08-31-2012, 07:06 PM | #11 | ||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Draw Power and Lightning/Electricity
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Givens: House Orien charges 5sp per mile for a ticket. There's one stone per 5 feet, so 1056 in a mile. The couch costs 58,000gp and can tow an unspecified number of passenger cars with 200 people in each. Now for the educated guesses. Assume a average lightning rail couch hauls 3 passenger cars with an expected load of 70% of capacity for 420 passengers.The average one mile stretch of track probably sees two trains daily (there are tracks across some of the more sparsely inhabited parts of Khorvaire). Upkeep on the rail system is 10%, they expect 10% in profits, and they expect to break even on startup costs in 10 years. A significant portion of the cost of the couch must be the Khyber shard, Lightning Reins (8,000gp), and the elemental binding itself. Therefore the other cars must be much less expensive (the only magical part being the conductor stones we are trying to figure out the cost of). Let's assume that whole train (with couch, passenger, and cargo cars) is 200,000 gp. So that average stretch of track sees 336gp worth of passenger traffic each day. Lets say that cargo earns them an addition 300 gp for a total of 636 gp daily in earnings. In ten years that's 2,136,960 gp (the Eberron year is only 336 days) less 10% upkeep and 10% profit is 1,709,568 gp, less 400,000 gp for two trains is 1,309,568 gp for a mile of track. Assume that at least 25% is land-use rights, construction and the other physical components of the track. That leaves 982,176 gp for 1056 stones at 930 gp per stone. Wow, that's a lot of guessing but it seems reasonable. If there are harder numbers somewhere for this stuff, I couldn't find it, (but I don't have Dragonmarked handy and there might be more in there). Quote:
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08-31-2012, 08:30 PM | #12 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Draw Power and Lightning/Electricity
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08-31-2012, 09:01 PM | #13 | |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: Draw Power and Lightning/Electricity
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09-01-2012, 02:41 PM | #14 |
Join Date: Sep 2004
Location: Upper Peninsula of Michigan
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Re: Draw Power and Lightning/Electricity
Although the idea of a GURPS mage using a lightning strike as a source for Draw Power is so ridiculo-cool that now I want to work out how it might be done. (I know that harvesting lightning energy with technology is realistically impossible, but if Frankenstein can do it, by God so can I.)
According to Wikipedia, the average peak power output of a stroke of lightning is a terawatt (10^12 W), with the whole stroke lasting 30 to 90 microseconds, giving us 1e12 J/s * 9e-5 s * 1 360000 FP/J = 250 FP for a strong strike, or about half that if we pretend that the power ramps up and down linearly, so 42 to 125 FP. Unfortunately, the primary limitation on Draw Power is HT; assuming Magery 3, HT 9/4 = 1e6 MW gives HT = 4.4e5. Which, no, even if you have a ridiculously large circle of mages. (We have really high wattage, but it doesn't last anywhere near a second.) So basically we need surge protection, but some way to keep the energy running around long enough to draw it. ----- Catch Lightning: Hard technique Prerequisite: Draw Power and Catch Missiles; Default: lower of prerequisite skills-5; cannot exceed lower of prerequisite skills You may use natural lightning strikes safely as sources of power for spells! In order to do so, you must have a spell ready but not cast -- therefore, this technique cannot be used to power Enchantment spells. You cast and maintain Draw Power, awaiting a lightning strike. When it occurs, roll your Catch Missile skill. If this fails, you take the lightning stroke as a standard attack. If you succeed, the stroke provides 30+1d6x15 FP. (Particularly strong or weak storms may provide better or worse amounts of power.) You may then parcel this energy out at any rate you desire into the spell you had waiting, and only that spell, at a maximum rate of the FP you could safely draw with the Draw Power spell. This technique could reasonably be used with other sources, such as laser weaponry or the kinetic energy of bullets, but a different technique would be necessary for each form of missile. (If a technique exists to draw energy from predictable missiles, and it could be used to power Quick & Dirty enchantment, then high-power enchantment would become much easier. This might suit a magic-as-technology setting.) ----- If that doesn't tickle your fancy, then we'd have to come up with a new spell. First off, Resist Lightning gives absolute immunity to electricity, which is probably a plus here. I'd also suggest Draw Power (and maybe Catch Missile?) as prerequisites. Now, since lightning is unpredictable, you would want the spell Delayed to trigger on a lightning strike; let's say that that's also a prerequisite. Unfortunately, you can't Delay or Link your target spell -- Delay and Link require that energy costs be paid at the time of casting. So let's make our new spell a Meta spell of the linking type. A "Catch Lightning" spell would then, I think, function as follows: Catch Lightning (VH) Special Meta, Technology, and Weather Colleges You cast a spell with a special form of Delay that allows the cost to be paid upon a trigger when energy is available -- in this case, a natural lightning strike, which usually provides 30+1d6x15FP. The energy is immediately funneled into the target spell, which is then cast; any excess is lost. While this spell is waiting, you have three spells counted as "on": Catch Lightning, and a delayed Resist Lightning and the target spell. When the spell activates, you immediately receive the benefits of a Resist Lightning spell and may choose to maintain it if you desire. Duration: 2 hours Time to cast: 10 seconds plus casting time for target spell Costs: 6 to cast, 6 to maintain. Prerequisites: Resist Lightning, Draw Power, Link |
09-01-2012, 02:56 PM | #15 | |
Join Date: Nov 2009
Location: Oregon
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Re: Draw Power and Lightning/Electricity
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I could see potential abuse when combined with the Weather college. You of course wouldn't be able to draw power from magical lightning (from the general prohibition against using magical fuel sources) but you might use Storm to create natural lightning. Last edited by vierasmarius; 09-01-2012 at 03:01 PM. |
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09-01-2012, 02:57 PM | #16 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Draw Power and Lightning/Electricity
You might want to double check that. I'm really surprised Anthony or Bill come by to tell me that I've got the economics of railroads all bassakwards.
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09-01-2012, 03:06 PM | #17 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Draw Power and Lightning/Electricity
Eh. The estimates for revenue are totally random (we have very little idea of D&D basic economics), and it's probably a bad idea to assume that lightning rails are mostly funded by passengers (rather than freight), but beyond that the way you calculated seems plausible enough.
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09-01-2012, 03:40 PM | #18 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Draw Power and Lightning/Electricity
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09-01-2012, 04:39 PM | #19 | |||
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: Draw Power and Lightning/Electricity
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Also, I'd like to request a second spell. Maybe something like Store Energy where I can take the fatigue drawn from this spell and it can be contained in some sort of object. Of course, it wouldn't stay like Manastone, but would rapidly deteriorate. Maybe it would lose 1FP/Minute. I dunno. That idea is pretty unbalanced, but if you could make something like that work, I'd love to see it! Last edited by Raekai; 09-01-2012 at 04:53 PM. |
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09-01-2012, 04:52 PM | #20 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Draw Power and Lightning/Electricity
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Of course there is a problem with converting gp to GURPS $. |
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Tags |
draw power, lightning, magic, manastone, powerstone |
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