06-24-2008, 04:22 PM | #1 |
Join Date: Jan 2008
Location: The Wasteland
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How to 'heal' disadvantages?
Hello, hive mind!
I'm juggling on a concept for a super character. He'll be a healer, and I want him to be able to heal not only physical injuries, but psychological ones as well -- he'll be able to wipe clean someone consequences of a botched fright check, frex. In other exemple, he has the power to make mental and physical disads to go away, 'healing' bloodlust, corrupton, vices, and whatever more seems appropriate, as "diseases of the soul." Can it be done? How can I build that? What happen to the CP other PCs gathered on those disads?
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Brazilian Vault Dweller, Wanderer and Chosen One. (Feel free to correct my english grammar!) |
06-24-2008, 04:34 PM | #2 |
Join Date: Jul 2007
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Re: How to 'heal' disadvantages?
I'd let you make this character, providing everyone in the group agreed that if you decided to "fix" PC's they'd fork over half their current unspent XP and half their future XP until the disad/ad was bought off.
Unless you limit it, you could have something you don't want. There are all sorts of disads. Heroin Addiction, Bloodlust, Arachnaphobia, Code of Honor - Gentlemans, Honesty, Sense of Duty - Party Members. It may already have occured to you, but some people don't want to be "fixed", and may react negatively to your character's power. |
06-24-2008, 04:41 PM | #3 |
Join Date: Dec 2005
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Re: How to 'heal' disadvantages?
A modular, cumulative, affliction that only works to negate disadvantages could work pretty well.
Affliction (Heal it all!) 129 pts/level Cumulative, +400% Extended Duration, Permanent, +300% Melee attack, close range, no parry, -35% Negated Disadvantage, +500% Selective Effect, +20% Touch someone and if they succeed on a HT roll (Plus your number of levels) they are healed of any disadvantage worth 50 points or less. You can heal them multiple times as well. Now, mind you, I think Selective Effect will work like that. If not, well then you're looking at a much more expensive Modular Abilities pool that only allows you to create disadvantage healing afflictions. |
06-24-2008, 06:12 PM | #4 |
Join Date: Nov 2004
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Re: How to 'heal' disadvantages?
What if it just changes mental disadvantages. i.e Bad Temper and bloodlust are Healed, and the person now has Sense of Duty (All members of my nationality) and Pacifism (Cannot kill). After all, you're trying to make them better, happier people, right...?
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06-24-2008, 08:08 PM | #5 | |
Join Date: Aug 2004
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Re: How to 'heal' disadvantages?
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What happens to the CPs depends on your GM and how advantages/disadvantages gained or lost in play are generally handled. This is, of course, a very expensive but potentially very abusable power. |
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06-24-2008, 08:11 PM | #6 | |
Join Date: Aug 2004
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Re: How to 'heal' disadvantages?
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06-24-2008, 08:29 PM | #7 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: How to 'heal' disadvantages?
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I think a lot of (evil) folks would see you curing them of their Fanaticism(Evil plans) as the same as them dying(or worse). And they would quickly go to very VERY extreme lengths to prevent this from happening. At least thats the reaction I would have happen in a supers game I was GMing. Anywho, just a thought. |
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06-24-2008, 11:43 PM | #8 | |
Join Date: Aug 2004
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Re: How to 'heal' disadvantages?
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06-25-2008, 06:26 AM | #9 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: How to 'heal' disadvantages?
People, why are you doing it in such an ugly way? Look no further than Mind Control (Conditioning Only, -50%).
[edit]Okay, you need either Extended Duration (Permanent), or a specialized form of Super Luck (Limted: MC), or lots of rolls to make sure it doesn't go away.[/edit] Last edited by vicky_molokh; 06-25-2008 at 06:31 AM. |
06-25-2008, 08:00 AM | #10 | |
Join Date: Oct 2007
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Re: How to 'heal' disadvantages?
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