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#1 |
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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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#2 |
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Join Date: Feb 2007
Location: New York City
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#3 |
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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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#4 |
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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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#5 |
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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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#6 |
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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
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| Tags |
| regeneration, vitality reserve |
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