I've come to the last of the Bar Brawl power lists I created back in 2009. This set shows the beginning of some thinking about terrain powers; in this case, though, I was reskinning the character's core powers to interact with terrain that I could know for certain would be present. In a similar vein, it would be much easier to come up with terrain powers if I already had a team of PCs in mind, with their own personal style, much as I was talking about yesterday.
Sulimo, in any case, was an eladrin wizard. The player initially built the character to be all about single-target control and use orbs, but shortly after the bar brawl session he rebuilt the character to be an area-damage blaster using wands. I made a point of writing his attacks to target things other than people, and deal damage to the actual enemy as collateral damage, for the same reasons that the rest of the characters weren't using swords and axes in their attacks. Once a wizard is actually hurling damaging spells at someone, it's a lot harder for me to accept that the fight is intended to be nonlethal.
A point I want to make about the way I created the powers as a whole is that I repeated a number of powers between characters, such as Deceptive Move being available to both Dendric and Sulimo. In retrospect, I feel like this is a good thing, though it's hard to verbalize why. In a sense, I feel giving characters something in common links them together in the game's conceptual level of powers. It's a lot like the skill powers that WotC published in the PH3, although those powers ran into odd balance issues from the differing strengths of classes. That suggests to me a series of "Deed of Strength," "Deed of Dexterity," etc., kinds of powers that would be available to all characters meeting stat minimums. This could be good if it gave characters more reason to care about stats other than their class's primary and secondary stats, but there are obvious problems as well.
At some point, I may go back and create bar brawl powers for Kiel, Hane, and Dominik, both as a design exercise and to amuse those players, even now that the campaign is long since ended.
Ray of Frost Wizard Attack 1 A blisteringly cold ray of white frost streaks to the floor beneath your target, causing him to slip. At-Will ✦ Arcane, Cold, Implement
Standard Action Ranged 10 Target: One creature Attack: Int vs. Fortitude Hit: 1d4 + Int cold damage, and the target is knocked down.
Target The Architecture Wizard Attack 1 You hurl bolts of force, splintering the wood near your enemies and injuring them indirectly. At-will
Standard Action Ranged 10 Target: Int vs Fortitude Hit: 1d6 + Int damage, and one square adjacent to the target is difficult terrain until the end of the encounter.
Fey Step Eladrin Racial Power With a step, you vanish from one place and appear in another. Encounter ✦ Teleportation
Move Action Personal Effect: Teleport up to 5 squares.
Deceptive Move Wizard Attack 1 When attacked by two at once, you meet superior strength with superior wit. Encounter
Immediate Interrupt Personal Trigger: An enemy makes a melee attack against you while contributing to flanking you. Effect: The target of the attack is changed from you to the attacker’s flanking partner, even if reach would not normally permit this attack. Resolve the attack normally.
Splintering Force Wizard Attack 1 You invest force into a piece of furniture, and it explodes into splinters. Daily
Standard Action Ranged 10 Target: Creatures adjacent to one table Attack: Int vs. Reflex Hit: 2d6 + Int modifier damage, and the squares where the table used to be are difficult terrain until the end of the encounter.
Sleep Wizard Attack 1 You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. Daily ✦ Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Int vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).
I Thought Elves Liked Wine Alcohol: cause of and solution to all of life’s problems. Encounter
Minor Action Effect: Upon finishing your beer, you gain +2 Reflex until the end of the encounter. Special: If the beer you just finished was Demogorgon Pale Ale, gain a +2 AC also.