10-24-2012, 03:14 PM | #1 |
Join Date: Nov 2009
Location: Southern NH, USA
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Modular Ability Limitation - Preexisting Abilities
I don't seem to see any thing in the books or forums about a limitation for Modular that would restrict the user to using it only to bolster preexisting abilities. I was thinking -50% since the ability to gain brand new skills and abilities seems like a large part of the usefulness of this advantage.
Any thoughts? |
10-24-2012, 03:26 PM | #2 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Modular Ability Limitation - Preexisting Abilities
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10-24-2012, 05:23 PM | #3 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Modular Ability Limitation - Preexisting Abilities
"...only being able to add points to abilities you already have: -20%." (p. P64).
It's actually very flexible, because not only can you increase the level of any ability you have, you can also add any enhancements you want (GM willing). You could turn a ranged attack into a melee attack by adding Jet or Melee-Capable, or add Affects Insubstantial or Underwater only when you need it, change an offensive attack into a defensive Wall, add Selectivity to turn off enhancements, etc. If you can only improve some of your abilities, it's more of a limitation. Last edited by munin; 10-24-2012 at 05:30 PM. |
10-25-2012, 09:39 AM | #4 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Modular Ability Limitation - Preexisting Abilities
Yeah, "all abilities you already have" include so many of the things in the -30% through -50% versions that so many characters will have that it would be a giveaway at -30% or lower. I suppose the GM could give a deeper discount than -20% for someone who has very few abilities. I wouldn't go as far as -50% for anyone who wasn't a blank slate, though.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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limitations, modular abilities |
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