matrix3 Posted June 23, 2009 Report Share Posted June 23, 2009 I want to make an NPC that can regenerate rapidly, but uses surrounding materials to rebuild his body. I was going to partner the regen with a VPP that can mimic properties of the materials acquired from the environment, but I'm stuck on ideas now. Extra PD/ED, and maybe +xD6 HA, for using metal or hard wood or somesuch, but what other little powers would you get for incorporating surrounding materials while regenerating? Quote Link to comment Share on other sites More sharing options...
Logan D. Hurricanes Posted June 23, 2009 Report Share Posted June 23, 2009 Re: Regeneration, requires local materials Certain materials will have susceptibilities and/or vulnerabilities as well as increased (specialized) defenses. Mechanics possibilities: Density Increase Damage Reduction Knockback Resistance Lack of Weakness Stretching? FX thoughts: Conductivity Camouflage Shiny (light reflection/deflection?) Quote Link to comment Share on other sites More sharing options...
matrix3 Posted June 23, 2009 Author Report Share Posted June 23, 2009 Re: Regeneration, requires local materials Certain materials will have susceptibilities and/or vulnerabilities as well as increased (specialized) defenses. Mechanics possibilities: Density Increase Damage Reduction Knockback Resistance Lack of Weakness Stretching? FX thoughts: Conductivity Camouflage Shiny (light reflection/deflection?) Some good ideas, thanks! Camouflage is great, since the acquisition of surrounding materials would mean he looks like the surrounding materials. Density Increase is a good one, too. KB would be rolled into the DI, I think. Maybe Stretching, if there is likely material around (maybe he gets an arm chopped off at the Acme Rubber factory...I'll be sure to include the "Regrow Limbs" adder ) Maybe lack of weakness, if enough skin had been replaced by metal or something. The conductivity and Shiny-ness I think would be modeled by ED... Quote Link to comment Share on other sites More sharing options...
nexus Posted June 23, 2009 Report Share Posted June 23, 2009 Re: Regeneration, requires local materials Shards of glass/jagged metal: HKA or a HKA Damage Sheild? Really heavy dense material: Density increase? Toxic substances might give him deadly aura or touch, same for Radioactive Quote Link to comment Share on other sites More sharing options...
matrix3 Posted June 23, 2009 Author Report Share Posted June 23, 2009 Re: Regeneration, requires local materials Shards of glass/jagged metal: HKA or a HKA Damage Sheild? Really heavy dense material: Density increase? Toxic substances might give him deadly aura or touch, same for Radioactive Ooo...I hadn't thought about damage shields. If he regenerates in an area with toxic/radioactive substances, he wouldn't be able to go near his teammates until he gouged out the substances later in a place where he would regen with more acceptable substances... Quote Link to comment Share on other sites More sharing options...
pinecone Posted June 23, 2009 Report Share Posted June 23, 2009 Re: Regeneration, requires local materials I want to make an NPC that can regenerate rapidly' date=' but uses surrounding materials to rebuild his body. I was going to partner the regen with a VPP that can mimic properties of the materials acquired from the environment, but I'm stuck on ideas now. Extra PD/ED, and maybe +xD6 HA, for using metal or hard wood or somesuch, but what other little powers would you get for incorporating surrounding materials while regenerating?[/quote'] I posted a char named The Goat, that had a eat'em up and use it power set...it might have a few ideas in it.... Quote Link to comment Share on other sites More sharing options...
matrix3 Posted June 23, 2009 Author Report Share Posted June 23, 2009 Re: Regeneration, requires local materials I posted a char named The Goat' date=' that had a eat'em up and use it power set...it might have a few ideas in it....[/quote'] do you have a link? EDIT:never mind some cool ideas, thanks! I'm not going to have it actually destroy anything specific, just a SFX of generic "affects environment" so that it is obvious he was here regenerating. I'm not looking to have him destroy or incorporate someone's foci or armor... Quote Link to comment Share on other sites More sharing options...
pinecone Posted June 23, 2009 Report Share Posted June 23, 2009 Re: Regeneration, requires local materials do you have a link? EDIT:never mind some cool ideas, thanks! I'm not going to have it actually destroy anything specific, just a SFX of generic "affects environment" so that it is obvious he was here regenerating. I'm not looking to have him destroy or incorporate someone's foci or armor... Cool, I just built him that way becuse I could (not because you Should...) I figure a SE: Environmental damage thang is kinda needed given the sfx...I have Keven from Ben 10 in mind when building "Goat Boy"... Quote Link to comment Share on other sites More sharing options...
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