Re: [Star Wars/Powers] Giving Force Powers the GURPS Psionic Powers Treatment
Force Healing
Power Modifier: Force Healing (-10%).
Power Talent: Force Healing Talent. 5 points per level.
Detoxify Poison (Others)
15/29/44/58/73/etc. points
Skill: Detox (IQ/H).
This ability permits the Force user to force their patient's body to expel toxins and poisons from his body.
Statistics: Affliction (Advantage: Resistant to Poisons (+8), +80%; Force Healing, -10%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Concentrate, -15%) [14.5/level]. Normally, only one level is learned, for 15 points, as no one in their right mind would want to resist this affliction.
Detoxify Poison (Self)
8 points
Statistics: Resistant to Poisons (+8) [8]
Heal
50 points
Skill: Heal (IQ/H).
The quintessential Force Healing ability.
Statistics: Healing (Force Healing, -10%; Increased 1/2D Range x10, +15%; Injuries Only, -20%; Ranged, -50%; Reduced Range x1/10, -30%; Xenohealing: Anything Alive, +80%) [50].
Area Effect (Tech/H)
Default: Heal-2.
This technique allows the Force user to extend his Heal ability to cover a 2 yard radius. For each additional -2 to effective skill, the radius is doubled (4 yards for -4 to skill, 8 yards for -6 to skill, 16 yards for -8 to skill, etc.) This heals everyone in the affected radius, friend and foe alike.
Selective Area Effect (Tech/H)
Default: Area Effect-2 or Heal-4.
Building upon the Area Effect technique, this technique permits the Force user to heal - or not heal, as the case often is - selected people inside the radius selected radius.
Hibernation Trance
Statistics: Metabolism Control (Force Healing, -10%) [4.5/level]
Tapas
1 point per level
Statistics: Temperature Tolerance (Force Healing, -10%; Switchable, +10%) [1/level]
Another somewhat incomplete Power build. Help is appreciated.
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