01-10-2020, 11:52 PM | #11 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Power Pools and tiered powers
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Though I dont see why you need once on Stays on for this. Alternative Abilities do run into a point where they are no longer cheaper than Modular Abilities. However Power Stunts (powers at Default specifically) will always be cheaper. The catch with them is the Will or Skill roll (minor as easy to buy enough skill) and especially the FP cost to swap.
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01-11-2020, 06:35 AM | #12 |
Banned
Join Date: Aug 2004
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Re: Power Pools and tiered powers
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01-11-2020, 06:57 AM | #13 |
Join Date: Jul 2017
Location: Michigan
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Re: Power Pools and tiered powers
Good catch... lol, math.... I should do less of it late at night.
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Gamers are a designer's best friend, worst enemy, and greatest inspiration. |
01-11-2020, 07:24 AM | #14 |
Join Date: Feb 2016
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Re: Power Pools and tiered powers
Once On, Stays On (+50%) is for abilities that turn off if the individual is knocked unconscious by injury, which does not include Regeneration (which is normally a passive ability). I would suggest the following instead: Regeneration (Fast; Backlash, Euphoria, -30%; Heals Radiation, +40%; Super, -10%) [50]. The Euphoria occurs as the body releases endorphins to deal with the pain while healing the site(s) of the injury. It is also only a 41 CP difference.
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01-11-2020, 04:23 PM | #15 | |
Join Date: Jul 2017
Location: Michigan
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Re: Power Pools and tiered powers
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Gamers are a designer's best friend, worst enemy, and greatest inspiration. |
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01-11-2020, 05:45 PM | #16 | |
Join Date: Aug 2018
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Re: Power Pools and tiered powers
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P160 "Extra Effort" has rules for spending FP (which I imagine you could spend from an Energy Reserve related to the power) to temporarily level up abilities. Unfortunately... I'm pretty sure the "Level" aspect is probably intended for things which have a fixed cost per level, and not just different names for each tier like Regeneration does. So instead of spending 1 FP for a chance to upgrade... "Using Abilities at Default" (pg 173) requires 3 FP to attempt, but is a little more open-ended. So the difficulty scales better with the differences in cost for the higher levels. Given that you're basically adding onto an existing ability, I would think the "point value of the default ability" (for purpose of calculating penalties to your roll) should be its cost minus the cost for whatever level of regeneration you already have. |
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