01-08-2021, 05:56 AM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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[Powers] Neutralize Poison with Healing
Neutralizing Poison
Make a roll at a penalty equal to the penalty to the resistance roll against the poison (-10 if the poison can’t be resisted). Pay 2 FP for each die damage the poison can do if all resistance rolls fail. Example: Deathcap mushroom has a HT-2 roll to resist and does 2d toxic damage for two cycles at three-hour intervals, or a total of 4d damage. Treating Deathcap mushroom poisoning requires a roll at -2 and costs 8 FP. This is a Cosmic enhancement (+50%) if you can do it and heal other kinds of injury. If you can only heal poison, that’s a -40% limitation instead. Talked with Christoper about this - he suggested the cost should be based on the HT penalty instead. What does the hive mind think?
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01-08-2021, 09:07 AM | #2 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Powers] Neutralize Poison with Healing
I think I'm with Christopher on that one.
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01-08-2021, 09:13 AM | #3 |
Join Date: Aug 2004
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Re: [Powers] Neutralize Poison with Healing
Hmm... Chris has good instincts, but it seems more natural to me to base the cost off the damage.
[Edit] I skimmed through the OP and completely missed the mention of Cycles *doi*. Yeah, that part shouldn't figure in IMO. The concept of Neutralize Poison seems to be stopping it before it damages you, so just stopping the next cycle should do the trick. Last edited by Not another shrubbery; 01-08-2021 at 09:46 AM. Reason: follow-up |
01-08-2021, 09:32 AM | #4 |
Join Date: Sep 2006
Location: Luxembourg
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Re: [Powers] Neutralize Poison with Healing
Same, I would go with Christopher suggestion.
Going with a cost linked to the HT penalty would also account for poison that drain fp or inflict affliction status (pain, paralysis, choking, ... ) Also, linking the cost to dice of damage lead to excessive cost for weak poison with a lot of cycles, especially if they are easy to resist. |
01-08-2021, 09:43 AM | #5 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [Powers] Neutralize Poison with Healing
That's fair. Neutralizing belladonna (28 cycles with 1d damage) would be prohibitively expensive with my pricing. I'll wait for some more opinions and then make my decision.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
01-08-2021, 10:02 AM | #6 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Powers] Neutralize Poison with Healing
Disease is no less likely to be injurious than poison – check the rules for both and you'll see that the biggest difference (aside from which form of Resistant helps) is that disease is usually slower. Since disease uses HT penalty, not injury, to determine the skill penalties and FP costs for Healing, I'd do the same for poison. That way you won't run into weirdness when your disease could as easily be a poison. Indeed, I'd follow this model for all metabolic hazards.
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01-08-2021, 11:30 AM | #7 | |
Join Date: Aug 2004
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Re: [Powers] Neutralize Poison with Healing
Quote:
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01-08-2021, 11:37 AM | #8 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [Powers] Neutralize Poison with Healing
Quote:
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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01-08-2021, 04:33 PM | #9 |
Join Date: Aug 2018
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Re: [Powers] Neutralize Poison with Healing
if we broke down damaging diseases and poisons into Toxic Attack (sometimes Resistible) then maybe the old rules could just be replaced with what you'd use to counteract those components?
in terms of preventing Cyclic it sounds like you'd just have a "Delay" enhancement on the healing so you're laying healing-charges against damage scheduled to occur other aspects could be either Link+10% Afflictions or Side Effect / Symptoms |
01-09-2021, 02:54 AM | #10 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [Powers] Neutralize Poison with Healing
So what do we do when there are different resistance rolls? Belladonna, for instance, has no resistance for the first cycle and HT-2 for the other 28 cycles. So what resistance roll should we use? The first? The worst? The mode?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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