I introduced a magical creature into my game with a bunch of hand-wavium, but now it looks like I need some help giving it specific numbers. A mage with mMF in Healing is looking for a Familiar.
Basically the troupe entered a buried temple of Glycon from the time of Julian the Apostate.
The mage with Blatant Gift awoke the possessed (previously Glamoured) statue of Glycon. When awake, the formerly marble statue is flesh and blood.
The possessing ghost is the former daughter of the last high priest. She witnessed the Christian mob kill her father from the hidden treasure room. When the mob left she gathered up all treasures (items associated with healing, including a lot with Vis), swallowed those that could be, them carried the rest (including a unicorn horn) as she walked into the local river, praying to be united with her god after drowning.
Her Vis empowered prayers were "successful", and now she has the body of Glycon. With the unicorn horn on her forehead.
Used the power of Healing on a Grog, and the horn shrank. She has Ghostly arms (seen by Second Sight) that can manipulate stuff. Wishes she had legs so she can run.
I am thinking a magic might of maybe 13, a size of perhaps zero, powers of Healing and Hands.
Any other suggestions?
The phantom hands are easily handled with the Personal Power Hands of the Magical Animal (even if the character is not an animal). It is basically a constant effect of Unseen Porter.
The Healing power is a bit more tricky.There is one proposed in RoP:M (just after Hands of the Magical Animal), aptly named "Healing". It costs however 2 permanent Might Score. There are no ways around it to have "real" healing without vis or permanent might (it is also a balance mechanism, so ideally, try not to fudge it).
For the body, you can:
start with the base characteristic of the Egyptian Cobra, adjust for a size 0 (+6 str, -3 Qik to go from -3 to +6), then apply 7 points of characteristics
consider it a magical human (probably the easiest), but select appropriate flaws (monstrous appearance obviously) to match the body of Glycon, maybe selecting a few qualities and inferiorities for the snake body.
Then, with the approval of your ST, decide the season, the power level and the type of character it will be (typically, familiar are often considered like Grog).
Summer, Medium or High level and grog are a solid base. It is tempting to go higher, but it needs to be on par with other characters, so again, check with your group.
To have a chance to use her healing power, she would need to be High power to have 5 Might, thus the ability to use at least once her healing power.
5 Might means you have 5 magical qualities for free. Amongst them the power Hands of the Animal, and 2xRitual power to have Healing (costing 2 Might each time). I would recommend Unaffected by the Gift - that's seems reasonable.
You will have one more minor mag. quality to pick up.
Of course, you can take some magical inferiorities to get a few more qualities (Monstruous appareance is a Major inferiorities for example).
Because it is a grog-level character, you can have up to 3 virtues/flaws to complete the portrait.
They could have a healing power that just adds to recovery rolls. That's clearly within the range of permitted powers, fits the character, and doesn't cost might.
Absolutely. Based on the original story, it looks like a quick healing, so I went with this power, but the bonus to recovery is a valid proposal, less demanding in term of might.
The best way would be for the OP to get his hand on RoP:M.
I don't want to go over copyrighted material. I can explain how to proceed - it took me a few attempts to wrap my head around the whole process - but now, I have a good grasp.
The first step is to discuss with the group to agree on power level/season. Everything else will derive from that. Once you have this info, we can make suggestions.
That's fair. On the other hand, there's a fine tradition in media of "new character turns up, does something awesome, and is then never quite so effective again."
A simple alternative is to give her the power to Bind Wounds (as per the Spell). Since the wounds "magically seal themselves and stop bleeding", this can easily be mistaken for Instant healing, especiallly as the target may act without risking worsening their wounds.