Normal Topic New Power: Second Wind (Read 1940 times)
THE ONI
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New Power: Second Wind
Feb 15th, 2015 at 11:30am
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Either a Body Power or possibly Will Power Type B

Once a day the character can regain up to half their original total Hit Points and Full Power

Example: Commander USA is having a tough time against a half dozen Agents of Terror Force. Commander USA original Hits are 50 and Power of 100. He is currently down to 7 Hits and 25 power when his second wind kicks in.

He boosts up to 25 Hits and 100 Power.

If this seems too much adjust as needed or if it seems too "Set" you can go with rolling percentile dice to see how much the character would regain instead.
  
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Phrennzy
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Re: New Power: Second Wind
Reply #1 - Feb 15th, 2015 at 3:14pm
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Seems really powerful.  Maybe if it had a duration, like E turns later the HP & Power bump fades away.  Like an adrenalin rush.  If it results in a negative hp, you fall unconscious. 

Instead of boosting TO half hp and power, you boost BY 25 hits and 100 power.  So in the example he'd be at 32 hp and 125 power.

Also, it should be a power that can only be used if the hero is below 50% hp or power.
  
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THE ONI
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Re: New Power: Second Wind
Reply #2 - Feb 15th, 2015 at 3:24pm
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Sure. Edit however you want. It's an idea so it's worth being played around with.

  
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Majestic
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Re: New Power: Second Wind
Reply #3 - Feb 16th, 2015 at 4:57pm
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I've been playing some D&D lately, and this is very similar to an effect there (which I really like).  Reminds me very much of the surges in 4th Edition, and the 5th Edition Fighter I just played had a similar ability.

There's also a similar mechanic (I think called the same thing) in Marvel Heroic Roleplaying, though to do so in that game the player has to put a die in the Doom Pool (the resource the GM uses).  Not sure of a way to translate that to V&V.

In any event, I like the idea!  Cool
  
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Klystron
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Re: New Power: Second Wind
Reply #4 - Feb 17th, 2015 at 10:18am
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I really like this and think it is something the game is missing in its original form.  This would mimic the way comic book heroes actually behave when in a fight, getting the snot kicked out of them and then coming back with a vengeance. Pulling up that "inner reserve" to defeat a villain is what a hero does, right?

I would probably assign a cost to it, like halving the healing rate if used and I like Phrennzy's idea of a set duration. That lets the players know it has set limits so it does not get abused. I could see this making some characters a little reckless, knowing they have a reserve in the bank, just in case.
  
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John
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Re: New Power: Second Wind
Reply #5 - Mar 5th, 2017 at 1:23am
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I think this is a great idea.  Cool power.

When either score hits zero, next between turns phase you get half your power or hits back.

Next time you go to zero, you get a fourth,  then a fifth...etc..   

Such a dramatic power.


"Why won't you just stay down!?"
  

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THE ONI
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Re: New Power: Second Wind
Reply #6 - Mar 5th, 2017 at 1:19pm
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It kind of reminded me of every time a Hero is on the verge of defeat and the Villain is Monologueing about how the defeat will cause the destruction of New York.

The battered and bruised Hero simply says "No" and goes on fighting
  
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Majestic
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Re: New Power: Second Wind
Reply #7 - Mar 7th, 2017 at 2:43pm
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aka 'the John McClane Rule'.
  
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