03-08-2020, 06:17 PM | #11 | |
Join Date: Feb 2020
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Re: Modular Abilities for Dimension Hoppers
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240 points value she'd only be able to assume any template up to 2 points value. That would be a severe limitation. There's a lot of powerful forms under the 240 point value. |
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03-08-2020, 10:02 PM | #12 | |
Join Date: Oct 2007
Location: Vermont
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Re: Modular Abilities for Dimension Hoppers
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I don't think there's any need to "link it" then. Cosmic Modular Abilities already comes with the power to enhance the abilities you already have. So "I have 102 points in Morph instead of 100 points" is a perfectly ordinary and legal way to spend those cosmic modular abilities, not different than using them to buy up a skill or (cheap advantage) (but only because you have physical +50%). Of course 2 points doesn't buy much, regardless. Is the idea that she would only be able to turn into sentient races that exist in your multiverse? Because if she can't become a crow or a house cat, that's another (significant) limitation on Morph.
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My ongoing thread of GURPS versions of DC Comics characters. |
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03-09-2020, 06:00 PM | #13 | |
Join Date: Feb 2020
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Re: Modular Abilities for Dimension Hoppers
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Last edited by rpd; 03-09-2020 at 06:37 PM. |
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03-10-2020, 04:25 AM | #14 | |
Join Date: Oct 2007
Location: Vermont
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Re: Modular Abilities for Dimension Hoppers
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Are you expecting them to put more points in Modular Abilities? Because two points in a skill is almost always going to be the best way to spend them. A racial package that costs 2 points probably isn't so much better that I'd take it instead of, say, Brawling at DX +1. And Morph at the flat 100 point level is a really powerful ability for its versatility. In most settings, it would at least make you the best infiltrator and spy in the party, great at avoiding trouble, and handy in a fight, too.
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My ongoing thread of GURPS versions of DC Comics characters. |
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03-11-2020, 06:31 PM | #15 | |
Join Date: Feb 2020
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Re: Modular Abilities for Dimension Hoppers
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The racial templates are low at 2 points and under but there are certainly a few that would be useful. Look at the Chimera builds in Technomancer for example. Plus if only for disguise purposes that's still a useful trick, especially for a world hopper. Changing into an Orc in 1980's London would be a really good way to freak someone out. As far as two points not being that useful apart from skulls, Perks my friend, Perks. Weapon Bond for any weapon you pick up Equipment bond for anything you use basically. Honest Face, Looks Good in Uniform, etc. You can often get a +1 reaction bonus from it. Plus all the perks from Psionic powers can come in really handy. +1 on many forms of Gambling, perk level TK, etc. With a little imagination on demand Perks are very useful |
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