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#1 |
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Join Date: Aug 2004
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I'm working on an undead supervillain for a supers game. He'll be using Leech to drain life from his victims to feed an Energy Reserve. As long as he has points in his ER, he will automatically spend them to activate Regeneration. (I'll probably go with an FP cost of 1 per turn for 1 HP per turn Regeneration)
I know it's a trifle convoluted, but I wanted him able to bank his healing ability until he should need it and the Energy Reserve can also be used to fuel other abilities |
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#2 |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Hmm. By default, Regeneration seems to qualify as an always on ability - it may not always be healing you, but it takes no action to start it, and it can't be ended prematurely. However, putting Costs Fatigue on an ability normally makes it switchable. So, in this situation, I think you could claim, in addition to the Costs Fatigue limitation, the Always On limitation (the -20% version, I'd say - removing energy you could use for other powers sounds like "physically inconvienient" to me). And, of course, the -5% for "ability can only be powered from Energy Reserve". Mind you, I'd only allow this build if you actually had other powers that also relied on the ER - otherwise, it's basically a crock.
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#3 |
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Join Date: Aug 2004
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In a little more depth, here's what it looks like:
Energy Reserve 20 (Special Recharge, Leech, -70%) [18] Leech 1 (Only Heals ER -20%) [20] Regeneration (Very Fast, 1 HP/second) (Costs ER, 1 ER/second, -10%; Trigger, Leeched HP, Common, Illegal, -30%) [60] Other undead powers that draw from ER to be determined [?] It's 2 points less than default Regeneration, and definitely more expensive than Leech by itself, so I don't think it's too much of a point crock. I should also mention that this is an NPC build, not something I'm trying to slip past my GM. I'm just a by-the-book kind of guy seeing if something like this will fly going by the RAW. |
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#4 | |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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In any case, if the character can't shut off the Regeneration once it starts, I still say it deserves Always On (-20%). Also, remember that an advantage that can only draw on an Energy Reserve, instead of both the ER and normal Fp, has a -5% limitation (see Powers, p. 119, Energy Reserves) |
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#5 | |
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Join Date: Aug 2004
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#6 | |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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#7 | |
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Join Date: Aug 2004
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#8 | |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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#9 |
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Join Date: Sep 2007
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The basic structure seems fine: Regeneration powered by ER, ER filled by Leech. There's just a small quibble about the exact value of a limitation for not being able to stop the Regen in the event you want the ER for other purposes.
-20% feels high to me. You're highly likely to want to Regen. There may be some times when you'd rather make the call that another power is more urgent. But then, villains aren't known for self-sacrificing heroics, as opposed to hopping into the escape pod and Regenerating to fight another day. Also, consider the case when you're at 0 HT and below -- unconscious, that is -- and thus can't choose to use other powers anyway. So, the possible choice kicks in fairly rarely and only when you're only mildly injured. I'd probably give it a -5% to round out the -5% for "powered by ER only". NPC villains don't have to worry too much about their exact point count anyway. |
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