11-24-2009, 11:47 PM | #1 |
Join Date: Aug 2006
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Healing blood for Vampires, Angels and such.
How should i go about crafting an advantage to mimic the "healing blood" effects so frequent in fantasy stories, using RAW. Here are the guidelines and what i have come up with so far:
One more thing is, as to prevent characters from becoming healing machines or buying/selling this blood, iīd like to couple this with an Obsession or Compulsion: "Never willingly part with one's own blood"; Which trait should i use for this and which should be it's base cost? It should be noted that this trait is quite common in fiction, most blood drinking vampires have it, itīs extensively shown in "World of Darkness", "True Blood", etc. the character Angel from the X-men has it, as do many other fictional divine types. |
11-25-2009, 06:57 AM | #3 |
Join Date: Oct 2007
Location: Vermont
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Re: Healing blood for Vampires, Angels and such.
I did this as an optional power up with my home brew vampire template, except it was voluntary.
I used Healing + Blood Agent + Costs HP + Backlash (Ecstacy) Of course it was linked to Mind Control (conditioning only) and Affliction (Euphoria) with the secondary effect of Addiction, so there was an inherent risk in letting a vampire heal you.
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11-27-2009, 04:58 PM | #4 |
Join Date: Aug 2006
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Re: Healing blood for Vampires, Angels and such.
Thanks for the replies.
Neither of these seem to cover what i asked though. Do regular and reverse Blood Agent stack? Does giving someone Regeneration restores the use of long crippled limbs and such? If not, how to reproduce the Restoration spell? What of the psychological trait to go with it? |
11-27-2009, 06:50 PM | #5 | |||
Join Date: Dec 2007
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Re: Healing blood for Vampires, Angels and such.
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11-27-2009, 06:58 PM | #6 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Healing blood for Vampires, Angels and such.
I don't think so, the text in both entries indicate they are kind of mutually exclusive.
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I would use Temporary Disadvantage (Vow: Never part with blood unwillingly) at say -5% Ghostdancer
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11-28-2009, 09:21 PM | #7 | |
Join Date: Aug 2006
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Re: Healing blood for Vampires, Angels and such.
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Healing only works as restoration by recovering parts crippled by damage and only by healing the damage that caused the crippling, which would mean it can only recover a crippled part shortly after the damage is made, not after the person has "recovered", as itīs written you could not use it to, for instance, "heal" Stephen Hawking and restore his physical capabilities to those of a normal person(although this particular effect would not get rid of the disease that causes the generation). racial secret doesn't work at all here. |
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11-28-2009, 09:36 PM | #8 | |
Join Date: Aug 2006
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Re: Healing blood for Vampires, Angels and such.
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The psychological disadvantage is a separate trait and not temporary. A character with healing blood could make fortunes with it or heal his friends and allies almost indiscriminately if it found a way to replenish it, but in this case he should have a sort of "mental block" that would prevent him from parting from it's own blood; For instance, a Vampire who is instinctively overprotective of itīs own blood and would have extreme difficulty parting with any amount of it, like a hungry dog with a bone, only worse. |
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11-29-2009, 05:07 AM | #9 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: Healing blood for Vampires, Angels and such.
I don't think Blood Agent is quite appropriate (since healing isn't an attack), but what you described is indeed a nuisance.
Having to cut yourself is rather dangerous, -10% Needing the blood to either come into contact with the victims bloodstream, or be swallowed is quite disturbing to the victim (and observers), quite easy to stop, and giving blood to an unconscious and/or armoured subject could be troublesome, -25% (Reaction -3 (worse or better depending on the observer)) The entire process of cutting yourself and letting a victim drink (or injecting the blood into them) takes at least a few seconds at best, not exactly mid-combat-useful, I'd peg it at, -40% based on Takes extra time. (I'll sum these three up as Blood Healing, -55%) Curing any disease is theoretically possible for vanilla healing, but with penalties up at -15 for the worst you'd need either tons of reliable or a special enhancement. I'd write up being able to always heal all diseases as reliable 8 (diseases only, -40%), +24%, in combination with the below to reach the desired effect: Healing without needing to make an IQ roll makes sense for this kind of ability. This is "No Roll Required, +100%" Blood being extractable is disadvantageous and advantageous since it can be abused by less than benevolent people. In general it is to the character's advantage though since they are more able to control it. I'd make it a +5% modifier if it only lasts for a day or two. Healing costing HP instead of FP is less disadvantageous than empathic, but worse than vanilla Healing. A -20% limitation seems suitable based on the "cost HP" limitation. To Reduce the FP (HP) cost further I'd use Reduced Fatigue Point Cost with the accessibility limitation (Only affects half the spent hp, -20%), making it cut the cost by 2 up to the limits of the levels of Reduced Fatigue Point Cost (16%/level) So, here goes the write-up: - - - - - Blood Healing 94 points You can cut yourself and feed another living being your blood orally or directly into their bloodstream to heal them, and heal them 2 hp per hp spent automatically. The first time you use this ability on a person per day the cost of the first 20 hp healed is cut by half You can also heal diseases with your blood. This costs 1 Hp per point of penalty inherit in the disease as per B58. The first 10 points of penalty have their cost cut by half. You need not make a roll, and will heal any disease as long as the subject is given enough blood. You can force a subject to ingest you blood Write-up: Healing (Blood Healing, -55%; Extractable Blood, +5%; No Roll Required, +100%; Reduced FP Cost 5, +80%; Reliable 8 (Diseases Only), +24%; Uses HP instead of FP, -20%; Xenohealing (anything alive), +80%) Power-Down If you wish to make a roll, I'd suggest just removing No Roll Required. Shifting the attribute to HT for free seems fair since the healing is basically done by a variant of blood agent. In this case it would be required for the user (or the subject, chose when you create the ability) to succeed with a HT roll. The cost would be reduced to 64. (definitely not RAW-Legal, but hardly abusable) Nuisance effects or back-lash are also suitable for the ability. Perhaps failing the HT roll is risky for the victim, making the healer less efficient, especially around low HT people.
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11-29-2009, 12:13 PM | #10 | ||
Join Date: Dec 2007
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