Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 26, 2008 12:36:33 GMT -5
I seen a new guy on the site, and we do have new actions and modifiers that aren't in the books that are pretty common on the site. So, I figure we should list them in an easy to find thread for the newbie types. The main one I can think of off the top of my head is Energy Battery.
Energy Battery Cost: Durability Number times Energy Battery Number equals the amount of red stones you’ll be spending in energy battery, your still regenerate your Durability, or Intelligence number in red stones depending on which one you’re using. For each level of Energy Battery you have you get three red stones.
Personally, I don’t allow people to buy low durability, and a high Energy battery, but I do allow a couple of levels. It’s up to your GM though.
|
|
|
Post by Stark on Dec 26, 2008 22:58:51 GMT -5
Another rule liked by many GMs:
Durability-based regeneration of energy:
All characters, except those who use the Intelligence-based Energy rule, regenerate their energy based on their Durability, not current Health. In other words, your energy regeneration does not diminish because of low health (nor does that of your enemies).
|
|
|
Post by Neros on Jan 5, 2009 9:02:41 GMT -5
Well, Energy Battery is allready in the House Rule Guide.. And the Constant Energy regeneration thing sounds much better than what my first GM had, however, i think its more "fun" when you can become "weakened" by damage..
|
|
|
Post by soban on Jan 5, 2009 20:00:48 GMT -5
Personally, I think that separating the Durability stat that you pay 3x for into Health, Energy Regeneration, and Energy Storage that you pay normal for is a good idea. No death spiral is fairly standard anyway.
|
|
|
Post by turnagealfonsojermaine on Feb 10, 2009 15:09:15 GMT -5
I hope this can be answered here?! Psychiatry --- what does this Skill Action do? Is it worthwhile? How much would you charge for it, REALLY?!
|
|