12-06-2017, 04:09 PM | #11 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
|
Re: [Powers] Neutralize & Energy Reserves
Quote:
Quote:
I suppose in certain cases, like the Spirit modifier, where using abilities requires a random roll each time, you could put the limitation on your Energy Reserve (Spirit), since you could possibly roll well enough to use an ability, but the spirits could decide to deny you the energy to fund it. But it would have to be that case, where the energy and the abilities can be separated mechanically. |
||
12-06-2017, 04:52 PM | #12 | ||
Join Date: Nov 2011
Location: South Dakota, USA
|
Re: [Powers] Neutralize & Energy Reserves
Quote:
Quote:
It is possible that an Energy Reserve actually comes from something other than what it fuels. Can that get into heavy munchkin territory? Absolutely, but on rare occasions, it will make sense. I mean, if Supers can learn magic, you gotta figure eventually a Super will learn magic. ;) You've also got traits like Leech, spells like Steal Strength (at least, back in 3e), maybe a few more ways that someone with nothing else still working still help fuel others. In Powers, Neutralize gets some Limitations where this might make sense as well, such as Derange; instead of just shutting down your opponent's powers, they gain the Uncontrollable Limitation. So... kind of like with your Spirit example, you'd have situations where a character tries to use a power that is normally fueled by the related Energy Reserve, but the Energy Reserve isn't cooperating. One Ability is another Limitation for Neutralize, and using it on "Energy Reserve" is starting to sound like a shrewd move... or at least it would be, if Energy Reserves could be affected, and were common enough. Finally, Energy Reserves have to recharge once you've expended them. If your mage has an Energy Reserve that fuels its spellcasting, and the setting calls for all magic to depend upon mana, your Energy Reserve might involve wholly unmagical processes to generate, store, and access that Energy but... I would actually expect the Energy Reserve itself to require mana for at least one of those three steps.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 12-06-2017 at 04:56 PM. Reason: Tweaked the wording in spots. |
||
12-06-2017, 05:20 PM | #13 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
|
Re: [Powers] Neutralize & Energy Reserves
Quote:
If you're talking about an Energy Reserve (Magic) that somehow had the power modifier Super, -10%, well... I guess? In comic book universes, a lot can fly (<- geddit?), and I suppose I could envision someone who had the superpower of "being really good at magic". Maybe they were in a terrible accident involving a radioactive grimoire? I dunno. Quote:
Anyway, though, even if you assume that Energy Reserves should be vulnerable to this sort of ability-manipulating and -cancelling powers, I'd still tend to argue that a power source modifier is rarely appropriate. In fact, I already suggested, upthread, that you can basically treat Energy Reserve as having the power modifier for the source it fuels already built in, and not break anything. Remember, Energy Reserve actually gets some notable benefits compared to FP, while costing the same per level: regenerating simultaneously to the FP pool, and regenerating without rest. Limiting them only to a single source might not be enough to make up for that, so adding a "built-in" power modifier might go a bit further. |
||
12-06-2017, 06:29 PM | #14 | |||
Join Date: Nov 2011
Location: South Dakota, USA
|
Re: [Powers] Neutralize & Energy Reserves
Quote:
I mean, at least in the mainstream Marvel setting. You'll have vast organizations or powerful individuals that specialize in granting powers. Sooner or later, one expects someone to replicate mutant powers in non-mutant, maybe through genetic engineering, maybe through organ transplants. You'll have ancient magical groups embracing modern (or even ultra) tech, and vice versa. Unless a particular source imbalances it, chi seems like it should be able to enhance it just like it can enhance an individual's other capabilities. XD Quote:
Quote:
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
|||
12-06-2017, 06:50 PM | #15 | ||||
Join Date: Aug 2015
|
Re: [Powers] Neutralize & Energy Reserves
Quote:
Quote:
Quote:
Both suggestions of how it works seem valid; 1) denying access to the Energy Reserves for the duration and depleting it; or 2) only denying access to the Energy Reserves for the duration. Quote:
Note: Not really sure how to reference Pyramid articles, so hopefully that works. |
||||
12-07-2017, 12:03 AM | #16 |
Join Date: Sep 2006
Location: Luxembourg
|
Re: [Powers] Neutralize & Energy Reserves
I could thematically see, and could be convinced to allow, Neutralize(one ability:energy reserve, cosmic:all sources).
It would restrict access, not drain the reserve. But there are also the 2 following alternative: To drain the reserve, I would go with a modified fatigue attack (+0%, affect energy reserve instead of fatigue), or leech. or Affliction(negated advantage:Energy reserve) that would reduce the levels of an energy reserve. Last edited by Celjabba; 12-07-2017 at 12:06 AM. |
12-07-2017, 08:36 AM | #17 |
Join Date: Aug 2015
|
Re: [Powers] Neutralize & Energy Reserves
I had forgotten about Affliction(Negated Advantage). Now, using the Affliction, do the reduced levels have to regenerate and then be restored? Meaning, if I reduced someone's Energy Reserve from 5 to 4, it takes a number of minutes equal to my margin of success before the Energy Reserve pool returns to 5. At that point, would the target have to wait another 10 minutes for the pool to regenerate to 5 (as per the ER recovery rules) or would it start out at 5?
|
12-07-2017, 09:05 AM | #18 | |
Join Date: Sep 2006
Location: Luxembourg
|
Re: [Powers] Neutralize & Energy Reserves
Quote:
|
|
12-07-2017, 09:27 AM | #19 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
|
Re: [Powers] Neutralize & Energy Reserves
I'm not aware of any RAW on the subject. But I'd rule the other way - I'd say it comes back full (if it was full in the first place, anyway). I'd have to do some math, but I suspect that an Affliction (Negated Advantage: Energy Reserve) with an extremely short duration would end up cheaper than Fatigue Attack, and so it shouldn't be as effective or more at depleting energy reserves. Also, consider the opposite situation, someone being given an Energy Reserve - I'd generally say that would arrive full, since that sort of build is generally designed to be a "Lend Energy" sort of thing, and having the recipient wait for the Reserve to fill up before they could use the energy seems unreasonable.
|
12-07-2017, 10:36 AM | #20 |
Join Date: Aug 2015
|
Re: [Powers] Neutralize & Energy Reserves
The other thing to consider is that if it wasn't full to begin with. If it is reduced via the Affliction while it is partially full and returns full, then effectively it becomes the Healing (FP Only) advantage.
I think it would make sense if the Energy Reserves returns to its original state (however full or depleted it was) and if it would restore more ER than it currently has capacity for due to the negated levels the excess would be lost. |
Thread Tools | |
Display Modes | |
|
|