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DFRPG Resource Collection / Re: Custom Power List
« on: December 13, 2010, 05:12:37 PM »
So I have ideas for a bunch of powers. The first group is in regards to Breath Weapon. Since as written a Dragon’s breath weapon for example, wouldn’t be very intimidating.
Breath Weapon (-2)
As per YS162
Projectile (-2) Your “Breath weapon” is some form of projectile. Because of this you add increased stress from any Strength powers you possess. In addition, each level of strength increases the range of your breath weapon by 1 zone. (Example, if you have Supernatural Strength you would deal +6 stress with your breath weapon, and you could affect targets up to 3 zones away.)
Strong Breath (-1) You breath weapon is extremely potent. You add +4, instead of +2, to the stress your breath weapon deals. In addition you add +1 to any rolls to perform maneuvers. This power cannot be combined with projectile.
Mighty Breath (-1) Your breath weapon is extremely powerful. Add an additional +2 stress, and a +1 to maneuvers when using your breath weapon, for a total of +6 Stress/+2 for Maneuvers. This Power cannot be taken with Projectile.
Wide Breath (-2) Your breath weapon affects everyone in a single zone.
Ranged Breath (-1) The range of your breath is increased by one zone.
The Stoicism powers are specifically designed to not help spellcasters, since they would be FAR too powerful. However it seems like it would be possible for a caster to use more then 4 evocations without being taken out, or using consequences. How do the following powers sound? I was aiming for slightly weak.
Inhuman Mental Resilience (-1)
You add 1 to your mental stress track. There is no catch vs this power, and you can not take other powers that would increase your mental stress. (Stoicism for instance.)
Supernatural Mental Resilience (-2)
Add 2 boxes to your mental stress. This power otherwise acts like Inhuman Mental Resilience.
Mythic Mental Resilience (-3)
Add 3 boxes to your mental stress. This Power otherwise functions like inhuman mental Resilience.
Like other powers that go Inhuman, Supernatural, Mythic, Mythic should almost never be available to Players. NPC Gods, and perhaps the Merlin himself possess that level of power. Senior Council members are likely to have the supernatural level.
The same idea could be applied for physical stress as well. Basically for half the cost of the power with a nearly impossible catch (So no discount for the cost) you get slightly less then half the power, which hopefully keeps it from being over powered. The same idea could be applied to mental/physical armor, though in regards to mental stress from spell casting, armor should never be able to completely negate stress. Casting a spell will always deal at least 1 mental stress (Unless a consequence is taken. )
Breath Weapon (-2)
As per YS162
Projectile (-2) Your “Breath weapon” is some form of projectile. Because of this you add increased stress from any Strength powers you possess. In addition, each level of strength increases the range of your breath weapon by 1 zone. (Example, if you have Supernatural Strength you would deal +6 stress with your breath weapon, and you could affect targets up to 3 zones away.)
Strong Breath (-1) You breath weapon is extremely potent. You add +4, instead of +2, to the stress your breath weapon deals. In addition you add +1 to any rolls to perform maneuvers. This power cannot be combined with projectile.
Mighty Breath (-1) Your breath weapon is extremely powerful. Add an additional +2 stress, and a +1 to maneuvers when using your breath weapon, for a total of +6 Stress/+2 for Maneuvers. This Power cannot be taken with Projectile.
Wide Breath (-2) Your breath weapon affects everyone in a single zone.
Ranged Breath (-1) The range of your breath is increased by one zone.
The Stoicism powers are specifically designed to not help spellcasters, since they would be FAR too powerful. However it seems like it would be possible for a caster to use more then 4 evocations without being taken out, or using consequences. How do the following powers sound? I was aiming for slightly weak.
Inhuman Mental Resilience (-1)
You add 1 to your mental stress track. There is no catch vs this power, and you can not take other powers that would increase your mental stress. (Stoicism for instance.)
Supernatural Mental Resilience (-2)
Add 2 boxes to your mental stress. This power otherwise acts like Inhuman Mental Resilience.
Mythic Mental Resilience (-3)
Add 3 boxes to your mental stress. This Power otherwise functions like inhuman mental Resilience.
Like other powers that go Inhuman, Supernatural, Mythic, Mythic should almost never be available to Players. NPC Gods, and perhaps the Merlin himself possess that level of power. Senior Council members are likely to have the supernatural level.
The same idea could be applied for physical stress as well. Basically for half the cost of the power with a nearly impossible catch (So no discount for the cost) you get slightly less then half the power, which hopefully keeps it from being over powered. The same idea could be applied to mental/physical armor, though in regards to mental stress from spell casting, armor should never be able to completely negate stress. Casting a spell will always deal at least 1 mental stress (Unless a consequence is taken. )