This was an idea I had, based partially on the Stormlight from Brandon Sanderson's The Stormlight Chronicles, as well as from several other ideas I've had bouncing around in my head. I'm going to lay out the full system here, but in addition to critiques and comments what I'd really like are some ideas on character point costs and the like.
This is meant to be used in conjunction with The Last Gasp (Pyramid #3/44) and with Ritual Path Magic. I also intend to use it with my Semi-Cumulative Wounding System (based on lwcamps'), although this version is modified for use with the default GURPS wounding system.
All sapient beings have Soul Energy (or Chi, Prana, or whatever you'd prefer to call it), which is slowly and passively gathered from the environment and stored away for later use. When Soul Energy is used, the character glows slightly - the more that is used, the stronger the glow, although it doesn't serve to illuminate the character's surroundings at all.
Each character has two "pools" of Soul Energy, Soul Points (SP) and a Soul Reserve (SR). By default, every character has SP 10 and SR 10, and each SR can be exchanged (free action at any time) for 10 SP. Most abilities that make use of Soul Energy use SP, which passively regenerates at a rate of 10% (1 SP) every 5 minutes. SR regenerates more slowly, at a rate of 10% (1 SR) every 6 hours, and it only regenerates while SP is at full. Resting allows SR to regenerate more quickly - 10% every 4 hours if resting, 10% every 2 hours if sleeping. Like FP, burning through SR can be exhausting - every full 30% (3 SR) you are missing results in a -1 to DX, IQ, and HT and -10% to ST, and completely running out of SR increases these penalties to -5 and -50%, respectively. You can spend 1 SP to ignore these penalties for up to 1 minute, after which point you must pay additional SP to extend it (1 SP per minute).
Everyman Abilities: Anybody can make use of Soul Energy for the following abilities, and no roll is required to do so.
Extra Effort: Extra Effort can make use of Soul Energy to reduce the fatigue cost. Instead of 1 FP, you can instead pay 3 AP (this replaces the normal AP cost of the action, unless it would normally cost more than 3 AP) and 1 SP. Esoteric skills that use FP, like Breaking Blow and the like, can also make use of this option.
Action Points: At any time, you may use 2 SP in lieu of 1 AP.
Strengthen: By spending 5 SP (which will not regenerate during the duration), you can imbue your body with energy for 1 minute. This grants a +10% boost to Move and Damage, and a +20% boost to BL.
Healing: Immediately upon suffering a wound, a character can focus Soul Energy into it to make it heal more rapidly. Divide the injury by 10. Spending twice this much SP will make the wound heal more rapidly - each time you succeed at a daily healing check, you recover twice as many HP as normal until this extra healing is enough to negate the initial damage. You can increase the healing rate, healing at up to 5x the normal rate for 5x the value in SP. Round final cost up. It may be appropriate to scale this to HP, dividing injury by HP rather than by 10. If doing so, round up to the nearest tenth.
For example, consider being stabbed by a spear for 8 injury. 8/10 is 0.8. Twice this is 1.6, 3x is 2.4, 4x is 3.2, and 5x is 4. So, the character could spend 2 SP to heal at double normal rate, 3 SP to heal at triple normal rate, or 4 SP to heal at 5x normal rate. If scaling to HP and the character had HP 14, 8/14 rounds to 0.6 (for 1.2, 1.8, 2.4, 3.0), meaning the character can spend 2 SP to heal at triple normal rate or 3 SP to heal at 5x normal rate.
Magic: Mages get further use out of Soul Energy, using it to gather and shape the local mana into spells and rituals.
Gathering: Minor spells do not cost any SP, but longer ones do. Every third gathering attempt (that is, each time you suffer an iteration penalty), you must pay 1 SP to continue gathering. Additionally, at any time while gathering a caster can burn 2 SR to get an instantaneous gathering attempt that doesn't contribute to (and isn't penalized by) the iteration penalty. This can only be done for rituals the caster has Ritual Mastery for, and it doesn't benefit from the +2 for that Perk, or any other bonus (such as being in a Place of Power, using a Grimoire, and so forth).
Energy Source: Soul Energy can serve as an energy source, generating 1 energy for every 5 SP sacrificed.
Soul Energy
This is meant to be used in conjunction with The Last Gasp (Pyramid #3/44) and with Ritual Path Magic. I also intend to use it with my Semi-Cumulative Wounding System (based on lwcamps'), although this version is modified for use with the default GURPS wounding system.
All sapient beings have Soul Energy (or Chi, Prana, or whatever you'd prefer to call it), which is slowly and passively gathered from the environment and stored away for later use. When Soul Energy is used, the character glows slightly - the more that is used, the stronger the glow, although it doesn't serve to illuminate the character's surroundings at all.
Each character has two "pools" of Soul Energy, Soul Points (SP) and a Soul Reserve (SR). By default, every character has SP 10 and SR 10, and each SR can be exchanged (free action at any time) for 10 SP. Most abilities that make use of Soul Energy use SP, which passively regenerates at a rate of 10% (1 SP) every 5 minutes. SR regenerates more slowly, at a rate of 10% (1 SR) every 6 hours, and it only regenerates while SP is at full. Resting allows SR to regenerate more quickly - 10% every 4 hours if resting, 10% every 2 hours if sleeping. Like FP, burning through SR can be exhausting - every full 30% (3 SR) you are missing results in a -1 to DX, IQ, and HT and -10% to ST, and completely running out of SR increases these penalties to -5 and -50%, respectively. You can spend 1 SP to ignore these penalties for up to 1 minute, after which point you must pay additional SP to extend it (1 SP per minute).
Everyman Abilities: Anybody can make use of Soul Energy for the following abilities, and no roll is required to do so.
Extra Effort: Extra Effort can make use of Soul Energy to reduce the fatigue cost. Instead of 1 FP, you can instead pay 3 AP (this replaces the normal AP cost of the action, unless it would normally cost more than 3 AP) and 1 SP. Esoteric skills that use FP, like Breaking Blow and the like, can also make use of this option.
Action Points: At any time, you may use 2 SP in lieu of 1 AP.
Strengthen: By spending 5 SP (which will not regenerate during the duration), you can imbue your body with energy for 1 minute. This grants a +10% boost to Move and Damage, and a +20% boost to BL.
Healing: Immediately upon suffering a wound, a character can focus Soul Energy into it to make it heal more rapidly. Divide the injury by 10. Spending twice this much SP will make the wound heal more rapidly - each time you succeed at a daily healing check, you recover twice as many HP as normal until this extra healing is enough to negate the initial damage. You can increase the healing rate, healing at up to 5x the normal rate for 5x the value in SP. Round final cost up. It may be appropriate to scale this to HP, dividing injury by HP rather than by 10. If doing so, round up to the nearest tenth.
For example, consider being stabbed by a spear for 8 injury. 8/10 is 0.8. Twice this is 1.6, 3x is 2.4, 4x is 3.2, and 5x is 4. So, the character could spend 2 SP to heal at double normal rate, 3 SP to heal at triple normal rate, or 4 SP to heal at 5x normal rate. If scaling to HP and the character had HP 14, 8/14 rounds to 0.6 (for 1.2, 1.8, 2.4, 3.0), meaning the character can spend 2 SP to heal at triple normal rate or 3 SP to heal at 5x normal rate.
Magic: Mages get further use out of Soul Energy, using it to gather and shape the local mana into spells and rituals.
Gathering: Minor spells do not cost any SP, but longer ones do. Every third gathering attempt (that is, each time you suffer an iteration penalty), you must pay 1 SP to continue gathering. Additionally, at any time while gathering a caster can burn 2 SR to get an instantaneous gathering attempt that doesn't contribute to (and isn't penalized by) the iteration penalty. This can only be done for rituals the caster has Ritual Mastery for, and it doesn't benefit from the +2 for that Perk, or any other bonus (such as being in a Place of Power, using a Grimoire, and so forth).
Energy Source: Soul Energy can serve as an energy source, generating 1 energy for every 5 SP sacrificed.
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