06-16-2011, 08:56 AM | #1 |
Join Date: Aug 2009
Location: at the bottom of a very large coffee cup
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Enhancements as abilities
Is there an approved method for turning a specific ability's enhancement into a stand-alone ability?
The specific example I'm thinking of is the Assimilation (+10%) enhancement for Possession. I don't need or want to be able to possess someone - but it would be great if my telepath could rearrange their skillset in the way this enhancement allows (without modular abilities, thank you). There is something similar to this on Powers 146 (Modifying ST-Based Damage), but I'm just wondering if there's anything else to support doing this. |
06-16-2011, 09:48 AM | #2 | |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: Enhancements as abilities
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And Mind Probe may be what you wish. Generally you can try to divide enhanced ability to basic+enhancement and just subtract one from another. Or refer to Extra Arms note about modifying existing arms. But your case isn't so simple. Possession already includes some stealing, so such modular skills don't fit 10 points.
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MH Setting. Welcome to help. Last edited by Walrus; 06-16-2011 at 10:09 AM. |
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06-16-2011, 10:05 AM | #3 | |
Join Date: Dec 2007
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Re: Enhancements as abilities
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06-16-2011, 11:13 AM | #4 |
Join Date: Aug 2004
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Re: Enhancements as abilities
Well, there's the rules for Modifying ST-Based Damage, which turns those enhancements into sort of separate abilities.
Some advantages have rules for enhancing them to do something or just doing the something extra. E.g., Regeneration has FP Regeneration +100% and FP Only +0%, which is pretty much equivalent to just paying for the FP Regeneration enhancement as its own ability. But not as a general rule, no. You could try to extend the principle of 'doesn't do the original thing' being worth about -100% from Regeneration, but I don't know how many cases it would be balanced in. |
06-16-2011, 11:48 AM | #5 |
Join Date: Dec 2007
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Re: Enhancements as abilities
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06-16-2011, 03:37 PM | #6 |
Join Date: Dec 2006
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Re: Enhancements as abilities
I think there is a way to do it, but it most certainly involves modular abilities.
Enough modifiers on modular abilities (preparation required, requires illegal substance, requires mind probe roll, etc )can make them 1:1 point swaps; just buy all physical skills with those 're-assignable points'. When you spend 100 points on an ability that already has some ability to swap and move stats, the extra points for swapping and moving skills is not a completely separate ability, its just an extension of the already present ability. Last edited by starslayer; 06-16-2011 at 04:12 PM. Reason: defiantly? |
06-16-2011, 03:53 PM | #7 |
Join Date: Aug 2004
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Re: Enhancements as abilities
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06-17-2011, 06:30 AM | #8 |
Join Date: Sep 2004
Location: Canada
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Re: Enhancements as abilities
The OPs request to not use Modular Abilities.
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06-17-2011, 09:57 AM | #9 |
Join Date: May 2006
Location: Denmark
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Re: Enhancements as abilities
Posession (Assimilation +10%, Accessibility: Only for Assimilating Skills -80%, Power Modifier -10%) [20]
is the closest I can think of. If the accessibility seems a lot consider that it includes a hefty 'Specialized: Recognisable Sapients Only', ie only sapients with skillsets you would recognise and be able to use (a sapient panther's tracking skill won't do you much as it is based on different senses than you could use) which should make up for about -30% of it. But I think Super Memorization with External, Mind Probe -20% is the way to go. |
06-17-2011, 09:57 AM | #10 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Enhancements as abilities
Quote:
It's a reasonably common trope with Telepathy, and modular abilities doesn't fit as well as the Full Memory Access/Assimilation enhancements. |
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Tags |
ability, assimilation, enhancement, possession, raw |
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