Quote:
Originally Posted by Otaku
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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In my previously-linked thread, I initially had Healing able to cure curses/debuffs simply by healing the virtual injury that initially caused them. In theory, for diseases and the like, you could treat them as though they were a curse that had inflicted virtual injury equal to something like 6xHP (enough to instantly kill the character if it were real injury) and require healing that (optionally, a disease that's still incubating might only be at 1xHP or so, making it easier to cure). However, I think in both cases that's too powerful for Healing - better to have a separate ability (probably an AA if you already have Healing) that does virtual healing, then require an Enhancement for each curse/debuff/disease/whatever it can cure (the value of which would probably be +1% per [-1] the negated Disadvantage would be worth). Once all the virtual injury that caused it is gone, you're cured. If you want a "cure anything" ability but don't want to figure out and pay for* every single Enhancement ahead of time, I believe Extra Effort allows you to pay 1 FP and take a penalty to add a fresh Enhancement to
this use of a power; I forget if it's -1 per +5% or -1 per +10% (I know it's -1 per +5% if it lasts a full minute, which implies it should be -1 per +10% if it only lasts for a single use, but attack abilities are different here). Alternatively, if you want your ability to just be able to cure everything, I'd eyeball that as around +1000%. In my linked thread, I had that ability as Bless, and had it also serve for buffing characters.
*Note if you do want to pay for some of them - so you don't have to spend FP and suffer a penalty - you should be able to save points by taking them as Alternate Enhancements; you'll only be able to fix one at a time, however.