Sleep remains elusive, so, GURPS
Jan. 28th, 2014 03:25 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
The prerequisites chain for Restoration / Regeneration : I know they obviously meant the Healing college spells starting 'Restore', but I reckoned the Making-Breaking college spell 'Restore' would mean they regenerated with non-living parts, magecrafted prostheses. Restoration lets you regain the use of one crippled limb or damaged eye – also restores lost hearing, smell, etc. Will not work on a lost limb or eye – that requires Regeneration. Unfortunately Restore only temporarily makes a broken inanimate object look as good as new. Other senses will not be fooled, nor will Mage Sight. So the logic doesn't quite track, since you'd need something more advanced to be a permanent fix, probably Repair. But the alternate spell set would be cool and the results distinctive.
Powerstones and the $ material requirements for creating them at high power: I found a formula in Low Tech for pricing gems. It says Gemstones have a nominal price given by:
Price = ($1 x C2 + $4 x C) x V
C is weight in carats. "A dome-shaped one-carat stone is about 1/4" across" it says, but the internet suggested it was a teensy more complex. Also, measured in mm. Why no metric? ... why I buy so many rulebook with no metric?
ANYway, the interesting bit: V is a factor indicating the gemstone's relative quality and popularity. They say that's typically 100 but can easily change by a factor of 10 in either direction, and cultural quirks are paramount in pricing gems.
That means that the same gem is priced differently in different cultures.
But the requirements for powerstones are in dollars, not carats. The cost of an object suitable to be enchanted into a Powerstone of capacity P in an energy-effective manner is equal to: $10 x P2 + $40 x P . That looks a lot like 10 x C actually, until you factor in V. V makes the value go all over the place. And V makes it change value at the border.
... so, what happens to the powerstone capacity in a different market? Do you suddenly have a rulebreaking stone? Does it acquire a new upper limit? Would buying an unpopular stone in one market and then travelling to somewhere it is more desireable enable you to enchant it more heavily?
Because that would mean the real determining factor on how much power you could pour into a thing would be how much people want the thing.
Which is kind of cool.
I keep looking in rulesets for story seeds. It's different just deciding to generate a character worth x points. Makes you think about how they arrived at the point the character sheet describes.
... at some point I should either turn this into fiction or acquire a gaming group and do something with it.
... all meta, no trouser...
Powerstones and the $ material requirements for creating them at high power: I found a formula in Low Tech for pricing gems. It says Gemstones have a nominal price given by:
Price = ($1 x C2 + $4 x C) x V
C is weight in carats. "A dome-shaped one-carat stone is about 1/4" across" it says, but the internet suggested it was a teensy more complex. Also, measured in mm. Why no metric? ... why I buy so many rulebook with no metric?
ANYway, the interesting bit: V is a factor indicating the gemstone's relative quality and popularity. They say that's typically 100 but can easily change by a factor of 10 in either direction, and cultural quirks are paramount in pricing gems.
That means that the same gem is priced differently in different cultures.
But the requirements for powerstones are in dollars, not carats. The cost of an object suitable to be enchanted into a Powerstone of capacity P in an energy-effective manner is equal to: $10 x P2 + $40 x P . That looks a lot like 10 x C actually, until you factor in V. V makes the value go all over the place. And V makes it change value at the border.
... so, what happens to the powerstone capacity in a different market? Do you suddenly have a rulebreaking stone? Does it acquire a new upper limit? Would buying an unpopular stone in one market and then travelling to somewhere it is more desireable enable you to enchant it more heavily?
Because that would mean the real determining factor on how much power you could pour into a thing would be how much people want the thing.
Which is kind of cool.
I keep looking in rulesets for story seeds. It's different just deciding to generate a character worth x points. Makes you think about how they arrived at the point the character sheet describes.
... at some point I should either turn this into fiction or acquire a gaming group and do something with it.
... all meta, no trouser...