Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-12-2022, 08:44 AM   #1
Kesendeja
 
Join Date: Jul 2013
Default Re: Create Powerstone for Sorcery, Please Help

Quote:
Originally Posted by Varyon View Post
So, reviewing the Enchantment rules for Sorcery, Enchanted Powerstones are a nonstarter, as enchanted items either a) grant the user the ability to cast the spell or b) grant the user the ability the spell normally grants outright, but require 1 FP per hour that it's on. Seeing as powerstones regenerate FP at a rater of 1 per day, obviously that doesn't work (also, someone would need to carry the stone around).

If what you want instead is an instant spell that can turn any item into an Energy Reserve for anyone who picks it up, I think your build just about does it - but the ER probably needs Affects Others or something similar so that those who pick it up can use it (otherwise, you're looking at something that can be cast on a magic item so that it can power itself). I think Cosmic: No Resistance is a forbidden trait (the target is always due at least one of an Active Defense or a Resistance Roll), however.

Do note, however, that this ability makes a mockery of any sort of FP cost - any sorcerer who has it might as well just find some easy-to-carry object (a ring, amulet, etc), hit it with the spell a few dozen times (if using Alternative Rituals, the character can readily cast the spell once every second; if using the basic Costs Fatigue 1, the character can cast once per minute after one success, twice after two successes, etc; in either case, you can build up a heavy ER in short order... then do it again for a few other easy-to-carry objects), and away you go. You lose it if someone succeeds at Dispel Magic on it, of course, but you can quickly replace the enchantment.

You may also want to double check your numbers. You have Permanent as +50%, when it's typically +150% (+300% if it's immune to Dispel Magic or other means of terminating it).
If you don't mind how much would affects other's be and what part do I put it on? and I ment to use the +300% but copied the wrong section when I was writing it out, I'll recalculate the cost.
How would you model the stone having to be of a certain value?
__________________
My GURPS Blog: https://omniversalmess.blogspot.com/
Kesendeja is offline   Reply With Quote
Old 04-12-2022, 09:00 AM   #2
Varyon
 
Join Date: Jun 2013
Default Re: Create Powerstone for Sorcery, Please Help

Quote:
Originally Posted by Kesendeja View Post
If you don't mind how much would affects other's be and what part do I put it on?
Affects Others is +50%, and you'd put it on the Energy Reserve itself (boosting its cost to [4.5]/level, absent other modifiers).

Quote:
Originally Posted by Kesendeja View Post
How would you model the stone having to be of a certain value?
Accessibility, perhaps? Assume the default means it can affect a number of objects equal to the population of the campaign setting (so around 8 billion in the modern day if you go all over the world, around 300 million in the modern day if you stay in the United States, around 0.5 million in 1200 AD if you stay in Scotland, etc). If there are fewer stones of sufficient value available in the campaign than there are people, apply an appropriate Accessibility. If the campaign population is 1 million, and there are only half a million stones that can be so enchanted, that's a -20% Accessibility (for 50%). Alternatively, just come up with something that feels about right for you - maybe -5% for 50% of Average Starting Wealth, and a further -5% per +2 SSR (so at TL 3 - ASW of $1000 - it's -5% for $500, -10% for $1000, -15% for $2000, -20% for $5000, etc).

Or, just say "Requires Valuable Gem -5%," and then come up with a scheme that works for how much is the most a mage can charge into an item of a given value.
__________________
GURPS Overhaul
Varyon is online now   Reply With Quote
Old 04-13-2022, 07:53 AM   #3
Kesendeja
 
Join Date: Jul 2013
Default Re: Create Powerstone for Sorcery, Please Help

Given the help here, and some from the GURPS Reddit, I've revised the spell. Please take a look and let me know how I should adjust it. Thanks.
__________________
My GURPS Blog: https://omniversalmess.blogspot.com/
Kesendeja is offline   Reply With Quote
Old 04-13-2022, 08:24 AM   #4
Varyon
 
Join Date: Jun 2013
Default Re: Create Powerstone for Sorcery, Please Help

Quote:
Originally Posted by Kesendeja View Post
Given the help here, and some from the GURPS Reddit, I've revised the spell. Please take a look and let me know how I should adjust it. Thanks.
Costs Fatigue is part of the Sorcery Limitation, so probably shouldn't be taken again, unless the intent is that a level 1 powerstone requires you to do two of Gestures, Speaking, and spending 1 FP (as usual) and then calls for spending 1 FP (so either Gestures+Speaking+1 FP, or one of Gestures/Speaking and 2 FP). Later levels should have Costs Fatigue applied to the Affliction, however, on account of it costing +1 FP per +1 ER.

You still have Permanent Duration at +50%. It should be +300% if it's not possible to dispel, but you don't need to account for the two separately.

I'm still not convinced No Resistance is legal, but given this is going to be applied to an object, I'd give it a pass.

Duration/Dispellability, Resistance, Costs FP, Requires Skill Check, Sorcery, Touch Only, and Requires Valuable Gem should only be applied to the Affliction, not to the ER. Duration/Resistance doesn't make any sense on ER, Costs FP would render it useless (you have to spend FP to make use of the functional FP stored within), Requires Skill Check would mean you have a pass a skill check every time you want to make use of the ER, ER's are basically treated as having the appropriate Power Modifier at no additional discount anyway (so no Sorcery), Touch Only doesn't make sense (the user of the gem needs to be touching it to use it, sure, but that's part of Affects Others), and Requires Valuable Gem doesn't make sense (unless you want the powerstone to need to be in contact with another gem to make use of the ER).

EDIT: Also, if you want Slow Recharge on the ER, you'll want to apply an appropriate Limitation on it (see Powers). Normally, it recovers at a rate of 1 per 10 minutes.
__________________
GURPS Overhaul

Last edited by Varyon; 04-13-2022 at 08:34 AM.
Varyon is online now   Reply With Quote
Old 04-13-2022, 08:49 AM   #5
Kesendeja
 
Join Date: Jul 2013
Default Re: Create Powerstone for Sorcery, Please Help

Quote:
Originally Posted by Varyon View Post
Costs Fatigue is part of the Sorcery Limitation, so probably shouldn't be taken again, unless the intent is that a level 1 powerstone requires you to do two of Gestures, Speaking, and spending 1 FP (as usual) and then calls for spending 1 FP (so either Gestures+Speaking+1 FP, or one of Gestures/Speaking and 2 FP). Later levels should have Costs Fatigue applied to the Affliction, however, on account of it costing +1 FP per +1 ER.

You still have Permanent Duration at +50%. It should be +300% if it's not possible to dispel, but you don't need to account for the two separately.

I'm still not convinced No Resistance is legal, but given this is going to be applied to an object, I'd give it a pass.

Duration/Dispellability, Resistance, Costs FP, Requires Skill Check, Sorcery, Touch Only, and Requires Valuable Gem should only be applied to the Affliction, not to the ER. Duration/Resistance doesn't make any sense on ER, Costs FP would render it useless (you have to spend FP to make use of the functional FP stored within), Requires Skill Check would mean you have a pass a skill check every time you want to make use of the ER, ER's are basically treated as having the appropriate Power Modifier at no additional discount anyway (so no Sorcery), Touch Only doesn't make sense (the user of the gem needs to be touching it to use it, sure, but that's part of Affects Others), and Requires Valuable Gem doesn't make sense (unless you want the powerstone to need to be in contact with another gem to make use of the ER).

EDIT: Also, if you want Slow Recharge on the ER, you'll want to apply an appropriate Limitation on it (see Powers). Normally, it recovers at a rate of 1 per 10 minutes.
I've upped no resistance to 300% and recalculated the costs' based on your input. Thanks BTW.

so for further levels, do you apply the cost for the affliction part? or is it just the Energy Reserve?
__________________
My GURPS Blog: https://omniversalmess.blogspot.com/
Kesendeja is offline   Reply With Quote
Old 04-13-2022, 09:08 AM   #6
Varyon
 
Join Date: Jun 2013
Default Re: Create Powerstone for Sorcery, Please Help

Quote:
Originally Posted by Kesendeja View Post
I've upped no resistance to 300% and recalculated the costs' based on your input. Thanks BTW.

so for further levels, do you apply the cost for the affliction part? or is it just the Energy Reserve?
So, I think it would look something like this:

Level 1: Affliction (Advantage, Powerstone* +39%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [66.4]
Level 2: Affliction (Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [70.1]
Level 3: Affliction (Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [73.8]
etc

That makes it [66.4] for level 1, and [+3.7] per additional level. The above construct, with Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Advantage, Powerstone (Costs Fatigue -5%) +37%; etc, basically says afflicting 1 ER is covered by the Sorcery Limitation, and each additional ER calls for +1 FP, using the rules for Limiting Enhancements (in this case, Limiting the "Advantage" Enhancement for Affliction).

*Powerstone: Magic Energy Reserve (Spells Only -20%; Affects Others +50%) [3.9]

EDIT: As an aside, note you can cut the cost down by [30] by getting rid of No Resistance Roll, and will probably be better off for it. Powerstone should probably count as a beneficial Affliction, in which case the target needs to pass an HT roll for it to work. Most quality gems probably have HT 10-12 (weaker ones probably have a lot of occlusions and the like, which is going to make them less valuable anyway), so at worst you're looking at a 50% failure rate. Being able to access the spell with a lower level of Sorcery, as well as saving [6] (as an Alternate Ability), are probably worth it for the small inconvenience of sometimes needing to cast the spell twice.
__________________
GURPS Overhaul

Last edited by Varyon; 04-13-2022 at 09:18 AM.
Varyon is online now   Reply With Quote
Old 04-13-2022, 09:20 AM   #7
Taneli
 
Join Date: Aug 2004
Location: Helsinki, Finland
Default Re: Create Powerstone for Sorcery, Please Help

If you insist on building that, I would rather if you build it similar to the Enchant spell, with sacrificing CP and all that.
__________________
[/delurk]
AotA is of course IMHO, YMMV.
vincit qui se vincit
Taneli is offline   Reply With Quote
Old 04-13-2022, 09:26 AM   #8
Kesendeja
 
Join Date: Jul 2013
Default Re: Create Powerstone for Sorcery, Please Help

Quote:
Originally Posted by Varyon View Post
So, I think it would look something like this:

Level 1: Affliction (Advantage, Powerstone* +39%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [66.4]
Level 2: Affliction (Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [70.1]
Level 3: Affliction (Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Permanent Duration, Cannot be Dispelled +300%; No Resistance Roll +300%; Requires Skill Check -10%; Sorcery -15%; Touch Only -10%; Requires Valuable Gem -40%) [73.8]
etc

That makes it [66.4] for level 1, and [+3.7] per additional level. The above construct, with Advantage, Powerstone* +39%; Advantage, Powerstone (Costs Fatigue -5%) +37%; Advantage, Powerstone (Costs Fatigue -5%) +37%; etc, basically says afflicting 1 ER is covered by the Sorcery Limitation, and each additional ER calls for +1 FP, using the rules for Limiting Enhancements (in this case, Limiting the "Advantage" Enhancement for Affliction).

*Powerstone: Magic Energy Reserve (Spells Only -20%; Affects Others +50%) [3.9]

EDIT: As an aside, note you can cut the cost down by [30] by getting rid of No Resistance Roll, and will probably be better off for it. Powerstone should probably count as a beneficial Affliction, in which case the target needs to pass an HT roll for it to work. Most quality gems probably have HT 10-12 (weaker ones probably have a lot of occlusions and the like, which is going to make them less valuable anyway), so at worst you're looking at a 50% failure rate. Being able to access the spell with a lower level of Sorcery, as well as saving [6] (as an Alternate Ability), are probably worth it for the small inconvenience of sometimes needing to cast the spell twice.
Thank you so much.
__________________
My GURPS Blog: https://omniversalmess.blogspot.com/
Kesendeja is offline   Reply With Quote
Reply

Tags
powers, powerstones, sorcery


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:41 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.