Energy Reserve

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Energy Reserve

 3 points/level

Demons that gain power from Hell, necromancers who seek out charnel houses for their black energies, ghosts that strengthen and solidify in their ancestral crypt – all of these beings draw on special "power supplies" to fuel their abilities. To represent this, buy Fatigue Points at the usual 3 points apiece but treat them as a new "Energy Reserve" (ER) advantage. This is always tied to a particular power source; e.g., 10 FP for psi powers is "ER 10 (Psi) [30]."

An ER can only power abilities of the same source. It can pay the basic FP costs to use advantages, those added by Costs Fatigue, and expenditures for extra effort. It can also fuel related skills; e.g., ER (Magical) can energize spells.

However, an ER isn't the same as FP. Only associated powers can deplete it. Fatigue Attacks, missed sleep, and so on don't sap it, and other powers, unmodified advantages, and ordinary extra effort can't tap it. Furthermore, depleting an ER causes none of the effects of going below 1/3 FP – and having a full ER doesn't protect against those effects.

An ER recharges by one point every 10 minutes, independent of rest. You can recover FP at the same time if you rest. Factors that alter FP recovery generally have no effect on ER recharge rate.

Skills connected to the ER's source can help replenish it. For instance, the Recover Energy spell improves the recharge rate of ER (Magic). Abilities of that source can also help. Damage Resistance with Absorption can heal ER, FP, or HP for the usual +80%. Leech can have "Heals ER" or "Only Heals ER" for the price of "Heals FP" or "Only Heals FP." Regeneration can have "ER Only" for the price of "Fatigue Only," and often has an Accessibility limitation such as "Only in direct sunlight" (-10%), "Only on holy days or in holy places" (-40%), or "Only inside a nuclear reactor" (-80%).

Special Limitations

Abilities Only: Your ER can only pay the basic FP costs of your abilities. It's of no use for extra effort. -10%.

One Power: Only available if you have two or more powers of a given source. Your ER works with just one of your powers. -50%.

Slow Recharge: Your ER recharges slowly. -20% for one point/hour; -60% for one point/day. Special Recharge: Your ER doesn’t recharge over time. It only recharges via DR with Absorption, Leech, the Steal Energy spell, etc. This is incompatible with Slow Recharge. -70%, or -80% if the energy bleeds away at the rate of one point/second, forcing you to use it quickly.