Just a note about gemstones, all ether has a gemstone associated
with it, and each stone will have a type, and a maximum capacity. The
type you can think of as kind of a purity but it may also be because of the
size of the gemstone. For example, you might have a large poor quality
stone, or a small fine stone that could be potentially of the same energy
level. Thus I have decided to use a somewhat arbitrary letter rating for
the type of gemstone, and a number that follows that indicates the natural
maximum of the stone.
Better types of gemstones can be
potentially overcharged and hold an additional amount of ether.
I won't be sharing the table for all
players, though I will go a bit more in depth for anyone who has the gem
cutting study. But I will give you a couple of examples:
R is the lowest type of gem and there
really is no limit to the second characteristic but 1-2 would be fairly
common types of gem, 3-4 would be very nice gems, 5-6 would be exceptional, 7+
would be unique.
With this being said, lets take for
example the gem you found a Jade that is o3. This is of the quality
"o" (one above R). Jade is associate with Symbol ether, and
when this gem is fully charged it will hold 3 symbol ether.
Gems regain ether naturally on their own
without any player intervention; they check for ether recovery after 1 hour, if
this check succeeds, it has one ether that can be used. If it fails, it
will not check again until the next sunrise. It will continue checking
each sunrise UNTIL it has 1 ether, after which it will check again every 5 days
to see if it has accumulated a second ether, then every 5 days to see if it
recovered a 3rd ether.
This slow recovery might lead the
characters to the thought of trying to hurry things along. This can be
done but it comes at some risk to the stone. Each type of gemstone will
have a durability rating, brand new Jade has a durability rating of 30.
Anytime a character has an extra symbol ether summoned and would like to
put it into the jade they would have to roll based on a table to store the
ether. In this case lets use the example of the jade with 2 charges but
can take a 3rd. For an "O" type stone a player with an extra
symbol ether would have to make a DC17 Ether Manipulation; Disband Ether check.
Any failure would result in 1 point of damage to the stone. Should
30 points of damage accumulate to the stone, it will lose one letter rating
(becoming in this case an R type), and one power level (in this case becoming
2). So this stone would become an R2 when its durability reaches 0, then
that durability is reset. Incidentally once the stone is at the R level,
when it loses durability it loses 2 of its power, so an R2 or R2 would be
destroyed, while an R3 would become an R2.
Some types of stones can be overcharged.
An "O" type can be overcharged one level (holding in the case
of an o3 stone, a maximum of 6 charges). This type of action is harder to
do, and also more potentially damaging to the stone. Let’s take the
example of the jade o3. Should you find yourself with 3 extra symbol
ethers and want to put them into the stone, you need to put them in ONE AT A
TIME. The DC for this stone would be DC28 to add one charge (DC25 base
+1/current charge). Any failure does 2 points to the stone, and if you
fail by 10 or more, you do 2+d4(the die for jade). If you fail, you must
make a control slippery ether check at the same DC or lose that ether.
Before you think that overcharging and such is impossible, there are some types of stones out there that can be overcharged at least one level with roll being automatically successful, and overcharging to 4x their capacity for as little as a dc13 check. These of course are the most precious and useful items to a Caster.
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