10-23-2011, 12:31 PM | #1 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Temporary Healing
I wanted to build an ability similar to the healing magic used in Ars Magica when vis is not being used to make the effect permanent, which can temporarily heal others' injuries, and then after a set period of time, the healed injuries all come back, and the person is as bad off as they were before (maybe worse or even dead if they've been harmed in the mean time).
I guess in general, how would one best change a person's current HP (not their max HP) but only for a limited duration? I thought about Affliction (HP) as a base, but that would serve to alter max HP, if only temporarily. Maybe if the HP had a limited duration on it itself, and some limitation perhaps on the Affliction to prevent it from altering the max HP? It really wouldn't act like the Healing advantage but it could be tweaked to come pretty close. Or perhaps some modification on Healing itself? Ironically this is conceptually easier with temporary resurrections - just Affliction (Extra Life) and by default you can say "hi" to the dead guy in his own body for a while, give the poor bastard a taste of life, and then he drops dead after some number of minutes.
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-JC |
10-23-2011, 02:16 PM | #3 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Temporary Healing
What you're describing is exactly the situation that Demi Benson addressed in Salving Magic, an article from Pyramid #3/13: Thaumatology. I definitely recommend checking out that issue.
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10-23-2011, 03:23 PM | #4 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Temporary Healing
Quote:
But I'm aiming to emulate this temporary HP healing ability with a Powers approach. Any thoughts RPK?
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-JC |
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10-23-2011, 04:36 PM | #5 |
Join Date: Oct 2007
Location: Vermont
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Re: Temporary Healing
This seems like the simplest approach.
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10-24-2011, 11:52 AM | #6 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Temporary Healing
Any thoughts on what that limitation should be worth?
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-JC |
Tags |
healing, temporary |
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