First, thanks for the feedback. It always helps, no matter what you may think.
I really hated the old days (before 1994) when there were no websites (although the internet did exist) for GMs to get help when indecisive over an idea.
Thanks Tim Berners-Lee for inventing HTML and the WWW.
My comments to the feedback.
Note: Sorry if I misspelled any of the names I greatly depend on the dictionary when I type.
None needed. I know some persons get totally out of whack if someone does such, but I do not. As long as I know what you are trying to say, I tend to overlook misspellings. On forum boards, I generally expect them. Although I try never to misspell anything, even I am guilty of the occassional mistyping. One I remember is typing "may" as "amy". Thus, no one need to apologize.
Q1) I like it, but it does seem powerful (at least for my game). What is the TP cost? What are you using to base the TP cost on? (ie Talent Law, RMFRP book, GM Guide, Other Race Creation system)
As highlighted above, is not TP = Training Package? This is not a Training Package. If anything it is a SP = Species Package. Meaning it is part of a species, like the Sstoi'isslythi, and not a training, like Cloistered Academic. I don't mean to sound nasty, but it is confusing to see TP and think "Training Package?" when I see it.
The basis could be said to be a combo of RMFRP, GMLaw, and Other Race Creation system (meaning, making it fit my world). I use the original system published in
Gamemaster Law, pp 174-179. However, I did write up a document that refined the race generation guidelines and it is available somewhere in the Vault (too lazy to look for a link). I have since further refined those guidelines, still based on RMFRP, making it more streamlined, but haven't uploaded it for approval (and don't ask me why, I just haven't). Then I went back and rewrote those guidelines so that they would fit my world of Onaviu.
What is the TP cost?
Since I used the Physical Ability, Regeneration (CharLaw, pg 60) as the basis, the cost for this Regeneration, Special is a degree of Greater and costs 50. My logic:
The three regenerations are (all have ×0.5 recovery, but none have limb regeneration):
Regeneration, Minor, 8 - regen 1 hit/min
Regeneration, Major, 15 - regen 1 hit/rnd
Regeneration, Greater, 25 - regen 3 hits/rnd
I decided for 2 hits per round regeneration. On top of that, I allow the regeneration of lost limbs. The cost for 1 hit/rnd is 15, the cost for 3 hits/rnd is 25. Totalled, that is 40. All 3, it is 48. Although regen is 2 hits/rnd, which would mean a slight reduction, I feel the regeneration of lost limbs more than explains a cost of 50, doubling the cost for the 3 hits/rnd Regeneration ability.
I will admit that the examples in my first post were a bit low. I just threw a number out there for simplicity instead of realism. Realistically, it would probably take 50 to 75 days to completely recover from the severance wound. And that is not including magical healing. In fact, I am ruling that such regeneration of a lost limb ignores any magical healing and only relies on normal recovery times. Thus, although it might take 5 days to magically heal a severance wound, it would still be 50-75 days before regeneration of the lost limb would begin. Then it would still be another 1250 to 1875 days ((50 to 75) × 25) before the limb completely regenerates. For a duplicate Earth planet, that would mean 3.42 to 5.13 years for limb regeneration.
Is that too long? I was hoping for about 1.5 to 2 years (Earth years, or about 500 to 750 days). That would actually mean a multiplier of ×10 instead of ×25.Of course, there is power available on Onaviu that would actually increase the regeneration of a lost limb. However, it would have to be applied each day until the limb is completely regenerated. Otherwise, it still takes the normal time. However, intermittent application of the power increased regeneration would still lessen the amount of time.
... But IMHO it would be a fraction of the social cost as it relates to a small group.
Small group? Really? O! Forgot to mention that the size of the Hatharnd Empire is comparable to the size of
About 5.5 million square kilometers, or about 2,124,000 square miles. Using both of the two best medieval demographics apps I have found, that means a total population of about 165,000,000 or 169,920,000. Taking the average, that is 167,460,000. Even if Kreegog only account for 5% of the population, that is still 8,373,000 Kreegog. Not a small group.
If wondering about the medieval demographics used:
The Domesday BookLow-fantasy Population GeneratorMaybe a few Kreegog have regenerated their poison sacs?
Although not posted, I had already thought of that. My thoughts were since the Hatharnd were psionic based, they use a combination of physical and psionic surgery for removing the poison sack. They physically remove the main sack and ducts, then use psionics to permanently cauterize. Thus, it cannot regenerate. The Hatharnd psionic surgeons are so well practiced they can do such. They did it to the Sualgar Gralgul which also have a regeneration ability and retractable poison talons at their wrists, similar to those nasty devils in the feature film,
Pitch Black. In fact, they have done it for so long and so well, that Gralgul are now born without the poison talons. They have not done it long enough on the Kreegog for them to be born without their poison sacks.
And the reason for this is because the Hatharnd are susceptible to poisons (a -20 RR Mod). Yes, at least they do have a vulnerability other than their lack of physical strength. The Hatharnd are as physically weak as they are mentally strong. Thus, the reason they have the Zurhar Damunasaru (Bloodguard) bodyguards.
Again, thanks for the feedback. It is definitely helping me develop more bg info for my world. Thanks, y'all.
rmfr