Post by Stark on Dec 19, 2007 20:41:55 GMT -5
Here are my House rules up to now, I might add some in the future if I have the time...
1) Regeneration of Energy related to Fast Healing:
If you have...
1 Health left: You heal 1 Energy point.
2 Health left: You heal 3 Energy Points.
3 Health left: You heal 4 Energy points.
4 Health left: You heal 6 energy points.
5 Health left: You heal 7 energy points.
6 health left: You heal 9 energy points.
You got the pattern: you heal 3 energy points for every 2 health points remaining, as it's said in the book... and for any leftover point, you still heal of one health.
2) Resistance to sickness, drugs or poison related to Healing Factor:
It has also been shown a few times that most (if not all) characters with an healing factor is immune to sickness. Basically, a healing factor locates what is troublesome for the body(wound, alcohol, drug or esle), and correct the situation as fast as it can. So I'd say that it does has at the very least a major effect on it. Here is my take on it(where "effect" means any sickness, alcohol or sedative):
Simple Healing Factor: +1 free stone of Resistance to effect. If still affected, effect last 50% less than usual. (so if it's an hour, the character gets better in half an hour.)
Accelerated Healing Factor: +2 free stones of resistance to effect. If still affected, effect last 75% less than usual. (so if it's an hour, the character gets better in 15 minutes.)
Enhanced Healing Factor: +3 free stones of Resistance to effect. If still affected, effect last 90% less than usual. (so if it's an hour, the character gets better in 6 minutes.)
Instant Healing Factor: +5 free stones of Resistance to effect. If still affected, effect last 99% less than usual. (so if it's an hour, the character gets better in 36 seconds, more or less a panel.)
A person normally gets better from a normal cold after a week, so if Wolverine was affected (which would be surprising, because a simple cold probably hasn't a Difficulty of 7 to overcome...), he would recover from it in 42 hours (25% of a week, a little less than two days).
3) Increasing stats above 3 using EXP:
Amount of lines required to increase one's abilities:
-10 lines of experience to increase an ability up to level 3
-20 lines of experience to increase an ability to level 4 or higher
-25 lines of experiences to increase Intelligence to level 4 or higher IF the character uses the special Intelligence-based energy rule
-20 lines of experience to increase Durability up to level 3, 30 lines of experience to increase it to level 4 or higher (because of related advantages)
RESTRICTIONS:
-After having gained the required lines, the GM develops an event in the story that will allow the increase. This event can happen anytime the GM wants if it fits his story and the player has not any say in the matter except if the GM wishes it. (I personally like to make it happen at a critical moment: "At the moment you throw that punch at Sabertooth, you realize all this training in the boxing ring finally paid off: your strength increase by 1 and the damage is modified in consequence...", but still, it can be anytime you wish and it seems logical)
-No normal human may raise more than one ability to 4 except Intelligence (this reflect the fact that there are some people in the world that are freakishly better than most either in Strength, Speed, etc. Record-breakers, Weight lifters...) This single stat of 4 would make you the equal of the best humans in the world related to that ability, and explains why some people like the Kingpin, per example, have an ability (in that case, Durability) of 4 even though they're human. (Since we're in Hellsing, I'd allow humans to have up to 2 abilities at 4, not including Intelligence.)
-Other superhuman characters may rise their abilities higher than 4 only if the ability in question was already 4 or higher in the first place. They may also rise a single of their other abilities to 4, and the rest up to 3. (So if you're, say, Bishop, with Str: 3 Agl: 3 Spd: 2 and Dur: 4, you could raise your speed to 3; raise either your strength, agility or speed to 4, and increase your Intelligence and Durability as much as the GM and the story allows it.)
4) Lines of EXP:
You may not take more than 2 LOE in the same ability/action/modifier at the end of any "mission", in order to make sure the characters develop in a logical and not too much focused way. However, a guy using Ranged combat with Agility bonus and Targeting who wins 5 LOE might of course spend 2 lines in Ranged Combat, 2 in Agility and 1 in Targeting if so he wishes (and if he indeed got to shoot something during the mission, of course.)
You may put lines of Experience in any action you have at least attempted once, if it can logically be explained. Example: even if you don't hit the target, if you throw enough punches, you're going to get better, one day or another. However, if you looked at a car's motor, and didn't understood a thing, no matter how many times you're going to "Fail to understand a car's motor", you ain't gonna get better at it.
You (probably already know that, but hey, just making sure )cannot either get better at "Shooting fire blasts" if you didn't have it at first, no matter how much you concentrate while thinking "I'm gonna shoot a fire blast, I'm gonna shoot a fire blast...". However, you could add a level of Tougness if you got hit a few times pretty bad but still survived to tell about it.
In brief, you can learn everything you want that is possible to learn/get good at by training or practice.
5) Transform Self:
A character with Transform Self pays a base price of 3 White stones if the character doesn't change or get better too much (like Colossus) or 5 white stones if he changes or gets much better (like Banner/Hulk), then he pays fully for abilities/actions/modifiers that are usable in both forms. For those which are usable only in one of the forms, he pays for them also, but at a -1 to cost level discount since they are usable only in one of the forms. If he has one ability/action/modifier that is used by both forms but one has it at a higher level than the other, the character only pays for the higher one, always with the -1 to cost level discount. This makes the power much more reasonable and less costly (and you don't have to pay for that "almost worthless" normal appearance apart from your second form).
Ex: Buying Colossus's strength of 3/9 with the normal system would cost 12 white stones and 1-2 red stones(1-2 red stones for Piotr's normal Strength+12 w.s for his Colossus strength of 9); when buying it with the new system, you would have to spend only for the higher total of 9, with a -1 cost level discount because it's active only when in Colossus form, for a final cost level of 8, or 9 w.s instead of 12 w.s and 1-2 r.s.
IMPORTANT NOTE: This rule was not made by me, but I liked it so much I included it here. It was suggested to me by a friend of mine, and I don't remember who originally made it. I'd like to give credit to that person, if anybody could find who it is.
1) Regeneration of Energy related to Fast Healing:
If you have...
1 Health left: You heal 1 Energy point.
2 Health left: You heal 3 Energy Points.
3 Health left: You heal 4 Energy points.
4 Health left: You heal 6 energy points.
5 Health left: You heal 7 energy points.
6 health left: You heal 9 energy points.
You got the pattern: you heal 3 energy points for every 2 health points remaining, as it's said in the book... and for any leftover point, you still heal of one health.
2) Resistance to sickness, drugs or poison related to Healing Factor:
It has also been shown a few times that most (if not all) characters with an healing factor is immune to sickness. Basically, a healing factor locates what is troublesome for the body(wound, alcohol, drug or esle), and correct the situation as fast as it can. So I'd say that it does has at the very least a major effect on it. Here is my take on it(where "effect" means any sickness, alcohol or sedative):
Simple Healing Factor: +1 free stone of Resistance to effect. If still affected, effect last 50% less than usual. (so if it's an hour, the character gets better in half an hour.)
Accelerated Healing Factor: +2 free stones of resistance to effect. If still affected, effect last 75% less than usual. (so if it's an hour, the character gets better in 15 minutes.)
Enhanced Healing Factor: +3 free stones of Resistance to effect. If still affected, effect last 90% less than usual. (so if it's an hour, the character gets better in 6 minutes.)
Instant Healing Factor: +5 free stones of Resistance to effect. If still affected, effect last 99% less than usual. (so if it's an hour, the character gets better in 36 seconds, more or less a panel.)
A person normally gets better from a normal cold after a week, so if Wolverine was affected (which would be surprising, because a simple cold probably hasn't a Difficulty of 7 to overcome...), he would recover from it in 42 hours (25% of a week, a little less than two days).
3) Increasing stats above 3 using EXP:
Amount of lines required to increase one's abilities:
-10 lines of experience to increase an ability up to level 3
-20 lines of experience to increase an ability to level 4 or higher
-25 lines of experiences to increase Intelligence to level 4 or higher IF the character uses the special Intelligence-based energy rule
-20 lines of experience to increase Durability up to level 3, 30 lines of experience to increase it to level 4 or higher (because of related advantages)
RESTRICTIONS:
-After having gained the required lines, the GM develops an event in the story that will allow the increase. This event can happen anytime the GM wants if it fits his story and the player has not any say in the matter except if the GM wishes it. (I personally like to make it happen at a critical moment: "At the moment you throw that punch at Sabertooth, you realize all this training in the boxing ring finally paid off: your strength increase by 1 and the damage is modified in consequence...", but still, it can be anytime you wish and it seems logical)
-No normal human may raise more than one ability to 4 except Intelligence (this reflect the fact that there are some people in the world that are freakishly better than most either in Strength, Speed, etc. Record-breakers, Weight lifters...) This single stat of 4 would make you the equal of the best humans in the world related to that ability, and explains why some people like the Kingpin, per example, have an ability (in that case, Durability) of 4 even though they're human. (Since we're in Hellsing, I'd allow humans to have up to 2 abilities at 4, not including Intelligence.)
-Other superhuman characters may rise their abilities higher than 4 only if the ability in question was already 4 or higher in the first place. They may also rise a single of their other abilities to 4, and the rest up to 3. (So if you're, say, Bishop, with Str: 3 Agl: 3 Spd: 2 and Dur: 4, you could raise your speed to 3; raise either your strength, agility or speed to 4, and increase your Intelligence and Durability as much as the GM and the story allows it.)
4) Lines of EXP:
You may not take more than 2 LOE in the same ability/action/modifier at the end of any "mission", in order to make sure the characters develop in a logical and not too much focused way. However, a guy using Ranged combat with Agility bonus and Targeting who wins 5 LOE might of course spend 2 lines in Ranged Combat, 2 in Agility and 1 in Targeting if so he wishes (and if he indeed got to shoot something during the mission, of course.)
You may put lines of Experience in any action you have at least attempted once, if it can logically be explained. Example: even if you don't hit the target, if you throw enough punches, you're going to get better, one day or another. However, if you looked at a car's motor, and didn't understood a thing, no matter how many times you're going to "Fail to understand a car's motor", you ain't gonna get better at it.
You (probably already know that, but hey, just making sure )cannot either get better at "Shooting fire blasts" if you didn't have it at first, no matter how much you concentrate while thinking "I'm gonna shoot a fire blast, I'm gonna shoot a fire blast...". However, you could add a level of Tougness if you got hit a few times pretty bad but still survived to tell about it.
In brief, you can learn everything you want that is possible to learn/get good at by training or practice.
5) Transform Self:
A character with Transform Self pays a base price of 3 White stones if the character doesn't change or get better too much (like Colossus) or 5 white stones if he changes or gets much better (like Banner/Hulk), then he pays fully for abilities/actions/modifiers that are usable in both forms. For those which are usable only in one of the forms, he pays for them also, but at a -1 to cost level discount since they are usable only in one of the forms. If he has one ability/action/modifier that is used by both forms but one has it at a higher level than the other, the character only pays for the higher one, always with the -1 to cost level discount. This makes the power much more reasonable and less costly (and you don't have to pay for that "almost worthless" normal appearance apart from your second form).
Ex: Buying Colossus's strength of 3/9 with the normal system would cost 12 white stones and 1-2 red stones(1-2 red stones for Piotr's normal Strength+12 w.s for his Colossus strength of 9); when buying it with the new system, you would have to spend only for the higher total of 9, with a -1 cost level discount because it's active only when in Colossus form, for a final cost level of 8, or 9 w.s instead of 12 w.s and 1-2 r.s.
IMPORTANT NOTE: This rule was not made by me, but I liked it so much I included it here. It was suggested to me by a friend of mine, and I don't remember who originally made it. I'd like to give credit to that person, if anybody could find who it is.