08-03-2013, 02:15 PM | #1 |
Join Date: Dec 2011
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Wildcard Powers
I've got several questions about Wildcard Powers.
1. Can you get multiple advantages at the same time with them if you have points (For instance, can you have Extra Attack and Enhanced Time Sense at the same time?) 2. Can you get skills with them or is it only advantages? 3. Can you get advantages with limitations or is it only RAW advantages? 4. In combat, can you "switch" between advantages in a turn? For example, on my turn, I get Extra Attack with it and then get Enhanced Dodge on the opponent's turn. |
08-03-2013, 02:19 PM | #2 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Wildcard Powers
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Only powers no skills, the with MA both are possible. Takes a Redy maenuver to switch so not in same turn unless you have ATR.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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08-03-2013, 02:50 PM | #3 |
Join Date: Mar 2013
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Re: Wildcard Powers
I'm sorry, but can somebody explain whar are wildcard powers or at least a book/page reference?
I understand about wildcard skills, but I've never heard of wildcard powers. OTOH there are lots of things I haven't heard about yet. My ignorance is astounding. Please enlighten me!
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
08-03-2013, 02:53 PM | #4 | |||
Join Date: Mar 2010
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Re: Wildcard Powers
You could always ask whswhs (the author of GURPS Supers) what his intentions on the subject were.
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I allow it; doing so hasn't broken anything. Abilities only, which may include skills converted into advantages if your GM is using those rules from Pyramid. Quote:
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I allow wildcard powers to work as any plausible ability that is applicable to the situation on an "as needed" basis. Last edited by Sunrunners_Fire; 08-03-2013 at 02:57 PM. |
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08-03-2013, 02:54 PM | #5 | |
Join Date: Mar 2010
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Re: Wildcard Powers
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08-03-2013, 02:58 PM | #6 | |
Join Date: Dec 2011
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Re: Wildcard Powers
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Which Pyramid is that? |
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08-03-2013, 03:01 PM | #7 |
Join Date: Mar 2010
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Re: Wildcard Powers
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08-03-2013, 03:49 PM | #8 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Wildcard Powers
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The one from Supers I would call a Free Action to switch. I normally dont let more coming in more then once a turn. I was thinking of AA when I posted about the Ready maneuver.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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08-04-2013, 01:27 AM | #9 |
Join Date: Aug 2004
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Re: Wildcard Powers
A Wildcard Power can be thought of as access to the "Using Abilities at Default" option in GURPS Powers page 173, but replacing the need for a FP expenditure and a roll to switch with a quadrupled point cost and a hard upper limit on how many points you can use by Default. Essentially, it's a close cousin of Modular Abilities.
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Tags |
powers, supers, wildcard, wildcard powers |
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