10-09-2013, 12:52 AM | #1 |
Join Date: Dec 2012
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Recharging Power Items
Hi all,
I didn't find thread about this, but I have a simple question : How works recharging Power items (DF1 p.28) if my wizard has powerstone and manastone spells ? He wants to recharge his power item during his travel by himself. Ideas, tips ? Thanks in advance. |
10-09-2013, 12:59 AM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Recharging Power Items
He pays $5 per energy point in town. He can't have Powerstone or Manastone as those are Enchantment spells.
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10-09-2013, 01:48 AM | #3 |
Join Date: Dec 2012
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Re: Recharging Power Items
Yes I'm ok with this.
But if I want to recharge by myself my power item outside town ? |
10-09-2013, 03:25 AM | #4 |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: Recharging Power Items
Under standard DF assumptions, you cannot recharge a Power Item yourself.
You would need to find an 'outpost' for a template, guild, or whatever - and pay them to recharge it. |
10-09-2013, 08:48 AM | #5 |
Join Date: Dec 2012
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Re: Recharging Power Items
Ok, I understand the rule in DF.
But if I want to allow personnal recharging outside a city of you're own personnal Power item? Someone have a method to simulate the recharging fonction of the temple/guild etc? Which spell, consumable....? |
10-09-2013, 09:00 AM | #6 | |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: Recharging Power Items
Quote:
For Example: A temple or guild, with whom you are in good standing, will sell you a 'recharge kit' for $500 (weight 0.5 lbs) which can be used with a 1 hour ritual to restore 10 points of energy to a power item. Multiple kits/rituals are required for larger power items. |
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10-09-2013, 09:05 AM | #7 |
Join Date: Jun 2013
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Re: Recharging Power Items
I don't have DF, but you could possibly allow recharging outside of town with expensive components and some decent time requirements. 1 hour and $50 per point might work, although I'd probably limit Power Items to only use their normal amount of energy each day (so a 10 point Power Item can still only grant you 10 points each day).
Guilds can manage to charge less because they are established over minor places of power (or have mucked about with their buildings so they functionally are minor places of power), which eliminates the need for expensive components and cuts down the time drastically. EDIT: Looks like SCAR and I had a similar idea, although mine is much harsher in terms of time requirements. Regardless which you choose, SCAR's idea for weight is probably about right (0.05 lb per energy). Last edited by Varyon; 10-09-2013 at 09:19 AM. |
10-09-2013, 12:56 PM | #8 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Recharging Power Items
The conceptual model behind power items is that they're similar to ultra-high-capacity energy cells (each FP represents a lot of energy); that recharging them calls for the magical equivalent of a nuclear reactor; and that anything you could do in the field would amount to trying to use a bicycle generator, portable solar panel, or campfire to do the work of such a reactor. This concentrates all the power (literally and figuratively) in the hands of temples and guilds, who use massive fixed installations to provide cheap recharges, much as established nuclear reactors can provide cheap electricity. The nature of those installations is left vague, but they involve some combination of zones of high or very high mana/sanctity, ley lines, sacred architecture, artifact-grade items, and spells that require ceremonial magic with 10+ mooks – i.e., the supernatural equivalent of big, high-tech installations with lots of staff.
The obvious way to handle recharges in the field would be to use the equivalent of a more-portable version of such assets; to abuse my technological analogy, a nuclear sub. This would be a major purchase, not very portable, and highly regulated. If PCs could have it, I'd make it costly and awkward. Consider: If it lets a few casters "refill" after every fight for several adventures, then it's saving them hundreds or thousands of $ even before we consider the fact that they'll try to earn money by selling their services. Something like a million-dollar, 100-pound artifact would be most balanced. If it were a spell, I'd have it consume some rare thing worth no less than the $33.75/energy point of a paut potion. Indeed, since such a spell would improve FP capacity (paut merely restores FP), have no strict upper limit (paut stops at 4 FP), weigh nothing, and be immune to theft and breakage, I'd triple or quadruple resource cost, at least; $100-$150/energy point seems like a safe floor. The "rare thing" should be hard to get, too, not just "$100 in gold per energy point." The spell itself would challenge a monopoly, so I'd make it hard to learn, perhaps requiring Rank in a guild or a temple even if points spent on such Rank do nothing else at all in the setting. Here's an example:
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10-09-2013, 02:03 PM | #9 |
Join Date: Oct 2005
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Re: Recharging Power Items
Magic pg. 69 gives the recharge rate for powerstones, and while the Power spell does not list a recharge rate, wouldn't the powered item recharge at the same rate? But then the spell does not talk of expending power but only reducing the cost to cast and / or maintain which suggests that a powered item never expends power and thus never needs recharging..
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10-09-2013, 02:10 PM | #10 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Recharging Power Items
Quote:
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