11-14-2018, 04:56 AM | #1 |
Join Date: Jul 2017
Location: Michigan
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Modular abilities & GCA
As I understand it, up ti 30% of a modular ability's costmodifiers can be applied to abilities being "purchased" for use with it...
How do I represent that with GCA? Is there a variable modifier that covers such a thing? If not, how would you code that kind of mod for GCA so I can plot out the abilities for my character? |
11-15-2018, 11:20 AM | #2 |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Modular abilities & GCA
I'm sorry, but right now I haven't got the foggiest idea how Modular Abilities works, in GURPS or GCA.
I really hope someone else can drop in and provide some help.
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
11-15-2018, 03:16 PM | #3 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Modular abilities & GCA
I'm not aware of that rule. AFAIK you can apply some modifiers to the Modular Ability itself; you can apply any appropriate modifiers to the ability you're building for the modular slot, and you don't normally get to double-dip them (that is, if your Modular Ability is Magical, -10% then you can't put Magical on the ability in the slot, because you already gain all the benefits and weaknesses through the Modular Ability).
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
11-18-2018, 09:14 AM | #4 | |
Join Date: Jul 2017
Location: Michigan
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Re: Modular abilities & GCA
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