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08-03-2020, 05:17 AM | #1 |
Join Date: Aug 2012
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How do I create a healer?
Hi everyone, it has been a very long time since I posted anything.
I am playing a 'kinda' Fantasy GURPS game with 250 points, and wanted to complement my character with some budding healing capabilities (he is currently an Archer). Now, we are using some Sorcery rules I do not master, and some Alternative Abilities rules I do not master also (I do not have a lot of GURPS system mastery, in case you are wondering :D). So I wanted to know how I could start building the foundations of a character who can heal himself and others - for now I would like to have some basic, but functional healing power(s), but I honestly do not know how. I was thinking that maybe a good start could be: Healing (30 points) Affects Self (+50%) Reliable (because my IQ is 10... (+50%) Magic (-10%) (I believe there is a limitation which reduces the amount of Fatigue I can spend for each use? Cannot remember the name...) (Maybe I could only use it once a day per character, or twice...) Still for now, this means The power is costing a whopping 57 points, which is just too much to handle... Any ideas/suggestions on how to get this one to work? Thank you in advance! Edeldhur P.S. EDIT - We are using 4th edition |
08-03-2020, 05:38 AM | #2 |
Join Date: Nov 2015
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Re: How do I create a healer?
I'd start with fewer (or no) enhancements, and a few limitations to bring the cost down.
You can improve later. It won't change the final cost, but if you only have a few points to invest right now, that's one way of doing it, which works well with "I'm starting to develop this power" |
08-03-2020, 05:56 AM | #3 |
Join Date: Aug 2012
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Re: How do I create a healer?
Thank you for the reply Aldric.
Ok, so the 30 points are set in stone I guess :D Affects Self is relevant as it is my only means to heal myself. I could remove Reliable, but with an IQ of 10 I am risking a serious possibility to actually fail when I try to use the Power, right? I could lower it to half though I guess. So I am not really sure where I could reduce (or remove) the enhancements... |
08-03-2020, 06:12 AM | #4 |
Join Date: Apr 2018
Location: Trondheim, Norway
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Re: How do I create a healer?
There are several limitations you can add to reduce the cost below 30. Requires preparation, X uses per day, etc. With some creativity (and GM approval) you can bring the cost down to 6. Then, as you gain more points, you can remove limitations and add enhancements.
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You don't need to spend 100 CP on Status 5 [25] and Multimillionaire [75] to feel like a princess, when Delusion [-10] will do. Character sheet: Google Drive link (See this thread for details.) Campaign logs: Chaotic Pioneering / Confessions of a Forked Tongue |
08-03-2020, 06:46 AM | #5 |
Join Date: Oct 2010
Location: FL
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Re: How do I create a healer?
If you are using Sorcery Rules, you'll want a level or more of Sorcerous Empowerment. Let's say level 1 for [20];
Then you want Healing to come out to 20 or less. As an Alternate Ability, it will cost x1/5 of the cost. As a Sorcerous ability, its power modifier would be Sorcery -15%, rather than Magical -10%, but there is already a FP cost associated, so just Magical in this case. Healing (Magical -10%; Affects Self +50%; Injuries Only -20%; Cannot Restore Crippled Limbs -10%; Takes Extra Time 1, takes 2 seconds, -10%; Contact Agent -30%; FP Cap, 2 FP -25%; Reduced FP Cost 1 +20%) [20] [4 as an Alternate Ability to Sorcerous Empowerment 2] Were I the GM, I would be disinclined to permit Reliable on Sorcerous abilities, except to offset intrinsic penalties. Instead, buy Sorcery Talent for 10/level. The "canonical" Minor Healing in Thaumatology: Sorcery (p. 17) is similar, but ends up costing [32]; requiring Sorcerous Empowerment 3 [40]; and costing [7] as an Alternate Ability. That version lacks Takes Extra Time and Contact Agent.
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Formerly known as fighting_gumby. |
08-03-2020, 06:49 AM | #6 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: How do I create a healer?
Here's a Healing build I have not used yet:
Healing [30], Injuries Only -20%, Magical -10%, Immediate Preparation Required, 1 minute (time for bandaging), -30%, Triggering substance, Common (first aid kit) -20%, total [6]. This only works on injuries, rather than diseases, requires a first aid kit, and takes a minute. Let's try to upgrade it for you: Healing [30], Reliable +4, +20%, Affects Self +50%, 4 uses/day -20%, Injuries Only -20%, Magical -10%, Immediate Preparation Required, 1 minute (time for bandaging), -30%, Triggering substance, Common (first aid kit) -20%, total [21]. Reliable +10 is expensive, and a 14- roll will do at the start. You only get to use it 4 times a day, but adding three points from experience will take it up to 10/day, and three more makes it unlimited uses.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 08-03-2020 at 08:33 AM. |
08-03-2020, 07:07 AM | #7 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: How do I create a healer?
Since it uses a first aid kit, the Limited Uses could logically be mitigated by the Slow Reload option, i.e. restocking the kit.
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08-03-2020, 07:49 AM | #8 |
Join Date: Oct 2007
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Re: How do I create a healer?
The ability with the listed enhancements and limitations is 21 points, not 36.
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08-03-2020, 11:08 AM | #9 |
Join Date: Aug 2004
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Re: How do I create a healer?
Healing Power {Healing (Magical, -10%; Contact Agent, -30%; FP Cap, 4 FP -20%; Takes Extra Time 1, takes 2 seconds, -10%; Reliable +4, +20%) + Slow Regeneration (Magical, -10%)} [24]
Taking the ideas that I like from Gumby and john, with an eye toward getting good utility at a below market cost 🙂 And speaking of ideas, Is "Cannot Restore Crippled Limbs -10%" a canonical limitation? I don't remember it, and I'd probably have just pegged it as a Nuisance limiter. If that is an official value, it's definitely worth replacing TET with that (or even having both). Having one chance to restore a crippled limb on an 8- (w/ Reliable) is a good reason to take a remove function limitation. Contact Agent gives you some trouble if the subject is wearing armor, but it looks good on a beginning healer, and the discount is good. FP Cap is a good idea, but setting it at two FP keeps you from healing serious wounds (and slightly more annoying illnesses, as I'm leaving in Cure Disease. Injuries Only is another good mod to include if that won't be much of a consideration for you), so I dropped the limit one notch. As john said, Reliable +4 gives you a good base chance, and seems to fit the concept better than +10. Slow Regen with Magical saves you 6 points over the cost of self-Healing, and I like the utility/cost ratio. A lot of people aren't as thrilled with it, so if you don't mind sucking up that extra cost, go ahead and replace it with Affects Self +50%. The main thing you want, keeping in mind the cost AND the concept, is to get as many limitations as you can to bring the final cost down to what you're willing to pay. A lot of them will probably be ones that you'll want to buy off over time anyway. |
08-03-2020, 11:36 AM | #10 |
Join Date: Aug 2012
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Re: How do I create a healer?
Wow, I didn't remember how alive and active the SJ GURPS forum is - thanks a lot for all the feedback guys!
Like 'Not another shrubbery', I am leaning into a mix of things - I like a lot the idea of using Sorcery, since it is an integral part of the game, but also because it leaves the door open for me to add other 'spells'/'abilities'/'powers' in the future, at a reduced cost. Right? I am aware it has its limitations (even if I am not too familiar with them, again), but seems like it could be the way to, as the game progresses, pile on some interesting 'divine-inspired' powers on my archer, along with the healing capabilities. By the way, in my game Sorcery costs 9 points/level, and I cannot have above level 3 in it for now. Also as far as Alternative Abilities go, Sorcery counts as the 'main' power. I guess Healing would be the second. So it seems I could probably have Sorc3 (27 points) + a heavily modified Healing, for example along the lines of: Affects Self (+50%) Reduced Fatigue Cost 1 (+20%) Reliable 4 (+20%) Injuries only -20% Cannot Restore Crippled Limbs -10% Takes Extra Time 1, takes 2 seconds, (-10%) Contact Agent (-30%) FP Cap, 4 FP (-20%) Magic (-10%) The rules (maybe a house rule), states my first Alternative Ability cannot cost more than the 'base/higher' one, and this modified Healing costs 27 points, so it could be done (27/5 would end in a net cost of 6 I believe). This means I could have Sorcery 3 + a decent Heal for a total of 33 points? Does it look decent? |
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