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#1 |
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Join Date: Mar 2015
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Making a character who's body contains a reservoir of substance it can use to heal itself. When this substance runs out, the character can no longer heal until this substance is replenished.
I thought I could do this by combining regeneration and minor-regrowth with total-unhealing. The total-unhealing would have a treatment-mitigator. This treatment is not based on time, but on number of HP regenerated. The character can only regenerate X HP before total-unhealing activates. It then deactivated with treatment. Thing is, with my current sources, there's no way for me figure out what the point cost would be! |
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#2 |
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Join Date: Jan 2015
Location: Madrid, Spain
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I would use Healing (or regeneration) + Costs Energy Reserve (not Fatigue). This ER would be the "substance". So, when you run out of ER you can heal no more.
__________________
"Imagination is more important than knowledge" Albert Einstein |
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#3 |
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Join Date: Feb 2007
Location: New York City
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#4 |
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Join Date: Nov 2004
Location: Sydney, Australia
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Agree with the above. And then you can cost it based on how easy or difficult it is to replenish the reservoir.
__________________
Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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#5 |
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Join Date: May 2005
Location: Lynn, MA
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This is the way to go, and acquiring a substance to replenish your ER would be a special recharge limitation.
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#6 |
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Join Date: Aug 2018
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another idea might be to take "Aftermath: Unhealing" which is 1/2 the value it'd be as a Temporary Disadvantage, and lasts 10 minutes or however long you had your Regeneration on, whichever is longer
To do this you would need some kind of limitation on how long Regeneration stays on to, like Maximum Duration. |
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#7 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Could this be a weird vitality reserve? That might be the simplest way to represent it
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#8 | |
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Join Date: Jun 2013
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Quote:
So, let's say the GM decides your character is unlikely to typically take more than 100% of HP* of damage during a day of adventuring, and your character can regenerate at least that much (Regular Regeneration is good for 240% of HP per day). If you have a reserve of 100% of HP, that calls for Daily treatment. If you have a reserve of 1000% of HP, that's right between Weekly (700%) and BiWeekly (1400%), and so forth. *I typically set each HP of regeneration as 10% of HP - so a character with HP 15 and Extreme Regeneration would recover 15 HP per second, not 10. Makes the jump from HP 19 to HP 20 less extreme. If you prefer to stick with things as-is, the above become 10 HP, 24 HP, 10 HP, 100 HP, 70 HP, and 140 HP, respectively.
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GURPS Overhaul Last edited by Varyon; 11-01-2021 at 10:46 AM. |
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#9 | |
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Join Date: Mar 2015
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I apologize. I left out an important piece of information.
This substance does not replenish itself. So this feature is similar to a dependency, except it's not based on time. It can last indefinitely if the character takes no damage. But if it runs out, unhealing activates until the character ingests more. Using current GURPS advantages/disadvantages and their mods, there's doesn't seem to be any way to do this! Now, it would be so easy to simply invent this feature. Making these rules is not a problem. The problem is simply figuring out the point cost. According to the setting, Varyon's suggestion of a 24 HP reservoir for regeneration would be ideal. The character is a class of NPCs called Zoids. Their bio is in the form a dialogue, this being the most important part: Quote:
Last edited by watsonsword; 11-01-2021 at 03:28 PM. |
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#10 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Perhaps vitality reserve that doesn't immediately keep you alive is appropriate?
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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| Tags |
| regeneration, vitality reserve |
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