Wilfred_Death
Oct 2nd, '05, 03:22 PM
In my campaign all magic users have two extra stats Mana and ManaRec.
They use these to power spells in much the same way as END for regular stuff.
Most Spells have compulsory Extra Mana ( END Cost ).
Even spells that take 0 Mana to maintain require an initial burst of Mana to startup. This all works fine.
Now I'm trying to design these 'Mana Crystals' that function as an ancillary Mana ( END ) reserve.
Checking through the rules about END reserves it says something about 'user must choose whether Power can draw on END reserve or Personal END, if power can do both it's a +1/4 Advantage.......
I don't want to use that as it would increase the AP of all spells without increasing their effectiveness. Also later, I was going to build some of these crystals as semi-sentient items.
The Game Effect I wanted for these Crystals is this:
1. A Quality Crystal Has about 50 Mana Capacity.
2. The Person possessing it can, when they cast Spells, use their own Mana, the Crystals, or any combination of both. This 'Control' is subsumed in the RSR Power Magic Skill roll required for spells, as they focus the Mana for the Spell through the crystal.
3.The User can also replenish their Personal Mana from the Crystal as a Zero Phase action.
4.The Crystal Has a REC rate of about 8, BUT It can Never Recover Mana by itself.
5.The Crystal Recovers Mana, only when the User Feeds Mana into it.
A Process Requiring : RSR Power Magic Skill roll, Gestures, Incantations Extra Time 1 Minute. At the End of which time the Crystal gets back it's REC in Mana and the User loses that ammount of Mana ( which they can recover normally )
6.The Crystal can only hold 1 Type Of mana ( Fire Element Mana being different From Water Element Mana )
Normal END reserves are 'too cheap' for this campaign setting. However I don't want these things to be too expensive. ( In Character Points )
I was wondering if The Crystal Need to Have AID Powers to function as I described?
Also I've gone Blank again and can't figure out how to Build one.
I'd be grateful for suggestions ?
Most of the descriptions For END reserves in the books are for 'batteries' that power your Power Suit, and it gives descriptions for how you can 'plug them in' to recharge the END reserve.
However I haven't seen one where 'you' put your END into the 'Battery'
Would you need AID / Transfer for this ?
If so I can give the Crystal the power with Usable By Other advantage.
I'm kind of stumped.......
I think for now I'll just tell the Players "They work this way" and cost 1,000 Monetary units...
They use these to power spells in much the same way as END for regular stuff.
Most Spells have compulsory Extra Mana ( END Cost ).
Even spells that take 0 Mana to maintain require an initial burst of Mana to startup. This all works fine.
Now I'm trying to design these 'Mana Crystals' that function as an ancillary Mana ( END ) reserve.
Checking through the rules about END reserves it says something about 'user must choose whether Power can draw on END reserve or Personal END, if power can do both it's a +1/4 Advantage.......
I don't want to use that as it would increase the AP of all spells without increasing their effectiveness. Also later, I was going to build some of these crystals as semi-sentient items.
The Game Effect I wanted for these Crystals is this:
1. A Quality Crystal Has about 50 Mana Capacity.
2. The Person possessing it can, when they cast Spells, use their own Mana, the Crystals, or any combination of both. This 'Control' is subsumed in the RSR Power Magic Skill roll required for spells, as they focus the Mana for the Spell through the crystal.
3.The User can also replenish their Personal Mana from the Crystal as a Zero Phase action.
4.The Crystal Has a REC rate of about 8, BUT It can Never Recover Mana by itself.
5.The Crystal Recovers Mana, only when the User Feeds Mana into it.
A Process Requiring : RSR Power Magic Skill roll, Gestures, Incantations Extra Time 1 Minute. At the End of which time the Crystal gets back it's REC in Mana and the User loses that ammount of Mana ( which they can recover normally )
6.The Crystal can only hold 1 Type Of mana ( Fire Element Mana being different From Water Element Mana )
Normal END reserves are 'too cheap' for this campaign setting. However I don't want these things to be too expensive. ( In Character Points )
I was wondering if The Crystal Need to Have AID Powers to function as I described?
Also I've gone Blank again and can't figure out how to Build one.
I'd be grateful for suggestions ?
Most of the descriptions For END reserves in the books are for 'batteries' that power your Power Suit, and it gives descriptions for how you can 'plug them in' to recharge the END reserve.
However I haven't seen one where 'you' put your END into the 'Battery'
Would you need AID / Transfer for this ?
If so I can give the Crystal the power with Usable By Other advantage.
I'm kind of stumped.......
I think for now I'll just tell the Players "They work this way" and cost 1,000 Monetary units...