Affects Self

GURPS Powers pg 51 adds this enhancement for Healing
PK wrote http://www.mygurps.com/a_selfafflict.html which refers to Sean Punch:
:he agreed that the GURPS rules don't prevent anyone from afflicting themselves with their own Affliction -- the confusing blurb on p. 116 of Powers notwithstanding
GURPS Powers page 116 mentions:
:Affliction 1 (HT; Advantage, Warp, +1,000%) [110] costs less than Warp (Extra Carrying Capacity, +50%) [150].
:Both can teleport others – but the former is resisted and doesn’t let the user teleport,
:while the latter lets the user teleport with anyone he’s carrying, regardless of HT or DR.
PK elaborates:
:once you're afflicted, you only have a limited version of the advantage -- limited in that you have no control over its duration and cannot end it early
Cancellation in GURPS Psionic Powers deals with the last part!
PK adds a very significant part though:
:you have no access to any of the cool tricks from Powers.
:You can't add Temporary Enhancements to the afflicted ability, because you don't have the ability, you have an Affliction that provides it.
:So you could only add Temporary Enhancements, Extra Effort, etc., to the Affliction, not to the advantage which it inflicts.
:And because it's an Affliction, you cannot use the underlying advantage to Power Dodge. So if one super has Insubstantiality and the other has Affliction (Advantage, Insubstantiality), the first can Power Dodge an explosion to avoid all damage while the second cannot.
Warp is further singled out:
:Immediate-effect abilities (e.g., Affliction (Advantage, Warp)) don't suffer from the loss of duration control, but they usually suffer worse from the third set -- losing the ability to Warp instantly at -10 is a huge loss to the Warp ability, and you can't do that with Affliction (Advantage, Warp)!
*Affliction requires an Attack maneuver to use, or a Concentrate maneuver if it has Malediction, and neither of those can be done either as a free action or out of turn. Warp has special rules which allow it to be used instantly, but Affliction does not (and should not), which limits it significantly.
and others:
* Similar issues apply to movement abilities: A character with Flight can move into the air with no effort, even as a Step or Retreat, but a character with Affliction (Advantage, Flight), must first take a full combat turn to give himself Flight, which can be a problem if unexpected disaster strikes.
==see also==
*Affects Others
*Beneficial afflictions
*Self Only
Category:Enhancements