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#1 |
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MIB
Join Date: Aug 2004
Location: Oslo, Norway
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Hi
So immediately following getting my hands on "Spaceships 7: Divergent and Paranormal Tech" I immediately started plotting a GURPS Spelljammer game. Now the default assumption in spelljammer is that ships have an air envelope keeping air in, but it is not renewed unless docking at a planet or planetoid with an atmosphere. We're using Powers as Magic, and now one of the players want to circumvent this by giving an ally the ability Create Air. A little against the spirit, but fair enough, I've done the math on how much energy a Create Air spell needs to replenish a ship, and can derive from there how many levels of the Create advantage he'll need. But unlike the spell, the advantage is balanced by requiring the character to burn cp's to stabilize created matter based on it's value. Now on a normal ground based campaign, the value of air is negligible. When you are months from port in space, it is not. So what is a fair value for air? The cost of replenishing air at port is nill, but for a ship running low far from a port the value is immense.
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Johannes Huyderman aka. Jo-Herman Haugholt Geek and Discordian MiB#0505 http://www.huyderman.com/ |
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| Tags |
| air, create air, spaceships, spelljammer |
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