You touch the warden sword to a spell and it dissipates, not you cleave through it, using your weapons skill and it shatters.

The Warden Sword is a counterspell at a fixed value because that's how enchanted items work. Not because that's how it's portrayed in the novels.

The way it's portrayed in the novels could be "use Weapons", a fixed value counterspell, a focus that boosts counterspell control/power, an Aspect...it's flexible, because the novels are notably lacking in rules text.

Not saying it's a bad power. Just saying, Not at my table, cause I can't see how it makes sense in the Dresden Universe. Makes plenty of sense in other worlds

The Dresden universe has all sorts of crazy nonsense thrown together with no obvious rhyme or reason. Fans try to make it all seem consistent and clear, but honestly cyborg aliens could show up in the next book and they'd fit just fine if Jim presented them with his usual style.

IIRC in Ghost Story Bob says that Spiderman exists. And Sir Stuart says that, much as the White Council loves to classify stuff, the world does not accommodate classification well.

Really, "doesn't fit the Dresdenverse" is a pretty weird thing to say.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: InFerrumVeritas on November 19, 2012, 03:50:03 AM
My thought for writing the power was that I had a big bad bruiser.  Might Over Magic was applied to an IoP, which he had recently acquired.  So the axe focused the user's strength against the spells and allowed it to break them.  He used it to shatter a block and cleave through a sonic wave.  This fit the universe, to me.

I agree that it's probably more balanced to apply half strength bonus when used defensively. 

On an unarmed character, I'd reflavor to use Fists.  Magic defeating Kung-Fu or something. 

Really, this was a power designed to throw the players off.  Their normal tactics were considerably less effective, and they didn't see it coming.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 20, 2012, 06:14:37 AM
Okay, here's a new version. It's supposed to take into account the suggested changes while duplicating the Image Breaker Power w&m posted recently.

MIGHT OVER MAGIC [-2]
Description: You can shatter magical effects through physical force.
Skills Affected: Might, Fists, Weapons.
Effects:
Disruptive Strikes. You destroy ongoing spells by hitting them. Doing so requires you to roll your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Parry Magic. You may use your Might skill plus half of any stress bonus you have from Strength Powers in place of your Athletics skill to defend against magical attacks and maneuvers.
Anti-Magic Attacks. You may use Fists in place of Might with this Power, but you receive no benefit from weapons while doing so unless you can wield them with Fists. You may also use Weapons in place of Might with this Power, but only if you are armed with a weapon suitable for use with Weapons.
Skill Over Magic [-0]. When you use your Might (or Fists, or Weapons) skill to defend against a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll in place of their own. However, you do not benefit from Strength or weapon ratings when using this Power.
Living Counterspell [-1]. When you use your Might (or Fists, or Weapons) skill to defend against a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll in place of their own.
Superior Might Over Magic [-2]. Add four to your Might (or Fists, or Weapons) skill when using it with this Power.

Damn, it's way more complex than I wanted. Any suggestions for simplification?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on November 20, 2012, 03:17:30 PM
What's the difference between Skil over Magic and Living Counterspell?

Other than that it's not really complicated, you just put (or fists, or weapons) up multiple times more than you needed to since Anti-Magic Attacks already made it clear you could use those.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on November 20, 2012, 08:35:01 PM
The last clause of Skill Over Magic is not present in Living Counterspell.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on November 20, 2012, 09:01:47 PM
Missed that, thanks.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 20, 2012, 07:34:12 AM
Okay, I now have time to get back to this.

Gathering up the Powers that have been changed lately.

I added my own version of the eight-gate Power because nobody else said to use theirs.

Also, the Venomous upgrade is now available for Natural Weaponry.

Variable Abilities and the revised Might Over Magic are here too.

I've made minor changes to Dangerous Aura, Feel No Pain, and Incite Effect, so they're also here.

To do:

Make it so that even physical symbiotes merge with their hosts.

Allow people to purchase Limitation multiple times.

Revise Extra Appendages to allow spray grapples, and so Superb Coordination isn't strictly worse than Excellent Coordination.

Prepare the new Powers from the other posts for addition to the list.

Fix or get rid of some of the worse Powers on the list.

(click to show/hide)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 21, 2012, 05:42:23 AM
Okay, edits made.

I added a note saying Limitation could be taken multiple times.

I allowed spray blocks, including spray grapples, with Extra Appendages. I ditched Superior Coordination, because upon analysis it did nothing Excellent Coordination doesn't do. I might still rename Excellent Coordination for elegance's sake, but that's not important.

In every Power that had an Abandoned Body trapping, I made it so that you merge with your host regardless of whether you have Spirit Form. Because I could only think of one character concept that actually left behind a meat body while possessing someone, and it's covered by a Spirit Form upgrade.

Feedback would of course be appreciated.

If this passes muster I'll update the list in a day or two.

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Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on December 21, 2012, 09:10:50 PM
Hey Sancta. I put up my final draft of the 8 Gates power. I would preffer that one be used but if you want to use the one you put up thats cool too.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 22, 2012, 04:20:16 AM
Ask, and you shall receive.

I think your final draft ought to work fine in most games, though the second gate makes me a little nervous.

Anyway, bringing your final draft over here for reformatting now. Can you open every gate in one exchange? If you don't say I'll assume you can.

(click to show/hide)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 22, 2012, 04:39:05 AM
And here's the reformatted version.

(click to show/hide)

Hope I didn't screw anything up.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 22, 2012, 08:42:01 AM
Forgot the Item Limitation side-grade for Limitation. Adding it.

(click to show/hide)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 23, 2012, 10:15:26 AM
Okay, new update. Here (https://dl.dropbox.com/u/43356063/Custom%20Powers%20Master%20List%20%28V3%29.odt)'s a link, because we're all too lazy to track down one of the earlier links.

Here's what happened:

(click to show/hide)

Please tell me if you disagree with anything I did.

Also, I'd be interested in hearing opinions about the probation list entries. I'm not sure what to do with those, so I'm leaving them alone until the next update.

PS: The list is currently 58 pages, 30960 words, and 188162 characters long.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on December 23, 2012, 07:42:10 PM
Probably misreading it, but something I wanted to bring up for a while - Limitation's discount seems a bit much. I mean, basically, once every session or so, your power won't work, and in exchnage it only costs half? Even if the power nullifying lasts a whole scene, I imagine a session would have a whole bunch of scenes. Also, how would you translate Limitation to, say, PbP?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on December 23, 2012, 07:50:14 PM
I'd start by saying that 'My Limitation is preventing my from using my Powers.  It's a good thing I don't actually need them right now' doesn't count.  Limitation has to bar access to your powers in a way that matters for it to grant its rebate.  No picking up Limitation on your Evocation and Thaumaturgy stating that they can't be used at the same time.

Second, PbP already has the issue of deciding how long a 'session' lasts for arbitrating other effects (enchanted item recharge, healing rates, etc), so session time increment estimations for Limitation are just one more item on the list.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 23, 2012, 10:41:48 PM
What Tedronai said.

However, I'm not dead certain that Limitation doesn't provide too much Refresh. The rebate is generally smaller than the ones provided be canon Powers, but still...might be too big.

The idea is that you won't get to use your Power all the time, so negating it in one scene cuts out a lot of it's value. Especially since the scene in which it is negated is likely to be an important one.

Hopefully that idea holds up in your game.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 24, 2012, 08:55:08 PM
Just realized I forgot to remove Quasi-Modular Abilities from the list. Given that Variable Abilities renders it obsolete, I'm gonna do that now.

But I've got a PC using the Power in a PbP game, so I'm putting Quasi-Modular Abilities in this post. I'll likely need it later.

(click to show/hide)

I'm going to take the silence that has greeted this update as a good sign. Means I didn't offend anybody.

But I would really like some commentary on that probation list.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on December 26, 2012, 03:38:49 PM
I actually like the quasi-modular power mainly due to the IoP collection. Maybe that could simply be its own power?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 26, 2012, 07:54:19 PM
I'd really rather just use Variable Abilities + Item Limitation.

What does IoP Collection do better than Variable Abilities + Item Limitation?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on December 27, 2012, 05:14:21 PM
The loan out part. im not sure if your skill has that. If it does then nevermind. I didnt like the Resource restriction that much anyways.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on December 27, 2012, 10:23:48 PM
Item Limitation allows lending and stealing.

And yeah, I didn't like the Resources thing either.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 07, 2013, 05:22:13 AM
Another Power for the list.

The Lord is my shepherd [-1]
Description: As a fighter for the good cause, you are protected by your faith when facing dangers greater than yourself.
Skills affected: none, really
I shall not waver: You may spend a fate point to grant you armor:2 for a scene. This armor stacks with other sources of armor but only affects additional damage from supernatural sources (eliminating claws and strength powers for the most part, you know: the nasty stuff).
He restores my soul: If you need to take a mental consequence, you may take 1 more shift off the attack than the consequence is usually worth (for example a mild consequence would be worth 3 shifts instead of 2).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on January 07, 2013, 06:33:40 AM
As mentioned in the recent thread where that power was brought up, armour from that power is intended to stack, yet the default interaction for multiple sources of armour is that they do not stack.  If this power is to work as intended, then, it requires explicit wording to exempt itself from that general rule.


'Armour gained in this fashion stacks with any other source of armour which may be applicable against a given source.'

Or something of that sort.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 07, 2013, 06:35:31 AM
Damn, I knew I was forgetting something. I specifically planned to add a clause like that.

Editing now...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gozer on January 11, 2013, 07:11:15 AM
greetings, all... I've got a player looking to play a shadow caster (but not a mage), so I compiled all of the shadow based powers I could find here into one suite of powers.
I'd love any feedback/criticism, as I'm planning on rolling these out in the next few weeks.
Thanks...

Shadow Mastery [-2]
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, and wrap yourself in a mantle of twisting, grasping darkness, ultimately becoming a master of the shadows themselves…
As your power over the shadows grows, they become ever more tangible, eventually nearing the solidity of the objects that spawned them. As your mastery progresses, the shadows may become deep enough to open gateways into the Nevernever, or even approach a life of their own…
Musts: the Character must have a High Concept involving Shadow or Darkness
Options: The base ability costs 2 Refresh and has multiple upgrades.
Skills Affected: Conviction, Discipline, Fists, Might, Stealth

Effects:

Shadow Call
You can increase and deepen shadows within a zone. You may add the sticky aspect Deep, Dark Shadows to any scene with appropriate aspects already present.
Veil of Shadow
Increase stealth by +2 when in shadow.
Shadow Play
You may use your Discipline skill to control your shadow, as well as other any other shadows within a zone, allowing you to perform maneuvers and create blocks against Perception.
Shadow Vision
Your Perception rolls are not penalized by darkness.
Hand of Shadow
Your Shadow becomes tangible, allowing you to manipulate objects or make attacks. This functions with a range of 1 zone, as Weapon 0 attacks.
Your Shadow’s attack roll is based on either Discipline or Fists, and its Might is based on  Conviction. It can be used for anything that a normal limb could be used for, including Grappling.
Attacks made to ambush your enemies use your Stealth roll, modified by Veil of Shadow (+2).
If you possess Inhuman Strength, Claws, or similar Stunts or Powers, your shadow gains those benefits as well.
Note: Your Shadow tends to move independently of your body from time to time, in a generally noticeable fashion.
Upgrades replace the required power, ‘refunding’ the cost for that power, up to +1. For example: when upgrading from Deep Shadow to Deepest Shadow, the -1 refresh for Deep Shadow is refunded, allowing you to purchase an additional -1 refresh of powers, if desired. When upgrading from Deepest Shadows to Grasping Shadows, +1 refresh is refunded, allowing you to purchase an additional -1 of powers, if desired. Each level must be purchased independently prior to any refunds being allocated.

Upgrades

Deep Shadows [-1]
 Increase the Weapon Rating of attacks made with your shadow by +1, as well as your Veil of Shadow by +2. This power may be taken multiple times, and stacks.
Note that each level of this power increases the independent motion of your Shadow.

Deepest Shadow [-1]
Requires Deep Shadows. Your shadow is capable of growing much larger than it should.  Add +1 (stacks) to your Shadow’s weapon rating, and it can make a spray attack (at -2).

Grasping Shadows [-2]
Requires Deepest Shadows You can manipulate additional shadows within a zone, attacking or manipulating multiple targets.
Skills Affected: Fists, Weapons, Guns, others.
Effects
Multiple Targets You may make spray attacks with your shadow, with a range of one zone.
Mix and Match You may use multiple different actions in a single spray attack. Use the lowest applicable skill. You may also make attack-like (offensive, not navel-gazing) maneuvers and blocks as part of a spray attack. In order to grapple as part of a spray attack, you must invoke an Aspect for each character grappled.
Flurry Of Shadows You may direct multiple attacks (or maneuvers, or blocks) within a single spray at one character.
Coordinated Shadows  For each purchase of this trapping, add 1 shift to each attack, block, or maneuver within spray attacks that you make with your shadow. This cannot increase the number of shifts for any action beyond the number of shifts that you had to split up between actions in the first place. This trapping may be purchased up to twice.

Long Shadows [-1]
Your shadow’s reach grows even larger. You can manipulate your shadow to stretch beyond its’ normal reach, allowing you to make attacks within a range of up two zones.

Darkest Shadow [-1]
Requires Deepest Shadow Your shadows have become so dense and impenetrable that even those creatures that make their home in the darkness are incapable of seeing past them. You may use your Shadow Mastery to create a defensive block opposed by alertness, at +2. Add +1 (stacks) to your Shadow’s weapon rating, and +2 (stacks) to stealth when in shadow/darkness.

Shadow Step [-1]
You can travel from shadow to shadow within 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 any nearby enemies' Alertness. If you succeed, you gain a relevant aspect. If not running away, you may then make an Attack as a supplemental action. (Yes, you can warp into an enemy's shadow or from your own). This power is limited to Line of Sight.

Shadow Walk [-1]
Requires Shadow Step. As World Walker, but only to and from the Realm of Shadow (GM’s discretion on where this may lead, but almost everything casts a shadow... )This also increases the range of Shadow Step, allowing direct travel from Shadow to Shadow through multiple Zones, not subject to LOS, but subject to GM discretion.
Shadow Sense This allows you to sense places where the fabric of reality is weak, and the Realm of Shadow comes closest. You may use Investigation or Lore to locate such places. Subject to GM approval, you may add +1 to any Shadow based aspects in the area.
Shadow Rift  You are able to tear a hole between this world and the Realm of Shadow, allowing people and things to pass into or out of this area of the Nevernever. This rift will only stay open for a few seconds, and requires the aspect Deep, Dark Shadows  be placed on the scene. You may only do this once per scene (or per hour, if more appropriate).
Shadow Lore Allows +2 to Investigate, Survival ,or Lore checks while in the Realm of Shadow

Shadow Bite [-1]
Requires Deep Shadows.  By attacking your opponents’ shadow directly, your shadow attacks bypass all armor or armor type powers. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.

Shadow Rend [-2]
Requires Deep Shadows. By attacking the opponents’ shadow directly, your shadow attacks bypass any Toughness powers, as though the attack fulfilled the ‘Catch’ on your opponent’s Toughness. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.

Shadow Bleed [-1]
Requires Shadow Rend. By attacking the opponent’s shadow directly, your shadow attacks add a poison effect, as your opponent’s shadow is torn apart, bleeding away into the darkness.
You may use any of your shadow attacks to perform a special maneuver in addition to the attack. This maneuver may only inflict one specific Aspect: Bleeding Shadow. You may not tag that Aspect, but during your turn in each exchange after the one you performed the special maneuver, each character with that Aspect suffers a weapon 0 physical attack against Endurance with an accuracy equal to the roll you created the Aspect with. You may perform this special maneuver against every character subject to your shadow’s attack. Outside of a conflict, the effects of these maneuvers are adjudicated by the GM. As a general rule, they quickly lead to the subject being Taken Out. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless the damage inflicted allows you dictate a more extreme consequence.

Shadow Feed [-1]
Requires Shadow Rend. Once per scene, if you inflict enough stress and consequences to Take Out an opponent by damaging their Shadow, you may absorb their shadow into your own. This allows you to ‘feed’ on their shadow, absorbing enough dark energy 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 heal quickly. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence. Subject to GM discretion, there may occasionally be other effects, such as flashes of memory transfer, emotional crossover, etc… as a person’s Shadow is akin to their soul.

Shadow Rip [-1]
Requires Shadow Rend. When an opponent is Taken Out due to damage to their Shadow, you may tear that Shadow loose, freeing it from their body, and creating a Spectre-like creature (with the skills and powers of the original) under your control. 
Use the Spectre as a base for the Shadow, but add any Powers/Skills of the original. Note: the Shadow suffers a penalty of -1 to all skill/power rolls.
The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the shadows from whence it came.
Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.

The Shadow Knows [-1]
Requires Long Shadows. You are able to extend your Shadow up to 3 zones, effectively extending your Awareness/Reach. Your Shadow receives all the benefits of Shadow Mastery, as well as any other Shadow Powers you might have, and can ignore most boundaries, subject to GM discretion.

Shadow Sight [-1]
Similar to the The Sight, this allows you to peer through the Realm of Shadow, perceiving not so much the supernatural world, but the shadows it casts upon the natural world.
Shadow Senses  Your attunement to Shadow has heightened your arcane senses, allowing you to use Lore as if it were an Arcane Investigation skill, at -1 (unless the Aspects of  Shadows, Darkness or the like are directly involved in the Scene, in which case at the roll is at +1).
Shadow Touch  When your Shadow touches the shadow of another being who has supernatural potential, the GM may ask you to roll Lore to become aware of the shadow that their true nature casts, indicating that they are something other than mundanely mortal. Even on a failed roll, you may experience some sort of sense that something is ‘off’ with their shadow, without being able to pin it down.
Shadow Gaze  You have the ability to access another’s Shadow directly, but only the first time that your shadows touch for more than a moment (GM’s discretion), and only if the owner of the shadow actually has a mortal soul. You have some measure of control over this power, unless the two of you, or your shadows, are involved in some kind if close physical contact.
Effects: You and the recipient are subject to the use and effects of a Soul Gaze.
Shadow Sight  You may use Shadow Sight to open your Third Eye, but through the filter of the Realm of Shadow. This is similar to the The Sight, but instead of seeing the true nature of the world around you, you experience the Shadows cast by things as they truly are. This power is completely subject to the GM’s discretion.

Shadow Wraith [-2]
Requires The Shadow Knows. Once per night, you are able to release the greater portion of your Shadow to act independently. This creates a Shadow (use the Spectre as a base template, add all of you Skills/Powers) that is completely under your command. You may actively extend your awareness through your Shadow, speak through it, etc… as per The Shadow Knows, otherwise the Shadow acts independently. The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the lesser shadows from whence it came. All of your Shadow based powers will be at -1 until your Shadow returns to its’ proper place.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gozer on January 11, 2013, 07:16:55 AM
I've also written up this one- it seems like the original post is dead, so it seemed more appropriate to post it here. Again, any feedback or thoughts are appreciated...

Living Threshold [-4]
Description: Whether through the actions of a Sponsor, the will of an Elder Power, or simply the alignment of the stars at their birth, the Character is a living channel for the energies that power Thresholds. Magic simply ‘grounds out’ upon contact with their body, eroding until it effectively ceases to be.
Musts: Must have a High Concept that directly relates to this power or its’ source.
Skills Effected: Conviction (determines the Strength of the Character’s natural Threshold); Discipline (may increase the Strength of the Character’s natural Threshold under very certain circumstances); Fists/Martial Arts/Might
Effects: This Power has the same four key functions as a standard Threshold. The Character’s Threshold Level is equal to the Character’s Conviction +2.

A Block
The Character serves as a freestanding block that does not need to be maintained, with a Threshold Level that opposes any and all effected Supernatural Actions. As a Block, it sets a minimum difficulty for the Success of those actions. The Character may also actively attempt to block Spells or Supernatural effects by interposing his/her body, or opposing them directly with Unarmed Attacks. Use either Athletics or Fists (as appropriate) vs. a Target of the Spell’s Complexity. If contact with the spell occurs, resolve it as either a Block or Suppression, depending on the Strength of the Spell or Effect.

A Target
More powerful creatures/spells may be able to assail the Character’s Threshold Level and damage it directly. In such a case, the Threshold Level may be treated as a Stress Track (one box per level, with consequences a possibility). The Threshold Level drops as it takes Stress hits. It recovers at a rate of 1 point per sunrise/sunset, or as determined by the GM. Any Attack must bypass the Block aspect of the Threshold prior to the results being determined. Depending on the nature of the Attack, and subject to GM approval, the character may elect to take physical stress in place of reducing the Threshold Level.

A Suppressor
Spell Effects and Supernatural Abilities will erode or completely disappear when they come in direct contact with the Character. In this case, all affected abilities and spell effects lose a number of shifts equal to the strength of the Threshold. If the spell affected has multiple parts to it, how the shifts are spread around may be determined on a case by case basis as decided by the GM, with input from the Character. In the case of attack abilities, this most often manifests as a reduction of the damage bonus provided, acting as a penalty to the actual attack roll only after the damage bonus has been reduced to zero. If it isn’t clear how to reduce an ability, then these reduction shifts might be spent on improving opposing effects and efforts.

A source of Harm
Creatures of pure spirit and other supernatural entities are particularly vulnerable to contact with the Character. They take damage from any physical contact with him/her, facing an attack equal to the Threshold’s strength during every exchange. Few creatures manage to hang around long in the face of such conditions, especially when their defensive abilities offer no protection whatsoever against these attacks. Depending on the creature type, some might be allowed to use a Conviction defense to resist.
Any creature affected by a Threshold suffers from Unarmed Attacks or direct physical contact with the Character as per the chart below:
Creature Type         Weapon Level (round down)
Mortal Spell Casters      Threshold Level/4
Fae, etc…         Threshold level/3
Ghosts, BC Vamps, Demons                 Threshold Level/2
Outsiders                      (Threshold Level /2) +1
Consequences should be adjusted depending on the situation or creature type.
For those affected creatures with Toughness Powers, this Character’s Unarmed Attacks should qualify as the appropriate ‘Catch’ in terms of bypassing their resistance only (although certain creatures may take additional damage, as though the ‘Catch’ was being fulfilled). A successful Grapple or a situation where sustained physical contact cannot be avoided results in damage at the full Threshold level. This effect is directly related to a creature’s relationship with a Threshold, and can easily affect creatures that are incorporeal or insubstantial.
Notes
The secondary effects that this produces (Do magically enhanced senses accurately detect the character or is there a ‘void’? Do supernatural creatures feel uncomfortable in their presence? Do evocation effects such as flame or ice have any effects? What happens if he/she travels in the NeverNever? What happens in the presence of powers such as Bless this House? ‘Healing’ of the Threshold Level may be an option worth exploring… Does the power stack with Lethal Weapons or Claws?) should be discussed with the GM ahead of time... Unless it’s more fun to just find out in game.
The Character should not be able to take any other Supernatural Abilities without specific GM approval and a damn good story (although most Mortal Stunts should be no problem), and the ability to receive beneficial magic such as healing should be viewed with extreme prejudice. The ability to receive healing or other beneficial magic should also increase the cost to -5 or higher.
This Power is intended to be as much of a pain as a boon.
This ability is not effected by Thresholds, natural or otherwise.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 11, 2013, 10:49:17 PM
Those Shadow Powers look like a Template to me. Many of them are just reflavours of existing Powers, and the ones that aren't tend to contain lots of borrowed bits and pieces...I think a Shadowcaster template could handle what you're looking for better than all that.

You'll need a few custom Powers, but not that many.

Upgrades replace the required power, ‘refunding’ the cost for that power, up to +1. For example: when upgrading from Deep Shadow to Deepest Shadow, the -1 refresh for Deep Shadow is refunded, allowing you to purchase an additional -1 refresh of powers, if desired. When upgrading from Deepest Shadows to Grasping Shadows, +1 refresh is refunded, allowing you to purchase an additional -1 of powers, if desired. Each level must be purchased independently prior to any refunds being allocated.

I'm pretty sure this is a very bad idea. It basically makes upgrades free unless they cost more than their prereqs.

The Threshold Power is unfortunately difficult to understand. And I don't like the Source Of Harm mechanics. Mind if I try a rewrite?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gozer on January 12, 2013, 02:48:51 AM
By all means... Please have at it. That's why I brought these here. I'd really appreciate any thoughts or input you might have.
As for the refund on upgrades: it was the only way I could think of to do two things at once:
A: allow the player/character a viable power path without just taking flavored spell casting. Why spend 20+ points on a suite of powers that do less than evo/thaumaturgy?
B: slow the rate of progression. Upgrades are basically free, up to a point. Start at the same points level as a starting wizard, and see how far you get... It seems fairly balanced. Additional points of refresh come in one at a time, and at least force some choices and decisions re: progression, fate points, etc...
Although, again... If you have any suggestions on a better way to handle that, I'm all in.
Thanks for any input...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 13, 2013, 07:01:01 AM
Spellcasting isn't as overpowered as you seem to think (assuming you set reasonable complexities, keep an eye on Crafting, and don't allow mental attacks with evocation).

Characters using Strength/Speed/etc are not chumps compared to casters. This upgrade thing isn't necessary.

Anyhoo, here's my take on Living Threshold.

Stole some text from Might Over Magic.

LIVING THRESHOLD [-4]
Description: For whatever reason, your body is surrounded by a threshold like the one around a home.
Note: This Power probably isn't compatible with many other Powers. Also, it's not optional; you can't invite people past it.
Skills Affected: Conviction, Fists, Might.
Effects:
Protective Threshold. All spells affect you as though their Power was reduced by your Conviction skill. In addition, anything that requires a magical being, magical item, or spell to touch you faces a Block with a strength equal to your Conviction skill. As a general rule, this includes any attack made by a magical being without a mundane weapon.
Interpose Threshold. By putting your threshold in the way of a spell, you can shut that spell down. You may use your Fists skill to defend against spells. When you are targeted by a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll (or the block this Power provides) in place of their own defence roll.
Destructive Threshold. You destroy ongoing spells by hitting them with your threshold. Doing so requires you to roll your Might or Fists skill against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Threshold Attack. Being touched by you is pretty dangerous for beings that can't tolerate thresholds. Add 3 to the weapon rating of any unarmed attack you make against a creature that can't cross a threshold uninvited. When you grapple such a character, add 1 to the stress you inflict each round. This lets you inflict 1 stress when you would normally inflict 0. Your touch may satisfy certain Catches.
Enclosing Threshold. When you grapple a character, there is a threshold with a rating equal to the result of your grapple roll between you and your victim and the rest of the world.
Useful Threshold. You may make maneuvers and Blocks that make use of the fact that you are surrounded by a threshold.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on January 13, 2013, 07:26:32 AM
What does it cost?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 13, 2013, 07:42:40 AM
You saw nothing.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on January 13, 2013, 02:40:13 PM
It clearly shows that you made an edit 15 seconds before you replied.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 13, 2013, 09:04:53 PM
That's just an illusion cast by evil space elves who want to deceive you into thinking I made a mistake.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gozer on January 15, 2013, 05:25:58 AM
hmmm... I really like some of what you did there, but... I don't know about just making it a weapon 3 attack. It doesn't seem like it should be that effective against a standard spell slinging mortal (who I pictured just wondering why those punches packed that extra wallop...) vrs against a ghost or summoned creature, who it should practically knock chunks out of. Hence, the mechanic you didn't like.
Plus, I like forcing characters to chose where they put those skill points- does he add a point to Fists, or Conviction? Oh, the torture...
Definately incorporating Enclosing Threshold,though... that's just great. Swiped.

What are your (or anybody else's) thoughts on some of the ramifications of the power?

Thanks again for the time (and I'd love to see that Shadow Caster template you mentioned...)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 15, 2013, 04:18:34 PM
It would be easy enough to make the weapon rating vary. I'm thinking 1 against things that can cross thresholds by giving up some power, 3 against things that can beat thresholds down, and 5 against things that can't cross even the weakest thresholds.

There's still a fair bit of skill conflict here, incidentally. Conviction, Fists, and Might are all useful with this Power.

I'll take a shot at the Shadow Caster later today or tomorrow.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on January 15, 2013, 06:04:10 PM
That's just an illusion cast by evil space elves who want to deceive you into thinking I made a mistake.

And this would be?

I seem to be making a lot of minor errors at the moment, I just posted a Power without a Refresh cost.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 16, 2013, 02:57:56 AM
A dastardly communist plot that makes use of KGB computer-hacking resources.

Oh, and if it looks like I also left out the Skills Affected, that's because of the winter solstice interfering with your computer monitor.

I refer of course to the special winter solstice that's in the middle of January.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Hick Jr on January 16, 2013, 03:05:13 AM
Accursed special-solstice space elves! Damn you and your Kremlin (note to self- stat up communist goblin sect, use in campaign) agency!
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 16, 2013, 11:53:32 PM
Okay, slight problem here. There are three custom Powers that could represent using shadows to attack. Telekinesis, Natural Weaponry, and Incite Effect.

And those Powers don't work together as well as they should.

I'm pretty sure I can solve this by editing Telekinesis and Long Reach. I'll post the edited Powers in my next post.

SHADOWCASTER

There is power in shadows. It's a rare and subtle power, but there are people who can use it. Those people are called Shadowcasters.

All Shadowcasters are at home in darkness, and they can all manipulate their shadow to move things and to hit people with. Some of them can also exploit shadows in more esoteric ways, to step through shadows and to attack other people's souls through their shadows.

Musts: A Shadowcaster must have a High Concept that reflects their shadowy nature. In addition, every Shadowcaster must take the following Powers:

Cloak Of Shadows [-1]
Telekinesis [-2]
Incite Effect (Shadow Control, with Conviction or Discipline) [-1]

Options: The shadows of experienced Shadowcasters grow stronger and more versatile, allowing Shadowcasters to purchase Strength Powers, Extra Appendages, and upgrades for Telekinesis.

Some Shadowcasters can see the true nature of the world by looking at its shadows, allowing them to purchase The Sight. Shadowcasters with The Sight can learn to travel from shadow to shadow, allowing them to purchase Teleportation and Worldwalker with the Limitation that neither Power can be used if there is no shadow available to step into or out of.

The most dangerous Shadowcasters can consume, manipulate, and destroy the shadows of others. Such shadowcasters can purchase Ritual (Shadow) as well as reflavoured versions of Blood Drinker and All Creatures Are Equal Before God. The Shadowcaster version of Blood Drinker works through eating shadows rather than blood, and the Shadowcaster version of All Creatures Are Equal Before God works by attacking a shadow rather than a body.

The most powerful Shadowcasters are constantly wreathed in darkness. Any character with at least 9 Refresh worth of Shadowcaster Powers gets a version of the Aura Of Influence Power that creates a darkness-related Aspect.

Important Skills: Discipline, Conviction, Stealth

Minimum Refresh Cost: -4
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 17, 2013, 12:22:48 AM
Turns out I'm not using Long Reach here at all. But I reworded it, and I think it's better now.

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. Anything you could normally only do to things in your zone, you can do from a zone away.
Extended Reach [-1]. You have a basic range of three zones.
Restricted Reach [+1]. (Requires Extended Reach) Your Extended Reach power applies only to a specific type of action, like swinging swords or picking pockets.

Telekinesis is a Power that's been through a lot. I've had plenty of arguments about it, and I've come to realize I was probably on the wrong side of some of them. Its old mechanics made it pricier than I'd prefer, and its wording was needlessly complicated. Those two factors combined to make it hard to use alongside certain other Powers.

But I think I've fixed that. Tell me if I'm wrong.

TELEKINESIS [-2]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. Whenever you would use your Might skill, use your Conviction skill instead. If you have a Strength Power, apply its effects to your Conviction skill whenever they would apply to your Might skill.
Telekinetic Reach. You have a basic range of one zone. Anything you could normally only do to things in your zone, you can do from a zone away. If you use this effect to do something which requires good fine motor control, your Discipline restricts whatever skill you use.
Telekinetic Attacks. You may use your Discipline skill to hit people. Attacks made this way include stress bonuses from Strength Powers.
Enhanced Telekinesis [-1]. Your basic range is equal to your line of sight. In addition, attacks that you make with this Power are now weapon 2 and may be enhanced with any Natural Weaponry upgrade except for Summoned, Explosive, and Ranged.
Defensive Telekinesis [-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 barriers.
Self-Propelling Telekinesis [-1]. (Requires Defensive Telekinesis) 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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Magicpockets on January 17, 2013, 02:23:39 PM
A small question: How are Tracing and Natural Weaponry balanced against each other? I'm interested in playing a character that can pull weaponry out of thin air, and both seem rather interesting, although tracing appears to be rather overpriced when compared to Natural Weaponry.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 17, 2013, 10:16:43 PM
Tracing does have some advantages over Natural Weaponry. It lets you create lasting items, it lets you create weapons for other people, and depending on what upgrades you take for Natural Weaponry Tracing beats it either in weapon rating or in range at 2 Refresh.

So there are reasons to take Tracing.

But if you just wanna hit people, I suggest you take Natural Weaponry. Natural Weaponry is 100% about hitting people, so it's better for that than Tracing is.

PS: I'm actually not sure whether Tracing is correctly priced. But I figure it's good enough for most games.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on January 17, 2013, 10:56:47 PM
Telekinesis looks way better.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on January 18, 2013, 01:51:42 AM
I just had a random thought.  How would wards interact with that Thresh hold power that got put put up just recently?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on January 18, 2013, 02:43:17 AM
TELEKINESIS [-2]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. Whenever you would use your Might skill, use your Conviction skill instead. If you have a Strength Power, apply its effects to your Conviction skill whenever they would apply to your Might skill.
Telekinetic Reach. You have a basic range of one zone. Anything you could normally only do to things in your zone, you can do from a zone away. If you use this effect to do something which requires good fine motor control, your Discipline restricts whatever skill you use.
Telekinetic Attacks. You may use your Discipline skill to hit people. Attacks made this way include stress bonuses from Strength Powers.
Enhanced Telekinesis [-1]. Your basic range is equal to your line of sight. In addition, attacks that you make with this Power are now weapon 2 and may be enhanced with any Natural Weaponry upgrade except for Summoned, Explosive, and Ranged.
Defensive Telekinesis [-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 barriers.
Self-Propelling Telekinesis [-1]. (Requires Defensive Telekinesis) 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.

I see no plausible justification for the mandatory nature of Mind Over Matter.
Recommend: insert 'you may' before 'use your Conviction'

The second clause of Mind Over Matter is phrased in such a way that it might create unintended side-effects (particularly the trapping modifying the rules of other skills being modified by might).  I'm not entirely sure how to solve this without creating further difficulties, but I'm also away from books at the moment.  I might have some insight later.

Telekinetic Reach should be clarified to apply only to physical interaction, not 'anything you could normally do'.  Telekinesis should not inherently provide an upgrade to Incite Emotion, object reading, or perception.

Telekinetic Attacks, 1st clause: I would amend with a clarification that these be treated as melee (either fists or weapons) attacks except as specified, or that they be treated in some other fashion if that is the intent (which I suspect might very well be).  Currently, their treatment (for instance, with defense skills) is ambiguous.


Overall, though, it looks to be a significant improvement from what I remember.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 18, 2013, 05:11:16 AM
Glad to hear I wasn't wrong to be happy with this rewrite.

Somebody with Living Threshold treats Wards as though they were (Conviction) shifts weaker than they are. So if Conviction > Ward strength, they can just walk through.

Plus they can try to counterspell Wards by punching them. But that's not likely to work because Ward complexity tends to be much higher than a single skill roll can be.

Tomorrow...

I will make Mind Over Matter optional.

I'll take a look at the Strength interaction, too.

I'll do something with Telekinetic Reach. Not sure what. I want it to work with Incite Effect, because Incite Effect and Telekinesis can be used to represent two parts of the same ability. Like in the Shadowcaster template, which lets you do Incite Effect maneuvers with your shadow or move stuff with it. But it certainly shouldn't negate ranged perception penalties, and there might be some Powers that shouldn't work with it.

I'll try and clarify Telekinetic Attacks.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on January 18, 2013, 08:07:27 AM
I should have been more clear, can wards be built on them?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on January 18, 2013, 02:30:43 PM
I should have been more clear, can wards be built on them?

Technically, wards don't even need to be built on thresholds.

I'm pretty sure mobile wards are impossible though, or a least highly gamebreaking.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 18, 2013, 08:03:51 PM
No.

If I wrote the Power in a way that implies otherwise, I wrote it wrong.

That would be really broken.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 19, 2013, 12:35:14 AM
Aight, here's an edit. Tell me if it's good or not.

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. If an action requires you to touch something, you can do it from a zone away.
Extended Reach [-1]. If an action requires you to touch something, you can do it from three zones away.
Restricted Reach [+1]. (Requires Extended Reach) Your Extended Reach power applies only to a specific type of action, like swinging swords or picking pockets.

TELEKINESIS [-2]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. Whenever you would use your Might skill, you may use your Conviction skill instead. If you have a Strength Power you may apply its lifting, breaking, and grappling bonuses to your Conviction skill.
Telekinetic Reach. If an action would normally require you to touch something, you can do it from a zone away. If you use this effect to do something which requires good fine motor control, your Discipline restricts whatever skill you use.
Telekinetic Attacks. You may use your Discipline skill to hit people either unarmed or with objects. Attacks made with this effect include stress bonuses from Strength Powers and are treated as ranged attacks for the purpose of selecting defence skills.
Enhanced Telekinesis [-1]. Your Telekinetic Reach extends to everything within your line of sight. In addition, unarmed attacks that you make with this Power are now weapon 2 and may be enhanced with any Natural Weaponry upgrade except for Summoned, Explosive, and Ranged.
Defensive Telekinesis [-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 barriers.
Self-Propelling Telekinesis [-1]. (Requires Defensive Telekinesis) 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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on January 19, 2013, 01:43:14 AM
The 'from one zone away' language is bothering me, but it's probably just my obsessive-compulsive tendencies. (I'm reading it as 'the things you can do from one zone away, you can do')
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 19, 2013, 02:06:12 AM
Oh, great.

You made me see it, and I can't un-see it.

I don't think anybody's actually going to be confused, but it's bugging me now.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on January 19, 2013, 02:29:41 AM
Oh, great.

You made me see it, and I can't un-see it.

I don't think anybody's actually going to be confused, but it's bugging me now.

That was basically my analysis, as well.  It's just...frustrating.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: vultur on January 20, 2013, 02:17:15 AM
Also, the new version of the Extended Reach upgrade appears identical to base Long Reach. (Should probably be "three zones away".)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 20, 2013, 05:59:23 AM
How did I...

I blame communist space elves.

Anyway, fixed. Dealt with the irritating wording oddity while I was at it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on January 20, 2013, 06:15:40 AM
How did I...

I blame communist space elves.

Anyway, fixed. Dealt with the irritating wording oddity while I was at it.

You really should do something about them one of these days.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 20, 2013, 10:06:02 PM
I should, yeah.

Unfortunately, they live in a secret Russian space station. And I have no way of getting up there.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Hick Jr on January 20, 2013, 11:02:15 PM
sooo....

anyone ever run a game at the Kennedy Space Center?

(i'm actually so down to play this)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 21, 2013, 08:42:00 PM
I never have. But it sounds like a cool idea.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gozer on January 26, 2013, 01:53:05 AM
and... another power for the community to chew on:

Aura of Obscurity [-1]
Description: You cannot be photographed clearly- be it film, digital, or video, you are somehow always out of focus, blurred, etc… Furthermore, people who don’t know you well have a very difficult time remembering you clearly.
Musts: a suitably sneaky supernatural, vampiric, or magical Aspect.
Skills Affected: Alertness, Contacts, Conviction, Deceit, Discipline, Empathy, Intimidation, Presence, Stealth 
Effects:
Image Obscurity: Unlike the Vampires of old, you can be photographed… it just doesn’t work very well. Film, digital and video images of you are always out of focus, blurred, or otherwise subtly altered in such a way as to make your image impossible to positively identify.

Veil of Obscurity: Rather like your image on film, people have a difficult time clearly remembering details about you. General information or memories are completely untouched.
“yeah, a guy came through here a while ago…”
Do you remember what he looked like?
“uh… not really. Average height and build, I guess…”
Did you talk to him?
“Yeah, I guess so… nothing important. Look, I, uh… I gotta go.”
Anyone who spends less than 1 hour in your presence is at -2 to remember specific details about you, their interaction with you, etc… Note that this power takes place as soon as you drop out of their immediate attention. People so affected generally tend to avoid those memories entirely, as their attention just never quite gels on you or your presence, leading to an overall feeling of unease which is best just avoided.
After 1 hour of contact, any rolls drop to -1. After 2 hours of contact, there are no specific penalties, but those memories will still tend to blend into the background, requiring specific attention or focus to accurately recall. Once a successful roll is made, no further penalties apply and people are able to remember you.

Shroud of Obscurity [+1]: As above, but the penalty never stops. Ever.
Every time the person tries to remember you, your presence, or anything about you specifically, they are at either -1 or -2 to remember specific details, depending on the length of contact that they are attempting to remember. In order to pierce the Veil enough to have any kind of meaningful relationship with a person, you have to spend a Fate Point. Once that point is spent, you have imprinted on that person’s memory enough for their memory to function normally.
Otherwise, good luck chatting up that cute girl at the bar. You better hope she doesn’t go to the bathroom… or turn to talk to someone else… or answer her phone…
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 26, 2013, 06:40:19 AM
You know, we have a Power a bit like this on the list already. It's called Imageless. It doesn't affect memories, though, and it always seemed kinda weak to me.

I like the idea of a Power that makes you hard to remember, but I don't think your approach will work too well. A penalty to attempts to remember you only matters if remembering you requires a roll, which it generally does not.

Perhaps the Power could make a mental attack against everyone you meet. People taken out by the attack forget you as soon as you leave. That way most random NPCs will just forget you, but people who matter can take Consequences if appropriate.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on January 26, 2013, 08:34:50 AM
If its basically persistent it seems like a cheap way to make mental attacks, you're not even required to actively do anything if they fail to keep their attention on you and the power kicks in.

A fragile Aspect placement that can be Compelled makes sense to me.  Most NPCs wouldn't have the FP to burn to buy off the compel.  More important NPCs and characters could buy off the compel.  Maybe an upgrade to the power could make the Aspect sticky but it could be gotten rid of via repeat exposure.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 26, 2013, 11:16:38 PM
It'd be one attack per scene. Not terribly useful in combat.

Doing it as a maneuver would be basically the same as doing it as an attack, except that it'd bypass stress and consequences to hit FP instead. And there'd be a bit of confusion regarding the Aspect mechanics and exactly how much you can do with 'em.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on January 27, 2013, 12:28:33 AM
Fair enough.  How would you set the attack up exactly?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 27, 2013, 01:03:57 AM
At the end of any scene, any character who saw you is subjected to an attack (or maneuver) unless you've been around for multiple scenes or are still in their presence. Probably use Conviction to determine the attack/maneuver roll. If it's an attack, put a pretty hefty weapon rating (maybe Conviction again) on it. If it's a maneuver, just specify the Aspect it places and maybe offer a free tag, don't specify exactly what happens after that too carefully.

Offer an upgrade to add to Conviction for using it and to let it work if you spend multiple scenes with someone.

Or something like that.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on January 27, 2013, 06:13:30 AM
Placing it as a maneuver seems pretty much like my suggestion earlier.  Though I didn't specify that's how the Aspect got placed.

I like the idea of it not actually doing mental damage though.  It's less a mind blasting than a finding cracks and slipping through in my opinion.

Then again I could see it used to great effect causing distress with a mysterious antagonist who you can't remember or what you did to get on his bad side.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 27, 2013, 06:26:39 AM
Um, yes. It is your suggestion. I was taking your suggestion.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on January 27, 2013, 06:34:23 AM
Well I feel foolish.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 27, 2013, 06:59:21 AM
Nah, it's understandable. Re-reading my old post, it does make it look like I was trying to shut you down.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on January 27, 2013, 07:03:31 AM
Damnit Sanctaphrax, quit out-politing me.

I mean, thanks for being so polite about it but no offense was taken.

Yeah.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 27, 2013, 08:48:43 PM
Sorry, I'm Canadian. It's my national duty to out-polite everybody.

Sorry if that bothers you.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Theonlyspiral on January 27, 2013, 09:41:29 PM
Sorry, I'm Canadian. It's my national duty to out-polite everybody.

Sorry if that bothers you.
And you're doing us proud!
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Auspice on January 28, 2013, 09:52:19 AM
I didn't see this power on the list but it's one I have already given to players.  BTW, I would like to add how awesome this list is.  Even if I disagree on some of the details of costs, etc., it's an EXCELLENT outline for great ideas.

Comfortable With Technology (-1)
Description: Unlike most wizards, this character does not conflict with modern invention.  Perhaps s/he is young and grew up with computers, or perhaps this is the sign of the next change of the wizard stigma.
Note: This power is only for characters that would normally unintentionally Hex surrounding electronics, etc. (like Harry Dresden and computers).
Something Must Take It's Place: The most common effect from this ability is to double intentional Hexing difficulties.  With GM consent, another stigma can take the place of the common wizard issues with tech.

Justification: I think it said somewhere in the series that wizards used to have boils instead of hexing everything.  Also, Jim Butcher himself has phased out this problem as much as he could-- not just with justifications like the architectural set-up but with simply trying to ignore it as much as possible.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on January 28, 2013, 10:01:25 AM
Also, Jim Butcher himself has phased out this problem as much as he could-- not just with justifications like the architectural set-up but with simply trying to ignore it as much as possible.

Out of curiosity, what do you mean by this?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Auspice on January 28, 2013, 11:26:19 AM
Out of curiosity, what do you mean by this?

Well, let me see how spoiler-free I can make this...
1) Mac's place was specifically designed to counter this.
2) In Cold Days, the location in Chicago that Dresden rested in just happened to have architecture that made it ok to have electronics.
3) In the first few books there was more of a mention of Dresden's power affecting the Blue Beetle.  In later books, he seems to have much less trouble (including in more modern Hummers).
4) In books like Fool Moon it talked about how even being inside Murphy's office her hard drive would blow if not unplugged.  In later books like Changes he seemed fine inside an FBI building and I think it was Turncoat when he was in an accounting firm's office where his deliberately hexing a phone didn't phase the computer.
      I am subject to be off a little on these examples, but these are ones that came to my head while attempting to solidify why my perceptions are such.

My point is simply that it seems to me Butcher is trying to tone down how much Harry's anti-tech aura affects the outside world.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Auspice on January 28, 2013, 11:30:11 AM
The ability to NOT have this disadvantage, though, should come at a cost.  I think that a -1 Refresh plus x2 Hexing difficulties seem right.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on January 28, 2013, 07:45:13 PM
Well, let me see how spoiler-free I can make this...
1) Mac's place was specifically designed to counter this.
2) In Cold Days, the location in Chicago that Dresden rested in just happened to have architecture that made it ok to have electronics.
3) In the first few books there was more of a mention of Dresden's power affecting the Blue Beetle.  In later books, he seems to have much less trouble (including in more modern Hummers).
4) In books like Fool Moon it talked about how even being inside Murphy's office her hard drive would blow if not unplugged.  In later books like Changes he seemed fine inside an FBI building and I think it was Turncoat when he was in an accounting firm's office where his deliberately hexing a phone didn't phase the computer.
      I am subject to be off a little on these examples, but these are ones that came to my head while attempting to solidify why my perceptions are such.

My point is simply that it seems to me Butcher is trying to tone down how much Harry's anti-tech aura affects the outside world.

I'll concede that Butcher has set up some places that are more friendly to magic than others but I don't think he's toned down its effects on technology.

Just for instance, in the Turncoat example you gave Harry nukes every electronic on the lawyer's desk including the computer, and the cellphone inside her coat pocket.  Mind you that was a deliberate Hex and since then those have gotten even more impressive.

In the FBI building he was worrying about vampires, not intentionally Hexing anything, and it would get annoying and break the narrative pacing if every time Dresden had run into a room he said something like, "And because I wasn't too calm things started blowing up, because as I've mentioned, Wizards and technology don't get along."

Now, if you want to make it so some wizards are more tech friendly that's fine.  If something is taking the place of fouled up technology and is the equivalent in inconvenience like say, for some reason his power puts out fires, thus making any form of vehicular transportation other than a horse drawn carriage impossible, then I'd actually price it as a
-0 Power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on January 28, 2013, 10:48:40 PM
The fact that wizards (unintentionally) mess up technology is enforced and represented solely through the aspect mechanics.  Mostly, this means Compels.  It does not gain them any Refresh, and so should not cost Refresh to remove.  They just lose out on those Compels, and the FPs they bring.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 29, 2013, 12:21:25 AM
Thanks, Auspice.

If you disagree with the cost of something on the list, feel free to say so. It's always good to hear opinions, and I'd be the first to admit there's plenty of dreck on the list.

That aside, I'm with Tedronai here.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on January 30, 2013, 07:44:30 AM
Indeed. From a purely game design viewpoint, potential compels are treated as absolutely cost-neutral. That said, I see where you're coming from - in-game compels are most certainly not cost-neutral. But I don't think this is a big enough issue to make it cost Refresh. Maybe if it simply incresed hexing difficulties.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gozer on January 31, 2013, 07:59:50 PM
To go back to the Aura of Obscurity for a moment... how about handling it as an Incite Effect power?
It could be a basic Incite Effect, upgraded to Mental Effect and Zone Effect, offset by being Uncontrolled.

It seems like 'Forgotten' should be an easier effect to induce than 'mind numbing lust' or 'suicidal dispair,' even at range...

I might just have to play around with that, and see if it crunches out any different than just writing the power as is.

Any thoughts?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 31, 2013, 09:02:29 PM
The problem there is that Incite Effect is an active effect. It doesn't just happen, you have to take an action to use it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Hick Jr on January 31, 2013, 10:13:48 PM
Maybe some kind of modification to Dangerous Aura? If that was the name of the power. It could target the mental stress track, automatically attack anyone within x zones, and deal consequences like "Forgot Who I'm Looking At".
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gozer on February 01, 2013, 01:09:20 AM
hmmm... now that's an interesting idea.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 01, 2013, 05:25:13 AM
Could work as long as you're okay with having your non-memorable-ness Power win fights for you.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Hick Jr on February 01, 2013, 06:04:34 AM
Targeting a Fair Discipline isn't an impossible roll by any means. It could even be a Myrk variation, bland as that power is.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gozer on February 04, 2013, 09:43:24 PM
After discussing the power with the Character further, it turns out he was looking for something much subtler... more along the lines of this:

Aura of Obscurity
Description: You cannot be photographed clearly- be it film, digital, or video, you are somehow always out of focus, blurred, etc… Furthermore, people who don’t know you well have a very difficult time remembering you clearly.
Musts: a suitably sneaky supernatural, vampiric, or magical Aspect.
Skills Affected: Alertness, Deceit, Discipline, Stealth 
Effects:
Image Obscurity: Unlike the Vampires of old, you can be photographed… it just doesn’t work very well. Film, digital and video images of you are always just out of focus, blurred, or otherwise subtly altered in such a way as to make your image impossible to positively identify. Note that these images are otherwise unaffected.
Veil of Obscurity: Rather like your image on film, people have a difficult time clearly remembering details about you. General information or memories are completely untouched.
“yeah, a guy came through here a while ago…”
Do you remember what he looked like?
“uh… not really. Average height and build, I guess…”
Did you talk to him?
“Yeah, I guess so… nothing important. Asked for directions, I think.”
Directions to where?
“I don’t know… somewhere around here.  Look, I, uh… I gotta go.”
Add +2 to the difficulty of remembering any significant details regarding the character (vrs Awareness or Discipline, as appropriate).
People so affected generally tend to avoid those memories entirely, as their attention just never quite gels on you or your presence, leading to an overall feeling of unease which is best just avoided.
Any significant interaction, such as a conversation of over a minute or one of real importance, threats or actual violence, etc… will nullify the power completely.


I just cant decide whether this is a +1 or +0 power... I'm tending towards +0.

Any thoughts?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 04, 2013, 10:48:42 PM
Inflicting a penalty on rolls to remember you is pretty much meaningless, because remembering you doesn't actually require a roll.

So I probably wouldn't bother with that Power. An Aspect would seem easier and more effective to me.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 04, 2013, 11:02:49 PM
A power could be written such that it mandates such a roll, though, rather than providing a modifier to it.
For instance, require that acquaintances roll against the character's Conviction or maybe Deceit for anything of substance that they want to remember about the character.  Offer an upgrade power that boosts the difficulty by 2.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gozer on February 05, 2013, 03:01:54 AM
I don't know... I'd just as soon not reinvent the wheel here (although I might develop the power for another character or npc at some time in the future), for the time being I'm just as happy to invoke his "Lost in the Crowd" Aspect whenever it's appropriate. I suppose the narrative trumps here, and I don't really need anything mechanical.
Or do I?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 05, 2013, 03:10:38 AM
An invoke-for-effect (possibly triggering a Compel when dealing with more important characters) will work just fine so long as you have the FPs to cover it.  You only really need to get a power for it if you don't want to have to be fueling it with FPs on a regular basis.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 06, 2013, 12:33:24 PM
I noticed Tracing on the list, and I've been working on a similar ability to it.

I've been trying to work it up from Tracing to Unlimited Blade Works, at first I thought it'd be too silly but then I thought about it and decided it'd work just fine.

Currently here's the basic write-up of it.


(click to show/hide)


Here's what I have of it so far, and I've pretty much just lumped some of the things from Tracing onto it such as making permanent swords through a crafting roll. I haven't gotten around to adding them to the description yet. The sponsored magic idea was from someone else on the forum I found while searching for it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 07, 2013, 03:42:11 AM
Looks interesting, but your formatting and wording are giving me trouble.

Is this the same as what you wrote?

UNLIMITED BLADE WORKS [-4]
Description: You can call up weapons from a magical realm inside your soul.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda. Compels from its debt generally involve brutal headaches or one's magic going haywire.
Evocation: Unlimited Blade Works Evocations take the the form of spectral swords that appear from nowhere.
Thaumaturgy: Unlimited Blade Works rituals can be used to conjure weapons.
Evothaum: Unlimited Blade Works allows its user to conjure weapons with Evocation's speed and methods.
Extra Benefits: Unlimited Blade Works allows its user to use rituals to create temporary Items of Power. The complexity of such rituals is set by the GM.

If so, seems kinda weak.

I think it might be fair to include the Reality Marble in Unlimited Blade Works.

Reality Marble would make a pretty cool stand-alone Power though. We'd just need to define the process of entering the world and its duration a bit more. Might be worth including some clear advantages for being in your own marble too.

PS: If anyone has any ideas for making Limitation clearer, I'd like to hear them. I'm mostly talking to Lavecki, but everyone's welcome to contribute.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on February 07, 2013, 03:47:42 AM
Ok. If a link could be put up to the original power or the power as it stands I would be glad to help
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 07, 2013, 03:53:13 AM
LIMITATION [+varies]
Description: Your abilities are limited in some way.
Note: You may take this Power multiple times. Suffering from the negative consequences of taking this Power will often, but not always, be a Compel. If the importance of this Power changes during play, it might be necessary to change its cost or compensate with Compels.
Skills Affected: None.
Effects:
Limited Powers. Attach this Power to at least one other Power that you possess. Then, select a circumstance. Whenever that circumstance applies, you are treated as though you did not possess the attached abilities. You may not select Powers with drawbacks unless the GM approves, and even if the GM does approve they may rule that you do not receive any rebate for the cost of the Powers in question.
Rebate. This Power reduces the Refresh cost of the attached Powers. The percentage that the cost is reduced by depends upon how commonly the limitation on your Powers will cause problems for you.
At the GM's discretion, difficult-to-classify limitations might grant a rebate in between two of the suggested ones. Decimal costs should be rounded to the nearest integer, with GMs rounding halves based on what cost seems more appropriate.
Item Limitation [-0]. You may transfer Limitation and the Powers attached to it to another character, causing you to lose them and causing the other character to gain them. They may then transfer them freely, but if another character has your Powers when a Milestone occurs, they must pay for them. Note that though the Limitation will be the same, it might be valued differently owing to the other character's differing circumstances. Similarly, if you do not have your Powers when a Milestone occurs the Refresh invested in them is refunded. Whenever the Limited Powers trapping causes you to lose access to your Powers it is possible that another character will steal them. If they do so, it is as though you had voluntarily transferred the Powers to them. You may choose the process by which your Powers are transferred or stolen, but both processes should be roughly equal in difficulty. This upgrade is usually used to represent items that grant Powers, and the process for acquiring Powers through it is generally just picking up the item in question.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on February 07, 2013, 03:58:43 AM
Well, right of the bat, I feel that item limitation should be its own power (coincidently that is a lot like that transfer power we were talking about a while ago).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on February 07, 2013, 04:43:59 AM
What utility effects that you can't 'copy' rules wise with evocation/thaumaturgy did you want out of unlimited blade works?

For example, can I generate several weapons, give them out to all my friends and stage the most well armed prison break in history?

That's something that 'sword themed evocation' can't accomplish.  Then, the next question to ask is, "is this usage of the power going to be a one off thing, which could be modeled by using fate points for temporary access to a power, or something that happens often?"

So, as an example, White Court vampires technically have access to some sort of domination/long term mental control through their powerset.  If we look at Tomas as a PC, how often has he used this?  Never.  So it probably shouldn't appear on his character sheet.

So, when writing up a custom power, you should be thinking along the lines of, 'what will it be used to do 90% of the time?'  Then, you can add expansions of the power-set that are there for people who use uncommon applications of the power on a regular basis.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 07, 2013, 06:28:16 AM
Looks interesting, but your formatting and wording are giving me trouble.

Is this the same as what you wrote?

UNLIMITED BLADE WORKS [-4]
Description: You can call up weapons from a magical realm inside your soul.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda. Compels from its debt generally involve brutal headaches or one's magic going haywire.
Evocation: Unlimited Blade Works Evocations take the the form of spectral swords that appear from nowhere.
Thaumaturgy: Unlimited Blade Works rituals can be used to conjure weapons.
Evothaum: Unlimited Blade Works allows its user to conjure weapons with Evocation's speed and methods.
Extra Benefits: Unlimited Blade Works allows its user to use rituals to create temporary Items of Power. The complexity of such rituals is set by the GM.

If so, seems kinda weak.

I think it might be fair to include the Reality Marble in Unlimited Blade Works.

Reality Marble would make a pretty cool stand-alone Power though. We'd just need to define the process of entering the world and its duration a bit more. Might be worth including some clear advantages for being in your own marble too.

PS: If anyone has any ideas for making Limitation clearer, I'd like to hear them. I'm mostly talking to Lavecki, but everyone's welcome to contribute.

Sorry about the formatting, and yeah that looks like it more or less. I was trying not to make it too crazy. And yeah, I think Reality Marble is worth being it's own power. Maybe a -1 cost on it? And reality marbles should do different things for everyone. One version of a Reality Marble, or rather something similar to one, set up a world where the user's attacks bypassed all defenses. That's just an example though, so I suppose that sort of thing should cost differently from power to power. That one specifically would probably be -4 to match Mystic eyes of death perception.




What utility effects that you can't 'copy' rules wise with evocation/thaumaturgy did you want out of unlimited blade works?

For example, can I generate several weapons, give them out to all my friends and stage the most well armed prison break in history?

That's something that 'sword themed evocation' can't accomplish. 

Sure you can. It's just different flavor for the same ability and simplifying the mechanical description.

Instead of bothering to calculate the cost of summoning swords that are only going to be used in an attack in a summoning ritual, you just do a basic spirit attack. If you are planning on arming a bunch of people with swords, you would do a ritual to summon swords instead of an attack.


That's something that 'sword themed evocation' can't accomplish.  Then, the next question to ask is, "is this usage of the power going to be a one off thing, which could be modeled by using fate points for temporary access to a power, or something that happens often?"

So, as an example, White Court vampires technically have access to some sort of domination/long term mental control through their powerset.  If we look at Tomas as a PC, how often has he used this?  Never.  So it probably shouldn't appear on his character sheet.

So, when writing up a custom power, you should be thinking along the lines of, 'what will it be used to do 90% of the time?'  Then, you can add expansions of the power-set that are there for people who use uncommon applications of the power on a regular basis.
Are you referring to the reality marble or the power as a whole? Of course I plan on using it as much as possible, though not on random thugs of course.(both) I was just trying to balance the Reality Marble around being able to trap enemies in a 'Faux Demesne' for a fight.

Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on February 07, 2013, 06:57:15 AM
No, I'm saying that if you are just going to use the power 90%+ for the attack/block/maneuver that evocation can already do, and use it to 'make' relatively normal weapons that you can hand out to your friends (some sort of thaumaturgy at evocation speeds) then the power is fine as just 'sponsored magic'.

So, the parts of the power that you can't do with that power already should be the ones you spend all the time and rules effort on.

Technically, evocation is really a power that allows you to attack, block, or maneuver and interacts with the action economy, certain skills, etc in certain ways.  And what sponsored magic does is to provide a 'story hook' that describe the theme of your attacks, blocks, and maneuvers.

For example, the the 'reality marble' just an excuse to have fight where you can throw huge gouts of fire at each other and not damage the countryside?  May be best implemented as a genre convention of the game, not a specific power.

Or can you do other things with it?
Examples I can think of:
Store stuff in it. even large things, like, say boats, automobiles, or minions and then take them out when you need them.

Act as a barrier to escape, so that once someone is in it, they have to deal with you?

Act as a maneuver generation engine, that doesn't have the stress limitations of evocation (i.e. something like the 'incite effect' power)?

----------------

Now that I think of it, writing up 'magical sponsor' as a power which adds onto magical powers and replaces 'sponsored magic' may help clean up the rules a little bit.  This also allows you have sponsors which are more powerful (and costs points) or sponsors that suck somehow (and give you back points).

This also removes the odd cost difference of sponsored magic when you do or don't already have other magic powers.

Title: Re: Custom Powers Master List (Work In Progress)
Post by: crusher_bob on February 07, 2013, 07:22:14 AM
So, something like

Magical Sponsor [-Varies]
Maybe you just have an exceptional talent, maybe you have a magical sugar daddy, or maybe the abyss has taken root behind your eyes and is driving you around like a car.  In any event, you can do things with magic that most people can't.

Agenda:
Most sponsors that are willing to give you power want you to support their agendas.  Since they are usually more powerful than you, it's usually a good idea to nod your head a lot when they start talking.

Alternatively, the extensive practice of certain subsections of magic (e.g. Kemmlerian Necromancy) tends to produce... let's call them predictable mental aberrations in practitioners which make them want to follow certain patterns of thought and action.

But the bottom line is that you are giving up a certain amount of your free will in exchange for power.

Sponsor debt:
You are able to 'borrow' fate points from your sponsor.  Which you can spend on magical actions.  The 'sponsor' is then able to demand repayment by (later) compelling you later to take actions in line with it's agenda.

Of course, assuming you have free will, you can resist these compels.  But resisting compels from your sponsor when the bill comes due tend to have entirely predictable results, like horrible death and getting worse from there.  No one said that free will was safe.

Expansions:
Expansions go here.
Examples:
thaumaturgy at evocation speeds
directly satisfying catches with magic

Limitations:
You sponsor can put limitations on you too
Examples:
Your powers don't work against: X
Your powers don't work in situation X
You can't use your powers to do X

---------------

Note that is technically allows you to write up 'Life magic, as practiced by the White Council and most other (sane) human practitioners' as a sponsor, with the laws of magic as limitations.  With the laws of magic being something like a -2? limitation. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 07, 2013, 02:39:57 PM
No, I'm saying that if you are just going to use the power 90%+ for the attack/block/maneuver that evocation can already do, and use it to 'make' relatively normal weapons that you can hand out to your friends (some sort of thaumaturgy at evocation speeds) then the power is fine as just 'sponsored magic'.

So, the parts of the power that you can't do with that power already should be the ones you spend all the time and rules effort on.
I see, I hadn't slept when I wrote that post so I'm not surprised I misunderstood something.

For example, the the 'reality marble' just an excuse to have fight where you can throw huge gouts of fire at each other and not damage the countryside?  May be best implemented as a genre convention of the game, not a specific power.

Or can you do other things with it?
Examples I can think of:
Store stuff in it. even large things, like, say boats, automobiles, or minions and then take them out when you need them.

Act as a barrier to escape, so that once someone is in it, they have to deal with you?

Act as a maneuver generation engine, that doesn't have the stress limitations of evocation (i.e. something like the 'incite effect' power)?

----------------

The reality marble, as with the rest of the custom ability, is just a power I'd really like and my attempt to define it in a balanced manner in game terms. The gouts of fire aren't specifically something I desire, but they are a part of the power itself. And they work as just a simple show of illusion magic that last a short second as a byproduct of the use of the ability. The ability more specifically transports everyone in the vicinity to a wide open battlefield with no hiding spots, and is a form of Demesne. Though I wasn't sure how to balance a demesne trap in refresh.

And yeah, you nailed it in one of the questions. Once someone is inside of it, it should be crazy difficult to escape and yes they have to deal with me.  I'm not positive I understand you on the maneuver generation engine part, I haven't dealt with incite effects much at all.



----------------

Now that I think of it, writing up 'magical sponsor' as a power which adds onto magical powers and replaces 'sponsored magic' may help clean up the rules a little bit.  This also allows you have sponsors which are more powerful (and costs points) or sponsors that suck somehow (and give you back points).

This also removes the odd cost difference of sponsored magic when you do or don't already have other magic powers.

Well it's supposed to be an ability that gives you the means of casting magic to summon blades instantly, so if you don't already have evocation and thaumaturgy it cost more, but if you have them already then you get a rebate. I wasn't the one who suggested that part.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on February 07, 2013, 04:16:29 PM
Well, right of the bat, I feel that item limitation should be its own power (coincidently that is a lot like that transfer power we were talking about a while ago).

Additionally I would alter the wording so that it says, instead of •If it will matter rarely (perhaps once every 6 sessions or so), reduce the cost by one-sixth.
Maybe have it say, If you will be able to use it 5/6 sessions the cost is 1/6 less, rounding up or down as GM wishes.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 08, 2013, 02:47:33 AM
There is a Sponsor Power on the list already, for what it's worth. It's not very nicely formatted though.

I think Unlimited Blade Works needs something extra. Any ideas? I'm not familiar with the source material, so I don't know what's appropriate.

As for Reality Marble, how about this:

REALITY MARBLE [-1]
Description: You can travel to a magical sub-universe of your own creation and drag other people with you.
Skills affected: Conviction, others.
Effects:
Reality Marble. As an action, you may spend a Fate Point to enter your Reality Marble. If you wish to bring other people with you, you may roll your Conviction skill. Then every other character within a zone is forced to enter your Reality Marble with you unless they beat your roll with a defense roll using Conviction or Athletics. People drawn into the Marble remain there until you decide to send everyone back or get knocked unconscious. However, you can't keep people longer than the time indicated by adding your Conviction roll to "half a minute" on the time chart.
Different Rules [-varies]. The laws of physics are somehow different in your Marble. Negotiate the effects and costs of this upgrade with your GM. Examples to come.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 08, 2013, 02:48:54 AM
Well, right of the bat, I feel that item limitation should be its own power (coincidently that is a lot like that transfer power we were talking about a while ago).

Not sure how that could work.

Additionally I would alter the wording so that it says, instead of •If it will matter rarely (perhaps once every 6 sessions or so), reduce the cost by one-sixth.
Maybe have it say, If you will be able to use it 5/6 sessions the cost is 1/6 less, rounding up or down as GM wishes.

Um, doesn't that change the meaning?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Hick Jr on February 08, 2013, 03:19:28 AM
Would Reality Marble be adujudicated similarly to Reality Warper, but only while you're inside the marble? I could see it as just Reality Warper or Demesne with a bunch of upgrades, and a Cassandra's Tears-esque ability to place world aspects, like THE NAZIS WON, DINOSAURS EVERYWHERE, or OLD WORLD OF DARKNESS.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on February 08, 2013, 03:28:26 AM

Um, doesn't that change the meaning?

No same meaning. If I can only use it 1/5 times it's the same as not being able to use it 4/5 times.

The confusion may be though that I am saying how often they can use the powers affected instead of how often limitation affects the powers.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 08, 2013, 03:48:53 AM
Would Reality Marble be adujudicated similarly to Reality Warper, but only while you're inside the marble? I could see it as just Reality Warper or Demesne with a bunch of upgrades, and a Cassandra's Tears-esque ability to place world aspects, like THE NAZIS WON, DINOSAURS EVERYWHERE, or OLD WORLD OF DARKNESS.

Sure, you could do that with Limitation.

No same meaning. If I can only use it 1/5 times it's the same as not being able to use it 4/5 times.

The confusion may be though that I am saying how often they can use the powers affected instead of how often limitation affects the powers.

Limitation mattering once per 6 sessions does not mean it matters 1/6th of the time.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 08, 2013, 04:06:51 AM
There is a Sponsor Power on the list already, for what it's worth. It's not very nicely formatted though.

I think Unlimited Blade Works needs something extra. Any ideas? I'm not familiar with the source material, so I don't know what's appropriate.

As for Reality Marble, how about this:

REALITY MARBLE [-1]
Description: You can travel to a magical sub-universe of your own creation and drag other people with you.
Skills affected: Conviction, others.
Effects:
Reality Marble. As an action, you may spend a Fate Point to enter your Reality Marble. If you wish to bring other people with you, you may roll your Conviction skill. Then every other character within a zone is forced to enter your Reality Marble with you unless they beat your roll with a defense roll using Conviction or Athletics. People drawn into the Marble remain there until you decide to send everyone back or get knocked unconscious. However, you can't keep people longer than the time indicated by adding your Conviction roll to "half a minute" on the time chart.
Different Rules [-varies]. The laws of physics are somehow different in your Marble. Negotiate the effects and costs of this upgrade with your GM. Examples to come.

That looks pretty good. As for other things with Unlimited Blade Works I don't know, I'm about to watch the Unlimited Blade Works movie in a couple days so I may have something then. Maybe with Unlimited Blade Works it gets a duration boost automatically? That would fit in line with the power, it's meant to be fired for extended durations in rapid fire. 

As for reality marble itself, that looks like a good write up. It's also an ability that is supposed to be different for each person using it. So it might cost differently based on the abilities it goes with in it, which I think is what you have in different rules and would work perfectly.

One other reality marble I remember off the top of my head,(wasn't technically an RM I think but it more or less is one) is a giant Roman theater where the user's attacks bypass all armor. So I guess it'd be a -4 cost in line with Mystic Eyes of Death Perception for that one.



Would Reality Marble be adujudicated similarly to Reality Warper, but only while you're inside the marble? I could see it as just Reality Warper or Demesne with a bunch of upgrades, and a Cassandra's Tears-esque ability to place world aspects, like THE NAZIS WON, DINOSAURS EVERYWHERE, or OLD WORLD OF DARKNESS.
I'm not familiar with reality warper but yeah, it's only in effect while inside the Reality Marble. They are really fun 'worlds'. They tend to look more like a giant stage than actual planets or such, good for dramatic fights.

The Unlimited Blade Works reality marble is just a barren wasteland with and endless amount of swords stabbed into the ground in crooked angles, with massive metal gears turning in the sky. Here's the two picture examples of UBW and the other one I mentioned a second ago.

Unlimited Blade Works:
http://images1.wikia.nocookie.net/__cb20120508175621/typemoon/images/b/bf/UBW.jpg

Aestus Domus Aurea:
http://images4.wikia.nocookie.net/__cb20110325200829/typemoon/images/thumb/e/e9/Aestus.jpg/1000px-Aestus.jpg

The way they tend to work, is like a Demesne except they have one specific thing they do normally. So the World Aspects would have to be set up ahead of time when you first take the ability. Though you could possibly change the Reality marble later, it would have to be a certain amount of sessions later and maybe after one of your aspects had changed. The marbles are supposed to be physical constructs of your inner self or something. I am speaking fairly loosely on them but I believe it's correct.

So someone's reality marble might be a case of them having ton of speed, toughness, and recovery, and flight abilities in in a world without light.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on February 08, 2013, 12:01:26 PM

Limitation mattering once per 6 sessions does not mean it matters 1/6th of the time.

That's....not what I said.
Additionally I would alter the wording so that it says, instead of •If it will matter rarely (perhaps once every 6 sessions or so), reduce the cost by one-sixth.
Maybe have it say, If you will be able to use it 5/6 sessions the cost is 1/6 less, rounding up or down as GM wishes.
The first part is taken directly from the power. The second post is me saying the same thing but backwards.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Tedronai on February 08, 2013, 10:37:17 PM
Not quite.  There are some subtle differences in the language that produce quite substantial implications.
The second wording, for instance, implies that the affected powers would be unavailable for the whole duration of the 6th session, while the first leaves the powers unavailable only for some amount of time during that session.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 09, 2013, 12:55:45 AM
Yeah, that.

Maybe with Unlimited Blade Works it gets a duration boost automatically? That would fit in line with the power, it's meant to be fired for extended durations in rapid fire.

Maybe +2 shifts of duration to all spells, with attack evocations leaving behind mundane swords that last two exchanges.

That sound good to you?

As for reality marble itself, that looks like a good write up. It's also an ability that is supposed to be different for each person using it. So it might cost differently based on the abilities it goes with in it, which I think is what you have in different rules and would work perfectly.

Thanks.

But honestly, I think I left some important stuff out. Like what it's like inside a Marble. I'll fix that in the next draft.

Any ideas for what different rules a Reality Marble could have?

My ideas:

-All technology below X on the hexing chart fails to function in the Reality Marble.
-Everyone suffers some kind of attack each exchange. Maybe the area is super hot or something.
-There's a persistent Block up against some kind of action. Maybe it's so dark nobody can see, maybe the local physics don't allow violence, etc.
-Everybody heals faster.
-The zones that the Marble is made up of are moving.

One other reality marble I remember off the top of my head,(wasn't technically an RM I think but it more or less is one) is a giant Roman theater where the user's attacks bypass all armor. So I guess it'd be a -4 cost in line with Mystic Eyes of Death Perception for that one.

Stuff like that is probably best represented by buying whatever other Power you want and adding an "only in the Marble" Limitation.

Incidentally, 4 Refresh just to ignore armour ratings? That's pretty pricey.

The way they tend to work, is like a Demesne except they have one specific thing they do normally. So the World Aspects would have to be set up ahead of time when you first take the ability. Though you could possibly change the Reality marble later, it would have to be a certain amount of sessions later and maybe after one of your aspects had changed. The marbles are supposed to be physical constructs of your inner self or something. I am speaking fairly loosely on them but I believe it's correct.

So someone's reality marble might be a case of them having ton of speed, toughness, and recovery, and flight abilities in in a world without light.

Okay, sounds neat. I'll try to cover that in the next draft.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 09, 2013, 02:08:04 AM
Yeah, that.

Maybe +2 shifts of duration to all spells, with attack evocations leaving behind mundane swords that last two exchanges.

That sound good to you?

Yeah that sounds great. I can't think of any other abilities to tag onto it, extended duration just seems to fit best and would be really nice I think.


Thanks.

But honestly, I think I left some important stuff out. Like what it's like inside a Marble. I'll fix that in the next draft.

Any ideas for what different rules a Reality Marble could have?

My ideas:

-All technology below X on the hexing chart fails to function in the Reality Marble.
-Everyone suffers some kind of attack each exchange. Maybe the area is super hot or something.
-There's a persistent Block up against some kind of action. Maybe it's so dark nobody can see, maybe the local physics don't allow violence, etc.
-Everybody heals faster.
-The zones that the Marble is made up of are moving.

Stuff like that is probably best represented by buying whatever other Power you want and adding an "only in the Marble" Limitation.
I would have to go look up other examples but yeah, that all sounds like stuff that would go on in a Reality Marble. I'd say set up Reality marble with a low cost of some kind, then add on extra abilities/declarations that go with it at extra cost when you first make it. Maybe give a rebate to them that they only apply in the reality marble.





Incidentally, 4 Refresh just to ignore armour ratings? That's pretty pricey.

Okay, sounds neat. I'll try to cover that in the next draft.
Hey I just copied the example on the custom power sheet for that ability hah.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 09, 2013, 06:00:30 AM
The Mystic Eyes ignore Toughness as well as armour. That's why they cost 4.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on February 09, 2013, 03:48:27 PM
Not quite.  There are some subtle differences in the language that produce quite substantial implications.
The second wording, for instance, implies that the affected powers would be unavailable for the whole duration of the 6th session, while the first leaves the powers unavailable only for some amount of time during that session.

Ok.I get that. I dunno what it is that is confusing me so much. Once you explained it I got it right away so idk
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 09, 2013, 10:02:57 PM
Clearly there's something wrong with the wording if it causes this much confusion.

How does this plan for making it clearer sound?

-Make Item Limitation into a separate Power that requires (and modifies) Limitation. Then split it up into multiple trappings, to make it easier to understand.

-Split the clarifying text from Limitation into a separate trapping so that it doesn't interfere with comprehension of the main effect.

-Rewrite the entries of the rebate value list so that just reading them provides a decent summary of the Power.

-Add examples.

My theory is that people are just getting overwhelmed by the text-block. They see a big chunk of text and their eyes glaze over a bit. They then glance over it quickly instead of reading closely, leading to confusion.

These changes are intended to make the amount of text less overwhelming and to make it easier to understand the Power without reading it carefully.

So, do you think that'll work?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 09, 2013, 10:44:10 PM
The Mystic Eyes ignore Toughness as well as armour. That's why they cost 4.
Oh I see, that is a very good point. That example would definitely lower the cost then. Maybe a -1 or -2.

I need to go take a look at the limitation ability people are discussing once I am finished with this week's finals work, or on a break.

Edit: I'd also like to take a stab at statting out Noble Phantasms as a power later, which might be of interest to others on the board who mentioned doing games involving servants. These are sorta similar to Reality Marbles in that they are abilities that aren't the same, though they appear in some kind of attack form, weapon form, or beneficial buff abilities and the like.

Some examples of these are
Gae Bulg: A spear that causes wounds that can't be healed.
Exaclibur: A huge light based attack that I'd say is something like 8-14 shifts.
Unlimited blade works as mentioned in above posts. A reality marble attack.
Gates of Babylon: Gates to the user's Treasury Vault containing their vast array of Items of Power. This ability is useless if they have no Items of Power. They can shoot the Items of Power from the gate as projectiles with tremendous force, or take them out and wield them. Unlimited Blade Works is a "cheap imitation" of this ability.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 09, 2013, 11:12:57 PM
Okay, here's Reality Marble 2.

REALITY MARBLE [-1]
Description: You can travel to a magical sub-universe of your own creation and drag other people with you.
Note: Many characters are more powerful inside their Reality Marble than they are outside of it. Such characters should attach an appropriate version of the Limitation Power to whatever Powers they have while inside the Marble.
Skills affected: Conviction, others.
Effects:
Personal Universe. You have a personal universe called a Reality Marble. Design it when you take this Power. You may give it an Aspect of your choice, and as long as it has at least one zone you may give it any number of zones you want and arrange them as you please. You must designate one zone as the "entry zone" which characters arrive in when you use this Power. Your Reality Marble cannot be inhabited, and its design cannot include anything that gives you a significant advantage.
Reality Marble. As an action, you may spend a Fate Point to enter your Reality Marble. If you wish to bring other people with you, you may roll your Conviction skill. Then every other character in your zone is forced to enter your Reality Marble with you unless they beat your roll with a defense roll using Conviction or Athletics. People drawn into the Marble remain there until you decide to send everyone back or lose consciousness. You can't send people back one by one; it's all or nothing. And you can't keep people longer than the time indicated by adding your Conviction roll to "half a minute" on the time chart.
Different Rules [-varies]. Your Reality Marble has a special rule. Negotiate the effects and costs of this upgrade with your GM. You can only purchase this upgrade once. Here are some examples of possible special rules, with appropriate costs:

[-1] Peaceful World. Inside your Marble, all attempts at physical violence face a block with strength equal to your Conviction. In addition, all characters in your Marble have armour 4 against all physical attacks.
[-1] Random Entry. Instead of entering the Marble through the entry zone, characters are randomly scattered among the zones of the Marble. If the Marble is large enough, this may prevent them from seeing each other when they enter.
[-1] Clinging Marsh. The soft and sticky ground of the Marble imposes a border value of 1 on every zone.
[-1] Heavy Gravity. Might restricts all physical skills inside the Marble.
[-2] Anti-Technology Field. Anything rated 8 or lower on the hexing table fails to function inside the Marble.
[-2] Killing Heat. Everyone faces an accuracy 6 weapon 2 attack against their Endurance each exchange from the extreme heat of the Marble.
[-2] King Of The Hill. You enter your Marble in a different zone than everyone else. A zone border equal to your Conviction blocks entry to your zone, and its fortifications add 3 to whatever armour value its occupants have against attacks coming from outside of it.
[-3] Ocean Depths. The entire Marble is underwater.

PS: Not totally confident in the balance of those rules. Most of the costs are guesses.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 09, 2013, 11:15:18 PM
Edit: I'd also like to take a stab at statting out Noble Phantasms as a power later, which might be of interest to others on the board who mentioned doing games involving servants. These are sorta similar to Reality Marbles in that they are abilities that aren't the same, though they appear in some kind of attack form, weapon form, or beneficial buff abilities and the like.

Some examples of these are
Gae Bulg: A spear that causes wounds that can't be healed.
Exaclibur: A huge light based attack that I'd say is something like 8-14 shifts.
Unlimited blade works as mentioned in above posts. A reality marble attack.
Gates of Babylon: Gates to the user's Treasury Vault containing their vast array of Items of Power. This ability is useless if they have no Items of Power. They can shoot the Items of Power from the gate as projectiles with tremendous force, or take them out and wield them. Unlimited Blade Works is a "cheap imitation" of this ability.

I think Gae Bulg is on the IoP list.

There used to be an Item Of Power Collection Power on the Power list, but it's been subsumed into Variable Abilities. So Variable Abilities might be worth looking at for the Gates.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 09, 2013, 11:27:21 PM
Okay, here's Reality Marble 2.

REALITY MARBLE [-1]
Description: You can travel to a magical sub-universe of your own creation and drag other people with you.
Note: Many characters are more powerful inside their Reality Marble than they are outside of it. Such characters should attach an appropriate version of the Limitation Power to whatever Powers they have while inside the Marble.
Skills affected: Conviction, others.
Effects:
Personal Universe. You have a personal universe called a Reality Marble. Design it when you take this Power. You may give it an Aspect of your choice, and as long as it has at least one zone you may give it any number of zones you want and arrange them as you please. You must designate one zone as the "entry zone" which characters arrive in when you use this Power. Your Reality Marble cannot be inhabited, and its design cannot include anything that gives you a significant advantage.
Reality Marble. As an action, you may spend a Fate Point to enter your Reality Marble. If you wish to bring other people with you, you may roll your Conviction skill. Then every other character in your zone is forced to enter your Reality Marble with you unless they beat your roll with a defense roll using Conviction or Athletics. People drawn into the Marble remain there until you decide to send everyone back or lose consciousness. You can't send people back one by one; it's all or nothing. And you can't keep people longer than the time indicated by adding your Conviction roll to "half a minute" on the time chart.
Different Rules [-varies]. Your Reality Marble has a special rule. Negotiate the effects and costs of this upgrade with your GM. You can only purchase this upgrade once. Here are some examples of possible special rules, with appropriate costs:

[-1] Peaceful World. Inside your Marble, all attempts at physical violence face a block with strength equal to your Conviction. In addition, all characters in your Marble have armour 4 against all physical attacks.
[-1] Random Entry. Instead of entering the Marble through the entry zone, characters are randomly scattered among the zones of the Marble. If the Marble is large enough, this may prevent them from seeing each other when they enter.
[-1] Clinging Marsh. The soft and sticky ground of the Marble imposes a border value of 1 on every zone.
[-1] Heavy Gravity. Might restricts all physical skills inside the Marble.
[-2] Anti-Technology Field. Anything rated 8 or lower on the hexing table fails to function inside the Marble.
[-2] Killing Heat. Everyone faces an accuracy 6 weapon 2 attack against their Endurance each exchange from the extreme heat of the Marble.
[-2] King Of The Hill. You enter your Marble in a different zone than everyone else. A zone border equal to your Conviction blocks entry to your zone, and its fortifications add 3 to whatever armour value its occupants have against attacks coming from outside of it.
[-3] Ocean Depths. The entire Marble is underwater.

PS: Not totally confident in the balance of those rules. Most of the costs are guesses.

Hah nice. It's getting really shaped up but yeah, I'm not sure about those costs. They seem a bit expensive but I'm definitely no expert on the rules. Though the format and rules otherwise look great on it so far.

Just talked to my GM and Unlimited Blade Works can replicate item of power weapons temporarily at a fate point cost, with each IoP having its own difficulty level, and some items being unable to be perfectly copied ever. And it must be 'Earthly' items in origin. Nothing from the NeverNever or Outsiders. So at some point replicating a weapon may be possible but not practical.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 09, 2013, 11:28:11 PM
On a related note:

UNLIMITED BLADE WORKS [-4]
Description: You can call up weapons from a magical realm inside your soul.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda. Compels from its debt generally involve brutal headaches or one's magic going haywire.
Evocation: Unlimited Blade Works Evocations take the the form of spectral swords that appear from nowhere.
Thaumaturgy: Unlimited Blade Works rituals can be used to conjure weapons, including Item of Power weapons. The complexity required to create an Item of Power is determined by the GM.
Evothaum: Unlimited Blade Works allows its user to conjure weapons with Evocation's speed and methods.
Extra Benefits: All Unlimited Blade Works spells get two free shifts of duration. Spells with no duration, like Evocation attacks, leave behind conjured weapons that last for two exchanges. (The number of weapons left behind is up to the caster.)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 09, 2013, 11:31:53 PM
On a related note:

UNLIMITED BLADE WORKS [-4]
Description: You can call up weapons from a magical realm inside your soul.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda. Compels from its debt generally involve brutal headaches or one's magic going haywire.
Evocation: Unlimited Blade Works Evocations take the the form of spectral swords that appear from nowhere.
Thaumaturgy: Unlimited Blade Works rituals can be used to conjure weapons, including Item of Power weapons. The complexity required to create an Item of Power is determined by the GM.
Evothaum: Unlimited Blade Works allows its user to conjure weapons with Evocation's speed and methods.
Extra Benefits: All Unlimited Blade Works spells get two free shifts of duration. Spells with no duration, like Evocation attacks, leave behind conjured weapons that last for two exchanges. (The number of weapons left behind is up to the caster.)

That looks perfect, though any reason you took out the +2 rebate for Evo/Thaum?

Edit: Oh wait, you can't have duration on attacks? Oh well. That still works well with summoned spell blocks.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 09, 2013, 11:35:21 PM
You mean the Refresh rebate for having other casting Powers?

It should still be there. I just didn't bother to mention it because I kinda take it for granted. Maybe not wise on my part, I dunno.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 09, 2013, 11:38:41 PM
You mean the Refresh rebate for having other casting Powers?

It should still be there. I just didn't bother to mention it because I kinda take it for granted. Maybe not wise on my part, I dunno.

No that's fine, I was just making sure. You'll have to forgive me, I only started playing like a month ago and this is more or less my first real tabletop game I've gotten seriously into.

Edit: Also I was freaking out a bit cause I'm already struggling to pay off the -2 cost hah.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on February 10, 2013, 01:13:24 AM
Clearly there's something wrong with the wording if it causes this much confusion.

How does this plan for making it clearer sound?

-Make Item Limitation into a separate Power that requires (and modifies) Limitation. Then split it up into multiple trappings, to make it easier to understand.

-Split the clarifying text from Limitation into a separate trapping so that it doesn't interfere with comprehension of the main effect.

-Rewrite the entries of the rebate value list so that just reading them provides a decent summary of the Power.

-Add examples.

My theory is that people are just getting overwhelmed by the text-block. They see a big chunk of text and their eyes glaze over a bit. They then glance over it quickly instead of reading closely, leading to confusion.

These changes are intended to make the amount of text less overwhelming and to make it easier to understand the Power without reading it carefully.

So, do you think that'll work?

This could work. I would still have to see it though
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on February 10, 2013, 10:23:47 PM
Here is the changes I would make to Unlimited Blade Works which would include the powers sponsor (Alya) and agenda from the visual novel. 

Reality Marble (Unlimited Blade Works) [-4]
Description: With the help of a powerful force you can project your soul upon the world.
Sponsor: Alya /Gaia/ the World Spirit   
Agenda: This power is sponsored by the World Spirit in exchange for an Eternity as a spiritual guard dog after death. It's agenda is the protection of the world as a whole no matter the cost on an individual level.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 10, 2013, 11:47:26 PM
Here is the changes I would make to Unlimited Blade Works which would include the powers sponsor (Alya) and agenda from the visual novel. 

Reality Marble (Unlimited Blade Works) [-4]
Description: With the help of a powerful force you can project your soul upon the world.
Sponsor: Alya /Gaia/ the World Spirit   
Agenda: This power is sponsored by the World Spirit in exchange for an Eternity as a spiritual guard dog after death. It's agenda is the protection of the world as a whole no matter the cost on an individual level.

Oh, huh. I wasn't aware of that. Is that the kind of thing you actively agree to or just get wrapped up in because you used the power? Also the guard dog bit, is that reference to becoming part of the Counter Force?

Edit: Seems so, though it also doesn't look like the UBW is specifically the cause of it? Since the plot involved wanting to kill the Unlimited Blade Works user before he made a pact with Alya, but he still used the power at that point?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Crion on February 12, 2013, 12:03:30 AM
Okay, here's Reality Marble 2.

REALITY MARBLE [-1]
Description: You can travel to a magical sub-universe of your own creation and drag other people with you.
Note: Many characters are more powerful inside their Reality Marble than they are outside of it. Such characters should attach an appropriate version of the Limitation Power to whatever Powers they have while inside the Marble.
Skills affected: Conviction, others.
Effects:
Personal Universe. You have a personal universe called a Reality Marble. Design it when you take this Power. You may give it an Aspect of your choice, and as long as it has at least one zone you may give it any number of zones you want and arrange them as you please. You must designate one zone as the "entry zone" which characters arrive in when you use this Power. Your Reality Marble cannot be inhabited, and its design cannot include anything that gives you a significant advantage.
Reality Marble. As an action, you may spend a Fate Point to enter your Reality Marble. If you wish to bring other people with you, you may roll your Conviction skill. Then every other character in your zone is forced to enter your Reality Marble with you unless they beat your roll with a defense roll using Conviction or Athletics. People drawn into the Marble remain there until you decide to send everyone back or lose consciousness. You can't send people back one by one; it's all or nothing. And you can't keep people longer than the time indicated by adding your Conviction roll to "half a minute" on the time chart.
Different Rules [-varies]. Your Reality Marble has a special rule. Negotiate the effects and costs of this upgrade with your GM. You can only purchase this upgrade once. Here are some examples of possible special rules, with appropriate costs:

[-1] Peaceful World. Inside your Marble, all attempts at physical violence face a block with strength equal to your Conviction. In addition, all characters in your Marble have armour 4 against all physical attacks.
[-1] Random Entry. Instead of entering the Marble through the entry zone, characters are randomly scattered among the zones of the Marble. If the Marble is large enough, this may prevent them from seeing each other when they enter.
[-1] Clinging Marsh. The soft and sticky ground of the Marble imposes a border value of 1 on every zone.
[-1] Heavy Gravity. Might restricts all physical skills inside the Marble.
[-2] Anti-Technology Field. Anything rated 8 or lower on the hexing table fails to function inside the Marble.
[-2] Killing Heat. Everyone faces an accuracy 6 weapon 2 attack against their Endurance each exchange from the extreme heat of the Marble.
[-2] King Of The Hill. You enter your Marble in a different zone than everyone else. A zone border equal to your Conviction blocks entry to your zone, and its fortifications add 3 to whatever armour value its occupants have against attacks coming from outside of it.
[-3] Ocean Depths. The entire Marble is underwater.

PS: Not totally confident in the balance of those rules. Most of the costs are guesses.

Just a random thought (and I'm late to the game here), but wouldn't the baseline of Reality Marble be at a -2 instead of a -1? I figured the -1 for Demesne, with another -1 for an "attack" for force everyone into it. I only ask this since we've seen a few Reality Marbles in the series (I can name two, three if you count the Gate of Babylon), and they all seem to work the same way: bring someone into a world of your design (i.e. Demesne) and have the Home Turf advantage.

As for the powers of the Marble, I'm personally at a tossup between buying them as set powers like you have posted, have a collection of Scene Aspects (theoretically an unlimited number since the Demesne allows you to create Aspects), or even some combination thereof. I'm not too keen on some of the costs, or even a better balancing act. Perhaps we should try to scale some of the Reality Marbles of a few of the characters we have seen and determine it as we go?

Although it could work rather well as a form of Sponsored Magic (discussion on that below).

Here is the changes I would make to Unlimited Blade Works which would include the powers sponsor (Alya) and agenda from the visual novel. 

Reality Marble (Unlimited Blade Works) [-4]
Description: With the help of a powerful force you can project your soul upon the world.
Sponsor: Alya /Gaia/ the World Spirit   
Agenda: This power is sponsored by the World Spirit in exchange for an Eternity as a spiritual guard dog after death. It's agenda is the protection of the world as a whole no matter the cost on an individual level.


Unless I'm mistaken, Emiya become a Servant because of the deal, so I don't think the Reality Marble existed because of said deal.


That being said, perhaps the Reality Marble as Sponsored Magic (mixed with a Demesne) is the way to go. Emiya can create objects nearly instantly and Alexander can summon his soldiers outside of the Marble; both can be seen as Thaumaturgy at the Speed of Evocation.

I'm thinking if you apply a few limits as to the "sponsor" (if there isn't one, but you can argue that it is a higher being, the Magus offering the Mana, or even personal) and the general effect (weaponry, soldiers, etc). I'm thinking closer to the realm of Thematic Thaumaturgy here.

Trapping someone within the Marble can be tough depending on how you do it. Perhaps it is Thaumaturgy that requires a "Taken Out" result? A bit too tough to pull off, and makes the effect one of telling how someone is taken out (which doesn't help with the uses we've seen in the Fate series).
Perhaps creating a Zone Border or Block that is difficult, but still possible, to escape from?
Using a maneuver-like, Zone-Wide attack to bring everyone into the Demesne?
Simply using a maneuver to create a "Reality Marble" effect that can be tagged to use your magic to the full extent?

Just a few thoughts; will offer more up later if able.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 12, 2013, 12:33:53 AM
Just a random thought (and I'm late to the game here), but wouldn't the baseline of Reality Marble be at a -2 instead of a -1? I figured the -1 for Demesne, with another -1 for an "attack" for force everyone into it. I only ask this since we've seen a few Reality Marbles in the series (I can name two, three if you count the Gate of Babylon), and they all seem to work the same way: bring someone into a world of your design (i.e. Demesne) and have the Home Turf advantage.

As for the powers of the Marble, I'm personally at a tossup between buying them as set powers like you have posted, have a collection of Scene Aspects (theoretically an unlimited number since the Demesne allows you to create Aspects), or even some combination thereof. I'm not too keen on some of the costs, or even a better balancing act. Perhaps we should try to scale some of the Reality Marbles of a few of the characters we have seen and determine it as we go?

The trade off is that you can't alter the reality marble during a conflict and so you sacrifice all the home field turf in favor of being able to drag people in, for the -1 cost. Then you can upgrade it for home field turf aspects for additional cost. That's my thinking on it.


Also if you look at the Reality Marbles suggested ruleset, it mentions bringing people into the marble as a conviction based attack, defended against by enemy conviction/athletics. Their score is rolled against the wizard's conviction roll on the ability.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 12, 2013, 01:38:44 AM
Demesne might be narratively similar to Reality Marble, but mechanically they have almost nothing in common.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Crion on February 12, 2013, 02:31:33 AM
Demesne might be narratively similar to Reality Marble, but mechanically they have almost nothing in common.

Narratively, yes, but some elements of the Demesne could theoretically work (like the Discipline for attacks; could explain why someone not physically powerful, like Caster, could have a killer Marble).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 12, 2013, 02:33:32 AM
You could add similarities, but by default they're not there so it's not really possible to use Demesne as a reference for how much Reality Marble should cost.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Crion on February 12, 2013, 04:37:59 AM
You could add similarities, but by default they're not there so it's not really possible to use Demesne as a reference for how much Reality Marble should cost.

I have to disagree with that. A Demesne is a location created by an entity/spirit as a home turf, so to speak, where they have a great deal of control. They can still get beaten there (as we see with Agatha Hagglethorn and Dresden in his own dream), but they have a lot of advantages.

A Reality Marble (at least in the cases of Ionioi Hetairoi and Unlimited Blade Works) is essentially a location created by the entity where they hold a great deal of power, an advantage, and unlock their true potential. We do have some exceptions (Emiya Kiritsugu has a Reality Marble inside of him to alter his body by way of heartbeat and general speed, but that can be Biomancy and Time-like magic)

The similarities are:

Home Turf (entity has a great deal of power there)
It is difficult to escape (destroy it, destroy the entity, or escape through another supernatural means)
It takes the form of whatever the entity wants when it is first created (Agatha has old Chicago, for example, while Emiya has the vast desert with swords).


The biggest differences I see are:

Victims (and allies) are dragged within the Reality Marble, often against their own will, while a Demesne normally has to be entered.
The entity usually has a sole purpose for the Marble, specifically to unlock a special power (Gate of Babylon and Unlimited Blade Works act as a super armory, Ionioi Hetairoi has the army, etc)


With that in mind, I still think they are mechanically close, thus why I commented on it being -2: -1 for the Demesne-like location, and another -1 to make an "attack" (or simply be the effect) to bring others in. From there, I think designing a collection of powers, or a single power, to be utilized within the marble would be fitting, but at a discounted price (very much like Human Form, as it can only be utilized within the Marble).

In the case with Emiya's Unlimited Blade Works, I think it would be the -2 for the Reality Marble (using the above logic), followed by either a collection of points in Refinement (to denote the increase in his magical power or just the number of weapons; Enchanted Items, perhaps?), some increased physical traits, or even a custom, but fitting, power set he would acquire, then grant a discount due to the limitation of only being active within the marble.

Again, my two cents.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 12, 2013, 04:52:10 AM
By default, you are no stronger within your Marble than you are outside of it.

Demesne gives you a place in the world where you are incredibly powerful.

Reality Marble lets you move yourself and others into a place outside of the universe.

Those are very different effects.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 12, 2013, 05:06:26 AM
I have to disagree with that. A Demesne is a location created by an entity/spirit as a home turf, so to speak, where they have a great deal of control. They can still get beaten there (as we see with Agatha Hagglethorn and Dresden in his own dream), but they have a lot of advantages.

A Reality Marble (at least in the cases of Ionioi Hetairoi and Unlimited Blade Works) is essentially a location created by the entity where they hold a great deal of power, an advantage, and unlock their true potential. We do have some exceptions (Emiya Kiritsugu has a Reality Marble inside of him to alter his body by way of heartbeat and general speed, but that can be Biomancy and Time-like magic)

The similarities are:

Home Turf (entity has a great deal of power there)
It is difficult to escape (destroy it, destroy the entity, or escape through another supernatural means)
It takes the form of whatever the entity wants when it is first created (Agatha has old Chicago, for example, while Emiya has the vast desert with swords).


The biggest differences I see are:

Victims (and allies) are dragged within the Reality Marble, often against their own will, while a Demesne normally has to be entered.
The entity usually has a sole purpose for the Marble, specifically to unlock a special power (Gate of Babylon and Unlimited Blade Works act as a super armory, Ionioi Hetairoi has the army, etc)


With that in mind, I still think they are mechanically close, thus why I commented on it being -2: -1 for the Demesne-like location, and another -1 to make an "attack" (or simply be the effect) to bring others in. From there, I think designing a collection of powers, or a single power, to be utilized within the marble would be fitting, but at a discounted price (very much like Human Form, as it can only be utilized within the Marble).

In the case with Emiya's Unlimited Blade Works, I think it would be the -2 for the Reality Marble (using the above logic), followed by either a collection of points in Refinement (to denote the increase in his magical power or just the number of weapons; Enchanted Items, perhaps?), some increased physical traits, or even a custom, but fitting, power set he would acquire, then grant a discount due to the limitation of only being active within the marble.

Again, my two cents.

Those are some great thoughts on powers for the Blade Works but yeah, like Sanct said, it's different from a Demesne because the reworking says you have no benefits with the base Reality Marble power. You simple have that battle ground you can bring others too. For those home turf aspects you have to buy those when you first take the power to get their benefit, otherwise it doesn't affect combat much at all in many situations.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Crion on February 12, 2013, 05:11:34 AM
By default, you are no stronger within your Marble than you are outside of it.

Depends on your definition of "stronger." Gaining a ridiculously powerful ability like an army and claiming your own battleground could make one incredibly strong. Perhaps not directly physically strong (unless reality bends to their whim, which we won't get into), but still "stronger" all the same.

Demesne gives you a place in the world where you are incredibly powerful.

Reality Marble lets you move yourself and others into a place outside of the universe.

Reality Marble still creates a location, but said location isn't reachable from outside without the creator. Also, when a Marble breaks, everyone returns right to where they were standing originally, so I think there has to be some ties to the physical world, specifically wherever the creator was standing. Rider proved that someone could be dropped elsewhere, but with very limited range (perhaps the next Zone in DFRPG terms).

Besides, in a technical sense, wouldn't one consider a Demesne something out of this universe when compared to the physical world? One could even argue if the Nevernever, being a Spirit World with only theoretical ties to the Physical World, is truly part of our world. If anything, it seems to be a bridge between worlds when you consider it. . .

Those are very different effects.

To-may-to, to-mah-to. Again, the biggest difference seems to be the way in (and who you drag with you) and the advantages granted to the creator (which could be the aforementioned powers or the ability to make location Aspects with realtive ease as per Demesne).

Those are some great thoughts on powers for the Blade Works but yeah, like Sanct said, it's different from a Demesne because the reworking says you have no benefits with the base Reality Marble power. You simple have that battle ground you can bring others too. For those home turf aspects you have to buy those when you first take the power to get their benefit, otherwise it doesn't affect combat much at all in many situations.

But isn't the ability to create your own battleground (with related aspects) and dragging others into the mix just, theoretically, a ramped up version of Demesne. I mean, yeah, removing "Home Turf" as a power is one thing, but getting a location of your choosing AND trapping others there seems a bit better than a simple -1.

Especially considering the fight against the transformed Caster at the end of the first season of Fate/Zero. Rider basically trapped Caster within the Marble for a period of time, literally removing him from the zone and, by all right, taking him out of the fight to give everyone else a chance to breath and plan.

I think that's a pretty amazing power right there, even with the loss of "Home Turf" from Demesne.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 12, 2013, 05:16:10 AM
Depends on your definition of "stronger." Gaining a ridiculously powerful ability like an army and claiming your own battleground could make one incredibly strong. Perhaps not directly physically strong (unless reality bends to their whim, which we won't get into), but still "stronger" all the same.

Reality Marble doesn't do anything like that unless you upgrade it.

To-may-to, to-mah-to. Again, the biggest difference seems to be the way in (and who you drag with you) and the advantages granted to the creator (which could be the aforementioned powers or the ability to make location Aspects with realtive ease as per Demesne).

But isn't the ability to create your own battleground (with related aspects) and dragging others into the mix just, theoretically, a ramped up version of Demesne. I mean, yeah, removing "Home Turf" as a power is one thing, but getting a location of your choosing AND trapping others there seems a bit better than a simple -1.

I repeat: by default, Reality Marble gives no advantages to its creator. It just lets you move people.

Having a place where you are god leads to a completely different play experience than being able to take people to another world.

Can't comment on the source material except to point out that you should judge the Power based on what it does in DFRPG, not by what it does in the source material.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Crion on February 12, 2013, 06:42:38 AM
Can't comment on the source material except to point out that you should judge the Power based on what it does in DFRPG, not by what it does in the source material.

As I don't entirely agree with the power as written, allow me to quote a player of mine: "I refute your reality and substitute my own!"

Note: It's been a long day, but I wanted to get this written out before I forgot to do so. And this is just a draft of ideas, so pick apart as you choose.

Reality Marble [-2, plus powers from "Unlocked Potential"]
Description: A reality marble is placing your own inner world materialized and projected onto reality. You have the ability to project a limited world of your design into reality.
Skills Affected: Conviction, others.

Effects:
Personal Battleground: The created location appears as you choose, it defines your nature, and can take any form. This form cannot change after creation. Additionally, create a pair of Location Aspects that are always in place. (Some canon examples are "Field of Swords," "Overwhelming Forces," "Memory Suppression," and "Desert Wasteland"). These aspects are  important for "Projection," below. These scene aspects cannot be removed, and new scene aspects cannot be created within the Reality Marble.
Projection: As an action, spend a Fate Point and roll your Conviction vs. the highest Discipline of your targets (can name multiple targets within the same zone). If you succeed, you are given a number of free tags to any of your Scene Aspects equal to the margin of success, and only you can access the Aspects. If you tie, you are only given one free tag, but only you can access the Aspects. If you fail, you must spend Fate Points to access your Scene Aspects, and ALL within the Marble may access the Aspects. Regardless of success, all targets are brought within the Marble, and are removed from any current conflict that was not with you.
Trapped: All who enter the Reality Marble are trapped until the Marble is broken, you are Taken Out, or an amount of time equal to your margin of success after "half of minute" on the time table has passed. Extra amount of time can be acquired by taking a Mental Stress for each additional turn. If you choose to end the effect of the power, you may place your victims at any location up to a zone away.
A Reality Marble can be destroyed by a powerful attack targeting it. The Reality Marble automatically has a defense skill of your Conviction + your Margin of Success on the Conviction roll. When the Marble is destroyed or you are Taken Out, everyone returns to where they were when this power activated.

Unlocked Potential
As the Reality Marble follows the rules governed by the creator, the creator often has an ability that is inaccessible to them in the "real world." While within the Reality Marble, you are able to use that special ability.
Purchase a single or multiple powers with +1 point refund due to the limitation of being accessible within the Marble.



And that's what I have offhand. Too tired to tweak it any further tonight; will look at responses later.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 12, 2013, 09:37:52 PM
Well, if you're changing the Power it might well be appropriate to change its cost.

But this change is flawed.

First of all, you should limit Marble design a bit more. So that an Aquatic character doesn't instakill air breathers by making a Marble that's entirely underwater.

Secondly, you should specify how much stress the Marble has.

Thirdly, you shouldn't use those Aspect mechanics. Aspects open only to one character are bad juju, and giving a number of tags equal to the margin of success means that spending a tag on the roll gives back 2 tags. That`s a problem.

Fourthly, you should offer a scaling rebate for Marble-only Powers. Otherwise once you've got 2 Refresh of 'em there's no reason to limit further Powers to use within the Marble.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Crion on February 12, 2013, 11:34:18 PM
Well, if you're changing the Power it might well be appropriate to change its cost.

But this change is flawed.

First of all, you should limit Marble design a bit more. So that an Aquatic character doesn't instakill air breathers by making a Marble that's entirely underwater.

Secondly, you should specify how much stress the Marble has.

Thirdly, you shouldn't use those Aspect mechanics. Aspects open only to one character are bad juju, and giving a number of tags equal to the margin of success means that spending a tag on the roll gives back 2 tags. That`s a problem.

Fourthly, you should offer a scaling rebate for Marble-only Powers. Otherwise once you've got 2 Refresh of 'em there's no reason to limit further Powers to use within the Marble.

I basically designed the power with Demesne in mind because, from seeing the power used in the source material, reading about it, and looking over DFRPG, that was the closest baseline I had.

I agree that the Marble Design needs to be limited a bit; I didn't bother to consider the Aquatic Characters (because they never come up). Perhaps I should note that the Marble creates the appearance of the environment, but is not a perfect reproduction (i.e. drowning, airless space, etc). Again, scribbled it in as soon as I was thinking about it and wanted to see what should be fixed. I'll add it to the list.

Determining the stress of the Marble is something that may need more work to consider. In the source material, it takes a special kind of attack to destroy it (the equivalent of a powerful Evocation or a powerful Item of Power), which is why I even mentioned it. I wonder if it should remain in place, or if it should

The concept of the Aspects was in one part due to introducing some elements of Fate Core (the multiple free tags; MoS may be OP, but I think bigger success should mean more potential tags), and one part trying to emulate the Marble without requiring an point expenditure for each minor touch. For example, the Overwhelming Odds or the Memory Suppression aren't used against the creator, as said odds are a personal army and the suppression is a spell effect against invaders.
If you have a suggestion on this point to allow minor advantages to the creator without having to buy a new collection of powers and stunts to emulate it, I'm all ears, but I thought going the Aspect route may be best.

As for the rebate, that is where I hit the wall. I set the 2 Refresh as a baseline cost to create a Marble without adding extra powers/finishing moves. I am not too certain as to how to scale the number of points for such a limitation of additional powers; it can only be used when the Marble is active, but it can theoretically be activated at any time. The activation requires a cost and has a limited amount of time, and it is possible to overcome the requirement with the right knowledge and equipment.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on February 12, 2013, 11:57:58 PM
If were doing type moon powers we really should do Nero Chaos, obviously psychical immunity with a catch of conceptual weapon (only Swords of the Cross in the Dresden Verse). But how would you stat a man made up of monsters that could leap in and out of him at will.  Multiple creatures with PI or one creature using a weird array of powers.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Oblyss on February 13, 2013, 06:26:17 AM
If were doing type moon powers we really should do Nero Chaos, obviously psychical immunity with a catch of conceptual weapon (only Swords of the Cross in the Dresden Verse). But how would you stat a man made up of monsters that could leap in and out of him at will.  Multiple creatures with PI or one creature using a weird array of powers.
I'm just doing the ones specific to my game, we're not really just doing Type-Moon stuff just for the sake of it. I also am not at all familiar with Nero Chaos outside of hearing about him.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Crion on February 13, 2013, 04:03:52 PM
If were doing type moon powers we really should do Nero Chaos, obviously psychical immunity with a catch of conceptual weapon (only Swords of the Cross in the Dresden Verse). But how would you stat a man made up of monsters that could leap in and out of him at will.  Multiple creatures with PI or one creature using a weird array of powers.
I'm just doing the ones specific to my game, we're not really just doing Type-Moon stuff just for the sake of it. I also am not at all familiar with Nero Chaos outside of hearing about him.

Yeah, what Oblyss said. It was mentioned in a thread of mine he was over here working on this, and I figured I'd offer my two cents since I'm prepping for running multiple scenarios of Fate/DFRPG for a convention I'm attending in April.

But, with your description and the Type-Moon wiki (and remembering how many times I got killed by him playing Melty Blood), I'd say I would make it as one character with PI, and the multiple creatures as either a flavoured attack (leap out, attack, return) via Claws/Breath Weapon, a flavoured Evocation, or an EvoThaum summoning of a minion. It should also be noted that he is, technically, a Vampire, so you could probably play with that approach a bit, especially since his description from the Type-Moon Wiki states that he is a bit of a primordial soup, so he may have Shapeshifting.

You could also look into making a whole new power to represent how all of the 666 Beasts that reside within Chaos only manifests when he "releases" them. . .or when he traps someone within that chaos (similar to a Reality Marble, perhaps?). I'm not too keen on that approach since there are already in-game ways of making this happen rather easily.

Just thinking out loud. I hope that helps!
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 14, 2013, 12:23:08 AM
Determining the stress of the Marble is something that may need more work to consider. In the source material, it takes a special kind of attack to destroy it (the equivalent of a powerful Evocation or a powerful Item of Power), which is why I even mentioned it. I wonder if it should remain in place, or if it should

Should what?

The concept of the Aspects was in one part due to introducing some elements of Fate Core (the multiple free tags; MoS may be OP, but I think bigger success should mean more potential tags), and one part trying to emulate the Marble without requiring an point expenditure for each minor touch. For example, the Overwhelming Odds or the Memory Suppression aren't used against the creator, as said odds are a personal army and the suppression is a spell effect against invaders.

Getting multiple tags for a good roll is just fine. But getting a tag for every shift introduces perverse incentives.

Invoking Aspects for effect to represent Powers can work, but it's not reliable.

As for the rebate, that is where I hit the wall. I set the 2 Refresh as a baseline cost to create a Marble without adding extra powers/finishing moves. I am not too certain as to how to scale the number of points for such a limitation of additional powers; it can only be used when the Marble is active, but it can theoretically be activated at any time. The activation requires a cost and has a limited amount of time, and it is possible to overcome the requirement with the right knowledge and equipment.

Have you seen the Limitation Power?

It could handle the rebate just fine.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: vultur on February 14, 2013, 03:38:44 AM
I find scaling rebates (as for Limitation) tend to get uncomfortably big, given that the biggest canonical rebate is +4 for the worst Catches and even something like a Lycanthrope is just +2.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 14, 2013, 05:00:27 AM
It is a concern. If you've got 18 Refresh of Powers attached to a 9-point Limitation, your character is probably worryingly specialised.

But for what it's worth, Limitation generally gives a lower rebate than The Catch when attached to a normal amount of Refresh.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: vultur on February 15, 2013, 12:42:23 AM
It is a concern. If you've got 18 Refresh of Powers attached to a 9-point Limitation, your character is probably worryingly specialised.

But for what it's worth, Limitation generally gives a lower rebate than The Catch when attached to a normal amount of Refresh.

Yeah, I was mostly talking about high refresh characters... I remember seeing a -7 Limitation on one of the templates in the Custom Templates thread.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Crion on February 19, 2013, 12:19:33 AM
Sorry about being gone for so long. I guess our reality isn't too keen on being replaced. . .

Should what?

Sorry about that. I either lost my train of thought or got zerged at work.

Basically, the Marble can be destroyed, so I'd like to see some way a player can overcome it. Of course, if I can't come up with a mechanic way of doing things, then I'd be tempted to just leave it with a limited time period.

Conversely, I could simply set the stress level to the user's Mental Stress, or even have it tied to said stress track (emphasizing the "extensions" via Mental Stress finally running out). Again, not certain, thus why I ask all of you here on the board.

Getting multiple tags for a good roll is just fine. But getting a tag for every shift introduces perverse incentives.

True. IIRC, Core has it at a margin of success of three (but it could be four). Perhaps use that as our baseline?

Invoking Aspects for effect to represent Powers can work, but it's not reliable.

It all depends on the power, but I can see your point. Would you agree that some Marbles would work better with Aspects (such as the multiple swords in Unlimited Blade Works), while others would require special powers purchased?

Have you seen the Limitation Power?

It could handle the rebate just fine.

I read the power after you posted it, and while it could work, I'm not certain how often the limitation would come in. In theory, with this power as I've written it, has the limitation of Fate Points and Mental Stress (optional unless I link it to the user). While a character may be a bit "hungry" for an FP, they can easily horde one until they need this power each game and can really turn the table around.

So, that being said, where do you think the rebate should lie? I'm thinking it might be sitting around the 1/4 rebate as it can get in the way often, but since it can possibly be every session, you could argue the 1/2. Thoughts?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 19, 2013, 04:17:55 AM
Basically, the Marble can be destroyed, so I'd like to see some way a player can overcome it. Of course, if I can't come up with a mechanic way of doing things, then I'd be tempted to just leave it with a limited time period.

Conversely, I could simply set the stress level to the user's Mental Stress, or even have it tied to said stress track (emphasizing the "extensions" via Mental Stress finally running out). Again, not certain, thus why I ask all of you here on the board.

Maybe you could give the marble a pretty hefty armour rating. Then when it takes any stress it is instantly destroyed unless the creator chooses to take that stress for it (as mental stress, of course).

True. IIRC, Core has it at a margin of success of three (but it could be four). Perhaps use that as our baseline?

Sure. As long as it isn't 1.

It all depends on the power, but I can see your point. Would you agree that some Marbles would work better with Aspects (such as the multiple swords in Unlimited Blade Works), while others would require special powers purchased?

Yes, it does depend on the effect.

The thing I try to keep in mind is that Powers have defined effects and Aspects don't. So if the effect is something clear and consistent it should be a Power, if it's vague and variable it should be an Aspect.

I read the power after you posted it, and while it could work, I'm not certain how often the limitation would come in. In theory, with this power as I've written it, has the limitation of Fate Points and Mental Stress (optional unless I link it to the user). While a character may be a bit "hungry" for an FP, they can easily horde one until they need this power each game and can really turn the table around.

So, that being said, where do you think the rebate should lie? I'm thinking it might be sitting around the 1/4 rebate as it can get in the way often, but since it can possibly be every session, you could argue the 1/2. Thoughts?

I'd usually give 1/2, since successfully using a Reality Marble every time a Power would be useful is kind of a tall order. Situations where the Limitation matters ought to be common.

But Limitation's value varies a lot, so I can't say much for sure.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Crion on February 19, 2013, 11:21:29 PM
Maybe you could give the marble a pretty hefty armour rating. Then when it takes any stress it is instantly destroyed unless the creator chooses to take that stress for it (as mental stress, of course).

That doesn't sound like a bad idea. The real question is: how "hefty" are we thinking here? Go with an Armor Rating equal to a skill (Discipline or Conviction, for example), or a set, already defined number (let's say a 4-5 to show that it takes something big to hit it)?

Now, if it the armor is overcome, with your idea of mental stress, would the overflow simply go to the user's Mental Stress if they wish to keep it up (allowing for Consequences like "Straining Against Reality" to be used)?

Also, do you think there should be an Aspect tied to the Marble that has to be tagged/invoked in order to make the attack, or require the attack have trappings to target immaterial/mental/"reality structures"? Not certain if that would reduce the need of armor or not. Just thinking out loud, here.

Sure. As long as it isn't 1.

I'll set it to 3 for the time being and see if that breaks gameplay if it ever hits my table.

Yes, it does depend on the effect.

The thing I try to keep in mind is that Powers have defined effects and Aspects don't. So if the effect is something clear and consistent it should be a Power, if it's vague and variable it should be an Aspect.

Hrmmm...perhaps we can keep the Aspects there as one part power emulation and one part preferred terrain? This way, if we get something that CAN be variable (how terrain can be used, weapons on hand at that time, etc) but based on situation, but it CAN fit for some of the powers (again, aforementioned weaponry).

Thoughts?

I'd usually give 1/2, since successfully using a Reality Marble every time a Power would be useful is kind of a tall order. Situations where the Limitation matters ought to be common.

But Limitation's value varies a lot, so I can't say much for sure.

Yeah, the Limitation is all over the place, which is why I'm uncertain where I should have it in terms of the refund.


I'll stew on it a bit and try to get another writeup together. Thanks for the input!
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 20, 2013, 05:19:20 AM
Huh. Wasn't expecting this thread to get resourced. I suppose it deserves it, but having two custom Power threads kinda offends my sensibilities.

Well, it's my fault really. This was inevitable once I started treating this thread less as a place to revise the list and more as a place to work on custom Powers.

That doesn't sound like a bad idea. The real question is: how "hefty" are we thinking here? Go with an Armor Rating equal to a skill (Discipline or Conviction, for example), or a set, already defined number (let's say a 4-5 to show that it takes something big to hit it)?

I think either could work.

Now, if it the armor is overcome, with your idea of mental stress, would the overflow simply go to the user's Mental Stress if they wish to keep it up (allowing for Consequences like "Straining Against Reality" to be used)?

Yep.

Also, do you think there should be an Aspect tied to the Marble that has to be tagged/invoked in order to make the attack, or require the attack have trappings to target immaterial/mental/"reality structures"? Not certain if that would reduce the need of armor or not. Just thinking out loud, here.

I dunno. Depends on how it works in the story you're trying to emulate.

Hrmmm...perhaps we can keep the Aspects there as one part power emulation and one part preferred terrain? This way, if we get something that CAN be variable (how terrain can be used, weapons on hand at that time, etc) but based on situation, but it CAN fit for some of the powers (again, aforementioned weaponry).

Thoughts?

Sure. I mean, reality marbles should definitely have Aspects.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Crion on February 20, 2013, 06:39:16 PM
Huh. Wasn't expecting this thread to get resourced. I suppose it deserves it, but having two custom Power threads kinda offends my sensibilities.

Well, it's my fault really. This was inevitable once I started treating this thread less as a place to revise the list and more as a place to work on custom Powers.

Awkward, but awesome? :-D

I think either could work.

I think I'll scale the armor using Conviction for the time being, and set the "defense" to Discipline. If I get a chance to test this out at the convention/in my group, I'll let you all know.

I dunno. Depends on how it works in the story you're trying to emulate.

I think I'll need to stew on that one for a bit. If I want to stick with how the Reality Marbles are portrayed in the canon of the Fate series, they would need that special reasoning to be targeted in the first place. On the other hand, it might be a bit too much to throw into other DFRPG-powered games.

Sure. I mean, reality marbles should definitely have Aspects.

Then I'll leave that note there, then.

Thanks for the input! I'll try to get a new writeup soon...ish. I need to work on my yearly report at work, and that's been sucking my creativity/motivation away.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 22, 2013, 10:59:51 AM
Okay, here's a shot at a Limitation rewrite.

Went a bit beyond my plan, but I think it was for the best. Then again I'm really tired so maybe this is nonsense and I just can't tell.

Please comment.

LIMITATION [+varies]
Description: Your abilities are limited in some way.
Note: You may take this Power multiple times. The cost of this Power will vary from game to game, and if its importance changes during play it might be necessary to change its cost or compensate with Compels.
Skills Affected: None.
Effects:
Limited Powers. Attach this Power to at least one other Power that you possess. Then select a circumstance. Whenever that circumstance applies, you lose the attached Power(s).
Rebate. This Power reduces the Refresh cost of the attached Powers. The amount the cost is reduced by depends on whether the limitation is mild, moderate, severe, or extreme.
GM's Discretion. Sometimes the formulas given here will give fractional Refresh costs, and sometimes it will be difficult to classify how serious a limitation is. In such cases, all final costs are determined by the GM. If a Power has drawbacks, then it cannot be attached to Limitation unless the GM approves. In some situations it may be appropriate to have Limitation not affect a Power's cost or to have it limit a Power's positive effects without affecting its negative effects.

ITEM LIMITATION [+varies]
Description: Some of your Powers are tied up in a physical object or another thing that can be transferred from person to person.
Note: This Power usually represents a magical object that grants abilities its holder. When it does, the object in question can be indestructible or have whatever other magical effects seem appropriate as long as those effects don't make it mechanically more useful than a mundane item.
Skills Affected: None.
Effects:
Item Limitation. This Power has all of the effects of Limitation. In addition, when this Power causes you to lose your Powers it is possible for another character to take this Power from you. Whoever has this Power also has every Power attached to it. Define the process by which this Power can be borrowed/stolen when you define your Limitation.
Permanent Changes. Whenever a Milestone occurs, the current owner of this Power becomes the permanent owner of this Power. Revise character sheets accordingly. Bear in mind that the seriousness of a Limitation can vary from character to character.
Purpose [-0]. This Power has an Aspect attached to it.

Examples (from the Hypothetical Average Game):

Mild limitations:
-Toughness is ignored by copper weapons soaked in pig's blood
-True Faith Powers only function if you pray five times a day while facing Mecca at the appointed times
-Telekinesis and Strength Powers stop working if you are unable to move your arms

Moderate limitations:
-Toughness is ignored by magical attacks
-Strength, Speed, and Claws are only available while you are using Beast Change
-You need to cast a 5-shift evocation to activate your Natural Weaponry for the scene

Severe limitations:
-Toughness is ignored by cold iron
-Sponsored Sun Magic can only be used in sunlight
-You have to make a virgin human sacrifice in order to activate your Recovery for a session

Extreme limitations:
-Toughness applies only to magical attacks
-You can only use your magic sword against major demons and fallen angels
-It takes you three full days of meditation to use Beast Change, and you can only use your physical powers while transformed
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Hick Jr on February 22, 2013, 09:05:03 PM
Looks good.

I am going to have a lot of fun with this.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 23, 2013, 05:41:20 AM
So it's clearer?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 24, 2013, 04:25:20 AM
I'd really appreciate a bit more feedback on the Limitation rewrite. It was a major effort and I'm not at all confident in the result.

It's hard to assess the clarity of your own writing, you know?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Hick Jr on February 24, 2013, 05:09:21 AM
I completely concur. It's a hell of a lot clearer- the examples help a lot- and I think it'll be easier to use with most characters and cause a lot less argument at the table.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Theonlyspiral on February 25, 2013, 06:17:09 AM
Limitation makes sense to me. First time I can say that.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 26, 2013, 06:23:10 AM
Awesome. That's what I was hoping to hear.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on February 26, 2013, 06:55:32 AM
Sorry, lol, I should have commented when I saw it but I was all "yea that makes way more sense" and moved on. But yes, the rewrite is fantastic, it clears up all the issues with the original
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 02, 2013, 11:04:50 PM
Awesome.

I'm adding the Limitation revision to the list now. I'm not doing a full update, but Limitation is kind of important as custom Powers go so I think it should be updated ASAP.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on March 28, 2013, 07:21:32 PM
You know, I'm very surprised to find that there's no Veil/Invisibility power. Not exclusively anyway. With some searching I discovered that the Displacement power at one point in its life covered invisibility, but at an extortionate cost (3 refresh for a strength 4 veil.)

So how much would it cost for a simple personal veil? I'd be tempted to say -1, since you're basically halving Glamours. One one hand, I'm hesitant to butcher canon powers for parts, but on the other hand it seems a little conspicuous in its absence.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 28, 2013, 08:49:49 PM
Displacement still does invisibility if upgraded. It gives a little more bang for your buck now, though.

(click to show/hide)

Looking at it now I don't think it's perfectly written (it should probably be clearly optional) but I'm pretty sure it's good enough to use.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on March 28, 2013, 10:17:55 PM
I don't know, while the flat strength 5 veil is great in lower refresh games, that's still 3 refresh compared to Glamours' 2. In a higher refresh game, with Deceit or Discipline capped Glamours does seem to be more useful.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 28, 2013, 10:26:31 PM
Glamours requires you to take an action. This is automatic.

And where Glamours has an uncertain duration, this lasts forever.

So you know. Pros and cons.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on March 28, 2013, 10:31:47 PM
It does have the benefit of not having to decide with my GM what 'a moment of concentration' means. And the benefit of being clear in what it does, assuming there's a line added about not being permanently invisible. I'm just not certain those things are worth another one or two (depending on the cost of Seemings) refresh.
On the other hand, I don't want Seemings and this is the only game in town.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on March 29, 2013, 12:12:31 AM
I don't know, while the flat strength 5 veil is great in lower refresh games, that's still 3 refresh compared to Glamours' 2. In a higher refresh game, with Deceit or Discipline capped Glamours does seem to be more useful.

It's only 2 refresh for invisibility. You don't have to take greater displacement of you don't want to
Title: Re: Custom Powers Master List (Work In Progress)
Post by: MadAlchemist on March 29, 2013, 05:17:53 AM
I'd really appreciate a bit more feedback on the Limitation rewrite. It was a major effort and I'm not at all confident in the result.

It's hard to assess the clarity of your own writing, you know?
This looks like a ton of work, and fairly well put together. That said, I don't think the write-up is really a power. Add in some more specifics on what refresh the different limitation levels are worth and this would be a worthy table for figuring out Catch values and for creating powered down versions of other powers.
Then again it's just my opinion and I ask for a complete write up for power variants, even just limited core book stuff, so other people might like it as is. I will probably refer my players to that post when they want to customize powers, or create their own. So thanks.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 29, 2013, 06:29:23 PM
Add in some more specifics on what refresh the different limitation levels are worth...

What do you mean by that?

So far as I can tell the Refresh value of each level is specified completely.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Lavecki121 on March 29, 2013, 06:33:22 PM
Yea I didnt really understand what you meant either. That being said I do like the new write up for limitation and I think it makes a lot of sense.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on April 03, 2013, 05:20:53 PM
Shapeshifting Disguise [–1]
Description: This is a variant on Human Guise (page 176) that offers a few extra benefits. Most commonly used shapeshifters who have a limited range (such as only humanoid forms).
Skills Affected: Social skills.
Effects:
Almost Perfect Disguise. You may fashion a disguise with a supplemental action, altering your height, weight, build, appearance etc. Your disguises are almost entirely perfect and are very difficult to see through. There is, however, always one method to unmask you. It may be that uttering your true name strips you of all false pretenses, or perhaps your eyes always look the same, no matter the form you take.
Appearance Can Be Deceiving. Your disguises match your role almost perfectly. Any social action where appearance is a primary factor gains a +2 on the roll, so long as your disguise matches the role you are trying to play.
Clothes to Fit the Role. You are naturally able to fashion appropriate attire along with the magical act of modifying your appearance. As long as your disguise persists, so do the clothes generated by it (even if they are separated from your person). These clothes can look like anything, be of any material, color, or cut. As they are technically a part of you, they can act as a biological link for the purposes of tracking or thaumaturgy.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on April 04, 2013, 04:44:30 AM
I think Almost Perfect Disguise needs more mechanics.

Does it give +4 like True Shapeshifting? Because that's probably too much for 1 Refresh.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: KOFFEYKID on April 04, 2013, 04:52:57 AM
It doesn't give any bonus to an actual disguise (where you are trying to look like one person in particular), though perhaps I've used the wrong wording. I'm thinking of this for a character who simply makes up a new identity.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: S1C0 on April 07, 2013, 05:46:32 AM
try rewording the power to a doppelganger like ability

like limit it to other people the character has already seen or made physical contact with like the bad terminator
from terminator 2
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on May 05, 2013, 03:00:54 PM
I was reading through some of the bits in the Fate Core beta, and I found the ability 'Architecture of the Heart' (Page 32, Magic System Toolkit. I'd post it here, but I'm not sure that's permitted). Seeing how few social powers there are in DFRPG, I was wondering how much such an ability would cost.

As an overview of the power: The player may make an empathy roll and based on the success, for the duration of the scene, the player may ask a number of times how an NPC would react to a hypothetical scenario.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 06, 2013, 05:47:32 AM
I think you could probably model that as a Supernatural Sense.

So 1 Refresh ought to be okay.

But I think it'd be best to lose the defined number of questions, so that the GM can adjust difficulties. That way it fits into the Supernatural Sense paradigm better.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on May 06, 2013, 10:17:19 AM
Well that was an easier answer than I expected, thank you very much.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 08, 2013, 06:33:58 AM
You're welcome.

Anyway...the list hasn't been updated since last year. I have some free time now, so I'm gonna get to work fixing that.

Tomorrow. Or today, I suppose, since it's past midnight. Point is, I'm going to sleep first.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 08, 2013, 10:34:21 PM
Alright, here's the list of stuff to add. So long that I'll need two posts to fit it all.

Let me know if I missed anything.

The Lord is my shepherd [-1]
Description: As a fighter for the good cause, you are protected by your faith when facing dangers greater than yourself.
Skills affected: none, really
I shall not waver: You may spend a fate point to grant you armor:2 for a scene. This armor stacks with other sources of armor but only affects additional damage from supernatural sources (eliminating claws and strength powers for the most part, you know: the nasty stuff).
He restores my soul: If you need to take a mental consequence, you may take 1 more shift off the attack than the consequence is usually worth (for example a mild consequence would be worth 3 shifts instead of 2).

LIVING THRESHOLD [-4]
Description: For whatever reason, your body is surrounded by a threshold like the one around a home.
Note: This Power probably isn't compatible with many other Powers. Also, it's not optional; you can't invite people past it.
Skills Affected: Conviction, Fists, Might.
Effects:
Protective Threshold. All spells affect you as though their Power was reduced by your Conviction skill. In addition, anything that requires a magical being, magical item, or spell to touch you faces a Block with a strength equal to your Conviction skill. As a general rule, this includes any attack made by a magical being without a mundane weapon.
Interpose Threshold. By putting your threshold in the way of a spell, you can shut that spell down. You may use your Fists skill to defend against spells. When you are targeted by a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll (or the block this Power provides) in place of their own defence roll.
Destructive Threshold. You destroy ongoing spells by hitting them with your threshold. Doing so requires you to roll your Might or Fists skill against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Threshold Attack. Being touched by you is pretty dangerous for beings that can't tolerate thresholds. Add 3 to the weapon rating of any unarmed attack you make against a creature that can't cross a threshold uninvited. When you grapple such a character, add 1 to the stress you inflict each round. This lets you inflict 1 stress when you would normally inflict 0. Your touch may satisfy certain Catches.
Enclosing Threshold. When you grapple a character, there is a threshold with a rating equal to the result of your grapple roll between you and your victim and the rest of the world.
Useful Threshold. You may make maneuvers and Blocks that make use of the fact that you are surrounded by a threshold.
(Make weapon rating vary)

Shadow Wraith [-2]
Requires The Shadow Knows. Once per night, you are able to release the greater portion of your Shadow to act independently. This creates a Shadow (use the Spectre as a base template, add all of you Skills/Powers) that is completely under your command. You may actively extend your awareness through your Shadow, speak through it, etc… as per The Shadow Knows, otherwise the Shadow acts independently. The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the lesser shadows from whence it came. All of your Shadow based powers will be at -1 until your Shadow returns to its’ proper place.

Shadow Rip [-1]
Requires Shadow Rend. When an opponent is Taken Out due to damage to their Shadow, you may tear that Shadow loose, freeing it from their body, and creating a Spectre-like creature (with the skills and powers of the original) under your control. 
Use the Spectre as a base for the Shadow, but add any Powers/Skills of the original. Note: the Shadow suffers a penalty of -1 to all skill/power rolls.
The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the shadows from whence it came.
Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.

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. If an action requires you to touch something, you can do it from a zone away.
Extended Reach [-1]. If an action requires you to touch something, you can do it from three zones away.
Restricted Reach [+1]. (Requires Extended Reach) Your Extended Reach power applies only to a specific type of action, like swinging swords or picking pockets.

TELEKINESIS [-2]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. Whenever you would use your Might skill, you may use your Conviction skill instead. If you have a Strength Power you may apply its lifting, breaking, and grappling bonuses to your Conviction skill.
Telekinetic Reach. If an action would normally require you to touch something, you can do it from a zone away. If you use this effect to do something which requires good fine motor control, your Discipline restricts whatever skill you use.
Telekinetic Attacks. You may use your Discipline skill to hit people either unarmed or with objects. Attacks made with this effect include stress bonuses from Strength Powers and are treated as ranged attacks for the purpose of selecting defence skills.
Enhanced Telekinesis [-1]. Your Telekinetic Reach extends to everything within your line of sight. In addition, unarmed attacks that you make with this Power are now weapon 2 and may be enhanced with any Natural Weaponry upgrade except for Summoned, Explosive, and Ranged.
Defensive Telekinesis [-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 barriers.
Self-Propelling Telekinesis [-1]. (Requires Defensive Telekinesis) 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.

Aura of Obscurity [-1]
Description: You cannot be photographed clearly- be it film, digital, or video, you are somehow always out of focus, blurred, etc… Furthermore, people who don’t know you well have a very difficult time remembering you clearly.
Musts: a suitably sneaky supernatural, vampiric, or magical Aspect.
Skills Affected: Alertness, Contacts, Conviction, Deceit, Discipline, Empathy, Intimidation, Presence, Stealth 
Effects:
Image Obscurity: Unlike the Vampires of old, you can be photographed… it just doesn’t work very well. Film, digital and video images of you are always out of focus, blurred, or otherwise subtly altered in such a way as to make your image impossible to positively identify.
Veil of Obscurity: Rather like your image on film, people have a difficult time clearly remembering details about you. General information or memories are completely untouched.
“yeah, a guy came through here a while ago…”
Do you remember what he looked like?
“uh… not really. Average height and build, I guess…”
Did you talk to him?
“Yeah, I guess so… nothing important. Look, I, uh… I gotta go.”
Anyone who spends less than 1 hour in your presence is at -2 to remember specific details about you, their interaction with you, etc… Note that this power takes place as soon as you drop out of their immediate attention. People so affected generally tend to avoid those memories entirely, as their attention just never quite gels on you or your presence, leading to an overall feeling of unease which is best just avoided.
After 1 hour of contact, any rolls drop to -1. After 2 hours of contact, there are no specific penalties, but those memories will still tend to blend into the background, requiring specific attention or focus to accurately recall. Once a successful roll is made, no further penalties apply and people are able to remember you.
Shroud of Obscurity [+1]: As above, but the penalty never stops. Ever.
Every time the person tries to remember you, your presence, or anything about you specifically, they are at either -1 or -2 to remember specific details, depending on the length of contact that they are attempting to remember. In order to pierce the Veil enough to have any kind of meaningful relationship with a person, you have to spend a Fate Point. Once that point is spent, you have imprinted on that person’s memory enough for their memory to function normally.
Otherwise, good luck chatting up that cute girl at the bar. You better hope she doesn’t go to the bathroom… or turn to talk to someone else… or answer her phone…
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 08, 2013, 10:37:14 PM
Aura of Obscurity [-0]
Description: You cannot be photographed clearly- be it film, digital, or video, you are somehow always out of focus, blurred, etc… Furthermore, people who don’t know you well have a very difficult time remembering you clearly.
Musts: a suitably sneaky supernatural, vampiric, or magical Aspect.
Skills Affected: Alertness, Deceit, Discipline, Stealth 
Effects:
Image Obscurity: Unlike the Vampires of old, you can be photographed… it just doesn’t work very well. Film, digital and video images of you are always just out of focus, blurred, or otherwise subtly altered in such a way as to make your image impossible to positively identify. Note that these images are otherwise unaffected.
Veil of Obscurity: Rather like your image on film, people have a difficult time clearly remembering details about you. General information or memories are completely untouched.
“yeah, a guy came through here a while ago…”
Do you remember what he looked like?
“uh… not really. Average height and build, I guess…”
Did you talk to him?
“Yeah, I guess so… nothing important. Asked for directions, I think.”
Directions to where?
“I don’t know… somewhere around here.  Look, I, uh… I gotta go.”
Add +2 to the difficulty of remembering any significant details regarding the character (vrs Awareness or Discipline, as appropriate).
People so affected generally tend to avoid those memories entirely, as their attention just never quite gels on you or your presence, leading to an overall feeling of unease which is best just avoided.
Any significant interaction, such as a conversation of over a minute or one of real importance, threats or actual violence, etc… will nullify the power completely.

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).

REALITY MARBLE [-1]
Description: You can travel to a magical sub-universe of your own creation and drag other people with you.
Note: Many characters are more powerful inside their Reality Marble than they are outside of it. Such characters should attach an appropriate version of the Limitation Power to whatever Powers they have while inside the Marble.
Skills affected: Conviction, others.
Effects:
Personal Universe. You have a personal universe called a Reality Marble. Design it when you take this Power. You may give it an Aspect of your choice, and as long as it has at least one zone you may give it any number of zones you want and arrange them as you please. You must designate one zone as the "entry zone" which characters arrive in when you use this Power. Your Reality Marble cannot be inhabited, and its design cannot include anything that gives you a significant advantage.
Reality Marble. As an action, you may spend a Fate Point to enter your Reality Marble. If you wish to bring other people with you, you may roll your Conviction skill. Then every other character in your zone is forced to enter your Reality Marble with you unless they beat your roll with a defense roll using Conviction or Athletics. People drawn into the Marble remain there until you decide to send everyone back or lose consciousness. You can't send people back one by one; it's all or nothing. And you can't keep people longer than the time indicated by adding your Conviction roll to "half a minute" on the time chart.
Different Rules [-varies]. Your Reality Marble has a special rule. Negotiate the effects and costs of this upgrade with your GM. You can only purchase this upgrade once. Here are some examples of possible special rules, with appropriate costs:

[-1] Peaceful World. Inside your Marble, all attempts at physical violence face a block with strength equal to your Conviction. In addition, all characters in your Marble have armour 4 against all physical attacks.
[-1] Random Entry. Instead of entering the Marble through the entry zone, characters are randomly scattered among the zones of the Marble. If the Marble is large enough, this may prevent them from seeing each other when they enter.
[-1] Clinging Marsh. The soft and sticky ground of the Marble imposes a border value of 1 on every zone.
[-1] Heavy Gravity. Might restricts all physical skills inside the Marble.
[-2] Anti-Technology Field. Anything rated 8 or lower on the hexing table fails to function inside the Marble.
[-2] Killing Heat. Everyone faces an accuracy 6 weapon 2 attack against their Endurance each exchange from the extreme heat of the Marble.
[-2] King Of The Hill. You enter your Marble in a different zone than everyone else. A zone border equal to your Conviction blocks entry to your zone, and its fortifications add 3 to whatever armour value its occupants have against attacks coming from outside of it.
[-3] Ocean Depths. The entire Marble is underwater.

Shapeshifting Disguise [–1]
Description: This is a variant on Human Guise (page 176) that offers a few extra benefits. Most commonly used shapeshifters who have a limited range (such as only humanoid forms).
Skills Affected: Social skills.
Effects:
Almost Perfect Disguise. You may fashion a disguise with a supplemental action, altering your height, weight, build, appearance etc. Your disguises are almost entirely perfect and are very difficult to see through. There is, however, always one method to unmask you. It may be that uttering your true name strips you of all false pretenses, or perhaps your eyes always look the same, no matter the form you take.
Appearance Can Be Deceiving. Your disguises match your role almost perfectly. Any social action where appearance is a primary factor gains a +2 on the roll, so long as your disguise matches the role you are trying to play.
Clothes to Fit the Role. You are naturally able to fashion appropriate attire along with the magical act of modifying your appearance. As long as your disguise persists, so do the clothes generated by it (even if they are separated from your person). These clothes can look like anything, be of any material, color, or cut. As they are technically a part of you, they can act as a biological link for the purposes of tracking or thaumaturgy.

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.

Reality Marble [-2, plus powers from "Unlocked Potential"]
Description: A reality marble is placing your own inner world materialized and projected onto reality. You have the ability to project a limited world of your design into reality.
Skills Affected: Conviction, others.
Effects:
Personal Battleground: The created location appears as you choose, it defines your nature, and can take any form. This form cannot change after creation. Additionally, create a pair of Location Aspects that are always in place. (Some canon examples are "Field of Swords," "Overwhelming Forces," "Memory Suppression," and "Desert Wasteland"). These aspects are  important for "Projection," below. These scene aspects cannot be removed, and new scene aspects cannot be created within the Reality Marble.
Projection: As an action, spend a Fate Point and roll your Conviction vs. the highest Discipline of your targets (can name multiple targets within the same zone). If you succeed, you are given a number of free tags to any of your Scene Aspects equal to the margin of success, and only you can access the Aspects. If you tie, you are only given one free tag, but only you can access the Aspects. If you fail, you must spend Fate Points to access your Scene Aspects, and ALL within the Marble may access the Aspects. Regardless of success, all targets are brought within the Marble, and are removed from any current conflict that was not with you.
Trapped: All who enter the Reality Marble are trapped until the Marble is broken, you are Taken Out, or an amount of time equal to your margin of success after "half of minute" on the time table has passed. Extra amount of time can be acquired by taking a Mental Stress for each additional turn. If you choose to end the effect of the power, you may place your victims at any location up to a zone away.
A Reality Marble can be destroyed by a powerful attack targeting it. The Reality Marble automatically has a defense skill of your Conviction + your Margin of Success on the Conviction roll. When the Marble is destroyed or you are Taken Out, everyone returns to where they were when this power activated.
Unlocked Potential
As the Reality Marble follows the rules governed by the creator, the creator often has an ability that is inaccessible to them in the "real world." While within the Reality Marble, you are able to use that special ability.
Purchase a single or multiple powers with +1 point refund due to the limitation of being accessible within the Marble.

ENTHRALLMENT [-2]
Description: You can control minds. It's not quick or easy, but it's effective.
Skills Affected: Discipline.
Effects:
Domination. You may engage a willing or helpless target in a mental conflict. Discipline is used to attack and to defend. You automatically win initiative, and taking an action in this conflict requires a character's full attention. If you are taken out, the conflict ends and you may not resume it for twenty four hours. Each exchange in this conflict takes roughly half an hour by default. You can rush this, but you'll suffer a penalty to all rolls in the rushed exchange. This penalty is -1 for a five minute exchange, -2 for a one minute one, and -3 for a combat-time exchange.
Enthrallment. If you take your target out, you may turn them into a rough thrall or into a Renfield. A rough thrall is identical to the character it once was, except that it now obeys you robotically and takes no initiative. Change its High Concept to reflect that. A rough thrall can recover given roughly a month without re-enthrallment, the help of a wizard or therapist, or a Compel against you on one of its aspects triggered by an attempt to force it to do something diametrically opposed to its nature. A Renfield is similar to a rough thrall, but retains none of its previous memories or identity. Renfields are incurable.
Superior Enthrallment [-1]. Your Enthrallment attacks inflict two additional stress. In addition, you may transform defeated targets into fine thralls. A fine thrall is identical to the character it once was, except it now seeks the goals you assign for it in place of its own. Change its High Concept to reflect that. You may also transform thralls into supernatural beings. Select four Refresh of Powers and stunts. Whenever you enthrall a character, you may grant them those abilities. Change their Aspects to reflect their new nature, as normal.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 09, 2013, 04:18:54 AM
Here's the plan for the update.

(click to show/hide)

Does that sound like a good plan to y'all?

If you have anything to say, anything at all, say it. What you think matters.

Anyway, I'm gonna go PM ways and means now.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: S1C0 on May 10, 2013, 04:44:17 AM
at Sanctaphrax

I am still a noob but i will help with whatever for you cause i owe you for the help ;)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 10, 2013, 07:41:48 AM
I appreciate it.

Since you're new, I doubt you have any opinion on the changes to old Powers. But I'd be interested in hearing your thoughts on sorting.

How do you think the list should be organized? Do you have any categories to suggest? And do you think it's a good idea to do "quality control"?

I dislike the idea of sitting in judgement over everybody's work, but I don't want to hand badly-written powers to unsuspecting people.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on May 10, 2013, 12:09:09 PM
I'm not sure on the rest, but I'm very pro quality control. It's much easier for everyone if the powers are balanced and identically formatted. If you're worried about being the Custom Power Tyrant, you can always ask other people to look over your changes like you usually do.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 10, 2013, 03:08:14 PM
In my experience, other people are rarely all that interested in doing this kind of thing.

So I could end up as Custom Power Tyrant despite trying to avoid that fate.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on May 10, 2013, 04:47:54 PM
Then as long as you do your best, I'm open to a Benevolent Custom Power List Dictatorship.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: GrendalGornych on May 12, 2013, 11:58:22 PM
Howdy..
a thought for a custom power thing..

how would you describe/stat the abilities of a cat/human?
meaning . somebody that can .. land on their feet, twist their body around, the loose skeletal structure of a cat..
claws and Eyesight.
Mostly use Aspects?


Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 13, 2013, 05:51:50 AM
Claws, Echoes Of The Beast, Inhuman Speed, and an Aspect. Maybe also Cloak Of Shadows.

Then as long as you do your best, I'm open to a Benevolent Custom Power List Dictatorship.

I've given this some thought, and I've decided what I'm going to do.

I'll keep the main list as-is, without quality control. But I'll make a second list, which will contain only Powers I would allow a player to use in one of my games. The second list will probably have a section for Powers which I use despite knowing that they are flawed.

That way we can have both an unbiased list which contains everything and a biased list which contains the good (in my opinion) stuff.

Obviously, you can try to change the second list by convincing me that Power X is good/bad.

Also: I encourage other GMs to submit their own personal lists. I'll link them in the first post alongside my own list. That way we can have a Custom Power Democracy. Plus, your players will undoubtedly find it helpful to know what you'll allow.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: S1C0 on May 13, 2013, 05:07:54 PM
at  Sanctaphrax

Sorry about the delay on my reply, a separate list probably would be quick and easy

other than that try keeping the format simple and applied to all powers in the resorce .
   
Title: Re: Custom Powers Master List (Work In Progress)
Post by: polkaneverdies on May 15, 2013, 12:22:52 AM
I like the idea of your newly founded democracy.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 16, 2013, 04:03:42 AM
Looks like the second list plan is a go.

But first, here's the first part of the planned update to the first list.

Stuff I did:

-Tweaked Living Threshold so that its weapon rating varies and it lets you punch ghosts.
-Edited Shadow Rip and Shadow Rend so that they don't require Powers not on the list anymore.
-Edited Puppeteer to not refer to the IoP that the Power was originally made for.
-Reformatted Sponsor.
-Reformatted Aura Of Influence.
-Removed Conceptual Thaumaturgy.
-Added Enthrallment, Reality Marble, Reality Marble, Puppeteer, Shapeshifting Disguise, Aura of Obscurity, Shadow Rip, Shadow Wraith, Long Reach, Telekinesis, Living Threshold, and The Lord Is My Shepherd.
-Added IP?... Please instead of editing Noob Security Systems to not reference IP?... Please.
-Edited Emperor Blessed Tech.
-Removed old versions of Telekinesis and Long Reach.
-Corrected a typo in Bag Of Tricks.

Stuff I still need to do:

-Collect the various "attach this to an IoP" Powers (Spiritual Weapon, Manifested Blade, the whole Shape-shifting Weapon series) and edit them into something good. Get ways and means to help if possible.
-Finish Super Math and add it to the list.
-Rewrite the Scarlet Sword Form Powers. Get ways and means to help if possible.
-Edit Phantom Slashes to make it more clear. Get ways and means to tell me what it was supposed to do if possible.
-Correct sundry typos, etc.
-Consider new sorting system.
-Make second list.

Stuff I removed:

(click to show/hide)

As always, feedback is welcome.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 17, 2013, 05:09:26 AM
Did a bit of digging, came across two more Powers that I should add. One of 'em is actually an edited version of something on the list.

Might do a bit of editing before adding these.

ALTERNATE MAGICAL PARADIGM [-1]
Description: Your magic is different from everyone else's. Where most practitioners cast spells with mental strength and magical knowledge, you use other methods.
Musts: You must possess at least one spellcasting power in order to take this one.
Skills Affected: Any three.
Effects:
Alternate Magical Paradigm. Pick three skills. For the purposes of any spellcasting Powers you possess, use the first in place of your Conviction, the second in place of your Discipline, and the third in place of your Lore.
No Shenanigans. If any of your Powers or Stunts provide a bonus to one of the skills you picked, that bonus does not apply to your spellcasting.

Evothaum [-1] Your mastery of whatevermancy has allowed you to use it far faster than most others. Gain the ability to use whatevermancy at Evocation's methods and speeds, as described in the Sponsored Magic sections (YS Page 288).
Title: Re: Custom Powers Master List (Work In Progress)
Post by: vultur on May 17, 2013, 11:31:12 PM
Evothaum [-1] Your mastery of whatevermancy has allowed you to use it far faster than most others. Gain the ability to use whatevermancy at Evocation's methods and speeds, as described in the Sponsored Magic sections (YS Page 288).

Actually, I was just going to post a question about this...

I'd suggest the name be "Mastery of <Whatever>". e.g. "Mastery of Divination", "Mastery of Biomancy" etc.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 18, 2013, 04:14:33 AM
Sure, sounds good to me.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 19, 2013, 06:17:40 AM
ways and means hasn't gotten back to me, so I guess I'm going to have to do this alone. Without his help I don't know what to do with the Scarlet Sword series or with Phantom Slashes, so I guess I'm giving up on those agenda items.

But I can still make an attempt at the "attach this to a weapon" Powers.

Here goes...

The old Powers:

(click to show/hide)

I think Giant Weapons and its upgrades can be modelled with Natural Weaponry upgrades. So I'll just add a note saying that some Natural Weaponry upgrades are appropriate for Items of Power.

Spiritual Weapon probably doesn't need to be weapon-specific. I'll rename it Spiritual Attack and make it prettier. Apart from that it seems fine...actually, it probably shouldn't work with Strength. But otherwise it seems fine.

Manifested Blade and Shape-shifting Weapon are already included in Item Limitation. But not everybody uses that Power, so I guess I shouldn't delete them. I think I'll revise them into Powers that change the IoP rebate to +1 or to +0.

That's the plan, anyway. We'll see how it works out.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 19, 2013, 07:01:01 AM
Finished Super Math and edited the two Powers from my post on the 16th.

Feedback would be welcome, especially if it includes a better name for Super Math.

(click to show/hide)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Gatts on May 19, 2013, 08:27:17 AM
Feedback would be welcome, especially if it includes a better name for Super Math.

Mathematical Savant?  Living Computer? Numerical Prodigy? Just throwing out some suggestions.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: S1C0 on May 20, 2013, 12:42:17 AM
Try Poly-math it is the word for all around scientists who mainly use math skills at the core
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 20, 2013, 04:28:31 AM
Numerical Prodigy sounds pretty good to me, I think I'll go with that. (Polymath sounds neat, but the meaning isn't math-y enough in my opinion.)

Anyway, here's a Natural Weaponry update and some new Powers that are intended to replace the "attack to an IoP" Powers.

Natural Weaponry hasn't changed much. I just added a note saying that some of the upgrades were suitable for items and edited Venomous Weaponry so that it's clear that the poison effect can be cured.

(click to show/hide)

If these pass muster with the forum, I'll add them to the list.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: S1C0 on May 21, 2013, 02:09:27 AM
At Sanctaphrax

do you think poly-math could be an upgrade to Numerical Prodigy

it would make sense for a basic increase to the powers versatility and could account for the brilliance of the old school

poly-maths, perhaps make it an ability that some pure mortals could take if their aspects reflext the importance of this ability (like the guy from the show Numb3rs)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2013, 02:13:16 AM
do you think poly-math could be an upgrade to Numerical Prodigy

Sure.

What would it do?

Anyway, a character can have Powers and still be narratively mortal. They just won't get +2 Refresh.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: S1C0 on May 21, 2013, 02:21:57 AM
perhaps let it encompass kinetics (more specifically the study of how people move) with higher bonuses for a particular field of

mathematics kinda like a magical refinement. further bonus could be advanced probability manipulation....

just some starter thoughts for an intelligent (n)pc it would be awesome to fight a True Mastermind with math related combat

skills, any thoughts ser
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2013, 02:29:13 AM
Okay, the update's almost done.

Here's what I did:

-Added Numerical Prodigy, Manifested Item, Shapeshifting Item, Spiritual Attack, and Mastery Of Spellcasting.
-Removed Manifested Blade, Spiritual Weapon, Shape-shifting Weapon, Giant Weapons, Mega Weapons, and Giga Weapons.
-Replaced the old versions of Alternate Magical Paradigm and Natural Weaponry with the new versions.

Here's what I still need to do:

-Find a better way to sort this list.
-Make a second list with Powers I'd actually let people use.

Stuff I removed:

(click to show/hide)

PS: It's not too late to criticize the stuff I just added to the list. If something is bad, it can still be changed.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2013, 02:33:20 AM
perhaps let it encompass kinetics (more specifically the study of how people move) with higher bonuses for a particular field of

mathematics kinda like a magical refinement. further bonus could be advanced probability manipulation....

just some starter thoughts for an intelligent (n)pc it would be awesome to fight a True Mastermind with math related combat

skills, any thoughts ser

Being really good at Kinetics could be interesting. Not totally sure how to implement that mechanically though.

For probability manipulation, I suggest you look at the Probability Manipulation Power.

I'd rather use Stunts for specializing in specific areas of math...especially because with the +8 from Numerical Prodigy further bonuses seem pointless.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2013, 04:38:55 AM
Finished updating the list.

Stuff I did:

-Created some new categories.
-Added a quick blurb explaining each category.
-Moved Powers around until they were all in the right category (in my opinion).
-Removed Mind Meld, which I meant to get rid of ages ago.

(click to show/hide)

Now I just have to make a list for Powers I'll allow.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2013, 06:54:06 AM
The list of Powers that I'll allow is done. (https://dl.dropboxusercontent.com/u/43356063/Custom%20Powers%20I%20Like.odt)

Now, does anyone else want to submit the list of Powers that they will allow?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 21, 2013, 07:42:19 AM
Emailed a bunch of GMs about which Powers they'd allow.

And now I'm pretty much done with the list updates.

Feels good.

Thanks to everyone who helped.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on May 22, 2013, 09:06:42 PM
The list seems pretty good, its nice to see all of the stuff in one place, I was a bit sad to see tracing in the maybe list after how long it was floating about, but it alway was a very problematic power in terms of costing.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 22, 2013, 09:10:15 PM
Yeah, I've never really been sure whether Tracing was costed right.

Anyway, I've got a question. How is Phantom Slashes supposed to work?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on May 22, 2013, 10:16:30 PM
It was never very well thought out, it was meant to be a sword of Damocles curse so you do a certain amount of stress and then you can choose when the stress actually comes into effect. So you slash someone with your sword mysteriously causing no harm until maybe a day or so later when a wound mysteriously opens and they bleed out more thematic than useful.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 23, 2013, 03:56:17 AM
So the choice of when the stress will come into effect is made when the attack hits?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on May 23, 2013, 08:39:47 AM
So the choice of when the stress will come into effect is made when the attack hits?

Yes
Title: Re: Custom Powers Master List (Work In Progress)
Post by: vultur on May 26, 2013, 07:22:15 PM
Natural Weaponry + Ranged Weaponry is way better than Breath Weapon, which it seems to replace (three zones vs. one, can make spray attacks). Why is Breath Weapon considered too weak?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on May 26, 2013, 10:32:50 PM
It just doesn't do very much. Its damage is unimpressive and its range is really short. You can do better for 2 Refresh.

There's a more specific reason for Ranged Weaponry's upgrade, though. There's a custom Power called Long Reach, which costs 1 Refresh and lets you do everything from a zone away. It's generally regarded as weak, but pairing it with Claws is clearly superior to Breath Weapon. I prefer to avoid bad comparisons like that, so I increased the range of Ranged Weaponry.

PS: Breath Weapon may or may not be able to make spray attacks.
PPS: Here (http://www.jimbutcheronline.com/bb/index.php/topic,23913.0.html)'s some discussion that you might find interesting.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: vultur on May 27, 2013, 08:43:27 PM
There's a more specific reason for Ranged Weaponry's upgrade, though. There's a custom Power called Long Reach, which costs 1 Refresh and lets you do everything from a zone away. It's generally regarded as weak, but pairing it with Claws is clearly superior to Breath Weapon. I prefer to avoid bad comparisons like that, so I increased the range of Ranged Weaponry.

Ah, OK.

Quote
PS: Breath Weapon may or may not be able to make spray attacks.

Good point, a lot of breath weapons will have "some sort of consistency or spread in the shape of the attack", so probably so.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 04:45:02 AM
I'm about to add the list to the wiki, and the easiest way to get the formatting right is to post it here and copy-paste it over. So here goes...

ADJUSTABLE POWERS

Each one of these Powers is basically a template that you can use to create a wide variety of different Powers. Examples have been provided for some of them, because some people find these Powers difficult to use.


INCITE EFFECT [-1]
Description: You can do a thing. A special thing that cannot be done by most people. Maybe you can control clouds of smoke, maybe you can inflict fear by shouting. Or maybe you can summon the aid of two thousand invisible squirrels. Whatever.
Skills Affected: Any.
Effects:
Incite Effect. Pick a type of effect and a skill that's related to that type of effect. You can use that skill plus two to perform maneuvers and blocks related to that type of effect against anything you can touch. At the GM's discretion, this may also enable Declarations.
At Range [-1]. You may use Incite Effect on anything within your line of sight.
Incite Limited Effect [+1]. (Requires At Range) Do not add two to your skill when using Incite Effect. This upgrade is not compatible with Incite Physical Effect or Incite Mental Effect.
Incite Physical Effect [-1]. You may use Incite Effect to perform attacks that inflict physical stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Endurance to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Avoidable Physical Effect [-0]. (Requires Incite Physical Effect At Range) The targets of your Incite Physical Effect attacks defend with Athletics.
Incite Mental Effect [-1]. You may use Incite Effect to perform attacks that inflict mental stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Discipline to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead. This upgrade does not allow mind control; characters taken out with it are generally overwhelmed with emotion or driven insane.
Incite Potent Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) Attacks that you make with Incite Effect are weapon 4.
Incite Protective Effect [-1]. You may use your the skill that you use for Incite Effect to defend against physical attacks.
Incite Restrictive Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may use Incite Effect to grapple targets within the range of this Power, using the skill that you use for Incite Effect. Grappling with a physical effect inflicts physical stress, while grappling with a mental effect inflicts mental stress.
Incite Mass Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may make spray attacks and zone-wide attacks with Incite Effect. If you attack your own zone, then you are affected normally by the attack. Even if you lack the At Range upgrade, targets defend against your zone attacks as though you had it. This upgrade does not affect your ability to maneuver, and no penalty is incurred when attacking a zone with it.
Incite Explosive Effect [+1]. (Requires Incite Mass Effect) You may not make non-zone-wide attacks with Incite Effect.
Incite Selective Effect [-1]. (Requires Incite Mass Effect) You do not harm yourself when attacking your own zone.
Incite Persistent Effect [-1]. (Requires Incite Mass Effect) When attacking a zone with Incite Effect, 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.
Incite Additional Effect [-1]. You may select another effect to create with this Power. You may also select another skill to use that effect with. If the other upgrades that you have are appropriate for the new effect, you may use them with it. You may also upgrade the new effect separately.

NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to define what your natural weapons are when you take this power. Some of the upgrades for this Power, like Potent, Venomous, and Area Weaponry, may be appropriate as stand-alone Powers that are attached to an Item of 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.
Venomous Weaponry [-2]. You may use your natural weapon to perform special maneuvers. These maneuvers may only inflict one specific Aspect; usually it's POISONED, but it can also be something like ON FIRE or ACCELERATED AGEING if that fits your character better. You may not tag that Aspect, but during your turn in each exchange after the one you performed the special maneuver in each character with that Aspect suffers a weapon 0 physical attack against Endurance with an accuracy equal to the roll you created the Aspect with. This effect ends if the Aspect is removed. You may perform these special maneuvers against every character in a zone, possibly including yourself, if you possess the Area Weaponry upgrade. Outside of a conflict, the effects of these maneuvers are adjudicated by the GM. But as a general rule, they're quickly fatal unless countered by another maneuver.

VARIABLE ABILITIES [-varies]
Description: You have some method of changing what Powers are available to you at any given time.
Note: Variable Abilities is not one Power; it's a whole collection, with each list being a different Power. If you don't trust your ability to create new Powers, stick with the lists provided here. If you do feel capable of writing new Powers, feel free to create your own lists using the ones here as a guide. Remember that if the abilities on the list are all useful in different situations it makes the list more powerful.
Skills Affected: Many.
Effects:
Option List. You have a list of Powers and upgrades and Stunts that you can give yourself with this Power. Your list may be of any length, and it may contain conditions like "Power X and Power Y must be taken together" or "Stunt X can only be taken if Power Y has been taken". Each list has a Refresh surcharge. A list's surcharge is proportional to its length, its flexibility, and the amount of variation among the Powers on it.
Form Points. Once you've paid the Refresh surcharge of your list, you may spend as many additional points of Refresh as you want. For each additional point of Refresh you spend, you get a form point.
Function Follows Form. As a full action, you may allocate your form points to abilities on your list. Each form point is worth 1 Refresh worth of abilities. You must abide by the conditions of your list, but you are under no obligation to keep all (or any) of your form points invested at any time.

Sample Lists:

1 Refresh:

Multi-Purpose Robot Minions
-Any configuration of upgrades you want for Incite Effect (Robot Command). You may also change which skill you use Incite Effect with, within reason. Not sure why you'd want to though.

Masks Of The Human And The Divine
-Incite Protective Restrictive Physical Effect (Flesh Control, with Discipline) [-4]
-Incite Mass Mental Effect At Range (Awe, with Discipline) [-4]

Shrink And Grow
-Diminutive Size [-1]
-Hulking Size [-2]
-Titanic Size [-4]
-Unthinkable Size [-6]
-Inhuman, Supernatural, or Mythic Strength (Requires Hulking or larger size)
-Inhuman, Supernatural, or Mythic Toughness (Requires Hulking or larger size)
-Long Reach (Requires Hulking or larger size)
-Inhuman Speed (Requires Diminutive Size)

Fire And Ice
-Channelling (Fire) [-2], Refinement [-1] (staff focus, +2 offensive control and power), Immunity (Fire) [-2].
-Channelling (Ice) [-2], Refinement [-1] (staff focus, +2 defensive control and power), Immunity (Cold) [-2].

Omni-Weapon
-Whatever variant of Natural Weaponry you want, with whatever upgrades you want.

2 Refresh:

Discount Omnipotence
-Any Incite Effect you want, with whatever upgrades you want.

General Shapeshifter
-Up to two levels of Strength.
-Up to two levels of Speed.
-Up to two levels of Toughness.
-Up to two levels of Recovery.
-Natural Weaponry, with or without Potent, Venomous, and Ranged upgrades.
-Diminutive, Hulking or Titanic Size.
-Spider Walk [-1].
-Wings [-1].
-Aquatic [-1].
-Extra Appendages, with or without upgrades.
-Damage Shield, with or without upgrades.
-Feel No Pain [-3].
-Amorphous Form [-1].
-Swarm Body [-3].
-Superhuman Acrobatics [-1].
-Magical Compartment [-1].
-Cloak Of Shadows [-1].
-Superior Hold [-2].
-Any Echoes Of The Beast, within reason [-1].
-Supernatural Sense, possibly with Strange Senses, from a pool of 3 possible senses.

Werebat Werebear
-Beast Change (Bear) [-1], Echoes Of The Beast (Bear) [-1], Limitation (Strength, Toughness, and Claws, only when transformed) [+1], Inhuman Strength [-2], Inhuman Toughness [-2], Claws [-1].
-Beast Change (Bat) [-1], Echoes Of The Beast (Bat) [-1], Limitation (Size, Wings, Cloak and Speed, only when transformed) [+1], Diminutive Size [-1], Inhuman Speed [-2], Wings [-1], Cloak Of Shadows [-1].

3 Refresh:

Wannabe Listens-To-Wind
-True Shapeshifting [-4], Variable Abilities (General Shapeshifter) [-6].
-Evocation [-3], Thaumaturgy [-3], The Sight [-1], Soulgaze [-0], Wizard's Constitution [-0], Refinement [-3], with fixed focus slots and specializations.

Talismans Of Shendu
-Item Limitation (all variable abilities, you need a little rooster trinket) [+1], Telekinesis [-3], Wings [-1].
-Item Limitation (all variable abilities, you need a little ox trinket) [+1], Inhuman Strength [-2], Inhuman Toughness [-2].
-Item Limitation (all variable abilities, you need a little snake trinket) [+1], Cloak Of Shadows [-1], Enhanced Invisibility [-3].
-Item Limitation (all variable abilities, you need a little sheep trinket) [+1], Projected Spirit Form [-4].
-Item Limitation (all variable abilities, you need a little rabbit trinket) [+1], Supernatural Speed [-4].
-Item Limitation (all variable abilities, you need a little dragon trinket) [+1], Potent Ranged Area Natural Weaponry [-4].
-Item Limitation (all variable abilities, you need a little rat trinket) [+1], Incite Restrictive Physical Effect At Range (Object Animation) [-4].
-Item Limitation (all variable abilities, you need a little horse trinket) [+1], Supernatural Recovery [-4].
-Item Limitation (all variable abilities, you need a little pig trinket) [+1], Supernatural Sense (Thermal Vision) [-1], Potent Ranged Natural Weaponry [-3].
-Item Limitation (all variable abilities, you need a little monkey trinket) [+1], Sponsored Magic (Transformation) [-4].
-Item Limitation (all variable abilities, you need a little dog trinket) [+1], Undying [-0], Supernatural Toughness [-4].

LIMITATION [+varies]
Description: Your abilities are limited in some way.
Note: You may take this Power multiple times. The cost of this Power will vary from game to game, and if its importance changes during play it might be necessary to change its cost or compensate with Compels.
Skills Affected: None.
Effects:
Limited Powers. Attach this Power to at least one other Power that you possess. Then select a circumstance. Whenever that circumstance applies, you lose the attached Power(s).
Rebate. This Power reduces the Refresh cost of the attached Powers. The amount the cost is reduced by depends on whether the limitation is mild, moderate, severe, or extreme.
GM's Discretion. Sometimes the formulas given here will give fractional Refresh costs, and sometimes it will be difficult to classify how serious a limitation is. In such cases, all final costs are determined by the GM. If a Power has drawbacks, then it cannot be attached to Limitation unless the GM approves. In some situations it may be appropriate to have Limitation not affect a Power's cost or to have it limit a Power's positive effects without affecting its negative effects.

ITEM LIMITATION [+varies]
Description: Some of your Powers are tied up in a physical object or another thing that can be transferred from person to person.
Note: This Power usually represents a magical object that grants abilities its holder. When it does, the object in question can be indestructible or have whatever other magical effects seem appropriate as long as those effects don't make it mechanically more useful than a mundane item.
Skills Affected: None.
Effects:
Item Limitation. This Power has all of the effects of Limitation. In addition, when this Power causes you to lose your Powers it is possible for another character to take this Power from you. Whoever has this Power also has every Power attached to it. Define the process by which this Power can be borrowed/stolen when you define your Limitation.
Permanent Changes. Whenever a Milestone occurs, the current owner of this Power becomes the permanent owner of this Power. Revise character sheets accordingly. Bear in mind that the seriousness of a Limitation can vary from character to character.
Purpose [-0]. This Power has an Aspect attached to it.

Examples (from the Hypothetical Average Game):

Mild limitations:
-Toughness is ignored by copper weapons soaked in pig's blood
-True Faith Powers only function if you pray five times a day while facing Mecca at the appointed times
-Telekinesis and Strength Powers stop working if you are unable to move your arms

Moderate limitations:
-Toughness is ignored by magical attacks
-Strength, Speed, and Claws are only available while you are using Beast Change
-You need to cast a 5-shift evocation to activate your Natural Weaponry for the scene

Severe limitations:
-Toughness is ignored by cold iron
-Sponsored Sun Magic can only be used in sunlight
-You have to make a virgin human sacrifice in order to activate your Recovery for a session

Extreme limitations:
-Toughness applies only to magical attacks
-You can only use your magic sword against major demons and fallen angels
-It takes you three full days of meditation to use Beast Change, and you can only use your physical powers while transformed
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 04:51:14 AM
Actually, it turns out I need to copy everything to Google Sites first to remove the background colour. Man this is convoluted.

Still, it seems to be working.

CREATURE FEATURES

These Powers represent the innate, usually physical, abilities that inhuman beings have due to the ways that their bodies are built. Of course, these Powers can often be re-flavoured to represent abilities that have nothing to do with bodily make-up.


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, nobody gets a free tag for inflicting a physical consequence on you.
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.

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]. (Requires Sealed Compartment) 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.

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.

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.
Effects:
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.
Do Not Touch. This Power inflicts a -1 penalty on all attempts to grab or hold you. Characters may choose to ignore this penalty, but if they do so then you may roll to inflict stress upon them as though you were defending against an unarmed attack with accuracy 0. At the GM's discretion, Stunts and Powers that provide odd methods of grappling may negate this effect.
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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 04:52:31 AM
DANGEROUS AURA [-2]
Description: Standing near you is dangerous.
Effects:
Dangerous Aura. Whenever another character spends any part of their action inside your zone, this Power makes a Fair attack against their Endurance at weapon 0. The attack occurs at the end of the target's action. This power can be turned off and does not affect the user.
Can't Touch This. Add two to the weapon rating of this Power's attacks against characters that spend their actions grappling you. At the GM's discretion, Stunts and Powers that provide odd methods of grappling may negate this effect.
Avoidable Aura [-0]. This Power makes attacks against Athletics instead of Endurance. This upgrade is not compatible with Mental Aura.
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. If an action requires you to touch something, you can do it from a zone away.
Extended Reach [-1]. If an action requires you to touch something, you can do it from three zones away.
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, others.
Effects:
Multiple Targets. You may make spray attacks with anything, within reason.
Mix And Match. You may use multiple different actions in a single spray attack. Use the lowest applicable skill. You may also make attack-like (offensive, not navel-gazing) maneuvers and blocks as part of a spray attack. In order to grapple as part of a spray attack, you must invoke an Aspect for each character grappled.
Flurry Of Blows [-1]. You may direct multiple attacks (or maneuvers, or blocks) within a single spray at one character.
Excellent Coordination [-1]. For each purchase of this trapping, add 1 shift to each attack, block, or maneuver within spray attacks that you make. This cannot increase the number of shifts for any action beyond the number of shifts that you had to split up between actions in the first place. This trapping may be purchased up to twice.

DRONES [-2]
Description: You possess a number of small sub-beings that act as extensions of yourself. Perhaps you can send your eyes out ahead of you, or perhaps you're hooked up to a network of little robots. Whatever.
Skills Affected: Alertness, Investigation, Lore.
Effects:
Drones. You have two drones. These drones are small characters, with skills equal to your own. They share none of your Powers, with the exception of Supernatural Senses. They possess the Diminutive Size Power. They also have 1 Refresh of other abilities, generally either a Supernatural Sense or Wings. You share the senses of your drones, and you may speak through them. They do not act independently, and it requires a supplemental action to direct them. If you wish to have a drone take an actual action other than moving, you must use a full action to direct it. If they are damaged, you take the damage in the form of mental stress. 
Power Channel [-1]. Pick one of your other powers. Your drones have access to that power.
More Drones [-1]. You have a lot of drones. If you need an exact number for whatever reason, a dozen is about right.


FAERIE MAGIC

The magic of faeries. Pretty self-explanatory.


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.


ITEMS OF POWER

Powers other than Items of Power that have to do with powerful items.


BAG OF TRICKS [-1]
Description: For whatever reason, you have access to a few minor magical trinkets.
Skills affected: Contacts, Resources, Burglary, Lore.
Effects:
Enchanted Items. You have four potions, each with a strength equal to your Contacts, Resources, Burglary, or Lore skill. You may not increase their strength in any way. At the beginning of each session, you must declare which potions you have on hand.
More Trinkets [-1]. You have four additional potions. Furthermore, you may choose to leave potion slots open to be filled later with Declarations.

MANIFESTED ITEM [-varies]
Description: You may summon your Item of Power out of thin air.
Musts: You must attach this Power to an Item of Power.
Skills Affected: None.
Effects:
Manifested Weapon. You may call the attached item to to your hand as a supplemental action. When you're not using it, you may have it disappear until you call it again.
No Rebate. Because this Power negates the drawbacks of Item of Power, it negates the Refresh rebate provided by Item of Power.

SHAPESHIFTING ITEM [-varies]
Description: Your Item of Power can change shape slightly.
Musts: You must attach this Power to an Item of Power.
Skills Affected: None.
Effects:
Shapeshifting Item. You can make the attached item grow, shrink, and change its shape somewhat. This effect is limited; a sword could change into an axe but not into an item that's significantly mechanically different from a sword. The size changes are also limited; as a general rule you can't go smaller than a coin or bigger than a person, but the exact limits will depend on the original size of the item.
Reduced Rebate. Any item with this Power will always be easy to conceal. As such, the Item of Power rebate for any item with this Power is limited to +1.

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.


LUCK POWERS

Powers that affect probability. Be warned: these Powers tend to mess with the game’s basic dice mechanics.


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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 04:56:25 AM
MARTIAL ARTS

Supernatural martial arts styles and techniques.


SUPERNATURAL MARTIAL ARTS [-1]
Description: You can improve your performance in combat by channelling magical energy.
Skills Affected: Combat skills.
Effects:
Special Techniques. You know three techniques from the following list. You may enhance your physical attacks and defences with them by taking a mental stress hit with a value equal to the combined cost of the techniques that you're using. So to use two techniques that each cost 1 stress to enhance an attack, you'd have to fill in your second mental stress box. Mental armour is useless against this cost. You must declare technique use before rolling. You may only use any given technique once per roll. At the GM's discretion, techniques beyond the ones presented here might exist. These techniques may not enhance spells or non-physical attacks.
More Techniques [-1]. You know three additional techniques. You may take this upgrade more than once, but you cannot take any technique more than once.
Overdrive [-0]. You spend physical stress instead of mental stress to use your techniques. Spending physical stress this way bypasses all armour and all extra physical stress boxes from Powers.
Varied Techniques [-1]. You may spend either physical or mental stress in order to use your techniques. Spending physical stress this way bypasses all armour and all extra physical stress boxes from Powers.

EIGHT GATES RELEASED FORMATION [-3]
Description: You are able to push your life force through your muscles. This makes you faster and stronger, but damages your health rather badly.
Note: Consequences taken to fuel this Power are unaffected by Recovery Powers and do not start to heal until the scene after they are activated. Strength and Speed Powers granted by this Power do not stack with other Strength and Speed Powers. A character may take any number of supplemental actions with this Power in an exchange.
Skills Affected: Endurance, Fists, Might, Weapons, Athletics, Alertness
Effects:
Gates of Opening and Healing. As a free action during your turn, you may take a mild (or worse) physical consequence to open the Gate of Opening. This gives you Inhuman Speed and Strength for the rest of the scene. While the Gate of Opening is open, you may take a supplemental action to open the Gate of Healing. Upon opening the Gate of Healing you may clear your physical stress track as though the scene had ended. This has no effect on consequences.
Gates of Life and Pain [-1]. While the Gate of Healing is open, as a free action during your turn you may take a moderate (or worse) physical consequence to open the Gate of Life. This gives you either Supernatural Speed or Supernatural Strength for the rest of the scene (you choose which). While the Gate of Life is open, you may take a supplemental action to open the Gate of Pain. This gives you armour 2 against all physical stress for the rest of the scene. This armour stacks with armour from Toughness but not with other forms of armour.
Gates of Limit and View [-1]. While the Gate Of Pain is open, as a free action during your turn you may take a severe (or worse) physical consequence to open the Gate of Limit. This gives you Supernatural Strength and Speed for the rest of the scene. While the Gate of Limit is open, you may take a supplemental action to open the Gate of View. This wreathes your hands in weapon 4 fire for the rest of the scene, and allows you to attack entire zones with melee attacks without risk of harming yourself for the rest of the scene.
Gates of Wonder and Death [-1]. While the Gate Of View is open, as a free action during your turn you may take an extreme physical consequence to open the Gate of Wonder. This gives you Mythic Speed, Mythic Strength, and armour 4 against all physical stress for the rest of the scene. This armour stacks with armour from Toughness but not with other forms of armour. While the Gate of Wonder is open, as a free action during anybody's turn you may open the Gate of Death. This gives you +2 to all physical rolls and makes you immune to all physical stress, but kills you in four exchanges (or roughly one minute outside of a conflict).

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.

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).


MINOR ABILITIES

Powers that didn’t really fit anywhere else.


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.

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.

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. 

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 [-1]. 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.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 04:57:23 AM
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.

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.

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

"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.

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. 

SPIRITUAL ATTACK [-2]
Description: You have the ability to strike people's souls, hurting or killing them without leaving a mark on their bodies.
Skills Affected: Fists, Weapons, Guns
Effects:
Spiritual Attack. When you attack someone unarmed or with a personal-scale weapon, you may choose to inflict mental stress instead of physical stress. If you do so, the attack does not inflict bonus stress due to Strength Powers. You may not use this Power with attack spells or with indirect attacks like landmines.

[-1] Emperor Blessed Tech - You may ritually consecrate pieces of technology, rendering them immune to hexing so long as you wield them.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 04:59:02 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) 

AURA OF INFLUENCE [-0]
Description: Since you are 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.
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, or GOD OF WAR.
Skills Affected: None.
Effects:
Powerful Presence. Simply by being present in a scene, you apply a sticky Aspect to that scene. This Aspect must somehow relate to the associations of your High Concept. For example, the Summer Lady might apply HEAT OF PASSION or RAMPANT PLANT GROWTH while an angel might apply HOLY LIGHT or FEELING OF DIVINE NEARNESS.  Applying this aspect does not grant you a free tag. Select the Aspect that you apply when you take this Power.
Difficult To Suppress. You may attempt to suppress this ability by making a Discipline roll. This requires an action if you do it in the middle of a scene. The default difficulty is Superb, but areas directly hostile to or unusually resonant with your High Concept may modify this. If you succeed, no aspect is applied. You may stop supressing this ability at any time as a free action.

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.

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.

SPONSOR [-0]
Description: You are sponsored by a higher power.
Skills affected: All.
Effects:
Sponsored Assistance. You may invoke Aspects by taking points of debt to your sponsor, as per the Sponsored Magic rules (YS288).

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.

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 [-2]
Description: You can teleport from one space to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement. You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground. If you are being grappled or otherwise grabbed when you move, the character holding onto you must roll Might against your movement roll. If they succeed they come with you; if they fail their grasp is broken.
Rapid Teleportation [-1]. Add four to your Athletics when using it to move with this Power. In addition, you may move an additional zone when taking a supplemental action to move with this Power.
Long-Distance Teleportation [-1]. (Requires Rapid Teleportation) You may teleport to any place in the world given a few minutes. At the GM's discretion, this effect may be limited by the speed of light.
Sight-Affirmed Teleportation [+1]. Your movement is impeded by anything that blocks your vision. Apply blocks and penalties that apply to your vision to your movement, and do not ignore them with the base effect of this Power.

MIGHT OVER MAGIC [-2]
Description: You can shatter magical effects through physical force.
Skills Affected: Might, Fists, Weapons.
Effects:
Disruptive Strikes. You destroy ongoing spells by hitting them. Doing so requires you to roll your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Parry Magic. You may use your Might skill plus half of any stress bonus you have from Strength Powers in place of your Athletics skill to defend against magical attacks and maneuvers.
Anti-Magic Attacks. You may use Fists in place of Might with this Power, but you receive no benefit from weapons while doing so unless you can wield them with Fists. You may also use Weapons in place of Might with this Power, but only if you are armed with a weapon suitable for use with Weapons.
Skill Over Magic [-0]. When you use your Might (or Fists, or Weapons) skill to defend against a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll in place of their own. However, you do not benefit from Strength or weapon ratings when using this Power.
Living Counterspell [-1]. When you use your Might (or Fists, or Weapons) skill to defend against a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll in place of their own.
Superior Might Over Magic [-2]. Add four to your Might (or Fists, or Weapons) skill when using it with this Power.

[-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.

Shadow Wraith [-2]
Once per night, you are able to release the greater portion of your Shadow to act independently. This creates a Shadow (use the Spectre as a base template, add all of you Skills/Powers) that is completely under your command. You may actively extend your awareness through your Shadow, speak through it, etc… as per The Shadow Knows, otherwise the Shadow acts independently. The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the lesser shadows from whence it came. All of your Shadow based powers will be at -1 until your Shadow returns to its’ proper place.

Shadow Rip [-1]
Requires a reflavoured All Creatures Are Equal Before God Power that works by attacking the target's Shadow. When an opponent is Taken Out due to damage to their Shadow, you may tear that Shadow loose, freeing it from their body, and creating a Spectre-like creature (with the skills and powers of the original) under your control. 
Use the Spectre as a base for the Shadow, but add any Powers/Skills of the original. Note: the Shadow suffers a penalty of -1 to all skill/power rolls.
The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the shadows from whence it came.
Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.

Aura of Obscurity [-0]
Description: You cannot be photographed clearly- be it film, digital, or video, you are somehow always out of focus, blurred, etc… Furthermore, people who don’t know you well have a very difficult time remembering you clearly.
Musts: a suitably sneaky supernatural, vampiric, or magical Aspect.
Skills Affected: Alertness, Deceit, Discipline, Stealth 
Effects:
Image Obscurity: Unlike the Vampires of old, you can be photographed… it just doesn’t work very well. Film, digital and video images of you are always just out of focus, blurred, or otherwise subtly altered in such a way as to make your image impossible to positively identify. Note that these images are otherwise unaffected.
Veil of Obscurity: Rather like your image on film, people have a difficult time clearly remembering details about you. General information or memories are completely untouched.
“yeah, a guy came through here a while ago…”
Do you remember what he looked like?
“uh… not really. Average height and build, I guess…”
Did you talk to him?
“Yeah, I guess so… nothing important. Asked for directions, I think.”
Directions to where?
“I don’t know… somewhere around here.  Look, I, uh… I gotta go.”
Add +2 to the difficulty of remembering any significant details regarding the character (vrs Awareness or Discipline, as appropriate).
People so affected generally tend to avoid those memories entirely, as their attention just never quite gels on you or your presence, leading to an overall feeling of unease which is best just avoided.
Any significant interaction, such as a conversation of over a minute or one of real importance, threats or actual violence, etc… will nullify the power completely.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 05:00:31 AM
NEVERNEVER POWERS

Powers that have to do with spirits, demons, and controlling areas of the Nevernever.


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. 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.
No Real Body. You don't have a real body. Powers that allow characters to enter the bodies of others, like Possession, cannot be used on you.
Vulnerabilities. Certain physical things can harm you despite your intangibility. These things include ghost dust and fire. What's more, you cannot cross thresholds at all.
Unrealistic Spirit Form [-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.
Spiritual Body [-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. Size, Toughness, and Stoicism powers apply to this track, but mental stress bypasses physical Powers and vice versa. 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.
Quasi-Solid Spirit Form [-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 and moving small objects.
Optional Spirit Form [-2]. You may suppress or reactivate this Power whenever you please. Doing so takes an action if you are engaged in a 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, and physical creatures that can become ethereal almost certainly don't.)
Projected Spirit Form [-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. This upgrade is not compatible with Optional Spirit Form.
Involuntary Spirit Form [+1]. (Requires Optional Spirit Form or Projected Spirit Form) 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.

INHABIT [-2]
Description: You can enter inanimate objects, which you can then use as though they were physical bodies.
Musts: You must have an Aspect referring to the objects you inhabit, which can be invoked or compelled to reflect the abilities and limitations of your object-bodies.
Skills Affected: Many.
Effects:
Inhabitation. Once per scene, you may enter and control an inanimate object. While you are inside an object, you may control it as though it were your body. If your object-body is Taken Out, you may be ejected during Take-Out narration. Otherwise you may stay as long as you wish. Use your own skills and Powers to represent the abilities of your object-body. Spirit Form is an exception to this; if you have it, it's suppressed while you inhabit an object. If your object-body should logically have a Size Power that you don't have, you can't inhabit it. If it should logically lack a Size Power that you have, you lose your Size Power while inhabiting it. If you have a Size Power that is effectively a greater version of the one you need, you may reduce it; for example, a character with Titanic Size could inhabit an object with Hulking Size.
Semi-Animate. While inhabiting an object, you have the Semi-Animate Power.
Abandoned Body. While you are inside an object, you are entirely subsumed into the object until you leave into the area surrounding the object. You can act only through that object.
Inhabit Specific Type Of Thing [+1]. You can only inhabit a specific type of object, like cars or corpses or clouds. The type of object should be specific enough that one won't always be available to inhabit.
Improved Inhabitation [-varies]. For every point of Refresh invested in this upgrade, you can copy one Refresh worth of Powers or one Stunt from an object whenever you inhabit that object. Select the Powers that you copy when entering the object. Inhabiting the corpse of a swordsman might grant a sword-related stunt, while inhabiting an iron statue might grant Toughness. This may be used to purchase Size Powers, allowing you to possess objects that would normally be too big or too small for you.

SPIRITUAL PARASITE [-1]
Description: You can invade the minds of others. You can't take over completely, but you can influence your hosts pretty strongly.
Skills Affected: Discipline, others.
Effects:
Spiritual Parasitism. You may attempt to enter the bodies of other characters, willing or otherwise. Entering an unwilling character requires you to win a mental conflict, which uses the same timeframe and initiative as a physical fight. Discipline is used to attack and defend in that conflict. During the conflict, you are treated as though you were inside your target's body for the purposes of the Abandoned Body and You're Not Hurting Me Trappings. Taking an action in that conflict takes a character's full attention. If you win the conflict, you may enter the target's body. If you lose, then you fail to do so and may not try again until the next session.
Sponsor. While you are inside a character, that character has a temporary Aspect that indicates your presence. In addition, you may allow them to spend your Fate Points. For each Fate Point they spend this way, they acquire a point of sponsor debt. The debt is to you, and you may choose to use it for a Compel whenever you please.
Corrupting Influence. While you are inside another character, both you and your host gain a new stress track called the control track. The control track's length is determined by Conviction, and stress and consequences inflicted to it do not heal normally. At the end of each scene, you and your host may make a control attack against each other. Use Discipline to attack and to defend. If your host takes you out, you must leave their body. If you take them out, clear both your control track and theirs. Also you may either inflict a Compel upon them as though they had taken a point of sponsor debt to you or change one of their permanent Aspects. The extent of an Aspect change caused by this Power is roughly equal to the extent of an extreme consequence.
You're Not Hurting Me. You cannot be targeted with physical or mental attacks while in another character's body, barring special Powers or unusual circumstances. Social attacks can target you normally, though, and you may not transfer backlash or stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict.
Abandoned Body. While you are in another character's body, you are entirely subsumed into your host until you leave into the surrounding area. You cannot take physical actions. Nobody save your host can perceive you unless they have The Sight or another such effect.
Helpful Spiritual Parasite [-1]. While you are in another character's body, you may attempt grant that character a +1 bonus whenever they use any skill. If they accept the bonus, you get a stackable +2 bonus to the control attack that you make at the end of that scene.
Benevolent Spiritual Parasite [+1]. (Requires Helpful Spiritual Parasite) You may not make a control attack at the  end of a scene unless your host accepted a bonus that scene. And even if they did accept a bonus, your attack skill is automatically Mediocre (+0) before bonuses. Whenever your host goes a full session without using a bonus, they may clear their control stress track and begin to recover control consequences normally. On the upside, your host can no longer make control attacks against you at the end of each scene. Barring some sort of exorcism, you're there until you decide to leave.

SPIRITUAL SYMBIOTE [-1]
Description: You're a spiritual symbiote of sorts; you enter the bodies of other people and make them stronger.
Musts: You must have an Aspect reflecting this Power.
Skills Affected: Many.
Effects:
Integration. You may enter the bodies of willing characters. Entering or leaving a body in a conflict takes your action, and you can stay until you decide to leave or are kicked out by your host. While you are in a character's body, that character has access to your stunts, skills, and Powers. Size Powers and Spirit Form are exceptions to this. Other exceptions should be handled through Compels or through the Limitation Power.
Abandoned Body. While you are in another character's body, you are entirely subsumed into your host until you leave into the surrounding area. The only things you can do are look through your host's senses and talk to your host. Nobody save your host can perceive you unless they have The Sight or another such effect.
You're Not Hurting Me. You cannot be targeted with physical attacks while in another character's body, barring special Powers or unusual circumstances. Characters looking to take you down violently will probably have to settle for knocking the person whose body you're using unconscious. Mental and social attacks can target you normally, though, and you may not transfer backlash or physical stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict.

POSSESSION [-1]
Description: You can take over the bodies of others. Maybe only if they consent, maybe even if they don't.
Skills Affected: Discipline, others.
Effects:
Possession. You may enter the bodies of willing characters. Entering or leaving a body in a conflict takes your action, and you can stay until you decide to leave or are kicked out by your host. While you are in a character's body, you may control that body as though it were your own. Use your own skills and Powers when doing so. Size Powers and Spirit Form are an exception to this: use your host's Size Powers in place of your own, and if you have Spirit Form it is suppressed while you're in someone else's body. You may also use certain other Stunts and Powers possessed by your host, generally those relating to raw physical ability or the reactions of other characters to your host's body. Some of the host's skills may also modify your own, generally along the same guidelines as Powers and Stunts. The GM is the final judge of which of the host's Powers and Skills and Stunts apply to you.
You're Not Hurting Me. You cannot be targeted with physical attacks while in another character's body, barring special Powers or unusual circumstances. Characters looking to take you down violently will probably have to settle for knocking the person whose body you're using unconscious. Mental and social attacks can target you normally, though, and you may not transfer backlash or physical stress costs to your host. If your host is drawn into a mental conflict, you may participate in that conflict.
Spiritual Eviction. If you end up controlling a host who wants you out, that host may engage you in an opposed Discipline roll. If they win, you are forced out of their body. If you entered their body with their consent, your host may attempt one such roll as soon as they decide to kick you out. Regardless, they may attempt one such roll every time you control their body for another continuous day and every time you use their body to damage them or something they care about. In extreme situations, such as forced suicide, your host may benefit from a circumstantial bonus to the opposed Discipline roll.
Abandoned Body. While you are in another character's body, you are entirely subsumed into your host until you leave into the surrounding area. You can act only through your host's body. Nobody save your host can perceive you unless they have The Sight or another such effect.
Hostile Possession [-2]. You may attempt to possess unwilling victims. This requires you to win a mental conflict, which uses the same timeframe and initiative as a physical fight. Discipline is used to attack and defend in that conflict. During the conflict, you are treated as though you were inside your target's body for the purposes of the Abandoned Body and You're Not Hurting Me Trappings. Taking an action in that conflict takes a character's full attention. If you lose the conflict, you fail to possess the target and can't try again until the next session. If you win, you possess the target normally. If a character is possessed by multiple characters with this Power, the most recent possession takes precedence.

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.

SPIRITUAL CO-PILOT [-1]
Description: A spirit dwells inside you, granting you power in exchange for control over you. Draw upon it too heavily, and you may become its puppet.
Musts: You must have an Aspect reflecting your spiritual partner. If you act against your Co-Pilot's agenda, a Compel may deny you access to this Power.
Note: This Power is usually taken alongside the Sponsor Power. It is not compatible with Immunity to the stress that it inflicts.
Skills Affected: Discipline, others.
Effects:
Spiritual Power. Whenever you use a skill, you may choose to treat it as though it were one point higher. Do this before rolling.
The Struggle For Control. You have an additional stress track, called the control track. The length of this track is determined by your Conviction. Stress and consequences taken on this track do not begin to heal until you go a full session without using Spiritual Power.
The Price Of Power. At the end of any scene in which you use the Spiritual Power trapping, you suffer a control attack. The accuracy of this control attack is twice the number of times you used Spiritual Power in that scene, and has no weapon rating. Defend with your Discipline skill. If this attack takes you out, you receive a Compel as though you had taken a point of Sponsor Debt. Alternately, the GM may choose to alter one of your permanent Aspects.

Demonic Co-Pilot [-0]
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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 05:02:21 AM
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.

REALITY MARBLE [-1]
Description: You can travel to a magical sub-universe of your own creation and drag other people with you.
Note: Many characters are more powerful inside their Reality Marble than they are outside of it. Such characters should attach an appropriate version of the Limitation Power to whatever Powers they have while inside the Marble.
Skills affected: Conviction, others.
Effects:
Personal Universe. You have a personal universe called a Reality Marble. Design it when you take this Power. You may give it an Aspect of your choice, and as long as it has at least one zone you may give it any number of zones you want and arrange them as you please. You must designate one zone as the "entry zone" which characters arrive in when you use this Power. Your Reality Marble cannot be inhabited, and its design cannot include anything that gives you a significant advantage.
Reality Marble. As an action, you may spend a Fate Point to enter your Reality Marble. If you wish to bring other people with you, you may roll your Conviction skill. Then every other character in your zone is forced to enter your Reality Marble with you unless they beat your roll with a defense roll using Conviction or Athletics. People drawn into the Marble remain there until you decide to send everyone back or lose consciousness. You can't send people back one by one; it's all or nothing. And you can't keep people longer than the time indicated by adding your Conviction roll to "half a minute" on the time chart.
Different Rules [-varies]. Your Reality Marble has a special rule. Negotiate the effects and costs of this upgrade with your GM. You can only purchase this upgrade once. Here are some examples of possible special rules, with appropriate costs:
[-1] Peaceful World. Inside your Marble, all attempts at physical violence face a block with strength equal to your Conviction. In addition, all characters in your Marble have armour 4 against all physical attacks.
[-1] Random Entry. Instead of entering the Marble through the entry zone, characters are randomly scattered among the zones of the Marble. If the Marble is large enough, this may prevent them from seeing each other when they enter.
[-1] Clinging Marsh. The soft and sticky ground of the Marble imposes a border value of 1 on every zone.
[-1] Heavy Gravity. Might restricts all physical skills inside the Marble.
[-2] Anti-Technology Field. Anything rated 8 or lower on the hexing table fails to function inside the Marble.
[-2] Killing Heat. Everyone faces an accuracy 6 weapon 2 attack against their Endurance each exchange from the extreme heat of the Marble.
[-2] King Of The Hill. You enter your Marble in a different zone than everyone else. A zone border equal to your Conviction blocks entry to your zone, and its fortifications add 3 to whatever armour value its occupants have against attacks coming from outside of it.
[-3] Ocean Depths. The entire Marble is underwater.

Reality Marble [-2, plus powers from "Unlocked Potential"]
Description: A reality marble is placing your own inner world materialized and projected onto reality. You have the ability to project a limited world of your design into reality.
Skills Affected: Conviction, others.
Effects:
Personal Battleground: The created location appears as you choose, it defines your nature, and can take any form. This form cannot change after creation. Additionally, create a pair of Location Aspects that are always in place. (Some canon examples are "Field of Swords," "Overwhelming Forces," "Memory Suppression," and "Desert Wasteland"). These aspects are  important for "Projection," below. These scene aspects cannot be removed, and new scene aspects cannot be created within the Reality Marble.
Projection: As an action, spend a Fate Point and roll your Conviction vs. the highest Discipline of your targets (can name multiple targets within the same zone). If you succeed, you are given a number of free tags to any of your Scene Aspects equal to the margin of success, and only you can access the Aspects. If you tie, you are only given one free tag, but only you can access the Aspects. If you fail, you must spend Fate Points to access your Scene Aspects, and ALL within the Marble may access the Aspects. Regardless of success, all targets are brought within the Marble, and are removed from any current conflict that was not with you.
Trapped: All who enter the Reality Marble are trapped until the Marble is broken, you are Taken Out, or an amount of time equal to your margin of success after "half of minute" on the time table has passed. Extra amount of time can be acquired by taking a Mental Stress for each additional turn. If you choose to end the effect of the power, you may place your victims at any location up to a zone away.
A Reality Marble can be destroyed by a powerful attack targeting it. The Reality Marble automatically has a defense skill of your Conviction + your Margin of Success on the Conviction roll. When the Marble is destroyed or you are Taken Out, everyone returns to where they were when this power activated.
Unlocked Potential
As the Reality Marble follows the rules governed by the creator, the creator often has an ability that is inaccessible to them in the "real world." While within the Reality Marble, you are able to use that special ability.
Purchase a single or multiple powers with +1 point refund due to the limitation of being accessible within the Marble.

SPIRIT VESSEL [–1]
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.


PSYCHIC ABILITIES

Mental Powers. Often focused around knowing things and controlling people.


ENTHRALLMENT [-2]
Description: You can control minds. It's not quick or easy, but it's effective.
Skills Affected: Discipline.
Effects:
Domination. You may engage a willing or helpless target in a mental conflict. Discipline is used to attack and to defend. You automatically win initiative, and taking an action in this conflict requires a character's full attention. If you are taken out, the conflict ends and you may not resume it for twenty four hours. Each exchange in this conflict takes roughly half an hour by default. You can rush this, but you'll suffer a penalty to all rolls in the rushed exchange. This penalty is -1 for a five minute exchange, -2 for a one minute one, and -3 for a combat-time exchange.
Enthrallment. If you take your target out, you may turn them into a rough thrall or into a Renfield. A rough thrall is identical to the character it once was, except that it now obeys you robotically and takes no initiative. Change its High Concept to reflect that. A rough thrall can recover given roughly a month without re-enthrallment, the help of a wizard or therapist, or a Compel against you on one of its aspects triggered by an attempt to force it to do something diametrically opposed to its nature. A Renfield is similar to a rough thrall, but retains none of its previous memories or identity. Renfields are incurable.
Superior Enthrallment [-1]. Your Enthrallment attacks inflict two additional stress. In addition, you may transform defeated targets into fine thralls. A fine thrall is identical to the character it once was, except it now seeks the goals you assign for it in place of its own. Change its High Concept to reflect that. You may also transform thralls into supernatural beings. Select four Refresh of Powers and stunts. Whenever you enthrall a character, you may grant them those abilities. Change their Aspects to reflect their new nature, as normal.

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.

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.

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.

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.

INEXPLICABLE KNOWLEDGE [-1]
Description: You know things. More things than you ought to know.
Musts: You must have an Aspect related to your knowledge.
Skills Affected: Knowledge skills.
Effects:
Inexplicable Knowledge. You can learn or already know absolutely anything by making a successful roll with an appropriate knowledge skill. (If no skill seems appropriate, use Lore or Scholarship.) The difficulty of these rolls is set by the GM. If your knowledge is limited somehow, like by the sum total of all written information, resolve such limitations through Compels.
Dangerous Knowledge [-1]. Whenever you fail a knowledge roll, you may choose to succeed automatically. If you do so, you suffer a weapon 0 mental attack with an accuracy equal to the difficulty of the knowledge roll that you failed. Use your Discipline to defend against this attack. At the GM's discretion, you may be able to pay some other cost (in Fate Points, consequences, or something else) in order to know something without an attack.
Mental Library [-1]. 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.
Superior Mental Library [-1]. (Requires Mental Library) Increase the rating of each of your mental libraries by two.
Searchable Mental Library [-1]. (Requires Mental Library) All research using your mental library is two time increments faster.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 05:03:32 AM
TELEKINESIS [-2]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. Whenever you would use your Might skill, you may use your Conviction skill instead. If you have a Strength Power you may apply its lifting, breaking, and grappling bonuses to your Conviction skill.
Telekinetic Reach. If an action would normally require you to touch something, you can do it from a zone away. If you use this effect to do something which requires good fine motor control, your Discipline restricts whatever skill you use.
Telekinetic Attacks. You may use your Discipline skill to hit people either unarmed or with objects. Attacks made with this effect include stress bonuses from Strength Powers and are treated as ranged attacks for the purpose of selecting defence skills.
Enhanced Telekinesis [-1]. Your Telekinetic Reach extends to everything within your line of sight. In addition, unarmed attacks that you make with this Power are now weapon 2 and may be enhanced with any Natural Weaponry upgrade except for Summoned, Explosive, and Ranged.
Defensive Telekinesis [-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 barriers.
Self-Propelling Telekinesis [-1]. (Requires Defensive Telekinesis) 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.

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.

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.

PROPHECY [-1]
Description: You can see the future, or at least determine its shape somehow.
Skills Affected: Lore.
Effects:
Divination. Add a Divination trapping to your Lore skill. Use that trapping for Assessments, Declarations, and knowledge rolls related to what will happen in the future.
Visions. The GM can cause you to have an infallibly-accurate vision of the future whenever he or she feels inclined.
I Saw That Coming. You may use your Lore skill for the Avoiding Surprise trapping of the Alertness skill.

PRECOGNITION [-2]
Description: You can predict the actions of your opponents in combat, making it very difficult to get the drop on you.
Skills Affected: Alertness, sometimes Lore.
Effects:
Always Prepared. Add two to your Alertness skill (or, if you have the Prophecy Power, your Lore skill) when using its Combat Initiative and Avoiding Surprise trappings.
Precognition. Whenever you are attacked, you may attempt to Assess the person attacking you with your Alertness skill. The person attacking you may defend with the skill that they're attacking you with. If you succeed, the GM should reveal either one of the target's Aspects or an Aspect that applies to their attack. Aspects revealed this way should generally be useful in the scene that they are revealed in, and they can often be tagged to increase defence rolls against the attacks that revealed them.
Application Of Prophecy. If you possess the Prophecy Power, you may use your Lore skill for the Precognition trapping of this Power and the Combat Initiative trapping of the Alertness skill.

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.

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

NUMERICAL PRODIGY [-3]
Description: You're good with numbers. Really good. You have the creativity and intuition of a great mathematician mixed with the speed and precision of a supercomputer.
Skills Affected: Scholarship, Lore, Craftsmanship
Effects:
Calculator Brain. You can do arithmetic and design graphs near-instantly and you never miscalculate. You effectively have a graphing calculator and a spreadsheet in your brain.
Perfect Measurement. You can count perfectly at a glance, and your estimated measurements are almost flawless. You never need more than a single action to Assess something numerical. Add 4 to your Scholarship skill when using it for a numerical Assessment or Declaration.
Good With Numbers. Add 8 to your Scholarship skill when performing pure mathematics. Add 6 to your Scholarship skill for physics, computer programming, and other forms of applied math. Add 4 to your Scholarship skill for economics, chemistry, engineering, and other math-heavy disciplines. Add 2 to your Scholarship, Craftsmanship, and Lore skills when doing anything that involves math in any meaningful way.

[-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.

Puppeteer [-3]
Description: You can hijack people’s bodies by playing music at them. 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 a musical instrument. 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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 05:04:21 AM
SHAPESHIFTING

Powers that involve changing one’s physical or mental shape. Surprise!


[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.

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.

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).

Shapeshifting Disguise [–1]
Description: This is a variant on Human Guise (page 176) that offers a few extra benefits. Most commonly used shapeshifters who have a limited range (such as only humanoid forms).
Skills Affected: Social skills.
Effects:
Almost Perfect Disguise. You may fashion a disguise with a supplemental action, altering your height, weight, build, appearance etc. Your disguises are almost entirely perfect and are very difficult to see through. There is, however, always one method to unmask you. It may be that uttering your true name strips you of all false pretenses, or perhaps your eyes always look the same, no matter the form you take.
Appearance Can Be Deceiving. Your disguises match your role almost perfectly. Any social action where appearance is a primary factor gains a +2 on the roll, so long as your disguise matches the role you are trying to play.
Clothes to Fit the Role. You are naturally able to fashion appropriate attire along with the magical act of modifying your appearance. As long as your disguise persists, so do the clothes generated by it (even if they are separated from your person). These clothes can look like anything, be of any material, color, or cut. As they are technically a part of you, they can act as a biological link for the purposes of tracking or thaumaturgy.

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.



SPEED

Powers that involve being really fast, obviously.


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.)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 05:05:11 AM
SPELLCRAFT

Powers that either let you cast spells or affect the way that you cast spells.


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.

ALTERNATE MAGICAL PARADIGM [-1]
Description: Your magic is different from everyone else’s. Where most practitioners cast spells with mental strength and magical knowledge, you use other methods.
Musts: You must possess at least one spellcasting power in order to take this one.
Skills Affected: Any three.
Effects:
Alternate Magical Paradigm. Pick three skills. For the purposes of any spellcasting Powers you possess, use the first in place of your Conviction, the second in place of your Discipline, and the third in place of your Lore.
No Shenanigans. If any of your Powers or Stunts provide a bonus to one of the skills you picked, that bonus does not apply to your spellcasting unless it only applies to your spellcasting.

MASTERY OF SPELLCASTING [-1]
Description: Your mastery of some magical field allows you to use its spells far faster than a normal spellcaster.
Musts: You must be able to cast ritual spells in the selected field in order to take this Power.
Note: When you write the name of this Power on your character sheet, replace “spellcasting” with the field you chose.
Skills Affected: Conviction, Discipline, Lore
Effects:
Evothaum. Select a field of Thaumaturgy – that is, something you could take a complexity or control specialization in. You may cast spells from that field with the speed and methods of Evocation.

SELF-SPONSORED MAGIC [-Varies]
Description: Either you’ve studied a branch of magic long enough to understand and use it intuitively, or you’re a being of such singular power that a unique form of magic emanates from you.
Skills Affected: Conviction, Discipline, Lore, others.
Effects:
Self-Sponsored Magic. This Power is in all ways identical to Sponsored Magic, except that it lacks an external sponsor. The Compels resulting from the debt taken to fuel this power are therefore obviously not connected to any external agenda; instead, they are linked to your Aspects like normal Compels.

SPONSORED CHANNELLING [-2]
Description: You can use a few scraps of a sponsor’s magical power.
Musts: You must select a type of Sponsored Magic when you take this Power.
Note: If you have the Evocation Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
Skills Affected: Conviction, Discipline, Lore
Effects:
Sponsored Channelling. You may cast evocations as though you possessed the selected Sponsored Magic. This does not allow you to use Thaumaturgy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally.
Item Slots. Sponsored Channelling comes with two free Focus Item slots.

SPONSORED RITUAL [-2]
Description: You can use a few scraps of a sponsor’s magical power.
Musts: You must select a type of Sponsored Magic when you take this Power.
Note: If you have the Thaumaturgy Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
Skills Affected: Conviction, Discipline, Lore
Effects:
Sponsored Ritual. You may cast rituals as though you possessed the selected Sponsored Magic. This does not allow you to use Thaumaturgy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally.
Item Slots. Sponsored Ritual comes with two free Focus Item slots.

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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 05:06:38 AM
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 gain 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 has access to only five of them...the same five as they have access to with Evocation. They also get 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 I 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 maneuver 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

Powers that have to do with being strong. Unfortunately there are none of those on this list.



TOUGHNESS

Powers that make you tougher either physically or mentally.


IMMUNITY [-varies]
Description: You are completely immune to some form of harm.
Note: The cost examples provided here are intended for the hypothetical average game. In unusual games, they may need to be adjusted. For example, the costs here assume that effects like All Creatures Are Equal Before God are supremely uncommon; if this is not true in your game, the more powerful variants of this Power might well be overcosted. Alternately, an an anti-anti-defensive-Power Power could be added to the game. Said more powerful variants are likely inappropriate for some games and should be used with caution. In some rare cases, it may qualify as a Compel when this Power does not apply. Effects that reduce Toughness by one level reduce Immunity to Mythic Toughness.
Skills Affected: Many.
Effects:
Immunity. Pick a type of stress. You are immune to that type of stress. This may prevent certain maneuvers and blocks from functioning, at the GM's discretion.
Variable Cost. The cost of this Power depends on the type of stress selected.

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 Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 05:07:51 AM
TRUE FAITH

Powers that have to do with the God, faith, skepticism, and thresholds.


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.

DIVINE PROTECTION [-1]
Description: God, or some similar force, protects you and yours.
Skills Affected: None.
Effects:
Bless This House. Whenever you are inside a threshold, add 2 to the strength of that threshold.
Armour Of Faith. You may take an action in a conflict or a few seconds outside of one to call upon the protective power of god. This lets you give armour 3 against all physical stress to any number of characters for the rest of the scene, at the cost of 1 Fate Point per character.

HOLY TOUCH [-1]
Description: You radiate holiness.
Musts: You must have the Righteousness Power in order to take this one.
Skills Affected: Conviction, attack skills.
Effects:
Holy Touch. Your presence is like holy water, which can hurt or drive away many monsters. This allows you to use your Conviction skill for maneuvers and Declarations based around the use of holy power, and may expand the range of Compels that you can inflict. All of your attacks satisfy Catches that have to do with Holy Stuff, and any attack you make against a character that is vulnerable to holy power inflicts two additional stress. As a general rule, vulnerability to holy power involves having a relevant Catch or High Concept.

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.

The Lord is my shepherd [-1]
Description: As a fighter for the good cause, you are protected by your faith when facing dangers greater than yourself.
Skills affected: none, really
I shall not waver: You may spend a fate point to grant you armor:2 for a scene. This armor stacks with other sources of armor but only affects additional damage from supernatural sources (eliminating claws and strength powers for the most part, you know: the nasty stuff).
He restores my soul: If you need to take a mental consequence, you may take 1 more shift off the attack than the consequence is usually worth (for example a mild consequence would be worth 3 shifts instead of 2).

LIVING THRESHOLD [-4]
Description: For whatever reason, your body is surrounded by a threshold like the one around a home.
Note: This Power probably isn't compatible with many other Powers. Also, it's not optional; you can't invite people past it.
Skills Affected: Conviction, Fists, Might.
Effects:
Protective Threshold. All spells affect you as though their Power was reduced by your Conviction skill. In addition, anything that requires a magical being, magical item, or spell to touch you faces a Block with a strength equal to your Conviction skill. As a general rule, this includes any attack made by a magical being without a mundane weapon.
Interpose Threshold. By putting your threshold in the way of a spell, you can shut that spell down. You may use your Fists skill to defend against spells. When you are targeted by a magical attack with multiple targets, you may allow any number of other characters targeted by the same effect to use your defence roll (or the block this Power provides) in place of their own defence roll.
Destructive Threshold. You destroy ongoing spells by hitting them with your threshold. Doing so requires you to roll your Might or Fists skill against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Threshold Attack. Being touched by you is pretty dangerous for beings that can't tolerate thresholds. Increase the weapon rating of any unarmed attack you make against a creature that's affected by thresholds; by 1 if the creature can cross thresholds by giving up some power, by 3 if the creature has a physical body but cannot cross thresholds at all, and by 5 if the creature is intangible and cannot cross thresholds. When you grapple such a character, add 1 to the stress you inflict each round. This lets you inflict 1 stress when you would normally inflict 0. Your touch may satisfy certain Catches, and you may exert physical force on intangible characters that treat thresholds as solid objects.
Enclosing Threshold. When you grapple a character, there is a threshold with a rating equal to the result of your grapple roll between you and your victim and the rest of the world.
Useful Threshold. You may make maneuvers and Blocks that make use of the fact that you are surrounded by a threshold.


VAMPIRISM

Powers that have to do with absorbing other people’s life force.


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.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 05:10:16 AM
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.

FEEDING DEPENDENCY [+varies]
Description: Some or all of your powers come from eating something. Probably something weird.
Skills Affected: Discipline.
Effects:
Restricted Powers. When you take this power, you must select at least one other power that you possess. You must also choose a thing and an amount of that thing that you must consume in order to use those powers. Which powers and foods may be selected with this power is a matter of the GM's discretion. This power provides a variable Refresh rebate depending on how much power is selected with it. If 2 Refresh is selected, the rebate is +1. If 6 Refresh is selected, the rebate is +2. If 10 Refresh is selected, the rebate is +3. And so on. The above values assume that the food is rare or morally objectionable, like significant amounts of human blood or huge piles of cash. If the food is acquired easily and without guilt, or only with extreme measures, add or subtract an appropriate amount from the Refresh total used to calculate the rebate. If more Refresh is attached to this power than is required for the rebate received, this power provides a free mild hunger consequence for every two additional Refresh or part thereof.
Feeding. You are capable of consuming whatever your food is. Furthermore, when you do so, you may remove any hunger consequences that you possess and recover any powers that you lost to your hunger. If you consume an insufficient amount of your food, you may receive partial benefits at the GM's discretion.
Limited Reserves. At the end of any scene in which you use one or more of your restricted powers, you must roll your Discipline skill against a number equal to the combined Refresh value of the restricted powers that you used. If you fail this roll, you must take consequences or sacrifice restricted powers with a total Refresh value and/or stress value equal to or greater than the amount that you failed by. If you do not or can not, you are taken out. This usually means that you die, get incapacitated, or go mad with hunger, but other fates are also possible depending on the character and the situation.

Adjustments for easy or difficult foods:

-4 Really easy stuff like an ordinary battery, small downtime requirements like a few hours of sunlight
-3 Weird but easy stuff like a hundred pounds of food
-2 Expensive or otherwise inconvenient stuff like 100-year-old paintings, large amounts of downtime like sleeping for a week straight
-1 Stuff that requires some work like a day-long ceremony involving 33 people.
0 Stuff with consequences like enough blood to make a victim pass out, massive downtime like spending months in prayer
+1 Stuff that requires special circumstances like vampire blood
+2 Plot-relevant stuff like a ritualistic human sacrifice, ridiculous downtime like meditating for a decade
+3 Stuff that pretty much requires a quest like an angel's feather
+4 Something nearly impossible like a planet

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 Powers Master List (Work In Progress)
Post by: S1C0 on June 01, 2013, 07:39:04 AM
At Sanctaphrax

Any thoughts about space based powers

any type would do a variety would be epic.

please and thank you.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Mrmdubois on June 01, 2013, 07:53:40 AM
Depends what you mean by safe based, doesn't it?

Just off the top of my head it can probably be modeled with Supernatural Senses and Incite Effect whatever you have in mind though.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 01, 2013, 08:06:33 AM
Teleportation, Incite Effect, Long Reach, and Displacement can all be used to model some kind of spatial manipulation.

And of course there's the Space Manipulation Sponsored Magic.

But yeah, it depends what you mean by space based.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: S1C0 on June 01, 2013, 09:32:10 PM
At Sanctaphrax

Sorry for the confusion I Am about to go to the moon for a mission to stop nazi loup garou

From starting the first planet war i needed powers that were special for Outer space only stuff
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 02, 2013, 05:36:58 AM
Some kind of Wings variant would be handy for getting around in space. No Metabolism would also be handy because breathing is kind of hard in space.

Telepathy, Pack Instincts, or knowing sign language might also be worthwhile since there's no sound in space.

Wearing a space suit would be about as good as all of that, though.

You could also try taking an "only in space" Limitation on a Power or two...but if you'll be picking these up as temporary Powers for a space adventure then that Limitation will never come up and so it'll provide no rebate.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: InFerrumVeritas on July 08, 2013, 02:30:50 PM
Centuries of Experience
Cost: -1 refresh, must have high concept related to longevity, skill points
You get two experience points per scene.
You may leave a number of skill points unspent.  These unspent skill points become a pool of Experience Points, available each session.  Your skills must still follow a pyramid. 
Before any skill roll, you may instead to choose to expend a number of experience points and use that value instead. You may not spend more experience points than your campaign's skill cap+2 on a single roll.
Example: Spending 6 experience points would mean you rolled as if your skill were Fantastic, instead of whatever its actual value is.  You may not spend more experience points than your campaign's skill cap+2 on a single roll.
The experience points from unspent skills are replenished at your next refresh.

Versatile Experience
Cost: -1 refresh, requires Centuries of Experience
You gain 2 additional experience points per scene.  This may be purchased multiple times.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on July 31, 2013, 07:56:21 PM
Are the experience points refreshed per Refresh or per scene? Or is that an intentional difference between the two?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on July 31, 2013, 11:32:24 PM
The basic 2 and the 2 from each purchase of Versatile Experience refresh each scene. The points from unspent skill points refresh when Fate Points do.

At least, that's how I understand it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on August 30, 2013, 01:35:11 AM
Having made a character with this power and having spoken with sactaphrax I'd like to clarify some questions

(click to show/hide)

Can you teleport other willing subjects?  Can you teleport unwilling targets?

I'm not fond of how this power interacts with a grapple either.

My suggestions:
- I think a grapple should interfere with the teleport.  If they fail to beat the grapple, they shouldn't still teleport.  They should stay put.  I think it's bonus enough to allow a sprint action or supplemental move while in a grapple since that's normally not allowed. 

- Maybe teleporting one other person should be an upgrade.  I'm not sure that's worth a refresh though. Thoughts?

- Teleporting a group should be an upgrade.  One extra person for each rank in althletics (including the bonus from Rapid Teleportation)

Anyways, just putting it out there for people to pick at...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 30, 2013, 05:27:01 AM
Can you teleport other willing subjects?  Can you teleport unwilling targets?

The answers by the RAW are clearly maybe. But I think the answers should be yes and sometimes.

Teleporting with allies is a neat trick and could be useful in a wide variety of situations, but I can't see it breaking any games. So if someone already has a fairly pricey Power like Teleportation, I'm inclined to let them do it.

I'd probably let people teleport with as many allies as they can carry. Maybe let them take one person even if they can't lift them, or maybe not.

As for enemies, I'd probably let you teleport with an enemy if you've grappled them. Probably with an extra restriction to prevent people from teleporting enemies into the sky and dropping them to kill them instantly.

I'm not fond of how this power interacts with a grapple either.

My suggestions:
- I think a grapple should interfere with the teleport.  If they fail to beat the grapple, they shouldn't still teleport.  They should stay put.  I think it's bonus enough to allow a sprint action or supplemental move while in a grapple since that's normally not allowed.

That could work.

But what's wrong with the way it works right now?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on August 30, 2013, 01:04:35 PM
#the grappling
It just seems that even if the grappler has the upper hand he's at a disadvantage even when he succeeds.  And it's a good way to weaponize the power. My first thought was to pair this ability with Physical Immunity Falling Damage and teleport people in the air.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: bobjob on August 30, 2013, 02:41:08 PM
#the grappling
It just seems that even if the grappler has the upper hand he's at a disadvantage even when he succeeds.  And it's a good way to weaponize the power. My first thought was to pair this ability with Physical Immunity Falling Damage and teleport people in the air.

How would you adjudicate damage from teleporting someone into the air? How do they defend?

I don't have the book with me right now, but is falling damage covered in RAW?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on August 30, 2013, 04:55:54 PM
Falling damage is covered in Raw.  It's 5 stress for every 10 feet of falling.  Your athletics result gives you armour against the damage.  I'd probably just say that every zone up = another level of falling damage.

The way it stands now is if the teleporter is grappled he can teleport away.  If he succeeds, he's free and if he fails the grappler goes with him - wherever the teleporter wants.  So imagine a teleporter with the aquatic power teleporting the grappler under water or Fire immunity into lava etc...  Or even teleporting the grappler into a zone surrounded by allies.  There's no advantage for the grappler IMO.  Granted, except for the last, all those examples are situational.  At the very least, it should be grapplers choice to teleport with the opponent or prevent them from escaping.

I'd just say that if the grappler succeeds the teleporter is still trapped, if the grappler fails, the teleporter can do a sprint action.  Maybe I'm just being paranoid about it being abused :P
Title: Re: Custom Powers Master List (Work In Progress)
Post by: bobjob on August 30, 2013, 04:59:59 PM
I'd just say that if the grappler succeeds the teleporter is still trapped, if the grappler fails, the teleporter can do a sprint action.  Maybe I'm just being paranoid about it being abused :P

Same for me. Like I said, I've been in several games where powers like that were abused by teleporting people hundreds of feet in the air and then letting them fall to their death, which has sadly jaded me enough that I'm like "NOT AS AN ATTACK" right off the bat. Hell, one of my big bad guys in Mutants and Masterminds was dealt a fatal blow that way. Like, second round.

*Update* Of course, this was after our Canonball analog flew out of the sun (like a freaking hawk), right through the bad guy and into a building completely demolishing it. The bad guy was a futuristic sentinel based on Nimrod with the ability to sense and analyze mutant capabilities and adapt his powers to defeat them. So for Canonball, he went insubstantial with the ability to boost speed on touch. Canonball hit him at like mach 1... and had his speed boosted 10 times while heading in a downward angle about 150 feet in the air. After he woke up in the sewer after going through multiple floors of this building he was not happy with me :)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 31, 2013, 12:35:27 AM
Alright, you make a good argument. I guess we should probably change the teleporting grapple rules.

Incidentally, it occurs to me that teleporting people against their will could be limited to the normal forced movement allowed with grapples. You can already move people around as a supplemental action if you grapple them, and moving someone with Teleportation is no more abusable than moving them with Wings.

But...

Falling damage is covered in Raw.  It's 5 stress for every 10 feet of falling.  Your athletics result gives you armour against the damage.

Those rules are bad. Way too lethal. I'd rather not use them.

Falling damage is a non-issue in most games, but in games where someone is playing a flying or teleporting grappler it could become quite important.

EDIT: I should mention, I'm a little reluctant to change Teleportation without consulting ways and means. The power was his idea originally, after all. But he hasn't been around for a while, so...I dunno what we should do about that.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on August 31, 2013, 03:22:48 AM
Alright, you make a good argument. I guess we should probably change the teleporting grapple rules.

Incidentally, it occurs to me that teleporting people against their will could be limited to the normal forced movement allowed with grapples. You can already move people around as a supplemental action if you grapple them, and moving someone with Teleportation is no more abusable than moving them with Wings.

But...

Those rules are bad. Way too lethal. I'd rather not use them.

Falling damage is a non-issue in most games, but in games where someone is playing a flying or teleporting grappler it could become quite important.

EDIT: I should mention, I'm a little reluctant to change Teleportation without consulting ways and means. The power was his idea originally, after all. But he hasn't been around for a while, so...I dunno what we should do about that.

Maybe just attach an addendum to the power until he's approved it?

#falling damage
I propose using athletics as an attack instead of using falling damage.  The teleporters athletics vs the defenders athletics to resist.  Weapon 0 to represent the falling damage.

I don't know how that would affect a teleporter who isn't immune to falling damage.  Maybe just make them defend against their own attack?

Maybe an additional upgrade: weaponized teleportation.  It can represent falling damage or it could represent having the person appear half-way through an object etc...

It requires you to be in  a grapple or to have instigated a grapple.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: bobjob on August 31, 2013, 06:10:18 AM
Maybe just attach an addendum to the power until he's approved it?

#falling damage
I propose using athletics as an attack instead of using falling damage.  The teleporters athletics vs the defenders athletics to resist.  Weapon 0 to represent the falling damage.

I don't know how that would affect a teleporter who isn't immune to falling damage.  Maybe just make them defend against their own attack?

Maybe an additional upgrade: weaponized teleportation.  It can represent falling damage or it could represent having the person appear half-way through an object etc...

It requires you to be in  a grapple or to have instigated a grapple.

So, kind of like a grapple in which you'd use might to deal damage, but reworded as athletics? That's something I could get behind.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on August 31, 2013, 06:29:49 AM
Maybe just attach an addendum to the power until he's approved it?

Sounds like a plan.

I propose using athletics as an attack instead of using falling damage.  The teleporters athletics vs the defenders athletics to resist.  Weapon 0 to represent the falling damage.

Something like that could work, but you'd have to be more specific.

Anyway, Taran, would you like to write up your own take on the Teleportation Power? It sounds like you have a good idea of what you want out of it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on August 31, 2013, 02:42:47 PM
O.k, I'll try.  I'm going to write it so that you can teleport a willing subject with the base power.  You guys both seemed to think that that was o.k and probably not worth a refresh on its own:

(click to show/hide)

So have a look. 
Weaponized teleportation:
- I'm not sure if it's too powerful to let it stack with the +4 from Rapid Teleport.  But it is a weapon 0 attack, so maybe it's o.k
- I'm not sure if it's balanced to let the teleporter choose whether or not he teleports with the defender.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 01, 2013, 09:30:10 AM
TELEPORTATION [-2]
Description: You can teleport from one space to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement.
- You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground.
- If you are being grappled or otherwise grabbed you may make a supplemental move or Sprint action even though a grapple does not normally allow it. The character holding onto you must roll Might against your movement roll. If they succeed they can choose to come with you or to disrupt the teleport attempt; if they fail, their grasp is broken and you may perform your move action as if there was no block or borders, as normal.

Looks good apart from the odd formatting.

- You may teleport with another willing subject but if the result of the teleport would cause injury(stress or consequences, drowning, falling) to the passenger, the teleport fails completely and your action is lost.

I'm not such a fan of this. Since the passenger already has to be willing, the no-damage clause seems unnecessary. Anyone who agrees to teleport with you can just deal with the risks.

Besides, it feels arbitrary. The Power is not by default intelligent, how can it tell if you're gonna do damage?

Long-Distance Teleportation [-1].
(Requires Rapid Teleportation) You may teleport to any place in the world given a few minutes. At the GM's discretion, this effect may be limited by the speed of light.

This has nothing to do with you, but in retrospect...a few minutes feels too long. Maybe just make it a moment to concentrate?

IIRC the intention was to prevent this from being used to escape combat, but I'm not really sure that's necessary any more. Someone with Rapid Teleportation is probably so fast that they can leave whenever they feel like it anyway.

And a full few minutes is kind of long even if we're trying to prevent combat escapes.

On a semi-related note, an upgrade like this for Mythic Speed might be cool.

Weaponized Teleportation:[-1]  Range: touch
You may use your teleportation ability to damage and/or transport unwilling targets.  Narratively, this can be teleporting high and dropping them, teleporting them half-way through an object or teleporting them into another person.  Mechanically, this is an attack using your Athletics as an attack.
This is a Weapon 0 attack  and is defended against using Athletics.  If you succeed, you may choose how many shifts go towards damage and how many go towards movement.  For instance, if you succeed by 5 shifts, you may transport someone 2 zones and do 3 stress.  You may choose whether or not you teleport with the victim.  You may make spray attacks with this ability to represent teleporting people into others.  Narratively, you may have to dodge your own attack (ex: if you choose to teleport yourself and a victim into the air but you, yourself, cannot fly.) Note: Teleporting someone could have side-effects, beyond the attack, in subsequent rounds (teleporting them into a zone that has no air, or under water or into a burning building).

I think this is probably too good. First of all, it switches your unarmed attack skill. Second, it lets you use Speed bonuses to attack. Third, it lets you add forced movement to your attacks. Fourth, it lets you "double-dip" on attacks by putting someone in a hazardous place like the sky or deep underground.

Also, that spray attack thing seems hinky. If you're within arm's reach and bobjob is a zone away, can I make a spray attack against both of you? What if I miss you, then do I automatically miss bobjob? Do I have to move you into bobjob's zone to hit him?

Mass Teleport [-1]
You may teleport a number of willing targets up to your Athletics skill plus bonuses (Including the +4 bonus from Rapid Teleportaion)

Seems weak. This might let me take 6 people at once, but how often am I going to need to move 6 people in a situation where I can't just make 6 trips? I wouldn't buy this.

Weaponized teleportation:
- I'm not sure if it's too powerful to let it stack with the +4 from Rapid Teleport.  But it is a weapon 0 attack, so maybe it's o.k
- I'm not sure if it's balanced to let the teleporter choose whether or not he teleports with the defender.

Don't think it's a good idea to let people use the Rapid bonus. A +4 bonus to attack for 1 Refresh is a no-brainer.

Not sure about whether the teleporter should have to follow either.

You've given me some ideas. Mind if I post my version of what you've got there?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on September 01, 2013, 01:41:14 PM
Go for it.  I agree with your comments for the most part. I think the teleporter should aways go with the person they're teleporting, now that ive considered it.

The only thing i don't really agree is the spray attack.  How else would you model teleporting someone onto someone else?

Regarding the willing passenger, im fine if you want to get rid of that last part.  I just didn't want people abusing it somehow to avoid taking the weaponized version.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: ways and means on September 01, 2013, 04:48:37 PM
Well back when it was 3 refresh I thought teleport should just allow you to ignore grapple but I suppose for 1 more refresh than flying ignoring grapples is a bit too much.

As for carrying other people I always thought it should be limited by how many people you could physically carry (might/strength powers). 

Also we should have included some proviso that the movement ends early if you attempt to teleport into something solid.

As for using the ability as a weapon I always assumed the only way to do it was via grappling an opponent, moving them, then dropping them from above which you can already do with wings (the should get a might roll to hang on). So I didn't see much of a problem.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on September 01, 2013, 05:53:03 PM
Limiting it to carrying capacity is a smooth way of doing it.  Limits how far and how fast you can move

Quote
Keep in mind that each level represents
what a character can lift by expending all
of his effort; he isn’t really going to be able to
move much more than a zone carrying something
that’s equal to his base Might. A character
can carry something two levels below his Might
for a short distance (allowing him to make a
sprint roll restricted by Might, with the item’s
difficulty as a border value). He can carry something
four levels below his Might with no real
penalty or can toss it a distance of one zone.
Something six levels below his Might could be
used as a thrown weapon

So you could only go one zone if you teleport someone who's weight is equal to your might.
You can only make a sprint roll if you want to move someone 2 level lower - restricted by might -(and I'd say the block should apply in this instance)
4 levels lower, you'd have no issues...
6 levels lower you could teleport other people without having to teleport with them maybe??? (the equivalent of throwing them)

It makes the power less useful for teleporting the party everywhere unless you're strong and it makes the Mass Teleport Upgrade much more useful.

As for ignoring a grapple, the power allows you to make a Sprint or supplemental move while grappled, which wings wouldn't allow, so I think that's a good upside.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 01, 2013, 11:05:31 PM
Hey, ways. Long time no see.

I'm inclined to leave spray attacks out, because do you really need to be able to teleport people into each other?

Anyway, here's my take. I meddled with a bunch of stuff. If this meets with your approval (and Taran's) then I'll add it to the list, if not then we can revise it further.

(click to show/hide)

I decided to leave out Mass Teleportation, since it's pretty niche and you can always take Strength with a Limitation to get the same effect.

Dunno whether that was the right decision. Taran, ways, I'll put in back in if you think I should.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on September 02, 2013, 12:18:35 AM
Yeah, I like it.  It's smooth the way you have it tied in to grappling.

Hard To Hold. If you are being grappled you may make a supplemental move or Sprint action even though a grapple does not normally allow it. Compare your movement roll (assume you rolled -4 when moving supplementally) to the grapple strength. If it's lower your opponent can choose to come with you or to disrupt the teleport attempt; otherwise their grasp is broken and you may move as if there was no block or borders, as normal.

Why a -4 instead of the normal -1 for the supplemental movement when grappled?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 02, 2013, 04:29:03 AM
Well, in theory supplemental actions are for things you can do no matter what you roll. So using a -4 as their effective roll seems appropriate.

And escaping with a supplemental move is really powerful. I'm not inclined to make it any easier than it already is. And it's already pretty easy if you have Rapid Teleportation or Speed Powers...someone with peak Athletics and Inhuman Speed and Rapid Teleportation can escape an Epic grapple as a supplemental action. That's brutal if grappling is the other guy's main combat strategy.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on September 02, 2013, 11:37:34 AM
-4 could be higher than the actual block, at a low refresh game.  It just seems arbitrary.  I'd almost prefer to have the penalty equal the block...but that makes a weird exception for the power...dunno...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 03, 2013, 06:53:53 AM
Yeah, it could be higher than the actual block.

Dunno why it would seem arbitrary, though. It's in line with YS's "if it would require a roll, it's not supplemental" guideline. And it's what I would use if a player wanted to move supplementally over a zone border.

(I'm not sure if it's possible to move supplementally over a zone border at all by RAW, but if someone with Fantastic Athletics wants to jump a feeble 1-shift border it probably shouldn't take an action.)

PS: I'm curious, which version of Teleportation are you going to use in Weird War II?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on September 03, 2013, 08:26:04 AM
You can't use a supplemental action to cross a zone border because it requires a roll (or that's how I interpret RAW).  That being said, if you have a Fantastic Athletics, you don't really need to roll to go over a 1 shift border (since even rolling a -4 would be a success). 

In any case, the power allows you to make a supplemental while grappled even though you rolled...it's a perk, so the regular rules wouldn't apply.

Part of the problem is that the penalty usually applies to the main action.  So if you do a supplemental move, you get a -1 on your attack.  Would the person get a -4 on their attack or a -1?
Or, in the case of the teleporting guy, would it be -4 to escape, then -1 to attack? or -4 to both actions?  I'm wondering if breaking a grapple as a supplemental is too strong and we just limit it to sprinting.


So far, For Weird War, I'm using the Original version until we hammer out one that bobjob and I are happy with.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 04, 2013, 01:24:33 AM
You can't use a supplemental action to cross a zone border because it requires a roll (or that's how I interpret RAW).  That being said, if you have a Fantastic Athletics, you don't really need to roll to go over a 1 shift border (since even rolling a -4 would be a success).

Yeah, exactly. 

Or, in the case of the teleporting guy, would it be -4 to escape, then -1 to attack? or -4 to both actions?  I'm wondering if breaking a grapple as a supplemental is too strong and we just limit it to sprinting.

-1 to attack, no penalty to escape. But you assume the worst possible roll when escaping supplementally. This reduces the power of a supplemental escape and cuts down on the number of rolls you have to make.

Would it be better if I rephrased the Power to say "you can move supplementally out of a grapple if and only if you could have escaped given the worst possible roll"?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on September 04, 2013, 01:54:27 AM
Yeah, exactly. 

-1 to attack, no penalty to escape. But you assume the worst possible roll when escaping supplementally. This reduces the power of a supplemental escape and cuts down on the number of rolls you have to make.

Would it be better if I rephrased the Power to say "you can move supplementally out of a grapple if and only if you could have escaped given the worst possible roll"?

Hm...I like this because you can always attempt a sprint but the strength of the grapple impacts the ability to do the supplemental.  I like it!
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on September 04, 2013, 05:05:02 AM
Alright then, how's this?

(click to show/hide)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 01, 2013, 06:36:23 PM
A couple more upgrades, which are really just for the Siberian.

I'm a little bit hesitant about the balance of these new upgrades. One seems weak, the other seems strong.

As always, please tell me what you think.

TELEPORTATION [-2]
Description: You can teleport from one place to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement. You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground.
Hard To Hold. If you are being grappled you may make a Sprint action even though a grapple does not normally allow it. Compare your movement roll to the grapple strength. If it's lower your opponent can choose to come with you or to disrupt the teleport attempt; otherwise their grasp is broken and you may move as if there was no block or borders, as normal. You may also move supplementally out of a grapple, but only if you would be able to escape from the grapple given the worst possible Sprint roll.
Carrier. When you teleport, everything you're carrying teleports with you. This can include other willing characters. Moving unwilling characters is more difficult; you can only do so when grappling them. When you take a supplemental action to move an opponent in a grapple you may teleport with them. Furthermore, you may teleport your opponent around in damaging ways when you do so. This allows you to combine the movement and stress-infliction supplemental actions in a grapple into a single supplemental action.
Rapid Teleportation [-1]. Add four to your Athletics when using it to move with this Power. You may also move an additional zone when taking a supplemental action to move with this Power, whether normally or in a grapple.
Long-Distance Teleportation [-1]. (Requires Rapid Teleportation) You may teleport to any place in the universe given a moment to concentrate in peace. At the GM's discretion, this effect may be limited by the speed of light.
Sight-Affirmed Teleportation [+1]. Your movement is impeded by anything that blocks your vision. Apply blocks and penalties that apply to your vision to your movement, and do not ignore them with the base effect of this Power.
Unstoppable Teleportation [-1]. Being grappled has no effect on you, and you can break free automatically with any action.
Non-Teleportation [-0]. You don't actually teleport, you just ram through stuff. You can't move freely in three dimensions and you can't ignore borders or blocks with values larger than your Might plus any bonuses you have for breaking things. When you move through a border or block, you smash a hole in it that others can follow through. This upgrade is not compatible with Long-Distance Teleportation.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Locnil on November 07, 2013, 06:18:29 AM
Sorry if it has already been brought up, but I have been out of the loop awhile.

With regards to Unfettered Movement, how common/easy do you see anti-teleportation measures as being?

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 07, 2013, 06:36:45 PM
Not common at all. But some especially careful wizards might make wards against teleportation.

I'd say that a ward can normally either stop normal movement or teleportation, and a surcharge of 2 complexity would let it stop both.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: vultur on November 08, 2013, 04:03:44 AM
Not common at all. But some especially careful wizards might make wards against teleportation.

I'd say that a ward can normally either stop normal movement or teleportation, and a surcharge of 2 complexity would let it stop both.

These wards would also apply to thaumaturgical/enchanted item/potion teleportation like Harry's escape potion, I guess?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 08, 2013, 05:47:36 AM
Yeah, that would make sense.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on November 08, 2013, 02:16:50 PM
I would have thought things like thresholds and wards would automatically protect against teleport.  I'd just have them apply as a border value.  If your sprint roll is higher, you're through.  As well we house-ruled that a threshold prevents you from just teleporting through. Obviously, if said threshold would force you to lose that power.

The important thing is that physical borders have no value, but meta-physical ones should still apply.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 08, 2013, 11:21:18 PM
I didn't intend for the Power to help against Thresholds at all, but I figured it should take you through normal wards. That's pretty much what it's for, after all.

I'm not the original author, though, so maybe I've got the intent wrong.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on November 10, 2013, 01:21:00 AM
I don't know...being able to ignore borders at will is pretty strong.  No need to break in to a place, use burglary.  It makes for amazing recon and spying by zipping on top of the roofs of building.  With Rapid teleport you can have a +8 bonus at feet in the water.  You probably have a good enough chance of bypassing a ward anyways, but I'm not sure it should be automatic.

Dunno.  I thought "generic" wards blocked anything it wasn't keyed to.  Like "block everyone except me".  Which would include someone trying to teleport through.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: cowardlylion on November 10, 2013, 03:36:16 AM
I imagine in terms of magic defenses against teleportation should be pretty rare because of how rare the ability its self is (especially in the dresden verse) and that only magical defenses specifically keyed towards teleportation should have any effect. Also I don't see why magic blocks should have a particular advantage against Teleporters over normal blocks its not as though they aren't already superior to their mundane rivals.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 10, 2013, 05:38:08 AM
Dunno.  I thought "generic" wards blocked anything it wasn't keyed to.  Like "block everyone except me".  Which would include someone trying to teleport through.


They do, but a teleporter ignores all penalties or blocks that would normally impede their movement. So it doesn't matter if a ward blocks the teleporter; the teleporter just ignores it anyway. (Unless the ward is specifically designed to stop teleportation.)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on November 10, 2013, 12:52:47 PM
O.k.  So here's a question. Say they ignore the block and bypass that aspct of the ward, do they also ignore secondary triggers like being zapped or warning the wizard?  They would still be considered unauthorized.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 10, 2013, 10:26:00 PM
Yes, I think teleportation ought to let you ignore traps that are built into wards. Other traps could still get you.

That's just my interpretation, though. I don't think there's a "canonical" answer in the text of the Power.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: PirateJack on January 29, 2014, 02:32:14 AM
Quick question about Incite Effect.

I'm designing a character that is able to make people believe he is their best friend upon touch. Given that this is a kind of maybe mind-control, would Incite Mental Effect be the right choice, or would I be better off going with a hacked Enthralment?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: narphoenix on January 29, 2014, 02:39:19 AM
Incite Effect. Enthrallment is too slow.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: PirateJack on January 29, 2014, 03:19:05 AM
Gotcha. Cheers.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 05, 2014, 11:11:21 PM
Note to self: add Affliction and Tinker to list.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on October 10, 2014, 01:30:23 PM
I'm not sure if this is the best place to bring this up.  This seems dubiously balanced:

SUPERHUMAN ACROBATICS [-1]
(click to show/hide)

For 1 refresh I get

- Unfettered stealth over any terrain (which is only given at Mythic speed)
- immunity to compels that revolve around falling down
- ability to bypass impossible obstacles (like crossing a ravine by walking on a spider web)
- +4 to resist being tripped
- +4 to Jump
- Physical immunity with a Catch of everything but falling (which is a -2 power, at least)

But ignoring all that, I'd like to make a similar power that revolves around being hard to catch. (rabbit themed).

(click to show/hide)

- The moving through foliage and natural borders is a bit more limited than the original power
- +4 to resist grapple is as limited as resisting a trip maneuver
- +4 to jump helps you escape by bypassing obstacles an enemy might not be able to
- immunity to falling(maybe can be changed to armour = to half your athletics which stacks with resisting falling damage.  Enemies can't follow when jumping off a cliff

I'd like to add a bonus to stealth for hiding.  Maybe by reducing the jumping bonus to 2, it could also add 2 to the 'hide' trapping of stealth?

Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on October 10, 2014, 07:11:25 PM
It's not meant to remove penalties to Stealth from moving. "Move without penalty" is meant to mean that you don't get penalties to moving. I guess it's grammatically ambiguous, though.

I suppose having it remove Stealth penalties might be a good idea. Because as-is, it's more or less strictly inferior to Wings. It might seem strong for 1 Refresh, but since there's another 1 Refresh power that's better in pretty much every way it can't not be underpowered.

Escape Artist looks okay as-is, but I wouldn't add +2 to hiding if I were you. That'd be worth 1 Refresh on its own.

+4 to escape grapples is actually way better than +4 to avoid being tripped. Trip attempts are rarer than grapples, and if you have a bonus against them your opponents can just use a different Fists (or whatever) maneuver instead. With grapples, there's no equally-effective action that an opponent can substitute.

But I'd say weakening the first trapping more-or-less balances that out.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on October 10, 2014, 08:23:31 PM
The wings comparison does make it seemed somewhat balanced.  and the immunity to falling won't come up often since you're not actually flying...just jumping.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on November 06, 2014, 01:49:13 PM
I have another question about supernatural acrobatics:

Quote
Impossible Jumps. Add four to your Athletics skill when using it to jump.

Does this +4 stack with the bonus to speed Powers?  Supernatural speed gives you +4 to sprinting.

Let's say I want to run away and need to leap over a high fence, do I get +8 to my sprint?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 06, 2014, 08:42:28 PM
It should certainly stack with the basic Athletics bonus, since it doesn't say it doesn't. But I don't think you can both jump and sprint at the same time.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on November 06, 2014, 08:51:31 PM
Jumping is done when overcoming a border (like a fence).  Overcoming borders is a sprint action.  So, how do you separate the two?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 06, 2014, 10:03:06 PM
Hm. I guess I can see how that would work.

Honestly, to me it looks like the Power isn't written to accommodate that. Maybe we should add some terminology from that jumping stunt, I think it's called Mighty Leap. Reduce the difficulty of jump rolls rather than boosting the Athletics skill.

It would also stop people from using that +4 bonus on maneuvers, which seems like a good thing to me.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on November 07, 2014, 12:52:21 AM
Honestly, to me it looks like the Power isn't written to accommodate that. Maybe we should add some terminology from that jumping stunt, I think it's called Mighty Leap. Reduce the difficulty of jump rolls rather than boosting the Athletics skill.
Yeah, that's a good idea.  Speed already reduces penalties, but that's just for stealth.
I'm not sure it will make a difference shift-wise, but I think the semantics are important:
Border 5; Speed +4 and Jump bonus +4 gives you +3 shifts over border
Border 5; but reducing border to 1.  Speed +4 still gives you +3 shifts.

It would also stop people from using that +4 bonus on maneuvers, which seems like a good thing to me.
This was the first thing I thought of when looking at the power, so I resolved that I would never use the bonus for maneuvers.  Not everyone will do that, though.  So, reducing the border instead of a bonus to skill is a good idea.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 07, 2014, 10:32:59 PM
If you need to bypass multiple borders at once, then reducing the difficulty is better than boosting your roll.

Anyway, how does this look?

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. Reduce the difficulty to bypass (or the border value) of any obstacle that you try to jump over by four.
Soft Landing. You are immune to falling damage.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on November 09, 2014, 09:55:06 PM
Yeah, I like that.  It prevents the insane stacking bonuses.

the way it's described, you could reduce the difficulty of maneuvers and blocks as long as you justify being able to 'jump' over them.  In some circumstances, that makes sense so I'm fine with it but I'm just pointing out that that's how it reads.  Don't know if that's how you intended it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on November 09, 2014, 09:58:30 PM
I wish DFRPG had some of Fate Core's terminology. Seriously, I'd like to just be able to say it boosts Overcome rolls and reduces obstacles to movement rolls.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Bananacake on January 28, 2015, 10:25:12 AM
Does grappling or defending with Incite Effect (Incite Protective Effect and Incite Restrictive Effect) get a +2 bonus? Normally I wouldn't think so, but given that Incite Physical Effect explicitly said there wasn't a bonus, while those two didn't...
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on January 28, 2015, 09:56:36 PM
No bonus. Sorry for the confusion.

And welcome to the board.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Bananacake on January 29, 2015, 06:00:13 AM
Thanks for clarifying.

And thanks.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Taran on February 16, 2015, 02:24:21 PM
I have a question about Incite Effect: Protective.

It says that you can use it as a defense against physical attacks.  This doesn't quite work well (or may not)if you have incite mental (depending on the effect).

Would it make more sense to have protective effect work against the type of damage you can incite?  Or have a separate upgrades to protect against a certain type of damage?

I could see where incite mental effect might protect you against physical attacks (if you've got an effect that affects people's perceptions, for instance)
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on February 16, 2015, 07:42:10 PM
Some kind of mental defence upgrade might be a good idea. I'd probably let someone make and take one if I was GMing.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: blackstaff67 on March 06, 2015, 05:27:15 AM
Question/problem re: Intellectus of War.  It's been a bit of a problem in my game until I took the initiative to price it out as a set of stunts like the YS Book says to do:  I came up with -8 Refresh, not -3. 
Replace:
-1) Guns with Weapons
-1) Driving with Weapons
-1) Fists with Weapons
Driving Stunt that lets the PC:
-1) Drive all Land vehicles
-1) Drive all Airborne vehicles
-1) Drive all Waterborne vehicles
Lets PC make declarations and assume skills and stunts he doesn't have:
-2) Limited form of Sponsored Magic
Total: -8 Refresh
To be honest, I'm thinking about banning the thing altogether.  Guess there was a reason they said the powers weren't playtested and to use them at your own risk.  Am I overreacting?
Edited for clarification: Group averages about 14 or so Refresh...so the PC with this is really 19-20 Refresh as far as I'm concerned.  The PC's Weapons skill is a +7 so basically the PC is running around with four '7s' plus all the other skills he has/needs. 


Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on March 06, 2015, 05:55:41 AM
Generally speaking, a -3 Power is equivalent to a lot more than 3 Stunts. Inhuman Strength is like 11.5 Stunts, after all.

(click to show/hide)

But by all means, change/ban it if it's a problem.

I'd hesitate to allow Intellectus of War myself; it's too vague. It sounds like you're using a fairly permissive interpretation of it, so maybe you and your player could hash out a new version which isn't so open-ended?

For example: the power says it only lets you drive vehicles that could be considered weapons. That's a bit vague, and it sounds like your player is using it for all vehicles. That's a problem that you can solve with a bit of rewriting.

It might be a bad idea to ditch the power completely if someone's already using it, though. Rewriting that PC's character sheet could get messy.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: blackstaff67 on March 06, 2015, 07:24:01 AM
I got sweet-talked into it allowing the power.  Personally, I'd allow everything BUT substituting the Weapons skill for other skills.  After that, the PC becomes manageable.  Granted, the book says a power is like a superstunt, but I feel the whole thing is abusive--and if you need four 7s in the game, then something has already gone very wrong.  Thank you for the input.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Blackmako on March 06, 2015, 07:46:05 PM
Important information left out on Intellectus.

1) only has been used for military vehicles. That is at most a one point stunt: can use military vehicles.

2) the sponsored Magic makes no sense. Declarations about leading come from Presence and not from a fighting skill. Declarations/assessments about physical combat come from a fighting skill. For instance a declaration like "hitting the flank" has the fate point expenditure. All three skills (fist, guns, weapons) can create a flank maneuver. Your interpretation of declarations and assessments are too restrictive. Any character can do so with fate points, requisite skill, and GM assent. Should not have to spend two refresh to be able to make declarations and assessments when other players can do so without refresh expenditure.

3) said character possesses skills of guns, fists, and drive and skill points were spent. It does not give access to trappings without having the skill to get trappings. Only helps on "attacks."

4) as Sancta pointed out 3 refresh to power is not equivalent to 3 stunts. 3 refresh is a considerable investment for a character.

5) party is at 16 refresh. Fights beings that are at 20+ refresh with frequent mental attacks. So party fights at challenging level of npcs.

6) before you cry "broke" or "munchkin" consider this fact: with foci/specializations the four wizards in game aim at +8 to + 10 with weapon 5 to 6 attacks via rote. More times than can be counted four wizards hit for 11 to 16 shifts of damage at range and sometimes zone AS PER RULES. Context is very critical in power balance. Mind you the poster is doing such wizardly damage with soulfire and it's accompanying toughness downgrades. Wizards quite simply overshadow physical based characters. The physical characters do great vs cannon fodder, lieutenant monsters. They struggle vs boss monsters and the tougher baddies. In very particular they get beat by magic users and incite emotion.

7) get down to it stunt wise it costs three for fists, guns, drive military weapons. One for capacity to drive military weapons. Maybe 1 for making tactical assessments.

8) poster grumbled at another character doing wall of death with a sword of cross type item on cannon fodder minions. Dresden needs to be more than a wizard game with a group of six players.

Context is key.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Blackmako on March 06, 2015, 11:57:39 PM
Another comparison is the cost of 3 refresh for evocation or thaumaturgy. For three refresh you can simulate any stunt, do all sorts of powerful things, and certainly make declarations, assessments, and maneuvers. Suck at investigation? Do a divination. Summon something in the know. Etc etc.

How many stunts would you have to compile to simulate evocation or thaumaturgy?

There is a balance issue that occurs with wizards at higher refresh in comparison to other non magic templates. Rather than gimping wizards THREE other GMs have used DFRPG resources to give non magic characters a chance. To mitigate high refresh wizards the opposition has been made stronger, more tricky, and much more deadly in the social battlefield.

The intellectus is of little use beyond combat. At the high refresh social and mental skills have been of greater and greater importance. The characters bump into plot device npcs with regularity and that requires more than fighting. Actual fighting is not commonplace is the game. Problem solving is commonplace. For 3 refresh thaum sure helps with that.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: blackstaff67 on March 07, 2015, 07:04:57 AM
I respectfully point you towards What are Powers?, p. 158, right column, last paragraph.  "For each stunt's worth of function...price that power at a cost of -1 Refresh.  Since taking a power means you get no Pure Mortal Refresh bonus (p. 73), a -1 Refresh power is allowed to be a little more effective that an otherwise equivalent stunt."

I may concede that -8 Refresh could be construed as steep.  I do not believe that it should be as cheaply available for -3 Refresh, however.  That said, I see no need to ask the individual in question to alter character sheets but will instead to make a personal note for incoming new characters in future campaigns.
For the record, AFAIK, cannot recall complaints re: Wall of Death stunt.

Now, if you want to say, "Hey, I don't think that accurately reflects the true price of Powers and how they relate to Stunts, those rules need to be tweaked a bit," then fine.  On that we can perhaps agree.  That said, were I to come up with a Power on my own to present to a GM, I'd err on the side of caution and use those very rules. 
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Blackmako on May 03, 2015, 01:33:46 PM
Do not ignore the paragraphs before your citation of pg 158. "You can think of powers as super stunts as the cost multiple refresh points and often offer MANY SHIFTS of effect for more than one skill." The next paragraph proceeds to stipulate "Supernatural powers have effects that can be further reaching, adding trappings to skills that cover strange supernatural territory. Moreover the trappings ..can cover actions and abilities that would otherwise be flatly impossible." By skipping these two qualifying paragraphs you are just making a quantitative comparison of 3 points in stunts to 3 points in powers. There is a qualitative difference in scope and magnitude. Especially when you move past a one point to one point. I point to 3 pt evocation and 3 pt thaum. Both 3 point investments that could be argued to function well past other collections of 3 points. In fact I would argue that powers requiring 3 or more refresh are of a theme. In fact isn't the one point of a custom powers thread about theme?
Title: Re: Custom Powers Master List (Work In Progress)
Post by: blackstaff67 on May 03, 2015, 02:26:24 PM
 I believe the last paragraph is the single ending thought of the Powers question; that is, that Powers are built like several mortal stunts all smashed together and must be priced accordingly.  The addition of trappings to skills regarding this particular power I feel go beyond what the power implies merely by its price.

It would appear that we will have to agree to disagree and that compromise is impossible.  If you want this power at your table, fine.  You can cheerfully allow it at yours, I'll cheerfully ban it from mine.  I feel that having four skills for a PC topped out is not only overpowering, but provides a disincentive for anyone else to run a non-wizard PC (I'm still working on my own 'fix' for the Shapeshifting rules--but hey, that's another subject).  Essentially, the PC in question goes from this:
7  O
6  O
5  O
4  OO
3  OO
2  OO
1  OO  This is based on a 50 skill point PC for the campaign now being run.
To this:
7  O (OOO)
6  O
5  O
4  OO*
3  OO*
2  OO*
1  OO  Asterisks indicate potential slots taken up by modified skills
For all intents and purposes, it gives the PC in question three free skills at his highest level.  Keep in mind that the skills modified by the power can be a flat ZERO (Mediocre) and still be bumped up to a seven, allowing the skill slots to be replaced by other skills.  THAT'S my problem with the power.  There's no point in running a non-wizard PC if this guy's in the game; in point of fact, he provides a disincentive to running anything BUT a wizard-type PC. 
The guy can shoot, punch/kick, and slash (PLUS drive) better than anyone else could, plus he can use those slots for other skills.  As you are a gentleman, perhaps you personally would not do such a thing, but I have met those that could and would...and that's why I'm banning it from my table. 





Title: Re: Custom Powers Master List (Work In Progress)
Post by: S1C0 on June 30, 2015, 04:00:02 AM
Hey Sanctaphrax could you create a super intelligence power that goes along the same lines as cannon powers ie inhuman, supernatural, mythic? because the physical components are there but the game lacks any power to demonstrate a higher brain function that is not tied to a psychic ability or sponsored magic i would love to see your thoughts and ideas, i have one suggestion to have Accelerated Perception to be a part of it.
Title: Re: Custom Powers Master List (Work In Progress)
Post by: Sanctaphrax on June 30, 2015, 08:46:02 PM
I'm not terribly interested in designing something like that, but I can share my thoughts on it.

-I think you'd have to start by defining the type of intelligence that you're enhancing. There are many different kinds, after all. Best way to nail down your idea is probably to list the fictional characters that you'd give the Powers to. Reed Richards? The vampires from Blindsight? Sherlock Holmes? Batman? The Fleetmind from Schlock Mercenary?

-Declarations are probably the best way to represent your character out-smarting you. "I totally thought of that" can be a Power trapping. So can "I know what you're going to do next".

-Something thaumaturgy-esque, or a new kind of conflict, might be useful for making intellectual feats into interesting scenes.

-Numerical Prodigy (http://dfrpg-resources.wikispaces.com/Numerical+Prodigy), Inexplicable Knowledge (http://dfrpg-resources.wikispaces.com/Inexplicable+Knowledge), and Prophecy (http://dfrpg-resources.wikispaces.com/Prophecy) are probably worth a look.