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Post by Bluemage on Apr 29, 2004 15:10:50 GMT -5
Hypermetabolism Cost Level: 4 + Durability Number
For the cost of 1 stone of Health, you may raise your Energy Reserves back to 3 x your durability number.
If you have the Concentration, Telekenisis, Mastery of Magic, or any combination of the above abilities, Hypermetabolism may be purchased at +3 cost level instead of +4. Concentration by way of the Ninja ability does not allow you to gain this discount.
A character with this ability cannot start with a Healing Factor Modifier. A Healing Factor Modifier cannot be gained by way of Genetic Engineering or Manipulate Mutagenic Template or any other similar ability.
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Post by candyman on Apr 29, 2004 17:59:49 GMT -5
so you are low on energy but are at full health. you wipe one stone of health from yourself and you have suddenly full energy supply? i like it.
however i am confused on the cost you put this at. durability # +5? seems very expensive to me. at level 3 durability (average hero durability) this modifier costs 9 white stones. 9 white could get you the enhanced healing factor for the same durability level. i think this modifier is very good but definatly over priced if i understand it correctly.
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Post by Bluemage on Apr 29, 2004 19:38:38 GMT -5
Granted it is a little bit on the expencive side, but look at all of the abilities that give it discounts. How many times does your telekenetic or magic user find that he/she has run flat out of energy, but has been sitting behind the lines and wouldnt mind burning off a stone of health for a boost?
I will however take down the cost a little bit, because you do make a good point, but I have to say you made another good point about how broken it can become with a Healing Factor.
Example: Strong Dude has a durability of 4 and a strength of 5. He has the Hypermetabolism ability, Close Combat: 7, Toughness +3, and an Accelerated Healing Factor.
Lets look at an issue where Strong Dude has to take out a bunch of gang members (like the one in the back of the first guide).
Round 1: Strong Dude hits one of the gang members for 12 stones of damage. Strong dude takes a total of 1 stone of damage from all of the thugs because he has a really high toughness mod.
Round 2: Strong dude is as 3 health 4 energy. He places his 4 stones into close combat, then burns off 1 stone of health into 12 stones of energy. He places them into close combat and takes out another thug. This time, he takes no damage.
Round 3: Strong Dude is at 3 health (because he regenerated) and 8 Energy. He places all 8 into close combat and takes out another gangster.
So you see with Accelorated Healing, burning off a stone means nothing to Strong Dude.
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Post by candyman on Apr 29, 2004 19:48:37 GMT -5
hmm personally i find it expensive to base it off durability but when you think about the characters who have high health that would take this mod it seems more reasonable to base it off durability. however i think durability +3 is plenty, and perhaps at GM discretion +2 with those other actions. it really shouldn't be equal to cost as accelerated healing factor (dur +4) which heals 1 stone/ 2 panels quite fast, AND provides an energy boost. this modifier you lose a stone of health and gain full energy. thats why i think +3 / +2 is plenty expensive enough for this modifier.
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Post by Bluemage on Apr 29, 2004 19:58:55 GMT -5
Yes, but this ability was ment for a low-durability char who likes to sit in the back lines hitting with everything hes got (via TK, Force Blast, Magic, ect). I wouldnt mind playtesting it though.
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