09-02-2012, 02:52 AM | #1 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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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... |
09-02-2012, 09:43 AM | #2 | |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Quick Question: Pricing Elemental Modular Abilties
Quote:
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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Tags |
elementals, elements, limitations, modular abilities, modular ability |
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