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DFRPG / Eternal Life - New Power; How Does It Look?
« on: October 27, 2010, 09:43:22 PM »
I'm writing up a character for a Submerged game set in Florida and I was wanted to make a mostly-mortal explorer who had stumbled into the Fountain of Youth. Wizard's Constitution seems to handle some aspects pretty well (long life, eventual wound recovery, etc.) but there are certain things I don't think it covers everything I'm looking for so I created this power. It's mostly a mashup of Living Dead and Wizard's Constitution. Does it look balanced?
Eternal Life [-1]
Total Recovery - You’re able to recover from physical harm that would leave a normal person permanently damaged. You can recover totally from any consequence—excluding extreme physical ones—with no other excuse besides time; simply waiting long enough will eventually heal you completely. (Many wizards use this ability to avoid hospitals, where their tendency to disrupt technology can put others in serious danger.)
Fast Recovery - Out of combat, you may recover from physical consequences as if they were one level lower in severity. So, you recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.
Long Life - As a side-effect of your improved ability to recover from injury, your lifespan is significantly extended. In game terms this
will rarely have relevance, but it’s why you can talk at length about the events of the American Civil War and, depending on when you became immortal, you may be able to go back even further than that.
Death is a Nuisance - Unless wholly destroyed or killed by special means, you’ll continue to live on afterwards. No “death” result is ever permanent unless special means are used (usually as determined by your creature type).
Does it need anything else or is it overpowered?
Eternal Life [-1]
Total Recovery - You’re able to recover from physical harm that would leave a normal person permanently damaged. You can recover totally from any consequence—excluding extreme physical ones—with no other excuse besides time; simply waiting long enough will eventually heal you completely. (Many wizards use this ability to avoid hospitals, where their tendency to disrupt technology can put others in serious danger.)
Fast Recovery - Out of combat, you may recover from physical consequences as if they were one level lower in severity. So, you recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.
Long Life - As a side-effect of your improved ability to recover from injury, your lifespan is significantly extended. In game terms this
will rarely have relevance, but it’s why you can talk at length about the events of the American Civil War and, depending on when you became immortal, you may be able to go back even further than that.
Death is a Nuisance - Unless wholly destroyed or killed by special means, you’ll continue to live on afterwards. No “death” result is ever permanent unless special means are used (usually as determined by your creature type).
Does it need anything else or is it overpowered?