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#11 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Same.
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#12 |
Join Date: Sep 2007
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I'd take that as "two or more abilities that require FP to use". The power might have a bunch of abilities that don't need the ER in the first place, in which case "One Ability Only" would fall into the disad-that's-not-disadvantageous category.
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#13 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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That's a fair reading, but if the campaign has power stunts it should still be able to amp up a non FP-powered ability normally.
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#14 |
Join Date: Aug 2018
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about these two components..
You could probably make this a bit cheaper by using "Alternative Enhancements" rules (PU4p18). SelfHealing could be reduced to 1/5 cost (+10%) by being alternative enhancement to Xenohealing, since you'd never need both at the same time. All that would take to switch between them is a free action at the start of the turn, so it would only cause complications if you had Compartmentalized Mind and were able to do multiple concentrates per second to heal both yourself and some alien. This includes one level of Reduced Time which I guess allows healing as a free action since it's not an attack? It makes me wonder how this would work in terms of targets though. If it's supposed to be a defence then would it only be able to reflexively heal yourself but not others? I'm now imagining someoen adding "Costs Fatigue" to some throwaway perk-power for the purpose of getting a bigger discount |
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#15 |
Join Date: Feb 2016
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You do not even need to do that. You could take Affliction 1 (HT; Advantage, Immunity to STDs, +50%; All-Out Attack, -25%; Costs ER, 10 ER, -55%; Melee, C, No Parry, -35%; Takes Recharge, 1 hour, -30%) [2].
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#16 |
Join Date: Aug 2004
Location: Wellington, NZ
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Unless I'm mistaken, Empathy doesn't use FP. If so, I'd no be allowing a single-power only ER for Healing with Empathy as the other power in that source, because there's no actual disadvantage from the ER being single-power only, making it a rort.
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#17 |
Join Date: Aug 2018
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The writeup for this limitation on PU8p11 is kinda strange, it mentions not using it with any other maneuver but uses "Move" and "Change Posture" as examples...
Are there even any abilities that use Change Posture? I think stuff like Flight you could use Move or Move and Attack with... But a lot of abilities use "Ready" or "Concentrate" ... Both of those are 1-step maneuvers and AOA allows you to move up to half your move, which in a way could be a serious advantage despite the loss of defences, if you were wanting to use abilities while traveling quickly: All-Out isn’t just for attack abilities – you can add it to anyThe strange thing about "Concentrate" being used in that example is the "All-Out Concentrate" limitation directly below it also being valued at -25%. "suitable only for abilities that normally require a Concentrate maneuver to use" I guess that means that either of these -25% limitations could be taken for a "Concentrate" ability such as healing. Both having their ups and downs: 1) AOA Healing : can move faster 2) AOC Healing : get the +1 bonus So that the AOA limitation isn't actually enhancing these abilities (by adding 1/2 move) it would make sense to allow All-Out Readies for maneuvers activated with readies. As for abilities activated with concentrate... I think maybe it should just always be an option to take 1/2 move instead of the +1 to rolls? |
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healing, reliable |
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