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Old 12-13-2015, 12:43 PM   #10
munin
 
Join Date: Aug 2007
Location: Vermont, USA
Default Re: [Basic/Powers] Modular Abilities Has No Per Slot Pools

If you really want to munchkin this ability, try this:

Affliction 1 (HT; Accessibility, Doesn't work on someone already so afflicted, -10%; Accessibility, Self Only, -20%*; Cancellation, +10%; Melee Attack, No Parry, -35%; Magic, -10%; No Signature, Total, +25%; Staff, -50%) [2] + Lengthy-Catalog Slotted Cosmic Power† 1 (Limited, Improve Associated Affliction Only, -50%; Physical Only, +50%; Magic, -10%; Staff, -50%; Takes Extra Time 2, -20%) [1 + 1/level]. Notes: You have a magic staff which, while held, allows you to take 5 seconds (four Ready maneuvers and one Attack maneuver while in combat time) and a successful HT roll to grant yourself one or more GM-predefined abilities totalling no more than your level for minutes equal to your margin of success. You can cancel the abilities with a Ready maneuver (required before you use this ability again). If your staff is lost, broken, or stolen, you must acquire a new staff and spend one week§ attuning it to yourself before you can use this ability again. 3 points + 1 point per level.

Replace the Takes Extra Time with a limitation of your choice if you like. This ability gets around the slot mechanic by using the MA to improve a single ability (thus only one slot required) with multiple Advantage enhancements (which is RAW in letter, though not necessarily in spirit).

* Your ability works on only one person in the entire world, but they are always available.
† An MA worth 5 points per slot plus 5 points per point of abilities.
§ One week is the +0% powers option for restoring a lost power (p. P23).
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