04-22-2019, 10:48 PM | #1 | ||
Join Date: Apr 2019
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Repair Damage Power and Reduced Time
I am trying to build a power that repair damage on objects.
I tried using the Healing advantage, but i couldn't find any official source that makes this work on inanimate objects. I found a suggestion on another thread to put a +100% enhancement "affects objects" and a -100% "affects objects only". But it is a little odd, cause there is a lot on Healing that don't make sense with working with objects, like the -2 for repeated attempts in 24 hours and the -2 for uncounscios subjects. Then i saw the Haircut power on GURPS Thaumatology - Sorcery, and the One Task Only Limitation for TK. It would be awesome to have a power that enables the character to "magically" repair an object based on the skill of the character. But, on the power description says it has the Reduced Time Enhancement "to shorten a 10-minute haircut to one second, which was chosen because it costs the same as an Average technique to buy off the ‑10 for 'instant use'". It seems to me that it can't work well with the TK Advantage, and i couldn't find any reference to the -10 penalty fo "instant use" (unless he is referring to the instant use penalty for the Warp Advantage). Kromm said that you can't put Reduced Time on TK here Quote:
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04-22-2019, 11:26 PM | #2 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: Repair Damage Power and Reduced Time
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Why do you think the -2 per 24 hours does not make sense? Its magic after all :) And if you cant repair it right the first time, I can see multiple attempts being at a penalty. Consider Reliable for more difficult repairs. Quote:
Its a case where two editors disagree on a rule, possibly PK is just making a specific case exception. TK is good for fixing things as if you had the labor, and with Accessory perks the tools. But repairing damage without replacements parts is IMO beyond the scope of TK. For repairs where your creating replacement parts or material I think Healing or a Snatcher variant is best.
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04-23-2019, 07:52 AM | #3 | |||
Join Date: Sep 2007
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Re: Repair Damage Power and Reduced Time
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I'd probably just say that healing objects gets a -2 per repeated attempt, resetting when the object is fully restored. The limit is mostly for game balance, but if there's any logic to a 24-hour reset, it would have something to do with the subject self-healing and so the situation changing and becoming easier. That's not going to happen with an object. You heal the easiest bits first, and then it just gets harder and harder, perhaps beyond your ability. Quote:
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TK doesn't have the ability to manipulating things on a very small scale (see the "pair of hands" metaphor). The campaign fluff text might classify abilities like heating things up as "telekinesis", but the GURPS TK ability isn't meant to let you move anything you can imagine, like speeding up atoms, or pulling two halves a uranium atom apart, or pushing all the air to one side of a room, or making metal and stone flow together. I'd let you use TK to do remote crafting (say, if you really have to blacksmith that Metal of Vile Evil inside the transparent magical insulating box) with the usual Blacksmithing skill. And you can probably think of ways for TK to be complementary to ordinary smithing, and so give a bonus. But it can't do things like meld a broken sword back together or fill in abraded leather or re-weave cloth (at least not any faster than you could move each thread by hand). Not really a good place to start for the images that the phrase "healing objects" conjures up for me. I think that's just to cancel out the +100% for "heal objects". That is, an ability that can heal objects but can't heal people is a net +0%, whereas an ability that can heal both objects and people is +100%. |
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