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Old 05-17-2024, 02:46 AM   #1
hal
 
Join Date: Aug 2004
Default Structuring Powerstones

What follows below is an attempt to add some structure while examining the structure surrounding powerstones.

One thing that occurs to me is the idea that if you can have critical failures where it comes to spell casting, why can't you have critical failures while enchanting? This permits some "Bad" things to occur with any enchanted item such as possessed magic items, or items that are essentially cursed in some way against the user - but that's a topic for another day. ;)

What is germane however, is that although the concept of quirked powerstones has been enshrined since the inception of GURPS MAGIC when it first came out as GURPS FANTASY, there aren't really any guidelines as to how to set in motion the creation of "Quirks". It is a "up to the GM's whimsy" approach, and after seeing some suggestions, I got to thinking "exploding gemstones that happen when the gemstone approaches more than 50% charging levels is probably a bit excessive, as it destroys the powerstone rather spectacularly. That seems to go against the idea that only a critical failure on an enchantment destroys it. That being said, if one COULD have enchantment critical failures, the exploding powerstone gag would be just what the doctor ordered!

So, let's set the tone for structuring a magic item. GURPS BASIC SET CHARACTERS page 117 tells us we can create powers as gadgets. In GURPS 4e, the concept of Energy Reserves (Mana) was introduced and now we can describe a powerstone as a gadget that is stealable, of a given size, and is breakable based on its DR of 2 or less. OVerall, the net results is:

Breakable DR 2 or less: -20%
Can be stolen: -30%
SM: -5%

Slow Recharge: Your ER recharges slowly. -60% for one point/day.

Since it costs 3 character points for Energy Reserve, a powerstone would be priced at 2 character points per level of power reserve (always rounding any fraction up).

None of this really matters where it comes to describing the powerstone of GURPS MAGIC, but it does help illustrate how it might look using GURPS POWERS and/or the powers rules in GURPS BASIC SET CHARACTERS.

For example, were you to decide that the use of a powerstone requires a preparation time of 1 minute to use (ie, some ritual), the discount to the item's cost is 20%. If it took an hour long ritual, that discount would become a 30% discount. Point is, you could as GM state that the powerstone requires a ceremony to unlock its energy as a quirk.

If one were to restrict the use of the powerstone for time during daylight or time during night time, the discount would be 20%.

This represents restrictions based upon time of day.

But what happens when you restrict the recharge functionality? Now it appears, we need to make a determination on what the recharge aspect of Energy Reserve is worth, and take it from there. Recharge rate of 1 day is -60 percent. Anything that is worse than that is going to make it such that you reach the -80% cap REAL quick. But to give an appropriate example, recharges only while in bat blood would seemingly imply the limitation of "only in water" as an example of a limitation from GURPS POWERS.

In the end, all one can really do is take this approach of "structure" to a level of proportionality. Below is a list of possible limitations as given in POWERS as a way to provide inspiration. It isn't exhaustive, but things like "incurs a -1 reaction roll" would seem to be a disadvantage that is conferred upon the user of the "gadget" sort of like an affliction or a malediction than anything else. Problem is - GURPS usually grants the target of an "attack" some sort of saving roll.

On the flip side, if something smells of rotted fish and the character keeps the thing emanating the rotting fish smell on his person, that's all on him.
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Old 05-17-2024, 02:58 AM   #2
hal
 
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Default Re: Structuring Powerstones

At present, I've started this thread with an eye towards offering people a chance to chime in with their own "limitations" based on GURPS POWERS and then suggesting possible quirks that would fall under the category of said limitation.

In my next post, I intend to create a list that is based upon DIFFERENT WORLDS issue #10 that lists the usual carat range of said gemstones. I won't go into the full particulars of what the gemstone is valued at given a gemstone of a given size. The problem with listing such a relationship is that there are some 130+ gemstones listed. Many of them have a usual max size of about 5 carats or less. There are a few where the gemstone sizes are in double digits, and a very few that go into triple digits or higher.

But what is often not brought up in play is this: Gemstones locales can be regional in the sense that for a given gemstone to be in the hands of a jeweler, there needs to be some serious trade going on to bring those gemstones from one region to another.

People just blithely assume that these gemstones can come in large sizes and are commonly available. Of course, it is a fantasy game world, so what the GM says, goes. :)

I am seriously looking to pick up a used copy of Van Nostrand's Standard Catalog of Gems, and crafting a set of rules for use with GURPS instead of depending upon an old 1980's magazine that is long out of print...
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Old 05-17-2024, 07:19 AM   #3
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Default Re: Structuring Powerstones

I believe the upcoming GURPS Meta-Tech will have rules for designing items that have an Energy Reserve. Even if that isn't explicitly mentioned, of course, the nature of those rules will make it a simple matter to create the equivalent of a Powerstone based on Energy Reserve, and assign it a monetary cost.
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Old 05-17-2024, 09:13 AM   #4
hal
 
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Default Re: Structuring Powerstones

Quote:
Originally Posted by Varyon View Post
I believe the upcoming GURPS Meta-Tech will have rules for designing items that have an Energy Reserve. Even if that isn't explicitly mentioned, of course, the nature of those rules will make it a simple matter to create the equivalent of a Powerstone based on Energy Reserve, and assign it a monetary cost.
Good to know there is an upcoming Meta-Tech that will hopefully answer some questions. But - like the proverbial GURPS VEHICLE DESIGNER that never seems to materialize, sometimes the only thing one can do is build a structure of your own and work from there.

By listing the various "limitations" that can be placed on "powers" - we may begin to see how any proposed quirk might compare against the limitations of powers - something that came into being AFTER GURPS MAGIC 1st edition came out (and yes Virginia, there was a GURPS MAGIC 1st edition, which came out after GURPS FANTASY 1st edition).

So, what are some of the other Powers Limitations possible and how do they relate to already given examples of Powerstone quirks?

From GURPS CLASSIC MAGIC pg 47:

"And each ordinary failure while casting will put some sort of magical “warp” on the stone. Thus, it is possible for work for months and end up with a ST 20 Powerstone that smells like fish and can only be used on Wednesdays . . . This makes big stones without serious flaws more valuable than others of the same strength. Warps and quirks of a Powerstone are set by the GM, and can be used as a tool for campaign balance. Most of them will be peculiar, arbitrary limitations on how the stone can recharge (e.g., only while bathed in bat blood) or how it can be used (e.g., only on Fire spells; only by a green-eyed virgin; not by anyone wearing a hat). A severe quirk will affect the user of the stone (e.g., renders him mute for an hour)."

breaking the example up we have:

Affects the way people perceive the stone (aka smells like a fish)
Affects how it can be used (limits use of power for specific spells)
Affects when it can be used (limits the times per the only on Wednesdays)
Affects who can use it (Green eyed virgins, people not wearing a hat)
Affects recharge limitations
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Old 05-17-2024, 09:24 AM   #5
hal
 
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Default Re: Structuring Powerstones

Partial list of Limitations on powers suitable for use with Power Reserve as a power:

Activation roll 14 or less is good for a reduction of 10%. Activation of 11 is a 20% discount. 8 or less is -40%. The issue here is what is required to activate the item in question? Is it the simple act of trying to draw energy out, and needing to roll a 14 or less?

Requires preparation time to utilize 1 minute = -20%, 10 minutes = -30%
This could be explained as a simple ritual that takes 60 seconds to activate, or even worse, 600 seconds.



Nuisance effect: reaction penalty. For example, stone vibrates at ultra high frequency - causing all dogs to start howling. Perhaps it gives off an odor that causes all cats to hiss and act aggressively against user. Another nuisance effect that would make people recoil against the person is if their appearance took on a pallor like that of undead. It just ain't "Natural looking" would be a reason people react poorly to that powerstone use.

Attracts stinging insects is worth -5% Swap out insects for other critters, and it works equally well. A swarm of spiders crawling towards the user as if summoned will be more than enough to creep people out. Swap out snakes instead. Maybe a swarm of rats could do the trick?

Costs fatigue to use: -5% for a 1 Fatigue use to activate Powerstone (personal fatigue, not Powerstone energy). Thus to use a powerstone with this kind of limitation, if the mage wanted to cast a spell that requires 8 energy, and the powerstone has 10 energy stored in it, he'd have to spend 1 energy from his personal fatigue to activate the powerstone, then 8 energy for the spell he cast.

Per GURPS POWERS, costs hit points is worth double or -10%. So a mage with this powerstone, in order to be able to draw power from the powerstone, would suffer 1 point of damage as he drew 8 fatigue to power his spell.

Fickle per POWERS, requires a reaction roll to activate. See Pg 110. Worth -20%. In this case, the mage would need to roll a 10+ on 3d6 in order for the "fickle authority" to like the mage sufficiently to release the powerstone's energy for their use. This fickleness would have to be rolled for each separate "encounter" the mage wants to use the powerstone, not per each spell he wants to cast.

Time limit only at night or only at day is worth-20%

Only in water limitation is worth-30%, probably a limit that require the stone to be wet, isn’t equal to only in water, but the distinction of the stone immersed in water and the user having to stand in water may be an interesting aside.
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Old 05-17-2024, 09:49 AM   #6
Christopher R. Rice
 
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Default Re: Structuring Powerstones

Quote:
Originally Posted by Varyon View Post
I believe the upcoming GURPS Meta-Tech will have rules for designing items that have an Energy Reserve. Even if that isn't explicitly mentioned, of course, the nature of those rules will make it a simple matter to create the equivalent of a Powerstone based on Energy Reserve, and assign it a monetary cost.
Correct. I like the idea of powerstones so I made sure they were possible for GURPS Meta-Tech.
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Old 05-17-2024, 11:22 AM   #7
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Default Re: Structuring Powerstones

Quote:
Originally Posted by hal View Post
One thing that occurs to me is the idea that if you can have critical failures where it comes to spell casting, why can't you have critical failures while enchanting?
That's just utterly standard GURPS Magic enchanting. Page 18 in 2nd edition Magic for 3rd edition GURPS ("Success Rolls When Creating Magic Items"), p.17 in 4e's Magic ("Success Rolls for Enchanting').

Quote:
Originally Posted by hal View Post
This permits some "Bad" things to occur with any enchanted item such as possessed magic items, or items that are essentially cursed in some way against the user
And that's the standard result from an ordinary failure with Quick and Dirty enchantment:

3rd edition:
A failed roll means that the enchantment on the item is perverted in some way, or is an entirely different spell — GM’s choice. The caster will not know his spell went wrong unless he uses Analyze Magic or tries the item!
4th edition:

On a failure, the enchantment perverts in some way. It might acquire unpleasant side effects (see the Random Side Effects Table, p. B479), become an entirely different spell, or anything else the GM likes. The caster won’t know his spell went wrong unless he uses Analyze Magic or tries the item!
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Old 05-17-2024, 05:06 PM   #8
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Default Re: Structuring Powerstones

Quote:
Originally Posted by hal View Post
...
OVerall, the net results is:

Breakable DR 2 or less: -20%
Can be stolen: -30%
SM: -5%
...
Personally, I think size modifier should be disallowed for gear, unless it's reversed to make LARGER gear less valuable.
Who wants to lug around a Powerstone the size of an Easter Island Statue?
Or a "laptop" with a detachable keyboard and a CRT monitor? Even if it DOES have two 5.25" drive bays. Give me the ultralight, please.

Of course, I may be misunderstanding you. That is likely.
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Old 05-17-2024, 05:31 PM   #9
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Default Re: Structuring Powerstones

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Originally Posted by SRoach View Post
Personally, I think size modifier should be disallowed for gear, unless it's reversed to make LARGER gear less valuable.
Who wants to lug around a Powerstone the size of an Easter Island Statue?
Or a "laptop" with a detachable keyboard and a CRT monitor? Even if it DOES have two 5.25" drive bays. Give me the ultralight, please.

Of course, I may be misunderstanding you. That is likely.
SM is one component of Breakable. The smaller the SM, the lower the limitation value, because it's harder to hit.
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Old 05-19-2024, 03:03 PM   #10
hal
 
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Default Re: Structuring Powerstones

Quote:
Originally Posted by ehrbar View Post
That's just utterly standard GURPS Magic enchanting. Page 18 in 2nd edition Magic for 3rd edition GURPS ("Success Rolls When Creating Magic Items"), p.17 in 4e's Magic ("Success Rolls for Enchanting').


And that's the standard result from an ordinary failure with Quick and Dirty enchantment:

3rd edition:
A failed roll means that the enchantment on the item is perverted in some way, or is an entirely different spell — GM’s choice. The caster will not know his spell went wrong unless he uses Analyze Magic or tries the item!
4th edition:

On a failure, the enchantment perverts in some way. It might acquire unpleasant side effects (see the Random Side Effects Table, p. B479), become an entirely different spell, or anything else the GM likes. The caster won’t know his spell went wrong unless he uses Analyze Magic or tries the item!
I should have been more specific in my statement - as the topic of this thread is structuring powerstones...

Per GURPS MAGIC, a critical failure DESTROYS a powerstone.
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