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Old 09-13-2019, 10:55 AM   #1
Anders
 
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Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Vehicle Modular Abilities

Am binge-watching Star Trek TNG now, and they're always diverting power to engines or phasers or shields or whatever they may need for the moment. If you build vehicles as characters, this would probably be best modeled by some high-power modular abilities. Probably worth something like 2+5 or even 2+6 (for instant rerouting rather than one second per point). What do you think?
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Old 09-13-2019, 10:59 AM   #2
Anaraxes
 
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Default Re: Vehicle Modular Abilities

Not bad. You'll want some sort of trait- or focus-limited Limitation, since they at least give some lip service to the main deflector dish doing energy projector sorts of things. And to emulate Star Trek, you'll need to throw in Limited Use on the slot, so they promptly forget the configuration once the episode ends, rather than reusing it every time it would be convenient.
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Old 09-13-2019, 11:04 AM   #3
Anders
 
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Default Re: Vehicle Modular Abilities

The low point cost of each slot reflects the limited number of options.

Rant

A problem with Modular Abilities is that there are guidelines in Basic Set for reflecting narrow scope or clumsy rearranging... and then the rules in Powers represent an alternative way of doing the same way, with Limitations. It disturbs my sense of simplicity.

Rant over.
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“He who knows only his own side of the case knows little of that. His reasons may be good, and no one may have been able to refute them. But if he is equally unable to refute the reasons on the opposite side, if he does not so much as know what they are, he has no ground for preferring either opinion... Nor is it enough that he should hear the opinions of adversaries from his own teachers, presented as they state them, and accompanied by what they offer as refutations. He must be able to hear them from persons who actually believe them...he must know them in their most plausible and persuasive form.”
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