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Custom Power List

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vultur:

--- Quote from: Sanctaphrax on May 20, 2014, 04:29:42 AM ---Probably.
--- End quote ---

OK, then...

Unusual Healing [-2]
You can heal someone through some form of magic or other unusual ability. Usually this is faith power or highly practiced biomancy, but it could be something weirder, like symbiotic microbes.
Healing Touch. Choose one skill appropriate to your form of healing (Conviction for faith power, Discipline or Lore for biomancy, etc.) You may use this skill to declare appropriate justification for recovery from mild, moderate and severe physical consequences.
Quick Healing. You can speed the healing of another being. This gives that being the benefits of Inhuman Recovery for one session (or until you choose to revoke it). This may benefit only one being at a time.

Do you think being able to apply Quick Healing to multiple people would be worth -1 Refresh for each doubling (each step up the group chart), or what?



--- Quote ---And Doctor provides actual Scholarship bonuses.

--- End quote ---

You're right... oops...  :-[

Sanctaphrax:
That seems a little cheap, but honestly I'm not sure.

PirateJack:
So Mimic Abilities has come up as a PC power in my feet in the water campaign but I have some reservations about using it as it is. The potential for cap breaking skills makes me wary enough that I'd prefer other options to be used. On the other hand, the character using it is pretty much Mortimer Lindquist-lite so there should be a power that accurately models the options Mort has available to him when engaging in voluntary possession.

So I've basically written up a power based on Mimic Abilities that isn't quite so liable to overpower the PC. At least not permanently as MA does.


--- Quote ---Voluntary Mimicry [-varies]
Description: Through the willing possession by ghosts or spirits you are able to take advantage of their powers and skills.
Skills Affected: All
Musts: You must set aside a number of points of your refresh equal to the maximum total refresh value of any mortal stunts and supernatural abilities you wish to copy from a target. These are called your mimic points. You must also take an aspect related to this power.
Effects:
Willing Possession: You may allow a single ghost to possess you for a period of yours or the ghost's choosing. This gives you the ability to communicate with the ghost telepathically and allow it to act through you, if you so choose.
Channelling the Dead: You may copy the supernatural powers of the ghost possessing you at the cost of one mimic point per refresh.
Mimic Stunt: You are able to clone any of your co-habitant's mortal stunts at the cost of one mimic point per stunt. These are permanent as long as the spirit is possessing you.
Mimic Skill: Allocate one mimic point to copy any one of your possessor's skill. This replaces your actual rating with that skill while the allocation remains in place.
--- End quote ---

The differences from MA are that you can only be possessed by a single ghost/spirit at any time, you don't have to eat things/people to use it and you must have an aspect related to the power. You also get an effective ability to speak to the ghost possessing you without requiring Ghostspeaker or a thaumaturgic ritual.

So while it's not quite as powerful overall as Mimic Abilities, I think it's fairly balanced and in keeping with the rest of the 'good guy' powers. Power is easy to gather if you take it by force; trying to not be evil requires you to rely on friends and allies rather than personal power.

Sanctaphrax:
Looks good to me.

PirateJack:
And that's as good an endorsement as I could ever hope to get. Cheers!

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