07-17-2018, 10:03 AM | #1 |
Join Date: Aug 2004
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Mimicing DC's Voodoo Power
I am trying to duplicate the power that the DC character Voodoo has. She has the ability to banish/exorcise a creature that is possessing another host. I need help building it please.
Separating Another powerful gift is that she can separate any being that is possessing a body and she often uses this gift against Daemonites. It does usually result in pain and at times it may also hurt Voodoo herself. This power can be used from a distance, but she usually gets close to the person she is using it on. The only thing I can find online for it is this... Affliction 1 [10] (Magic, -10%; Accessibility: Extra-Planar Beings, -40%; Based On Will, +20%; Disadvantage: Weakness: Natural World, 1d/minute, +60%; Malediction: -1/yd, +100%) [23]. but it does not fit the outlined ability. As well as this ability of hers The Sight Voodoo is part human, Kherubim and Daemonite which results in her having unique abilities not seen in either two. She has the power of the “Sight” which allows her to see any being or object as it truly is, meaning she is not affected by shape-shifters, seeing through lies told, or any type of illusion. |
07-17-2018, 10:11 AM | #2 |
Join Date: Sep 2004
Location: Upper Peninsula of Michigan
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Re: Mimicing DC's Voodoo Power
Honestly I would just straight up go with the Magic system. Power Investiture that gives access to the necessary Necromantic and Meta spells for banishing and protecting from spirits. This allows her to spend extra Fatigue and HP for dramatic effect when necessary, and has the range rules built in.
If Powers is really the way you want to go, then Affliction of Negated Advantage (Possession), I would think? With whatever limitations are necessary to model the character's abilities -- Malediction is usual, Preparation Required, Takes Extra Time if there's a rite for doing it, costs Fatigue, accessibility (only for whatever class of beings she can do it to, unless she can negate any possession), etc. Alternatively, perhaps a heavily-limited form of Healing? Historically rather accurate, given what people used to think was possession... |
07-17-2018, 10:21 AM | #3 | |
Join Date: Aug 2004
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Re: Mimicing DC's Voodoo Power
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07-17-2018, 10:59 AM | #4 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Mimicing DC's Voodoo Power
Separating can be done with the Exorcism skill, but you can also try Affliction (Negated advantage, Po session) as suggested or use Possession yourself to fight them, I add Cosmic, +50% to allow spiritual, -20% without you being a spirit.
The Sight sounds like See Invisible (Spirits) with the True Sight enhancement from GURPS Powers. It might need to be tweaked a bit if she sees things other than spirit based powers. I am not familiar with the character so hope those help.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
07-17-2018, 11:36 AM | #5 |
Join Date: Sep 2004
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Re: Mimicing DC's Voodoo Power
I'd use Detect with Analyzing to ferret out shape shifter and illusions. It makes it more of a sense roll/contest which is fair to someone spending lots of points on hiding abilities.
As for undoing possession, Neutralize (Source magical? Limited to only possession?) from Powers seems made for that ability. You can tack on suitable "feedback" limitations to taste. |
07-17-2018, 11:47 AM | #6 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Mimicing DC's Voodoo Power
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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07-17-2018, 01:02 PM | #7 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Mimicing DC's Voodoo Power
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Affliction 1 [10] (Magic, -10%; Accessibility: Extra-Planar Beings, -40%; Banishment, +300%; Malediction, +100%) [45]. Quote:
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07-17-2018, 04:20 PM | #8 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Mimicing DC's Voodoo Power
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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07-17-2018, 04:25 PM | #9 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Mimicing DC's Voodoo Power
That's fair, I guess you'd have to define whatever you're affecting in the first place. Since I'm not the GM I gave the broad answer. Daemonite possession is a racial ability in a superhero setting. It's unlikely to be some form of Spirit modifier. For them, I'd probably add Permeation (probably just Flesh though there have been other cases in the comics where they can phase through other stuff) and Parasitic, but that's not what the OP asked.
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07-17-2018, 05:17 PM | #10 | |
Join Date: Aug 2004
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Re: Mimicing DC's Voodoo Power
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