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Post by dorkknight23 on Apr 26, 2006 12:34:39 GMT -5
A final version of sorts:
Accumulate Energy Modifier[/color][/b] Cost = Action Number + 1
You can regenerate extra stones into your energy reserve, up to the Action Number, in addition to three times your Durability score, or double your intelligence (whichever you use for energy.) Cannot be improved by adding lines.
Commentary
Useful for characters with low intelligence and low durability who still require a large energy reserve for their actions.
Example
Legion has Accumulate Energy Modifier at 7. Although he has an intelligence of 3 and a durability of 2, he has an energy reserve of 13 (6+7). However, he still regenerates energy at a rate of 2 stones/panel, as per normal, however, he has more energy to use his very high AN actions (Telepathy, Telekinesis, Pyrokinesis, etc.)
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Post by Ricochet on Apr 28, 2006 7:10:39 GMT -5
Okay, I'm gonna risk my neck by putting up an option you should never mention if you value your friendship with the GM. It's the one from Drain Energy (And the renewed version of social skills.)
Energy Refund (+3 to cost level)
Place the stones you spent back into your energy reserve at the end of your panel.
What do you guys think, am I crazy or what. This option shouldn't be available for every action, but it comes with social skills for free One suggestion would be Biocomputing. Another one is that if you want to turn a modifier into a action, (PCPT, Luck, Any form of heightened senses) this would be the middle way. Maybe a good idea for Powered Armor.
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Post by Ricochet on Apr 29, 2006 0:17:04 GMT -5
Say Dorkknight, something's bugging me about that action you made. It shouldn't be an action, it's a modifier. I'll show you. - It doesn't require energy - it doesn't take up an action to use (right?) - it can't be improved by adding lines - It's an Accumulate Energy MODIFIER
Just stating the obvious really. If this would be an action, it would need an action box. That would be a major waste. Any change that this modifier could be taken as an option DK?
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Post by quixoteles on May 3, 2006 9:39:43 GMT -5
There is a disad called weak immune system. I believe what it does is permanently removes one white stone from you. Now mind you it leaves you with the same energy as you had if you say were actually AN 7 Durability, but you can maybe cut your self down to AN 3. A lot of folks have been arguing about energy costs and pool sizes for weaker characters... Is this the actual built in solution in the game. It sounds terrible. Who wants "Weak immune system: DUR -2" on thier character sheet. But think about it. People like say quick silver would take DUR 5, then weak immune system, reduce it down to 2 (which seems what people agree on) and get's back 3 white stones. I actually think that the return from the disadvantage actually yields a fair trade, at the lower levels you get your concep done with few disadvantages.
Granted, all of those wonderful benefits would folks like this would not regenerate energy as fast? Is that where the disadvantage comes in? Quicksilver would have 15 stones to spend but would only regen 2 per panel?
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Post by beryl on Jun 23, 2006 19:28:25 GMT -5
This Advantage was suggested by Evan Jones, one of the designers, for Cyclops' Optic Blast. It was penned down in a .pdf file by Cwylric. For +1 to CL, you get a free stone from the general pool for every two you exert, not to exceed the AN.
So somebody with an Force Blast at AN6 (with the Efficient advantage) would put in four stones of effort, get two stones from the GP, and end up with a six-stone blast. They'd never have to use more than four stones for their Force Blast, even if they're cranking it out at full power all the time.
This is more along the lines of certain modifiers like Claws that don't increase energy, but help you better use what energy you do have. It works well with characters who have a clearly defined main power (like Cyclops, or an Elemental Master).
Yeah, Weak Immune System could work, I guess, but it's really strong, flavor-wise. Most people would probably have to change the name to something else to more accurately represent the character.
And yes, people wouldn't regenerate as quickly. But given that Health currently influences energy regeneration for all current solutions (within the rules as written), this would be a problem for most people seeking low health and high energy.
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Post by dorkknight23 on Jun 24, 2006 0:54:26 GMT -5
So somebody with an Force Blast at AN6 (with the Efficient advantage) would put in four stones of effort, get two stones from the GP, and end up with a six-stone blast. They'd never have to use more than four stones for their Force Blast, even if they're cranking it out at full power all the time. This is more along the lines of certain modifiers like Claws that don't increase energy, but help you better use what energy you do have. It works well with characters who have a clearly defined main power (like Cyclops, or an Elemental Master). I'm actually salivating at the promise of that advantage. It's perfect for what I'm looking for. We need to track down this .pdf.
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Post by beryl on Jun 25, 2006 12:42:41 GMT -5
I thought it was still in the Useful Files section. I'm going to go look for it now, and if it's not there, I'll upload it. Edit- Seems it's been pruned.
You can find the file in this thread (or just jump straight to the file here).
I pretty much spelled out Efficient in my above post, but here it is, word-for-word:
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Post by vicsage on Aug 28, 2006 18:51:36 GMT -5
Maybe Cyclops should have bought a higher DUR?
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Post by dorkknight23 on Aug 28, 2006 19:00:44 GMT -5
Maybe Cyclops should have bought a higher DUR? Well, what he probably should have invested in is some Targeting (maybe at +4 or so.) That'd give him so free stones for the Optic Blast and have some leftover for leadership.
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