08-24-2012, 09:09 AM | #1 |
Join Date: Jun 2010
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Item Powering Abilities -Regenerating Energy Reserve.
I am looking at providing a continuous Energy Reserve for an item to use abilities. It is in a high powered campaign, and the player needs to spend FP to use various sword powers (ie. Imbuements) each round
Sword Power 5 – 34 Points See below Creates a recharging pool of 5 FP for use with sword every second. Energy Reserve 5 (Sword) -10% Abilities Only, -10% Divine, -10% Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST, -30% Gadget/Unique, -25% = 4 points (This is the base power pool) Regeneration - Extreme -10 HP per Second (Energy Reserve Only, +0% - Changes HP recovery into Fatigue Recovery) Costs Fatigue, -25% -Costs 5 FP – reduction from 10FP per round recovery to 5FP per round recovery) Divine, -10%, Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST, -30% Gadget/Unique, -25% = 30 points. (53 points if no reduction for the very fast regeneration 5) Does this look right? Thoughts? |
08-24-2012, 10:01 AM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Item Powering Abilities -Regenerating Energy Reserve.
I think having to spend FP to power the regeneration makes it switchable and thus takes a free action or even ready maneuver.
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08-24-2012, 10:04 AM | #3 |
Join Date: Jun 2010
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Re: Item Powering Abilities -Regenerating Energy Reserve.
My intent was to reduce the extreme regeneration of the FP to 5 down from 10 points per second and not to require activation to "power". I didn't want extra Energy Reserve recovery, the player would want to increase the pool....
I want the item to have 5 FP per round available. |
08-24-2012, 12:51 PM | #4 |
Join Date: Oct 2010
Location: earth....I think.
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Re: Item Powering Abilities -Regenerating Energy Reserve.
better to make it 1FP per second, it makes the player have to plan his moves. (should I use it now? or should a wait a few seconds to recover some more?)
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08-24-2012, 03:06 PM | #5 |
Join Date: Jun 2010
Location: Dreamland
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Re: Item Powering Abilities -Regenerating Energy Reserve.
If it's a high powered campaign, many (some can't) imbuements can be made into other traits (such as Innate Attack) where you can take off the FP cost.
If you do want to use them, remember high skill can kick FP costs off. As for this trait, does it cost 5FP to regain 10ER? Or am I just misreading it? The trait looks fair, but I'd probably also give them some incredible sword damage with it (like a substantial IA built as a sword, or just rule the sword is awesome). That downside is quite the downside. |
08-24-2012, 05:31 PM | #6 |
Join Date: Mar 2010
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Re: Item Powering Abilities -Regenerating Energy Reserve.
For Imbuements, its' easy:
"Sword Power" [10]
... works for the standard magic system as well. Same point cost even, just replace "Imbuement Talent" with "Magery" and change the features/notes as appropriate; make it leveled (at [10] per level) and it'll reduce the energy cost by 1 per level for your bigger spells. ------ But, no, the way you've built that Regeneration isn't RAW-compatible and isn't going to play nicely with what I understand of your intent. |
08-25-2012, 07:25 AM | #7 |
Join Date: Jun 2010
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Re: Item Powering Abilities -Regenerating Energy Reserve.
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08-25-2012, 09:00 AM | #8 |
Join Date: Mar 2010
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Re: Item Powering Abilities -Regenerating Energy Reserve.
Sorry. "Not compatible with the rules as written." Basically, it means either you don't understand what those modifiers mean or that you're using house-rules which have changed what those modifiers mean.
------ Costs Fatigue Points 5, -25% ... does not do what you want it to do. Costs Fatigue Points 5 means that the character must take a Ready Maneuver and spend 5 of its' own Fatigue Points to activate the Regeneration (Extreme; ER Only) for 1 minute. ------ A modifier that does what you appear to want would not be valued at -25%. Regeneration (Very Fast; Energy Reserve Only) is [100]. So 1 ER/second is [100]. Regeneration (Extreme; Energy Reserve Only) is [150]. So 10 ER/second is [150]. You appear to want a value (5 ER/second) between Regen (VF; ER Only) and Regen (E; ER Only). There is no RAW ("rules as written") method of attaining that result. So we're stuck with custom modifiers and/or house-rules. 'kay. Using your modifier, (150*(1-.25) = 112.5), you are valuing the 5/second recovery at 112.5 points ... the ability to regenerate 5/second is worth more than 112.5 points given that 1/second costs 100 and 10/second costs 150. Eyeballing it, (150-100 = 40. 40/9 = 5.5~. 5.5~*5 = 27.7~), it should be worth 127.7~ points ... which is roughly a -15% limitation (-14.8%). Personally, I wouldn't do what you're describing this way, but if I was, I'd be using the -15% value for that limitation rather than the -25% value you appear to be using. |
08-26-2012, 09:35 AM | #9 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: Item Powering Abilities -Regenerating Energy Reserve.
Quote:
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08-26-2012, 10:29 AM | #10 | |
Join Date: Mar 2010
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Re: Item Powering Abilities -Regenerating Energy Reserve.
Quote:
Costs Fatigue does not explicitly call itself out as an exception. So: Regeneration w/ Costs Fatigue is (a) not always on and (b) not an attack, and thereby it requires a Ready Maneuver to turn on. |
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Tags |
energy reserve, item power, regeneration |
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