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Regeneration


mayapuppies

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Re: Regeneration

 

I can't seem to figure it out. While reading the description in 5er pg 187. It doesn't seem as though it has any point value (either as an adder or moddifier). This being the case, i would guess that you just define it as such and then go from there. This gets tricky when you add the regen limit though, as the regen limit automatically provides the standard effect of 1/d6.

 

Regeneration only applies to BODY. Characters cannot buy Regeration to Heal other Characteristics or Powers' date=' unless the GM permits.[/quote']
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Re: Regeneration

 

Using version 2.42....

 

Regeneration Select Healing with the following limitations: Self Only, Extra-Time (Regeneration Only). You can also add Reduced END 0 END and Persistent. Make sure you click the Standard Effect button.

 

Haven't figured simplified healing out myself yet.

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Re: Regeneration

 

Using version 2.42....

 

Regeneration Select Healing with the following limitations: Self Only, Extra-Time (Regeneration Only). You can also add Reduced END 0 END and Persistent. Make sure you click the Standard Effect button.

 

Haven't figured simplified healing out myself yet.

 

Comes out as 20 AC per BODY I think.

When plugging it into the HD, some of the advantages or limitations will not show until others are put in. For example, (from memory) you can't have persistant until you put in Zero END.

 

:drink:

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Re: Regeneration

 

Regeneration:

Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Always On (-1/2) [6 Real Points]

 

Simplified Healing:

Is not a mechanic, it is a method of counting dice for Healing in the Game. Thus there is not way to "make" it as it uses the exact same mechanic as Healing. You simply count the Body and STUN recovered like you would count Damage for a Normal Attack.

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Re: Regeneration

 

[13rc]Spell of Restoration: Healing Simplified 3d6, Power Can Draw END from Character or END Reserve (+1/4) (37 Active Points); Requires A Sorcery Skill Roll And An Abjuration Skill Roll (-3/4), Gradual Effect (1 Minute; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Drain 1d6 END; -1/2)

 

Ignor the unimportant spell stuff...

 

12 Troll Blood: Healing 1 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2).

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