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Old 08-23-2022, 03:28 AM   #3
Pursuivant
 
Join Date: Apr 2005
Default Re: About Xenohealing

The greater point cost for Xenohealing might have been intended to limit PCs' ability to heal magical constructs or repair equipment.

A potential enhancement for Healing that addresses your complaint might be:

Limited Xenohealing (+10% per level): You can theoretically heal anything, but you suffer a penalty to IQ based on the degree of difference from your own species. Use the categories for standard xenohealing to assess penalties: -2 for mammals, -4 for any earthly life, -6 for carbon-based life, -8 for anything alive, or -10 for any object. Each level of this enhancement beyond the first reduces penalties by 2, to a maximum of +50%, which just gives you a -2 penalty to heal unliving objects and no penalty to heal living beings.

This works out to 50% of the cost of regular Xenohealing at the same level, but has the drawback of a penalty to skill rolls.
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gurps, healing, theorycraft, xenohealing


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