Post by Neros on May 17, 2017 10:21:36 GMT -5
In all my time playing MURPG, I can't recall ever seen the Healing Action used. And when Looking at it, I can see why; its just to expensive, limited and boring.
In 2.0, an Accelerated Healing Factor costs 3w (CL 5), and if you add the Bestowment Advantage, it costs 6w (CL 7)
The Healing Action at CL 7 would be at AN 6 (the normal medical version), and only be able to heal 6 health per day.
So here is a take on how it can be made more interesting. I hope its not to bad.
Healing
Cost Level = Look below
Description
This Action allows the user to heal other characters who have sustained injuries. Using a Medical or Mutant/Magical Healing Action, a healer can;
Medical (+1 CL)
Although Health stones may be recovered through medical means, broken bones and other serious conditions still need to be recovered naturally. Some medical equipment however, is able to heal even these conditions.
Mutant/Magical (+2 CL)
Mutant/Magical is capable of great feats of healing, but
Options
• Harvest Pain (+1 CL): [Mutant/Magical] When you heal damage, you gain 6 energy per white stone healed. You can store a number of extra stones equal to twice you’re AN, and bleeds off at a rate of 1 per Page.
• Soothing Touch (+1 CL): [Both] Through the use of chi, pheromones or just good old practical knowledge, you can help the patient recover their energy faster. When recovering some ones energy, you restore 2 red stones instead of 1.
• Survivor (+1 CL): [Medical] No matter the situation, you can always find something to use. You never suffer a penalty for not having the proper equipment, and when you have some, its effects are increased by one: None (+0), surgical tools/medicine (+2), access to a whole surgery room (+3), high-tech medical ward (+4), alien recovery chamber (+5).
• No Healing (-1 CL): [Both] You’re healing is only based on herbal knowledge, holistic healing or your power is just an energizing touch. You cannot heal Health stones.
• Absorb Wounds (-2 CL): [Mutant/Magical] When you heal someone, you take the wound upon yourself. For every Health stone healed, you lose one. This absorbed damage is harder to heal (Resistance for the Healing Action is doubled and Healing Factors take double as long time). The natural healing, however, remains the same.
Fancy Option (+X CL): ??
Comments
Being a super Hero can be dangerous, and not everyone has an Accelerated Healing Factor like Wolverine. Most groups would do well to have access to someone who can perform Medical Actions. The X-Men have Dr. Henry Mcoy (Beast), Jean Grey and a few others floating around. In other words, it's a handy Action to have. And if you can heal, you're always a valuable asset to any group of players. (You don't even need to be named Mcoy, although it seems to help).
Rules for Action
• Heal/regenerate Action number of red stones/panel
• Spend 1 red to heal/restore 1 red
• Heal up to a target's Durability of white stones per day
• Spend 3 red to heal 1 white
In 2.0, an Accelerated Healing Factor costs 3w (CL 5), and if you add the Bestowment Advantage, it costs 6w (CL 7)
The Healing Action at CL 7 would be at AN 6 (the normal medical version), and only be able to heal 6 health per day.
So here is a take on how it can be made more interesting. I hope its not to bad.
Healing
Cost Level = Look below
Description
This Action allows the user to heal other characters who have sustained injuries. Using a Medical or Mutant/Magical Healing Action, a healer can;
Medical (+1 CL)
- Heal or regenerate her Action Number of red stones per Panel. It costs the healer 1 red stone to heal 1 red stone.
- Heal a number of white stones per day equal to a patient's Durability. The Resistance is 3 red stones/1 white stone.
- Lower K.O time of a downed character by one Panel per stone.
- Create medicine or counteract diseases and poisons. The Difficulty and Resistance is set by the GM by using the Environmental Damage row to determine how dangerous the effects are.
- 5. Medical healing requires equipment and tools. If there is none, the GM may increase the Resistance or add a bonus if there is some available; Surgical tools/medicine (+1), access to a whole surgery room (+2), high-tech medical ward (+3), alien recovery chamber (+4).
Although Health stones may be recovered through medical means, broken bones and other serious conditions still need to be recovered naturally. Some medical equipment however, is able to heal even these conditions.
Mutant/Magical (+2 CL)
Mutant/Magical is capable of great feats of healing, but
- Heal or regenerate her Action Number of red stones per Panel. It costs the healer 1 red stone to heal 1 red stone.
- Heal a number of white stones per day equal to a patient's Durability. The Resistance is 3 red stones/1 white stone.
- Lower K.O time of a downed character by one Panel per stone.
- Mend broken bones, lowering recovery time by 1 day per stone spend.
- There is no need for equipment
Options
• Harvest Pain (+1 CL): [Mutant/Magical] When you heal damage, you gain 6 energy per white stone healed. You can store a number of extra stones equal to twice you’re AN, and bleeds off at a rate of 1 per Page.
• Soothing Touch (+1 CL): [Both] Through the use of chi, pheromones or just good old practical knowledge, you can help the patient recover their energy faster. When recovering some ones energy, you restore 2 red stones instead of 1.
• Survivor (+1 CL): [Medical] No matter the situation, you can always find something to use. You never suffer a penalty for not having the proper equipment, and when you have some, its effects are increased by one: None (+0), surgical tools/medicine (+2), access to a whole surgery room (+3), high-tech medical ward (+4), alien recovery chamber (+5).
• No Healing (-1 CL): [Both] You’re healing is only based on herbal knowledge, holistic healing or your power is just an energizing touch. You cannot heal Health stones.
• Absorb Wounds (-2 CL): [Mutant/Magical] When you heal someone, you take the wound upon yourself. For every Health stone healed, you lose one. This absorbed damage is harder to heal (Resistance for the Healing Action is doubled and Healing Factors take double as long time). The natural healing, however, remains the same.
Fancy Option (+X CL): ??
Comments
Being a super Hero can be dangerous, and not everyone has an Accelerated Healing Factor like Wolverine. Most groups would do well to have access to someone who can perform Medical Actions. The X-Men have Dr. Henry Mcoy (Beast), Jean Grey and a few others floating around. In other words, it's a handy Action to have. And if you can heal, you're always a valuable asset to any group of players. (You don't even need to be named Mcoy, although it seems to help).
Rules for Action
• Heal/regenerate Action number of red stones/panel
• Spend 1 red to heal/restore 1 red
• Heal up to a target's Durability of white stones per day
• Spend 3 red to heal 1 white