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Old 10-01-2015, 08:57 AM   #1
solidsingularity
 
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Default [Powers] New Advantage: Healing Innate Attack

I need something that functions exactly like a normal innate attack except that it does 1D of healing per level.
I was thinking roughly 50 points per level?
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Old 10-01-2015, 09:18 AM   #2
sonic232
 
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Default Re: [Powers] New Advantage: Healing Innate Attack

Healing [30] + Ranged, +40% = 42 points, with a 1 FP cost per 2 HP healed. There's a rule which says you can treat 1d as 4 and vice versa, so paying 2 FP would allow you to heal 1d. Use Psionic Powers to help build your 'levels'. Take each level as a level of Reduced Fatigue Cost, +20%, or 42 points base + 6 points per additional level.

EDIT: As well, you treat 7 as 2d under that same rule. For the life of me, I can't remember where it is, but I know its there and has been used in both directions in RAW.

Every 2 extra levels of this advantage would allow you to heal 1d of damage at range for free, with the 7th level getting you an extra with only 1 level. So the progression would be 12 (1d) + 12 (1d) + 12 (1d) + 6 (1d), and then start over again.

Last edited by sonic232; 10-01-2015 at 09:30 AM.
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Old 10-01-2015, 09:23 AM   #3
Varyon
 
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Default Re: [Powers] New Advantage: Healing Innate Attack

You're looking at Healing with some modifiers. Ranged +40%, Injuries Only -20%, Reduced FP Cost +40% (assuming an average cost of 2 FP, enough for 4 HP), Xenohealing +100% (anything animate), Cosmic: No Iteration Penalty +50%, and Cosmic: No Drawbacks +50% (catch-all for the strange -2 if unconscious, failure/critical failure consequences, etc). That's [108]. You might be able to justify between -150% and -300% (based on Cosmic: Irresistible Attack +300%) if it has to get past DR. I'd go with -150% if hitting them anywhere works, -300% if you need to actually hit the same area as was wounded. Those drop price to [63] and [18], respectively.

Your [50]/level might not be too far off, but do keep in mind this power can be abusive, as you can simply spam it at a low level to repair even the most dire of wounds. Healing avoids this with an FP cost, consequences for failing, and an iteration penalty - all of which we're getting rid of to make this an Innate Attack.

EDIT: Combining this with sonic232's suggestion, you're looking at a base cost of [18], [63], or [108], above, and +[12] per additional level (Reduced FP cost is -20% per FP).
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Old 10-01-2015, 09:37 AM   #4
Imion
 
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Default Re: [Powers] New Advantage: Healing Innate Attack

I'd say:

Healing (Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Cosmic, No IQ roll needed, +100%; Injuries Only, -20%, Ranged, +40%; Reduced FP Cost, 2 FP, +40%; Xenohealing, +100%).

Additional levels raise the Capped (which results in no cost change) and Reduced FP modifiers.

1d [68]
2d [80]
3d [92]
4d [104]
5d [116]

EDIT: Math quite a bit off, see below.
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Last edited by Imion; 10-01-2015 at 10:57 AM.
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Old 10-01-2015, 10:07 AM   #5
sonic232
 
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Default Re: [Powers] New Advantage: Healing Innate Attack

Quote:
Originally Posted by Imion View Post
I'd say:

Healing (Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Cosmic, No IQ roll needed, +100%; Injuries Only, -20%, Ranged, +40%; Reduced FP Cost, 2 FP, +40%; Xenohealing, +100%).

Additional levels raise the Capped (which results in no cost change) and Reduced FP modifiers.

1d [68]
2d [80]
3d [92]
4d [104]
5d [116]
I really like your use of Capped, there. I had forgotten it was a thing. But raising capped increases the cost of the advantage by +5% per each 2 FP the cap is raised by (about 1.5 points, or 2 points for even levels and 1 point for odd). As well, every 4th level would only cost 6 points because of the whole '1d = 4, 2d = 7' rule. So combining both of our suggestions, we'd get:

1d [68] (2 levels of Reduced FP cost, capped at 2 FP)
2d [82] (4 levels of Reduced FP cost, capped at 4 FP)
3d [93] (6 levels of Reduced FP cost, capped at 6 FP)
4d [101] (7 levels of Reduced FP cost, capped at 8 FP)
5d [114] (9 levels of Reduced FP cost, capped at 10 FP)

Levels at multiples of 4 only cost 6 points after this point. All other levels cost 12 points flat. Again, this is due to 2d = 7 when converting dice to flat numbers and vice versa. You could also just take every 8th level for free.

Last edited by sonic232; 10-01-2015 at 10:25 AM. Reason: Correction
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Old 10-01-2015, 10:13 AM   #6
solidsingularity
 
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Default Re: [Powers] New Advantage: Healing Innate Attack

Thank you very much!
I really like the base cost being somewhat high and not as high for additional levels.
I am very well aware of how useful this is his just something that's come up a couple of times in a power game I am running.
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Old 10-01-2015, 10:21 AM   #7
oneofmanynameless
 
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Default Re: [Powers] New Advantage: Healing Innate Attack

Quote:
Originally Posted by solidsingularity View Post
I am very well aware of how useful this is his just something that's come up a couple of times in a power game I am running.
Quote:
Originally Posted by Varyon View Post
...but do keep in mind this power can be abusive, as you can simply spam it at a low level to repair even the most dire of wounds. Healing avoids this with an FP cost, consequences for failing, and an iteration penalty - all of which we're getting rid of to make this an Innate Attack.
I'm wondering about some sort of limitation like: "Not Comulative on the same wound."
That assumes that you keep track of separate wounds separately: get hit three times, once on the arm and twice in the torso. The arm wound is 3 HP. First torso wound is 5 and second torso wound is 2. You can then heal the person three times for up to 3, 5, and 2 hp each. But if you only roll 1 for how much you heal when you use it on the arm then you cannot heal the other 2 hp.
Not sure how much I'd price that as.

Also, perhaps "Capped" could instead be used here to indicate the amount you can heal a single target via all uses of the ability within one (hour? day? week? month?)
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Old 10-01-2015, 10:55 AM   #8
Imion
 
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Default Re: [Powers] New Advantage: Healing Innate Attack

Quote:
Originally Posted by sonic232 View Post
(...)
But raising capped increases the cost of the advantage by +5% per each 2 FP the cap is raised by
(...)
You're right. I don't know what I was thinking after I read the description of Capped to get that one wrong.

Quote:
Originally Posted by sonic232 View Post
As well, every 4th level would only cost 6 points because of the whole '1d = 4, 2d = 7' rule. So combining both of our suggestions, we'd get:
And again, you're right that my math is a bit off.

Let's do this more methodically:

1d = 4 HP = 2 FP -> Capped at 2 FP, -25%; Reduced FP Cost, 2FP, +40%.
2d = 7 HP = 4 FP -> Capped at 4 FP, -20%; Reduced FP Cost, 4FP, +80%.
3d = 11 HP = 6 FP -> Capped at 6 FP, -15%; Reduced FP Cost, 6FP, +120%.
4d = 14 HP = 7 FP -> Capped at 7 FP*, -10%; Reduced FP Cost, 7FP, +140%.
5d= 18 HP = 9 FP -> Capped at 9 FP*, -5%; Reduced FP Cost, 9FP, +180%.
6d= 21 HP = 11 FP -> Capped at 11 FP, 0%; Reduced FP Cost, 11FP, +220%.
7d= 25 HP = 13 FP -> Capped at 13 FP, 0%; Reduced FP Cost, 13FP, +260%.
8d= 28 HP = 14 FP -> Capped at 14 FP, 0%; Reduced FP Cost, 14FP, +280%.

* I used the modifier costs for the next level, respectively.

After hacking that thing into GCA, I realized that I also totally forgot to add the base cost. I definitely should not trust my memory too much.

The new costs are thus:

1d [98]
2d [111]
3d [125]
4d [132]
5d [146]
6d [159]
7d [171]
8d [177]

You could save 30cp if you remove Xenohealing for a bit of a cost break ;).
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Last edited by Imion; 10-01-2015 at 11:11 AM.
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