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Old 05-13-2018, 12:33 PM   #13
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: [Basic, Powers] Cost issue with Healing Alternative Abilities

Quote:
Originally Posted by Kelly Pedersen View Post
That gives you a final build of

Healing (Magical, -10%; Immediate Preparation Required, 1 minute (time for basic treatment), -30%; Triggering substance, Common (Woundwort and first aid kit), -20%; Either Affects Self, Diseases Only, and Limited Use, 4/day Or Injuries Only, -5%) [11]

This, I'll note, is actually cheaper than building it as two separate Healing abilities, so some points are saved.
So it is. I had not fully understood what you were suggesting, and thought that it would be more expensive this way. I'll see what my GM thinks of it.

Quote:
A question - is the injury healing supposed to be an absolute last resort, "only use this to stabilize a mortal wound" sort of thing?
No, it isn't. I do want to be able to stabilise mortal wounds, however.
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