Christopher R Taylor Posted July 3, 2019 Report Share Posted July 3, 2019 Healing would work as well but costs more and the idea of it being an Aid that fades over time has a nice feel to it; in fact if the character doesn't take it easy, they'll quickly fall unconscious again. Quote Link to comment Share on other sites More sharing options...
JCR Posted July 3, 2019 Author Report Share Posted July 3, 2019 5 hours ago, Doc Democracy said: That IS a point, perhaps your next character should have a small, accurate, doubly penetrating attack. Doesn't need a huge number of dice as it would not have to overcome defences.... Oooo I like this idea...*dry rubs hands*... 4 hours ago, Christopher R Taylor said: Healing would work as well but costs more and the idea of it being an Aid that fades over time has a nice feel to it; in fact if the character doesn't take it easy, they'll quickly fall unconscious again. So far this is what I have going off the AID & Regeneration ideas: -Catastrophic Bioregeneration: Regeneration (1 BODY per Turn), Can Heal Limbs (21 Active Points); Limited Power Only Works When Body Reaches Less Than One (-1), 1 Continuing Charge lasting 1 Minute (-1), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) = Real Cost: 6 points -Emergency Adrenaline: Aid STUN 5d6 (30 Active Points); 1 Charge (-2), Only to Aid Self (-1), Limited Power Only Works When STUN Is Lower Than 1 (-1), OIF (-1/2), Only Restores To Starting Values (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) = Real Cost: 5 points Feel free to set me straight if am did em wrong. Quote Link to comment Share on other sites More sharing options...
theinfn8 Posted July 3, 2019 Report Share Posted July 3, 2019 1 hour ago, Jayzon said: -Emergency Adrenaline: Aid STUN 5d6 (30 Active Points); 1 Charge (-2), Only to Aid Self (-1), Limited Power Only Works When STUN Is Lower Than 1 (-1), OIF (-1/2), Only Restores To Starting Values (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) = Real Cost: 5 points Don't forget that your Aid STUN is only half as effective, since you're adjusting a defensive characteristic. Quote Link to comment Share on other sites More sharing options...
steriaca Posted July 3, 2019 Report Share Posted July 3, 2019 40 minutes ago, theinfn8 said: Don't forget that your Aid STUN is only half as effective, since you're adjusting a defensive characteristic. Basically, whatever you roll, divide by 2, rounded. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted July 3, 2019 Report Share Posted July 3, 2019 If your GM is willing, you can use regen for other stats than body, too Quote Link to comment Share on other sites More sharing options...
JCR Posted July 4, 2019 Author Report Share Posted July 4, 2019 12 hours ago, theinfn8 said: Don't forget that your Aid STUN is only half as effective, since you're adjusting a defensive characteristic. 11 hours ago, steriaca said: Basically, whatever you roll, divide by 2, rounded. Good to know I had no idea! I don't mind it starting off low and slowly upgrading. 11 hours ago, Christopher R Taylor said: If your GM is willing, you can use regen for other stats than body, too This would open up some possibilities indeed Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted July 4, 2019 Report Share Posted July 4, 2019 16 hours ago, Jayzon said: -Catastrophic Bioregeneration: Regeneration (1 BODY per Turn), Can Heal Limbs (21 Active Points); Limited Power Only Works When Body Reaches Less Than One (-1), 1 Continuing Charge lasting 1 Minute (-1), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) = Real Cost: 6 points -Emergency Adrenaline: Aid STUN 5d6 (30 Active Points); 1 Charge (-2), Only to Aid Self (-1), Limited Power Only Works When STUN Is Lower Than 1 (-1), OIF (-1/2), Only Restores To Starting Values (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) = Real Cost: 5 points If you are KOd, you cannot spend END to activate either of these powers. That may not be a big issue for the regeneration - you can be conscious but bleeding out - but when you have less than 1 STUN, you cannot spend END, so the second power never actually works. Quote Link to comment Share on other sites More sharing options...
theinfn8 Posted July 4, 2019 Report Share Posted July 4, 2019 6 minutes ago, Hugh Neilson said: If you are KOd, you cannot spend END to activate either of these powers. That may not be a big issue for the regeneration - you can be conscious but bleeding out - but when you have less than 1 STUN, you cannot spend END, so the second power never actually works. The adrenaline power doesn't use Endurance, it uses a charge. But you make a legit point otherwise. Quote Link to comment Share on other sites More sharing options...
tombrown803 Posted July 4, 2019 Report Share Posted July 4, 2019 well if your characters keep dying, you could add resurrection to the regeneration, thatway you would come back Quote Link to comment Share on other sites More sharing options...
tombrown803 Posted July 4, 2019 Report Share Posted July 4, 2019 well if your characters keep dying, you could add resurrection to the regeneration, thatway you would come back Quote Link to comment Share on other sites More sharing options...
tombrown803 Posted July 4, 2019 Report Share Posted July 4, 2019 well if your characters keep dying, you could add resurrection to the regeneration, thatway you would come back Hugh Neilson 1 Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted July 4, 2019 Report Share Posted July 4, 2019 How about also just buying up BODY to begin with? Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted July 5, 2019 Report Share Posted July 5, 2019 On 7/3/2019 at 2:24 PM, Jayzon said: -Emergency Adrenaline: Aid STUN 5d6 (30 Active Points); 1 Charge (-2), Only to Aid Self (-1), Limited Power Only Works When STUN Is Lower Than 1 (-1), OIF (-1/2), Only Restores To Starting Values (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) = Real Cost: 5 points Feel free to set me straight if am did em wrong. 12 hours ago, Hugh Neilson said: If you are KOd, you cannot spend END to activate either of these powers. That may not be a big issue for the regeneration - you can be conscious but bleeding out - but when you have less than 1 STUN, you cannot spend END, so the second power never actually works. 12 hours ago, theinfn8 said: The adrenaline power doesn't use Endurance, it uses a charge. But you make a legit point otherwise. Emphasis added above for your convenience. Quote Link to comment Share on other sites More sharing options...
JCR Posted July 5, 2019 Author Report Share Posted July 5, 2019 12 hours ago, tombrown803 said: well if your characters keep dying, you could add resurrection to the regeneration, thatway you would come back I appreciate the suggestion, but I just don't like this power. Going into battle knowing I can die every single time is part of the thrill of combat for me. Makes me think more strategically rather than tactically (hope I expressed that correctly) to stay alive, plus helps me think outside the box too. What I am shooting for w/ the powers is something that can work as a once a day emergency boost (we have had up to 3 mayor battles in 24hrs in-game time, uncommon but has happened more than once). 11 hours ago, Ninja-Bear said: How about also just buying up BODY to begin with? Always do I consider it a must 25 minutes ago, Hugh Neilson said: Emphasis added above for your convenience. Gotcha, thank you. Quote Link to comment Share on other sites More sharing options...
theinfn8 Posted July 5, 2019 Report Share Posted July 5, 2019 1 hour ago, Hugh Neilson said: Emphasis added above for your convenience. Point conceded. Quote Link to comment Share on other sites More sharing options...
BoloOfEarth Posted July 5, 2019 Report Share Posted July 5, 2019 On 7/3/2019 at 4:24 PM, Jayzon said: -Emergency Adrenaline: Aid STUN 5d6 (30 Active Points); 1 Charge (-2), Only to Aid Self (-1), Limited Power Only Works When STUN Is Lower Than 1 (-1), OIF (-1/2), Only Restores To Starting Values (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) = Real Cost: 5 points Not wrong, so much as possibly not the power you're looking for. The STUN gained from the Aid will fade at the rate of 5 points per Turn, so you may wake up just to pass out again. You may want to use Healing STUN 3d6 (same point cost). You should probably add Trigger (+1/4) to that, since you can't activate it yourself if you're unconscious. I'd suggest: Emergency Adrenaline: Healing STUN 3d6 (30 Active Points), Trigger (Unconscious; +1/4); 1 Charge (-2), Only to Heal Self (-1), OIF (-1/2). Real Cost: 8 points. On average, this would heal back 10 STUN. Note: The Limited Power is actually part of the Trigger, so that Limitation wouldn't apply. Also the Only Restores (etc.) is part and parcel of Healing. And as Hugh pointed out, you can't spend END while you're unconscious (unless it comes out of an Endurance Reserve). Hugh Neilson 1 Quote Link to comment Share on other sites More sharing options...
JCR Posted July 5, 2019 Author Report Share Posted July 5, 2019 6 hours ago, BoloOfEarth said: Not wrong, so much as possibly not the power you're looking for. The STUN gained from the Aid will fade at the rate of 5 points per Turn, so you may wake up just to pass out again. You may want to use Healing STUN 3d6 (same point cost). You should probably add Trigger (+1/4) to that, since you can't activate it yourself if you're unconscious. I'd suggest: Emergency Adrenaline: Healing STUN 3d6 (30 Active Points), Trigger (Unconscious; +1/4); 1 Charge (-2), Only to Heal Self (-1), OIF (-1/2). Real Cost: 8 points. On average, this would heal back 10 STUN. Note: The Limited Power is actually part of the Trigger, so that Limitation wouldn't apply. Also the Only Restores (etc.) is part and parcel of Healing. And as Hugh pointed out, you can't spend END while you're unconscious (unless it comes out of an Endurance Reserve). Still sounds good to me. Thank you. Quote Link to comment Share on other sites More sharing options...
Hugh Neilson Posted July 5, 2019 Report Share Posted July 5, 2019 Whether Heal or Aid, either could work. The Aid will fade at 5 points per turn, but it fades at the same time as your post-segment 12 recovery, so effectively you've "pre-recovered" 5 STUN from each subsequent recovery until you pay pay back the Aid roll. BoloOfEarth 1 Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted July 6, 2019 Report Share Posted July 6, 2019 On 7/3/2019 at 6:52 PM, Christopher R Taylor said: If your GM is willing, you can use regen for other stats than body, too This is very much a 🛑 power when applied to STUN. It's almost useless if it recovers less than every Turn, but hideosly overpowered if it's more often than that. Quote Link to comment Share on other sites More sharing options...
JCR Posted July 6, 2019 Author Report Share Posted July 6, 2019 I will experiment w/ this a bit thank you, but the one that's working for me the best thus far is the Heal. Quote Link to comment Share on other sites More sharing options...
JCR Posted July 7, 2019 Author Report Share Posted July 7, 2019 I made a new topic for the Computer and Communication Systems. I have never created either thus have no idea if am on the right track: Quote Link to comment Share on other sites More sharing options...
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