Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 02-15-2020, 01:53 PM   #11
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Flexibility and cost of Wildcard Powers vs. Modular Abilities?

Honestly, Temporary Enhancements and Using Abilities at Default are probably better choices. For example, you could purchase ST (Cosmic, +50%; Reduced FP Cost, 1 FP, +20%; Reliable, +10, +50%; Super-ST, +300%) [52/level]. While Reliable would not add to ST rolls, it would function as a Talent for the purposes of avoiding damage, Extra Effort, Temporary Enhancements, and Using Abilities at a Default. At level 10+, it would become a potent pool for Using Abilities at a Default, similar to what we see in My Hero Academia. Deku possesses it with Backlash, Costs HP, and Uncontrollable, at least initially, which is why his life is full of pain, though it probably saves him 104 CP.
AlexanderHowl is offline   Reply With Quote
 

Tags
modular abilities, powers, sorcery, supers, wildcard powers

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:19 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.