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#12 |
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Join Date: Nov 2011
Location: South Dakota, USA
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Thank you Varyon, that does help.
One thought I had, where this approach might actually be as easy or easier to manage than the Healing Advantage of Base Set or the Healing College of GURPS Magic. Unless Limitations are taken or Spells forbidden, those can cure disease (and much more, for the Spells). I didn't think the Advantage or the Spells had to worry about DR, the Advantage requires making physical contact, the Spells prefer to be in physical contact but can be used at range (with the appropriate penalty)...
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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| healing, innate attack, powers |
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