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Old 09-02-2012, 02:52 AM   #1
Raekai
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Join Date: May 2011
Location: Columbus, Ohio
Default Quick Question: Pricing Elemental Modular Abilties

I'm creating my own elementals for my campaign and I've dumped the idea of them using standard Magic for Modular Abilities. I've decided this would be a form of Super-Memorization. The example being that the air elemental has to change between his power of turning into a cyclone and shooting bolts of lightning.

However, I don't know how to price the limitations for it. It's Physical Only, but I don't know what limitations there would be for an elemental only being able to work with what their body... Well... Can give. I was thinking something along an Environmental limitation as well as a limitation that mirrors the effects of One College Only because the elemental can only use powers that reflect their element.

Thoughts? The cheaper the better...
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Old 09-02-2012, 09:43 AM   #2
munin
 
Join Date: Aug 2007
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Default Re: Quick Question: Pricing Elemental Modular Abilties

Quote:
Originally Posted by Raekai View Post
... I don't know what limitations there would be for an elemental only being able to work with what their body... Well... Can give. ...
For a modular ability this is Focus-Limited, Air, -10% (p. P63), plus Trait-Limited, Advantages Only, -10% (i.e., no skills).

Super-Memorization requires a book to memorize from -- is that your intent? For a being who just changes their abilities without cost (books, chips, etc.), significant time (minutes, at least), or being subject to external interference consider Slotted Cosmic Power (7/slot + 5/point, GURPS Psionic Powers, p. 15).

Unless you put a number of significant limitations on the modular ability, or have many many abilities, alternative abilities will likely be cheaper than a modular ability.
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