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Old 01-10-2021, 03:17 AM   #1
Vynticator
 
Join Date: Jul 2012
Default Paladin Heal in GURPS

I'm trying to build a paladin-type warrior in GURPS. One key problem I'm having is that Healing power works off IQ. Is there a way to tweak things so I don't have to have him above-averagely intelligent or scholarly yet still strong in this 'faith' skill? Talent, perhaps? Can you have a talent with a Power-based skill among the 5? Or is there a secondary IQ stat that power users/mages could use to boost IQ for the purpose of this power alone? Like a very limited type of Magery?

Not sure how best to model it. He's basically a knight with once per day Lay on Hands (own race only, limited use).

Any assistance appreciated!
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Old 01-10-2021, 03:26 AM   #2
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Default Re: Paladin Heal in GURPS

"Uses Other Attribute" is +20%. I would base it on Will.
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Old 01-10-2021, 03:55 AM   #3
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Default Re: Paladin Heal in GURPS

In addition to Anders’ suggestion, there’s also Reliable, which is +5% per +1 to relevant rolls. As for your own suggestion, Talent can indeed add to Powers (in the form of a Power Talent). This is a case of adding to those Powers that have a Power Limitation - in the case of a Paladin, probably Divine. Those work best if you’ve got multiple abilities to with the same Power Limitation, of course.
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Old 01-10-2021, 04:29 AM   #4
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Default Re: Paladin Heal in GURPS

Thanks, both of you for swift and excellent responses!
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Old 01-10-2021, 07:37 AM   #5
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Default Re: Paladin Heal in GURPS

Another option is "Skills for Everyone" (Powers, p. 162), which lets you buy an IQ/H skill for your Healing ability. The system in GURPS Psionic Powers uses this option for all of its abilities.
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Old 01-10-2021, 08:26 AM   #6
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Default Re: Paladin Heal in GURPS

Quote:
Originally Posted by ham2anv View Post
Another option is "Skills for Everyone" (Powers, p. 162), which lets you buy an IQ/H skill for your Healing ability.
The system in GURPS Psionic Powers uses this option for all of its abilities.
+10% reliable (+2 bonus) costs 3 points which ends up being cheaper than 4 points per +1 that skills end up as so you'd probably want to max out reliable at +10 before going with a skill unless GM made it mandatory

Maybe there are ways "Techniques" could be used for Healing too? Like buying off penalties only for diseases, only for afflictions, only for HP or only for FP?

Mandatory skills (especially with a brutal default like -6) helps at least slightly to curtail the massive power advantage points invested in advantages tend to have over skills in a lot of cases.

Though one of the issues there is some advantages don't even involve attribute rolls to sub skills for.
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Old 01-11-2021, 05:51 AM   #7
Pbuckley
 
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Default Re: Paladin Heal in GURPS

Quote:
Originally Posted by Vynticator View Post
I'm trying to build a paladin-type warrior in GURPS. One key problem I'm having is that Healing power works off IQ. Is there a way to tweak things so I don't have to have him above-averagely intelligent or scholarly yet still strong in this 'faith' skill? Talent, perhaps? Can you have a talent with a Power-based skill among the 5? Or is there a secondary IQ stat that power users/mages could use to boost IQ for the purpose of this power alone? Like a very limited type of Magery?

Not sure how best to model it. He's basically a knight with once per day Lay on Hands (own race only, limited use).

Any assistance appreciated!
Yes the Holy Warrior from dungeon fantasy has a talent which applies to all of their "Holy Might" powers which includes a lay on hand like version of Healing. I think it also modified to go off of Will.

You could easily build it from the ground up, but sense it has already been done for you, just use that it works like a charm.
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Old 01-13-2021, 10:22 PM   #8
Plane
 
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Default Re: Paladin Heal in GURPS

mechanically I'm wondering how we define Undead, aside from perhaps having the Unliving modifier...

sometimes stuff like that seems to get folded into 0pt features but I want it split for crunch
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Old 01-14-2021, 05:13 AM   #9
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Default Re: Paladin Heal in GURPS

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mechanically I'm wondering how we define Undead, aside from perhaps having the Unliving modifier...

sometimes stuff like that seems to get folded into 0pt features but I want it split for crunch
Always stat the effect, not the name. Aside from a zero point feature that amounts to "affected by undead targeting effects" there isn't much that would apply to all undead beings.
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Old 01-16-2021, 03:56 AM   #10
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Default Re: Paladin Heal in GURPS

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Always stat the effect, not the name. Aside from a zero point feature that amounts to "affected by undead targeting effects" there isn't much that would apply to all undead beings.
I sometimes use a Unholy modifier for Demons, and Undead. This means the creature can be Turned by True Faith, and can be effected by Holy attacks (Which generally only work against such creatures, though they may work to a lesser degree on "Evil" mortals). Giving it a modifier Damages Unholy, works.
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