04-07-2021, 07:10 AM | #41 |
Join Date: Aug 2004
Location: Helsinki, Finland
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Re: Low-tech healing without magic/psi
Just define some uses for Esoteric Medicine that make people heal at the rate you deem good enough for your setting. It isn't that hard.
Like, Esoteric wound treatment This treatment takes an hour and costs 10% of the average starting wealth of the campaign in resources deemed fit by the GM. The healer rolls against their Esoteric Medicine, and on a success the subject of the treatment heals naturally 10 times faster for one day per point of success (minimun one day). On a critical success the healing rate is good until healed, or (Esoteric Medicine) days, whichever comes up first. On a failure, the subject gains no benefit and the resources are wasted, and on a critical failure in addition to the effects of a failure, they take 1d6 damage, and cannot be treated again until fully healed by other means. It's basically the same idea as with the Enthrallment skills from the Basic Set.
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[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit Last edited by Taneli; 04-07-2021 at 07:22 AM. |
04-07-2021, 07:23 AM | #42 | |
Join Date: Jun 2013
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Re: Low-tech healing without magic/psi
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Of course, considering this, I did think of a good reason why one would want to work up what the Regeneration costs (outside of OCD and the possibility of world-jumping). It's possible you could have some of the old colonists who were some flavor of genetic purists and refused at least some of the genemods. Such may have maintained "genetically pure" enclaves in hidden areas. While such groups may be more appropriate as adversaries (particularly if they've been able to retain some of the Old World's technology), a PC could be a rogue/runaway or be descended from such, in the latter case lacking some of the genemods. Provided that's a legitimate possibility for a PC, you need to know what the genemods cost to have so you can create the appropriate Disadvantage(s) for lacking them. *Honestly, the setting concept reminds me a bit of Xenogears (and to a lesser extent its spiritual successors, Xenosaga and Xenoblade Chronicles), wherein characters had access to "ether" abilities that resembled either chi or magic (depending on user) but were actually the result of rampant nanotech spread across the world by a former civilization. I think acrosome is going for something markedly less extreme here, however.
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GURPS Overhaul Last edited by Varyon; 04-07-2021 at 07:28 AM. |
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04-07-2021, 07:41 AM | #43 | |
Join Date: Jun 2013
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Re: Low-tech healing without magic/psi
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04-07-2021, 08:21 AM | #44 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Low-tech healing without magic/psi
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04-07-2021, 04:19 PM | #45 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Low-tech healing without magic/psi
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04-08-2021, 05:44 AM | #46 | |
Join Date: Apr 2019
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Re: Low-tech healing without magic/psi
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It mostly depends on the amount of controls the GM wants to place on the healing. Is it available in every village, town and Inn or is it only sporadically (cinematically) available. Do the PCs have to carry some form of catalyst to enable the healing, but allow one player to 'help another'. I feel like the problem that the Original posing GM is having has more to do with 'hitting the right balance of healing while maintaining the world theme', than actually discussing the different possibilities for healing in GURPS. He invoked "Dune's Parana Bindu" as an example of what he's looking for, unfortunately other than a sort of handwavy mystical "they can heal themselves" I dont recall a great deal of healing, in the Dune series, happening other than in a deep trance state over "a long period of time". With this as the basis for "I want healing to be available, but not as magic, psi or tech" its really hard to see what controls the GM is looking for. I read the thread as "Im looking for an internal healing ability, with external controls". I think regen triggered by a trance state (either esoteric medicine or herbal) seems to tick the boxes. The GM just needs to fit the catalyst into the world in a way that makes it just powerful enough, without over balancing the ability relative to his vision. To the Original poster I summarize this is what you're looking for??: It needs to have a cost that will be low enough for players to see its value and want it, but high enough that it has a sacrifice and is in some way selective. It also needs to be internal (so healing potions and the like are right out) but have an external requirement that allows the GM to wave off the 10+ years of training and background this would require to be fully under the control of the PC and a very (possibly counter intuitively) expensive set of skills and advantages. Im not clear if you want this to be: Active, as in "the PCs continue adventuring but at a sedate lets take our time and nurse our wounds for a few days now that our medic has triggered the accelerated healing to do its job" Median "The PCs take three days in camp rotating guard, sleep, and cooking duties between active stretches of healing meditation (8 hours a day)" Guarded "The PCs return to the outpost where they can be put under care and enter a deep meditative state for 3 days where they can not be moved or communicated with" It really is sort of important that you define these parameters, as of yet Im not completely clear on how you want it to work. Or what your end goal is as you tweak all these options. |
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04-08-2021, 11:53 AM | #47 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Low-tech healing without magic/psi
In case no-one has mentioned it yet, you could use Chi as a basis to access some of the optional rules for making combat less lethal (e.g. 'flesh wounds').
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04-08-2021, 06:13 PM | #48 |
Join Date: Jun 2010
Location: Dreamland
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Re: Low-tech healing without magic/psi
I really like the idea of a variant flesh wounds that lets you use it during First Aid. It'll likely heal more but you can't use it during the action/battle.
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