Energy Reserve that slowly depletes on its own
How should I price an energy reserve that depletes automatically on its own?
It's got the special recharge limitation so that it doesn't fill up on its own automatically. I thought about just putting Costs ER on an always on ability, but I'm surprised there's nothing (at least in the books I've checked) in terms of limitations, specially for energy reserve or otherwise. I thought about putting Costs ER on the Energy Reserve itself, but I'm not sure that works, and it seems kind of clunky. |
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Re: Energy Reserve that slowly depletes on its own
Special Recharge, -80% bleeds it at a rate of 1 point per second.
You can add a modifier extend that duration. ER (Special Recharge, Bleeding, -80%; Extended Duration, x10, +40%) [1.8/lvl] You lose 1 ER every 10 seconds. |
Re: Energy Reserve that slowly depletes on its own
Draining (p. 132), drains ER instead of HP, -0%.
This disadvantage came originally from the GURPS Vampire: The Masquerade conversion book to represent the loss of Blood over the day's sleep. In GURPS 4e terms Blood Pool would just be an Energy Reserve with a Special Recharge. |
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Though I could see pricing it as a temporary disadvantage on your ER which means it could never result in that. |
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