Need help with a power


Advice


So I'm going to be GMing a game on Wednesday, the plot will revolve around all the players having these really op special powers with severe drawbacks that will gradually get stronger as they advance in the story. The powers so far are:

Temporary Invulnerability: Cannot be damaged by any means. Drawback: After deactivating the Power the user receives 1/4th of the damage every min.

Clone: Can create a Clone of himself that has all the same stats and gear and can be summoned anywhere within range. Drawback: Any negative effect the Clone is suffering from (including damage of any kind) when dismissed the user then becomes effected by.

Soul Summoning: Any time something is killed within range of the user he can take a portion of the targets soul, this allows him to summon the creature to attempt any single attack the creature was capable of in life. Drawback: The souls retain a portion of there consciousness and can interfere with the users day to day tasks. When summoned the user must make a will save to control the creature or be attacked by the creature.

Pyrokinesis: The user can create and manipulate fire in any way she chooses. Drawback: Takes Damage every time she deals damage.

Ok so that's all the powers, their are some other details here and there that I don't think needed to be typed out (I'll get more detailed if needed). What I need now is one more Power that revolves around blood and a draw back of some kind.

After typing all this up I realized that all the powers drawbacks are very similar so I'll take any ideas for more varied drawbacks too.


One more thing. I didn't make these powers myself I let the players come up with them, I just help balance them a bit.


Man I'm feelin the love tonight. does no one have anything to add?


Hemomancer: Can take control of an enemy as though they were a puppet(will save = 1/2 HD + Charisma). However this puts a large amount of stress on the user without their notice, and after using this ability the controller collapses from exhaustion and is stunned for 1D4 rounds.

How's that look?

A lot of the abilities drawback so far look like they could kill the user. They look pretty deadly.


MrSin wrote:

Hemomancer: Can take control of an enemy as though they were a puppet(will save = 1/2 HD + Charisma). However this puts a large amount of stress on the user without their notice, and after using this ability the controller collapses from exhaustion and is stunned for 1D4 rounds.

How's that look?

A lot of the abilities drawback so far look like they could kill the user. They look pretty deadly.

Deadly is the idea. I want the powers to be, when used kind of a win button but I don't want the players using them constantly. They can only use the abilities a limited number of times per day and only for a limited number of rounds each use.

For the blood ability I'm looking for it to have more of a physical aspect to it.

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