12-28-2015, 02:42 PM | #1 |
Join Date: Jul 2015
Location: Phoenix, AZ
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Costs HP Cyclic Limitation
Powers has a limitation for Costs HP, but it doesn't have an option for cyclic... Would a fair version of Cyclic Costs HP be modifiers on modifiers?
If I did that, then a power that does 2 hp every 10 seconds for 100 seconds, would be worth about -120%. Does that sound about right?
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12-28-2015, 02:59 PM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Costs HP Cyclic Limitation
You would apply Reduced Duration on the power that has Costs HP. This reduces the interval from 1/minute to whatever fraction you reduce it to. In this case, you would need 1/6.
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12-28-2015, 03:07 PM | #3 | |
Join Date: Jul 2015
Location: Phoenix, AZ
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Re: Costs HP Cyclic Limitation
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The only safe way around this ability to keep from dying is doctors being ready to heal either through magic or mundane means. (I arbitrarily chose 20 hp over 100 seconds to represent the amount that would make the death of a 0 point human character possible)
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12-28-2015, 03:09 PM | #4 |
Join Date: Sep 2007
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Re: Costs HP Cyclic Limitation
Clever, but wouldn't this also require you to activate the power six times during the minute? That's eight extra maneuvers, and possibly activation rolls, that you have to make to maintain the power for 100 seconds. (Ten 10-second activations total, compared to two standard 1-minute activations.) A considerable extra burden -- which at least puts an upper bound on how much the cyclic version should cost.
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12-28-2015, 03:20 PM | #5 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Costs HP Cyclic Limitation
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12-28-2015, 03:35 PM | #6 |
Join Date: Jul 2015
Location: Phoenix, AZ
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Re: Costs HP Cyclic Limitation
If having an example is helpful, this is the source ability:
http://darksouls.wikidot.com/power-within This is what I statted out: http://pseudoboo.blogspot.com/2015/1...er-within.html The buff is 90 points because it is Regeneration Fast (FP) and Striking ST 8 combined. By itself, it would be: Power Within Buff (-80%): (Mana Sensitive -10%; Costs 2 HP, Cyclic, 10 cycles, 10 Seconds -120%; Sorcery -15%; Extended Duration, 3x +20%, Fixed Duration, 100 seconds +0%) [18] I should probably put limitations on it to disallow Mana specific FP regeneration, but that is basically the best way I can think to stat out the concept of a power that slowly burns the character from the inside, and in return, granting the ability to use extra effort constantly and do some extra damage.
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12-28-2015, 04:48 PM | #7 |
Join Date: Sep 2007
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Re: Costs HP Cyclic Limitation
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12-28-2015, 05:05 PM | #8 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Costs HP Cyclic Limitation
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costs hp, cyclic, limitations |
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