10-01-2015, 08:57 AM | #1 |
Join Date: Feb 2015
Location: New Hampshire
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[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? |
10-01-2015, 09:18 AM | #2 |
Join Date: Jun 2006
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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. |
10-01-2015, 09:23 AM | #3 |
Join Date: Jun 2013
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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). |
10-01-2015, 09:37 AM | #4 |
Join Date: Aug 2004
Location: Germany
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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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Feel free to add 'IMO' where appropriate. Last edited by Imion; 10-01-2015 at 10:57 AM. |
10-01-2015, 10:07 AM | #5 | |
Join Date: Jun 2006
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Re: [Powers] New Advantage: Healing Innate Attack
Quote:
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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10-01-2015, 10:13 AM | #6 |
Join Date: Feb 2015
Location: New Hampshire
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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. |
10-01-2015, 10:21 AM | #7 | ||
Join Date: May 2012
Location: New Hampshire, USA
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Re: [Powers] New Advantage: Healing Innate Attack
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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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10-01-2015, 10:55 AM | #8 | ||
Join Date: Aug 2004
Location: Germany
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Re: [Powers] New Advantage: Healing Innate Attack
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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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Feel free to add 'IMO' where appropriate. Last edited by Imion; 10-01-2015 at 11:11 AM. |
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