05-27-2021, 05:00 PM | #8 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: Mind Control
First a disclaimer; I don't own all the books cited and even the ones I do, I may not have read completely or retained what I've read.
I would allow that, in the spirit of the trait, a 2 CP Sense of Duty to the one that healed you, which you acquire by choice, isn't inherently abusive. People often feel indebted to your caregivers, and as long as the character can earn CP at a reasonable pace or you count acting upon their Sense of Duty like "study time" to earn CP to pay down the trait, it can be paid off with a reasonable amount of effort. The reason I thought it might be okay is Quote:
It is a 15 CP trait, so being able to largely mitigate the party's mental Disadvantages provided there's enough time for counseling, is far too great a bargain. At least, if there's no additional cost such as buying off/down those traits. 15 CP to be a "Natural expert shrink" doesn't seem too outlandish to me. However, once again, I'm very much ignorant of the finer points; are there so many rolls that there is zero advantage to treating someone's mental Disadvantages this way instead of in the mundane manner? The time savings alone is very... super. :)
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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Tags |
advantage of the week, healing, mental illness, mind control |
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