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Old 08-11-2016, 11:37 PM   #1
starslayer
 
Join Date: Dec 2006
Default The perpetual hit point (or vitality reserve)

Ghostdancer recently posted an article/post in his ongoing thread about the concept of 'Injury resistance'- basically taking a vitality reserve and removing the implied ablative from it. (1)

I have some concerns (2) about the impact of doing it the way that he has described, which I am sure he will clear up, but it has left me with a question;

What would a 'never depleting' hit point or vitality reserve point look like- something that always came first when calculating injury, but was never truly depleted.

My first build concept:
Perpetual VR (64):
  1. Vitality reserve 1 (2)
  2. Healing (Self only, only 1 point, only this point of vitality reserve, cosmic: does not suffer -3/use, cosmic: no die roll required, reflexive, reduced fatigue cost 10 (62)

Every time the character is injured, uses HP, etc, the vitality reserve is depleted first, and the reflexive healing will automatically replace that 1 point of vitality reserve (in theory reflexive means that it is used as a power block after every source of injury- but with no die roll required the activation is automatic).

Something similar could be built for a 'perpetual fatigue point' with similar effect.

(1) http://www.ravensnpennies.com/2016/0...l#.V60Uq5grKM8
(2) http://forums.sjgames.com/showpost.p...postcount=1536
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