Quote:
Originally Posted by AlexanderHowl
The Healing advantage suffers compared to the Major Healing build. To get the similar level of functionality for healing, you would need a character with IQ 11 [20], Per 15 [20], Healing (Based on Per, +20%; Capped, 4 FP, -20%; Injuries Only, -20%; Reliable, +10, +50%; Reduced FP Cost, -3 FP, +60%; Magical, -10%; Xenohealing, Anything Animate, +100%) [84], and Magery 0 [5], which ends up being 129 CP versus 98 CP (it is also missing the ability to heal oneself and the ability to heal at a modest distance).
Major Healing-25 allows for tactical healing, as the character can heal people from 10 yards away without any difficulty and heal themselves as long as they suffered less than 10 HP damage.
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On the plus side, the guy who uses the Power won't have to pay extra FP to heal people of higher SM like you do w/ magic.
Also rather than paying for Xenohealing it could be cheaper to just not buy that enhancement permanently and in cases where you need to heal non-humans use Temporary Enhancements.