Slow Recharge

Slow Recharge is a limitation introduced on page 119 of GURPS Powers for Energy Reserve. It comes in 2 tiers:
*-20% changes 1 / 10min to 1/hour, basically meaning -20% means something takes 6x longer to recover
*-60% changes 1/ 10 min to 1/day, basically meaning -60^ means something takes 144 (6x24) times longer to recover.
In comparison, page 31 of GURPS In Nomine:
:It also includes a recharge limitation which restricts normal Essence recovery to 1 point per day, (see Regaining Essence, p. 138), -50%.
Essence Control did not value this as highly, GURPS Powers made it worth more.
A form of this is presumably floated over to Damage Resistance as well. While Slow Healing could presumably make DR recover slower (since it heals like HP) you can't take healing-based disadvantages just for DR the way you can take healing advantages just for DR, it makes sense as a limitation instead.
Ferocious Beard in Dungeon Fantasy Denizens: Barbarians for example:
:Against fire and corrosion attacks, this DR becomes ablative; it grows back in 1d weeks
Corrosion is already somewhat ablative (1 DR is lost per 5 corrosion damage) but being directly ablative is worse.
144 days is over 20 weeks while 6 days is less than 1, so 1d weeks falls somewhere in between. This suggests different levels should be allowed, such as a -40% version.
Even 3 levels of slow healing (the max) is 1 HT roll every 8 days, meaning with HT 10 a success on average every 16 days, still less than the average of 1d weeks which is 3.5
Category:Limitations