Blood and Vigilance tweak: suggestions?

Sweet... Will there be a bundle for the set?

rhane2.jpg


Looking forward to getting my hands on it.

Regards,
Walt
 

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kroh said:
Sweet... Will there be a bundle for the set?

I recently brought that up and the answer is yes. The bundle would include B&Vigilance, B&Circuits, B&Circuits: Cybernetics, Blood and Secrets, the dispatch articles and the new stuff I think.

Chuck
 

Holy Freakin bundle!

Sounds like a pretty cool deal. Would it be cheaper to buy it individually if you own most of those or should we just buy the bundle and have double downloads :uhoh: ?


Still this is going to be very groovy! Do we have a set release date yet or is this all still in the planning stages ?


Regards,
Walt
 

Everything on that list is done except for the new stuff (the B&Vigilance 1.1 tweak, the Vossberg super-prison campaign model and the magic book).

Those new books (and the tweaked B&Vigilance) are all small and should be out soon.

Chuck
 


Little taste...

The tweak is more or less done, as is the super-prison book. I've also got a lot done on the B&Vigilance magic book, which means you should have three fixes for your jones in the next month or so.

For those who asked about the Regeneration power, I came to agree it was unbalanced. So, as a bonus, here's what it's changing to:

Regeneration
Your body heals extremely rapidly.
Duration: Permanent
Activation Time: Free
Range: Personal
Exclusivity: General
Regeneration: For every four power points invested in this power, your rate of healing is doubled. So at 4 PP you heal 2 HP per character level for 8 hours of sleep and 4 HP per character level per full day of rest, at 8 PP 8 HP per character level per full day of rest and so forth until at 20 PP the character heals at 32x the rate of a normal character (or 32 HP per character level for 8 hours of sleep or 64 HP per character level for a full day’s rest).
This power only applies to healing HP. Recovery of damaged ability scores is handled through the regrowth power below.
Regrowth: You can regrow severed limbs at the rate of 14 days, -1 day per two power points. Ability damage is regained at the rate of 1 point per day for each 2 power points as well, rather than the normal 1 per day.
Slow Aging: You add 10 years to each age category per power point for determining physical ability modifiers. Mental ability modifiers are still gained for aging, however.
General Stunts: +1 to any healing result from the Treat Injury skill, Surgery feat, Second Wind talent, Improved Second Wind talent or magical spell.

Power Feats

Enhanced Recovery
Your body’s ability to heal is even more rapid than a character with the Regeneration power.
Prerequisite: 12 power points in Regeneration
Effect: While this feat does not increase how fast you heal, it does allow you to gain some healing from small intervals of rest. Instead of healing a certain amount per day of rest as an ordinary character, you can heal 1/24th that amount by merely resting for an hour.
For example, a 9th level character has 12 PP in Regeneration and takes this feat. Without any superpowers he could rest an entire day and heal 18 HP. If the character slept a normal eight hours he would instead heal 9 HP.
With his 12 points in Regeneration the character’s powers of recuperation are increased 8-fold. This means the character would heal 144 HP from a full day’s rest or 72 HP from eight hours of sleep.
Since the character also has the enhanced recovery feat however, he can rest for only an hour to receive 1/24th of a full days’s rest, in this case 6 HP for each hour of rest.

Perfect Patient
Your body’s natural healing process aids any attempt to heal you.
Prerequisite: 4 power points in Regeneration
Effect: All Treat Injury skill checks on your behalf gain a +4 circumstance bonus. Any successful check to heal damage to you through the Treat Injury skill (including applications of the Surgery feat) are increased by 1 die. So using the Treat Injury skill to heal damage would heal 2d4 instead of 1d4 and the Surgery feat would heal 1d6 per level +1d6 rather than the usual 1d6 per level.
 

I like the Regeneration tweak.

Oh, the wailing and gnashing of teeth, the tearing of hair, etc there will be when I hand this to the boys. I can't wait... :)
 

ledded said:
I like the Regeneration tweak.

Oh, the wailing and gnashing of teeth, the tearing of hair, etc there will be when I hand this to the boys. I can't wait... :)

Well it does change things to be sure, but a Wolverine type character is still possible, just handled in a different way. To be someone like Wolverine now (meaning using Regeneration as your primary defense) you'd need to have a good Con, the Improved Second Wind talent, and several power stunts in improving your healing.

This means you'll need to spend an action point to heal in combat, but when we playtested the new rules I saw characters able to heal 15 HP on average by spending a power point, and they could still rest and heal between combats.

Chuck
 

What about the Hulk's healing ability? In a recent issue, it showed a swam of mutated cockroaches attacking him, and ripping out most of his flesh and organs. 18 minutes later he was complete healed...and angry.

Also, what about his mutation to be able to survive hard space (also seen in a recent issue when he was battling a robot in space with no protection) or walking on the bottom of the ocean (he grew gills and his lungs got emulsified (sp) oxygen)?
 

kingpaul said:
What about the Hulk's healing ability? In a recent issue, it showed a swam of mutated cockroaches attacking him, and ripping out most of his flesh and organs. 18 minutes later he was complete healed...and angry.

Also, what about his mutation to be able to survive hard space (also seen in a recent issue when he was battling a robot in space with no protection) or walking on the bottom of the ocean (he grew gills and his lungs got emulsified (sp) oxygen)?

The first would still be spending action points using Improved Second Wind. Since Hulk is epic level (we'll say 30th for discussion), that means his Con could be 50 (which it prolly would be, he's the freakin Hulk). That would mean he could heal about 100 HP if he spent 4 AP.

Still, the original version of the power was probably a better way to simulate Hulk or Wolverine but healing without the expenditure of an AP was apparently too tempting for people.

As for the other stuff- that sounds like Life Support.
 

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