08-11-2016, 11:37 PM | #1 |
Join Date: Dec 2006
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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):
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 |
Tags |
healing, new advantage, vitality reserve |
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