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energy_regimens [2021/10/25 20:22] katie |
energy_regimens [2022/01/08 15:55] (current) |
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Playing 3 Missions in a row with the same Regimen unlocks the **Regimen Mastery** ability until a different Regimen is chosen. | Playing 3 Missions in a row with the same Regimen unlocks the **Regimen Mastery** ability until a different Regimen is chosen. | ||
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- | Excepting the Accumulator Regimen, every Regimen has a default Energy Cap of 5, and Mastery raises that Cap to 8. | ||
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==== Generator Regimen ==== | ==== Generator Regimen ==== | ||
- | * You start every Adventure with a pool of 5 Energy. | + | * Your Energy |
* You may recover Energy up to your cap by [[Combat Rules# | * You may recover Energy up to your cap by [[Combat Rules# | ||
==== Generator Mastery ==== | ==== Generator Mastery ==== | ||
+ | * Your Energy Cap is 15. | ||
* You recoup in 25s instead of 30s when taking cover. | * You recoup in 25s instead of 30s when taking cover. | ||
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==== Siphoner Regimen ==== | ==== Siphoner Regimen ==== | ||
- | * Every 3 hits taken or given produces 1 Energy. | + | |
+ | | ||
* " | * " | ||
==== Siphoner Mastery ==== | ==== Siphoner Mastery ==== | ||
- | * When you are knocked unconscious, immediately produce 5 Energy. | + | |
+ | | ||
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==== Channeller Regimen ==== | ==== Channeller Regimen ==== | ||
+ | * Your Energy Cap is 5. | ||
* With 5s of uninterrupted roleplay emphasising the connection between yourself and your Ship Heart, you produce 1 Energy. | * With 5s of uninterrupted roleplay emphasising the connection between yourself and your Ship Heart, you produce 1 Energy. | ||
* You may perform this roleplay at the same time as uninterrupted roleplay for other effects. | * You may perform this roleplay at the same time as uninterrupted roleplay for other effects. | ||
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==== Channeller Mastery ==== | ==== Channeller Mastery ==== | ||
+ | * Your Energy Cap is 8. | ||
* By calling upon the name of your Ship, you may ignore a hit that would break your channelling once per 30s. | * By calling upon the name of your Ship, you may ignore a hit that would break your channelling once per 30s. | ||
* e.g. "By the power of //Her Glorious Command//", | * e.g. "By the power of //Her Glorious Command//", | ||
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* You start every Mission with a stockpile of 130 Energy. | * You start every Mission with a stockpile of 130 Energy. | ||
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- | {{ :: | ||
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- | ===== Detonator ===== | ||
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- | Detonators use Energy that they have no claim to // | ||
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- | ==== Detonator Regimen ==== | ||
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- | * You cannot store Energy. | ||
- | * When you use an Ability that costs Energy, you may use it immediately for free but cannot use another Ability for 10 seconds per Energy afterwards. | ||
- | * e.g. Spend 3 Energy to call STRIKEDOWN, cannot use another Ability for 30s. | ||
- | * If a call would cause you to gain Energy then your current cooldown is reduced by 10s per Energy you would have gained. | ||
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- | ==== Detonator Mastery ==== | ||
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- | * The cooldown is reduced to 7s per Energy. | ||
- | * The cooldown reduction from calls that would cause you to gain Energy is still 10s. | ||
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