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Old 12-12-2015, 02:51 PM   #3
weby
 
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Join Date: Oct 2008
Default Re: Modular Abilities, Alternate Abilities and Consumables

For alternate abilities I use:
-If you use the last charge the whole alternate ability is disabled. But if you have even one point left you can freely switch away.
-Powers regenerate only when active.


Thus say you have 10 ER and a power with 4 daily uses as alternate abilities.

You use 9 ER and switch to the alternate ability. The regeneration of your ER stops until you make it active again.

You use 3 of the daily use power and switch to ER. The daily recovery of the daily ability stops until it is switched in.

You use 10 ER or 4 daily uses and you cannot switch as the whole power is disabled until you gain at least one use.

And so on.
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