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#16 |
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Join Date: Mar 2015
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Note on Terminology: I didn’t know Zoid was already a franchise. I used Google Translate to find a Greek word meaning "likeness of a life form." I renamed the creature to Prosoid, meaning "likeness of a person." The NPCs are now called Prosoids.
I think I've figured out how to do the point cost! I want you to tell me if it's all sound. I got it from the point costs of what I like to call 'hyperbolic-advantages': unlimited versions of leveled advantages—Extended-Lifespan vs Ageless, Fearlessness vs Unfazeable, etc. In both cases, the hyperbolic-advantage costs 8x the leveled advantage. If we treat Regeneration as a hyperbolic-advantage, then you could turn it into a leveled-advantage costing 1/8 its points per level. So how many HP per level can you regenerate? If a hyperbolic-advantage is unlimited, then Regeneration should save you from certain death—in theory, not practice! That's 6x HP at level 8—the point at which the hyperbolic-advantage becomes more economical. 6/8 is 0.75 = you are limited to regenerating 75% of HP per level. This would put leveled regeneration at... Level 1: 12.5% point cost: 0.75x HP Level 2: 25.0% point cost: 1.5x HP Level 3: 37.5% point cost: 2.25x HP Level 4: 50.0% point cost: 3x HP Level 5: 62.5% point cost: 3.75x HP Level 6: 75.0% point cost: 4.5x HP Level 7: 87.5% point cost: 5.25x HP Just apply these values to Regeneration under the limitation Mitigator: Cached-Treatment. "Cached-Treatment is a drug or treatment you take that does not expire with time. Instead, it is used up by the action of the advantage, and thus has its own value you need to track. In the case of Regeneration, said value is the number of HP that can be regenerated before needing another treatment." |
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| Tags |
| regeneration, vitality reserve |
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