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Steve
Mar 6th, '05, 08:25 AM
After reading through the recent threads on drains and transfers and recovery from them, I was wondering how you would build a character that could recover faster than 5 CPs a turn. It feels like a regeneration variant, so maybe just add on a +2 Advantage when building a regeneration-like power, so it affects all stats and powers on a character? Would such a power add on top of the 5 CPs a character got back from drains/transfers?

One interesting notion about having a power like this would be that the character would be like a battery of sorts for anyone with transfer, since the drained character would recover CPs faster than the draining character lost them.

I could also see doing something this way to give a pair or team an almost symbiotic power structure. Together they are more powerful than they are apart. However, doing it with the power structure above would be like a weak form of Aid, only for more points in cost, so instead I would propose each member of the team buying an END reserve that is only there to act as a source of "points" for another teammate to transfer from, that they can then use to add to other stats or abilities. Add in a good Teamwork skill roll and a "DEX Aid Array" from UMA to each character on the team and watch them wreak havoc with their combined powers and ability at teamwork.

Mr Reasonable
Mar 6th, '05, 09:38 AM
Regeneration that affected all characteristics and powers below normal (including STUN and BODY) reduced by damage would costs 15 points per point.

I've allowed people to buy 'increased drain recovery' at 1 point for 2cp like 'normal' REC before and not found it too unbalancing: It still tends to be cheaper/more efficient to buy power def!

Sean Waters
Mar 6th, '05, 09:55 AM
Regeneration that affected all characteristics and powers below normal (including STUN and BODY) reduced by damage would costs 15 points per point.

I've allowed people to buy 'increased drain recovery' at 1 point for 2cp like 'normal' REC before and not found it too unbalancing: It still tends to be cheaper/more efficient to buy power def!

I've used a similar mechanic for improving receovery of points lost to drains etc: the increased REC does increase the rate of loss of boosted characteristics unless you buy it at a -1 limitation to simulate someone to whom changes just do not stick.

In ansswer to Steve's question, I would say that regeneration healing of characteristics was on top of normal recovery, otherwise it would be pretty pointless buying it except for drains with increased fade time.

The other way you could do this (although it is a bit kludgy) is buy posthumous PowD (a -1 limitation). In essence you buy (say) 20 points of PowD. You get hit with a 22 point drain. At PS 12 the 20 points thatthe PowD should have protected you from come back and you recover the rest at 5 points per turn normally (so in the example you would be fully recovered by the end of PS12, but if it had been a 32 point drain you would be 7 points down and it would take another 2 PS12 recoveries to fully 'heal')

Dust Raven
Mar 6th, '05, 12:29 PM
Regeneration that affected all characteristics and powers below normal (including STUN and BODY) reduced by damage would costs 15 points per point.

I've allowed people to buy 'increased drain recovery' at 1 point for 2cp like 'normal' REC before and not found it too unbalancing: It still tends to be cheaper/more efficient to buy power def!

I've done the same thing and it's worked out fine. It doesn't happen often, and yes, it's usually more efficient just to buy more Power Defense.