04-03-2011, 10:14 AM | #21 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Healing the Inanimate, Machines, etc.
Stuff not made of ordinary matter could call for another set of Xenohealing levels too, although to me it sounds like adding a Cosmic: Affects exotic matter (+50%) that extends it to work on any nonstandard matter (as long those exotic matter objects fit what the Healing is capable of based on it's other modifiers). The complexity as a negative mod has some merit, but then if you realize that the complexity of really anything we'll ever create with our technology, even at the very high TLs, won't ever compare to the actual complexity of the living brain (largely because it was "designed" by blind evolutionary statistical processes), it feels like it would weaken the Healing of inanimate objects too much.
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-JC |
04-03-2011, 01:45 PM | #22 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Healing the Inanimate, Machines, etc.
Sure! Let me just clean it up a little bit for "distribution", and I'll put it up. By "clean up", there are a few things like house-ruled enhancements and limitations that I included, stuff like that.
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-JC |
04-03-2011, 06:24 PM | #23 | |
Join Date: Aug 2004
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Re: Healing the Inanimate, Machines, etc.
Quote:
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Tags |
animate, enhancement, healing, inanimate, machine metatrait, xenohealing |
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