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Messages - Revlid

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1
DFRPG / Drowning?
« on: November 12, 2011, 10:40:07 AM »
The Aquatic power makes you immune to drowning.

Um.

Where are the rules for drowning?

2
DFRPG / Tentacles [-1] (Creature Feature)
« on: October 24, 2011, 10:40:03 AM »
TENTACLES [–1] (CREATURE FEATURE)
Description: You have multiple arms, or else a set of writhing tentacles. Schoolgirls beware!
Note: Unless you have the ability to conceal your nature or change your shape, your tentacles are always visible.
Skills Affected: Fists.
Effects:
Multitudinous Appendages. Whenever you make a spray attack (page 326) that somehow utilizes your many limbs, they grant a bonus of +1 to each of your attacks, regardless of how you divide the roll. This bonus occurs after dividing your initial attack; you must still allocate at least an Average (+1) roll to each target before applying this bonus.

Dextrous Tendrils [-1]. This upgrade allows you to make Spray Maneuvers and Spray Blocks with your many limbs, which function in the same way as Spray Attacks; roll whatever skill you would normally roll to produce that Maneuver or Block, and then split your result in any way you desire between multiple targets. Spray Maneuvers must all aim to produce (or remove) the same temporary aspect (say, Tripped By Tentacles). Spray Blocks must all aim to block either the same target or the same action. Neither Spray Maneuvers or Spray Blocks benefit from the +1 bonus of Multitudinous Appendages.

3
DFRPG / Re: Mental and Social Armour
« on: October 24, 2011, 10:38:55 AM »
Mental Armour 1 = Tinfoil Hat
Mental Armour 4 = Magneto's Helmet

4
DFRPG / Re: Focused Practitioner + Refinement
« on: October 19, 2011, 08:20:32 PM »
Am I the only one who remembers the cannon talking about how focused practitioners are actually not capable of being wizards? How they aren't just not as learned, but actually lacking the strength to be able to do more? Thematically they aren't super awesome with the one thing they choose to work with, but actually barely capable of doing the one thing that they have the affinity for.

Or am I just crazy?
Some Focused Practitioners lack significant magical oomph to pull off much. Others have the potential for more but simply haven't grown into it. Still others are Wizard-level within their specific niche, but don't have any talent at all outside of that niche (as in, even less than Harry's talent for veils, in everything). Mortimer, for example, is hinted by Leanansidhe to have the magical "batteries" to pull off some major stuff, but he lacks the right talents to even become a sorcerer. That's part of he was targeted in Ghost Story.

5
DFRPG / Re: Refinement
« on: October 18, 2011, 10:40:20 AM »
Yes, the lady on YS387 has Ritual (Crafting). She's chosen a functional limitation on her Thaumaturgy, like Ritual (Summoning) or Ritual (Veils). She's also missing two enchanted item slots, but whatever.

Using a thematic limitation will still allow you to craft (if crafting were a thing that happened anywhere but off-screen or as fluff). This is noted right at the start of the "Thematic Thaumaturgy".

"All the types of thaumaturgy listed so far are divided along functional lines. Plenty of spellcasters focus their specializations by function—you have divinators, wardsmen, crafters, summoners, and the like. But just as often, thaumaturgists specialize not along functional lines, but instead along thematic lines. A thematic specialization looks at the subject matter in which all the various functions of thaumaturgy are applied—an ectomancer will be particularly effective with summoning, binding, divining, veiling, warding, crafting, transforming, disrupting, and transporting ghosts and other non-demonic spirits, for example."

Diabolism refers to spellcraft that uses a demonic component. Therefore, my craft involves using demonic ichor to etch out runes, heating metal in hellfire, binding minor demons inside the fabric of an object, and using ancient infernal recipes bargained away from bound devils to create potions. I'm going to be stinking of demons, which should lead to decent compels, and I can still craft for pretty much any suitably demonic effect I want... While also being able to summon demons or place demonic curses or set up wards against demons or the holy.

RAW, you don't need any other spellcasting abilities to make an enchanted item, thanks to everything happening off-screen and thaumaturgy not being actually necessary.

I'm going to see what the GM says, anyway. This isn't even for my character; it's for someone who wants to play a twitchy, drug-blasted alchemist. I'm going to be playing a demonologist spirit eater (Ritual: Diabolism with the Mimic Abilities power - bind 'em and chow down, cue the crazy).

6
DFRPG / Re: Refinement
« on: October 18, 2011, 03:50:58 AM »
Ritual (Crafting) offers absolutely nothing that your proposed interpretation of Refinement does not. And it costs an additional point of Refresh.
Why on earth would you take Ritual (Crafting)? Why not just take Ritual (thematic) and fluff out all your enchanted items as being based off that theme? That's what I'd do, if I wanted to power-grub. Ritual (Demonology) would give me access to damn near any effect I wanted, provided I gave it an infernal skin.

"Pure Refinement" is only free refresh for the players who are unimaginative enough to miss out on the potential of a thematic Ritual. For everyone else, it's less optimal than taking Ritual.

PS: I don't think that Evocation lets you make Enchanted Items. Give me a moment, I'll find some links.
"Item Slots. Evocation comes with two free Focus Item Slots (page 278). You can design the items that fit into these slots now, or later on during play. A single Focus Item Slot may be traded in for two Enchanted Item Slots (page 279). You may gain more Item Slots as one of the options on the Refinement ability (page 182)."

7
DFRPG / Re: Would like some help making a gun mage
« on: October 18, 2011, 03:38:12 AM »
Mortal practitioners have problems with tech.  Gard is an immortal vaklyrie.  See it now?
Lifespan doesn't play into it; it's free will that matters, something mortals have in abundance. I personally doubt that Gard lacks it.

Consider also that she offers Murphy (a Pure Mortal) a job as a valkyrie. It's possible that becoming one involves losing your free will, but we simply don't know enough to say for sure.
---------------
I don't think that dormant enchanted items cause shortout in mechanical equipment. It is the friction between free will and a mortal's magical power that causes "mana static", something not present in mindless objects, particularly those that are usable by anyone. Until the bullet goes off (and perhaps even after that point), machines will be unaffected by its magical potential (or release). Bullets are (with a few exceptions, generally either deliberate or shoddily-made, neither of which are a concern here) not damaged by the firing of the gun; they are pushed out by compressed gas, not the explosion that compresses it. Any carved runes or painted symbols or stored magical energies should be just fine right up until it hits some sucker 'twixt the eyes. Or turns into a demon mid-shot. Or explodes into a rainbow burst of magical energy, or what have you.

So yeah. If you do Maneuvers with Guns, your opponent can try to resist with Athletics or another, more appropriate skill (depending on whether they dodge the bullet or take its "effect" head on).

Spend a least few item slots on turning something into a crafting focus item for your "potions". It really is a good investment.

8
DFRPG / Re: Refinement
« on: October 18, 2011, 02:43:10 AM »
You're bringing up some long-standing crafting arguments here.  I'm not going to jump back on those arguments.  I'm going to point out that you have nothing to refine.
I'm not using the Refinement power to represent refinement. I'm using it to represent pure crafting/potionbrewing ability.

I can take Claws without them actually, literally being claws. I can take Wings without having any literal wings. Breath Weapon has been canonically used to represent thrown handfuls of burning faeces.

I don't think this particular counts-as is a massive stretch.

As always, everything is up to the GM.  Anyone trying to slip that past me as a GM though would get asked "Are you going for munchkin of the year or do I really look that freaking stupid?  No."
...But if I took Refinement instead, for one refresh more, which gives me all those benefits and the ability to use Thaumaturgy, this would be totally balanced? I think it's obvious that someone doing this wouldn't be doing it for the power.

I'm not sure what you meant here, given that a character cannot have both Evocation and Channeling.  If you meant either Thaumaturgy or Ritual instead of Channeling, could you point the way to a reference to support this position?  The only way to make potions is by having one of the following:  Thaumaturgy, Ritual: Crafting, or Ritual: [Thematic Subtype].
Uh, no. I can get potions with enchanted item slots. I can get enchanted item slots with Evocation or Channeling just as well as I can with Thaumaturgy or Ritual.

Did you mean that a character with Thaumaturgy doesn't need Evocation or Channeling to make potions with an elemental theme?  This is true, but it certainly doesn't support the rest of your argument.
No, I mean that a character with just Thaumaturgy doesn't need any kind of Evocation ability (be it Evocation or Channeling) to store Evocation effects in an enchanted item. Similarly, a character with just Evocation doesn't need any kind of Thaumaturgic ability (be it Thaumaturgy or Ritual) to store Thaumaturgic effects in an enchanted item. So I don't need Evo to make Evo potions, and I don't need Thaum to make Thaum potions... What's stopping me from being a pure potions-brewer?

I'm pretty sure that by the RAW Crafting is an application of Thaumaturgy.
You don't need Thaumaturgy to get slots for enchanted items. You can get them just by purchasing Evocation, or even Channelling. Therefore, Thaumaturgy nor any variant of it is a necessary prerequisite for crafting enchanted items.

I'm absolutely certain that giving Focused Practitioner Crafters a 2 refresh discount on their powers is a bad idea from a balance perspective.
It's not a discount. They're only receiving enchanted items and/or potions. No Thaumaturgy, no Evocation. Given that Ritual is only one point of refresh more, and gives you just as many item slots as well as limited thaumaturgy, I don't think this idea can be called overpowered.

9
DFRPG / Re: Refinement and Items
« on: October 17, 2011, 01:59:46 PM »
How are you going to create the spell stored in the potion?
The same way as normal. Nowhere does it state you actually need the ability to cast a spell stored in an enchanted item/potion, just that the effect of the potion is equivalent to a spell with a strength/complexity equal to your Lore. You can make Evocation-potions without even having Channeling. As written, you don't need any spellcasting abilities to make enchanted items, just some open item slots... Which Refinement gives you.

10
DFRPG / Refinement
« on: October 17, 2011, 11:40:13 AM »
So, I just noticed that the Refinement ability has no "Musts".

Therefore, I could technically take it without having any other kind of spellcasting ability.
Useless for new elements and specializations, of course, but what about enchanted items? Could I use this loophole to produce a potion-brewer with no other overt spellcasting abilities?

11
DFRPG / Re: Would like some help making a gun mage
« on: October 17, 2011, 10:57:55 AM »
I wasn't even thinking type of gun.  Simply putting an enchanted slug that close to explosives (powder and primer both) would be plenty dangerous.  Yeah, a loading machine and the explosives aren't exactly cutting edge tech but even minor mishaps can kill you when you a hopper full of powder right in front of your face.

Could it be done with tech-fouling mortal magic?  Probably.  Regularly without getting your face blown off?  Much less likely.
Marcone does it in Even Hand. Uses a magic bullet enchanted by Gard to kill a Fomor cantrev. I don't see a problem here.

It'd be best to stat magic bullets as potions; they're one-use, usable by anyone, and can be declared on the fly if need be.

So, yeah, take Ritual as the cheapest non-smashy magic ability out there. That gives you 2 Focus/4 Potion slots. Then take Refinement as many times as you like for additional 2/4 slots.

Say you're playing in Submerged. This can get you a maximum of 16 Focus Item or 32 Potion Slots. You'll probably want to drop a few of those to keep your final Refresh above 1 (or get some gunslinging stunts). Maybe spend a Focus Item slot or two on your gun (or holster, or glove, or hat or something), to make it into a focus for your bullet-potions. Then spend the remaining Potion Slots on stored Evocations and Thaumaturgy, activated when you fire. Stored maneuvers and stored weapon-damage-increases seem most likely for Evocation, though you could also pull off the Wanted bullet-block thing with a stored block. Thaumaturgy could have some other effects (limited by your Lore + whatever bonuses you have + whatever Aspects you declare, remember), but the only one I can think of off the top of my head would be increasing your Guns rating as you fire.


12
DFRPG Resource Collection / Re: Custom Power List
« on: October 16, 2011, 09:26:03 PM »
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.

13
DFRPG / New Psychic Power: Spirit Vessel [-1]
« on: October 16, 2011, 03:25:59 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.

14
DFRPG / Re: New Toughness Power: Swarm Body [-3]
« on: October 16, 2011, 02:46:38 AM »
This power, as written, has no negative effects on the capabilities of the swarm-character.  It would not, for example, preclude the character from wielding a sword using its mythic strength.
Well, yeah. I don't see a problem with a Worm That Walks being able to wield swords. If the swarm actually is just a mundane swarm of bugs, then that's an issue which is solved by the GM not giving swords to the swarm of bugs.

15
DFRPG / Re: New Shapeshifting Power: Multiple Bodies [-7]
« on: October 15, 2011, 11:14:39 PM »
New version up.

Changed Split Power. Added Von Neumann's Magic (clones can make clones) and Ontological Inertia (clones don't die when you do). Edited Hive Mind again.

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