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#1 |
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Join Date: May 2008
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Is the an existing modifier to allow Leech to heal you above your normal maximum, that then bleed off over time, as with DR with Absorption?
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#2 |
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Join Date: May 2008
Location: CA
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I don't believe so. It sounds like HP with one of the limitations for ER from Powers. I don't have my books with me, but if I remember right it's -70% for 'bleeds off at 1 per 10 seconds', and -80% for 'bleeds off at 1 per second'. Add a Special Recharge limitation on top of that, and you'll get what you want.
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#3 |
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Join Date: Sep 2007
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For some reason I want to do this with extra HP, Unhealing (Partial) on the extra HP only, and Weakness (everything, extra HP only) for the bleed-off. Sounds nice, but the way those traits work, it'd be an awkward build.
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#4 |
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Join Date: Sep 2011
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If I was a GM and a player wanted this, I'd probably have them buy points of ER like Langly was describing, and then have them buy leech modifiers so that they can fill up the ER once their HP is topped off.
Alternatively... if you want the extra ER to act more like "bonus HP" while you have it, as a layer of extra protection rather than fuel for stuff, maybe buy ablative DR with "unhealing: must be refilled" and "dissipates" as per ER as extra limitations. Anyway I think the simplest way to do this would be with some kind of overflow reservoir; with the kinds of limitations you're talking about here, it would be pretty cheap point-wise, and then an enhancement on Leech that lets you fill that reservoir. |
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#5 | |
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Join Date: Mar 2010
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#6 |
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Join Date: May 2008
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The only problems I have with going the special recharge rout is, I don't want there to be a cap on the ER, and it will also be used only to power stolen spells from Neutralize (Power Theft), which warrents another modifier, pushing it over the -80% limit (and thus making it cost more than it's probably worth).
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#7 | |
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Join Date: Nov 2008
Location: Yukon, OK
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#8 | |
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Join Date: Mar 2010
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#9 |
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Join Date: Jun 2008
Location: Provo, UT
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I think that GURPS by design doesn't do exactly what you are looking for. From what I am reading you want Leech but without limits. This is the same type of thing as being invulnerable to damage (ie. unlimited DR).
If there is no limit to how much health or hit points someone with your level of leech can steal and add to his own, this is pretty much the same as having unlimited hit points. It's just unlimited hit points with a trigger. Otherwise what you want is Extra Hit Points with a Trigger Limitation: Must first steal health via Leech, -30%. I'd probably throw on something like: Only triggers 1 HP per HP drained, -10%. With Trigger you'd get the Hit Points for 1 minute but could increase this with Extended Duration. Also, maybe I'm the only one but I think giving hit points the -70% or -80% Special Recharge Limitation is too generous. Fatigue normally recharges much faster than hit points so not being able to recharge on their own is a bigger limitation for fatigue than it is for hit points which normally recharge (heal) very slowly. Hit points already have Slow Recharge: 1 point per day, -60% so I'm thinking Special Recharge would be like -20% or -30% if they bleed off a point per second. |
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#10 |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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There needs to be a cap, otherwise you could just become limitlessly powerful just by leeching every single thing you come across. That's potentially manageable in-play, but it's not a headache you should have to deal with.
Plus, it encourages people to carry a bag of rabbits (or whatever, as long as it's alive and easily wrangled) to let you power-up ridiculously on no notice. That's not cool. Just go with a large Energy (or Vitality, it's not clear to me which you're asking about) Reserve with Special Recharge that's limited to only fuelling stolen spells and you're done. -80%-cap or no, it's pretty cheap at 0.6 points/FP (or 0.4 points/HP). Do away with the "oh no, it drains away if I don't use it!" part if the cap bothers you, or don't. |
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| Tags |
| leech, vitality reserve |
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