Does this energy reserve recharge on its own, or is it only filled
when attacked?

It recharges at the recommended rate of 1 per 10 minutes as described
in G:Powers under Energy Reserve.  The concept behind this was that
Vector would always be in tune with the environment around him, and
be syncing ambient kinetic energy (lowering temperature around him
simulataneously).  In a supercold environment, or vacuum, this
recharge would not occur.  Attack damage accelerates the process.  My
sense from this was that Energy Reserve is *distinct* from fatigue,
although I'd be open for this concept to either option.

Ok, this affects design options.

Any powers that /only/ work with ambient air (Such as causing whirlwinds from existing air) get: Environment:air -5%


or just Regeneration (FP only, 0%) (see powers p. 70)

Again, I was distinguishing FP and EP.

EP are just a separate FP pool.

All these could have the origin "Super, -10%", and the element
"Kinetic Energy, -10%" for a further discount.

Hmm, not going to argue with more discounts.

We're up to -25% so far! :)


I would assume a vibrasting kinetic sheath about the both precludes
armor (Cannot Wear Armor -40%)

Did not intend it to be a sheath.  His body absorbs kinetic energy at
the "quantum" level.

So he can wear combat armor on top without problems?


Note that normal DR does not protect the eyes, only Force Field +20%
does (B46).

Also consider Sealed.

I will look this up.

I think you will require this.

Enhanced Move (Air) 7 levels
Limited Costs Energy Reserve 1point/level/min, cannot use Fatigue)
(-10%)

The cost should be -5% for 1FP/min... the limitation is near useless
with a 300 point limit (versus FP reserve of 14)

Yeah, I thought about this.  OTOH, if you assume DR with Absorption
can *restore* fatigue (which in this case my original intention was
that it could not), then the -5% you propose is pretty useless, too.
Maybe I should just make it cost the whole thing.  Does this get a
Super discount, too?

Yes, this flight will have Super -10%; Kinetic -10%; (like all powers this character has)


So he cannot fly in space?

Technically he could, but given vulnerabilities to cold (due to lack
of kinetic energy-- does he get a discount for the vulnerability?)--

Yes, I assume it costs FP?


energy does not get restored.  I guess in a spacesuit, with a full
charge, he could, but since the energy cost I specified was intended
to include concurrent recharge from friction with the air (I
envisioned he would fly spread-eagled, for example, to maximize air
resistance, for longer flight rather than Superman-like), I
anticipated he would deplete his energy reserves quickly enough to
not make this practical.  I suppose if someone flew along with him
and fired bullets at him...

So add the +50% space flight enhancement to flight.



Energy Reserve 300 (900cps)
Limited to DR Absorption Only (-10%)

-10% casting only
+10% only depleted by casting (immune to FP draining powers, &c)

This was intended to supplement the 200 Energy Reserve he gets
automatically with the DR200 with Absorption advantage-- total 500
energy reserve.

It's 3 "cp" for every 1 FP.

Thus a DR200 converts to 66.6FP battery.

Re-reading B46, it looks like one needs the +80% limitation (one trait).


Again, this was designed to be distinct from Fatigue.  Unlike the
Energy Reserve from Absorption, however, my reading of Energy Reserve
as a separate energy reserve was that it did not dissipate with time.

Yes. I agree.

Yes, but start with the concept and a point budget.

The idea was to start with a concept, ignore points, but use it as a
tool to learn Powers.  Think of Vector as a powerful NPC in a Supers
setting.  In fact, this was kind of fun, so I think I'll create a
super team for kicks.  Guess I could always use it as NPCs... or
power them down for a PCs (or up depending on the campaign)...

Thanks for your input!

sounds great!
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