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

Reply
 
Thread Tools Display Modes
Old 12-22-2019, 11:06 PM   #1
Kfireblade
 
Join Date: Dec 2015
Default How to build an ability that shuts down your power if used.

So I'm wondering how you would go about building a ability that has the caveat if you use it it essentially burns out your powers for awhile, making it and any other ability using the same power modifier unavailable for a period of time. Any limitation that dose such a thing?
Kfireblade is offline   Reply With Quote
Old 12-23-2019, 12:25 AM   #2
Crystalline_Entity
 
Join Date: Jul 2015
Location: England
Default Re: How to build an ability that shuts down your power if used.

Would "Takes Recharge" (B115) do the trick? It makes your ability "unavailable during the recharge period". If you then build all the abilities granted by the power with this modifier, and make them alternative abilities (P11) of each other, I think that means that after using one, the whole set becomes available for the recharge period.
Crystalline_Entity is offline   Reply With Quote
Old 12-23-2019, 08:05 AM   #3
zoncxs
 
zoncxs's Avatar
 
Join Date: Oct 2010
Location: earth....I think.
Default Re: How to build an ability that shuts down your power if used.

If every ability has that effect, then do what was suggested above. With every ability having Takes Recharge and being Alternate Abilities of each other, once you use one they all become unavailable until the recharge period passes.

If it is only one ability in the power that has this effect, then you do the same thing as above but only put Takes Recharge on the one ability that shuts everything else down.

Example:

Ability 1 (takes recharge)
Ability 2 (takes recharge) A.A. of 1
Ability 3 (takes recharge) A.A. of 1

Using any of them means you can't use them again until after they recharge.

Ability 1 (takes recharge)
Ability 2 A.A. of 1
Ability 3 A.A. of 1

You can use 2 and 3 all you want, but once you use 1 you can't use any of them until it recharges.
zoncxs is offline   Reply With Quote
Old 12-23-2019, 11:56 AM   #4
Mark Skarr
Forum Pervert
(If you have to ask . . .)
 
Mark Skarr's Avatar
 
Join Date: Feb 2005
Default Re: How to build an ability that shuts down your power if used.

Arguably, Limited Use, 1 per day, is more what the OP is looking for than Takes Recharge (which is limited to 1 hour, and even says to take Limited Use instead for longer periods), but, the application is the same.
Mark Skarr is offline   Reply With Quote
Old 12-24-2019, 06:57 AM   #5
Plane
 
Join Date: Aug 2018
Default Re: How to build an ability that shuts down your power if used.

Quote:
Originally Posted by zoncxs View Post
With every ability having Takes Recharge
and being Alternate Abilities of each other,
once you use one they all become unavailable until the recharge period passes.
B61 "Alternative Attacks" was the basis for AA... restrictions being

1) cannot use them simultaneously
2) can't be combined with Link (which is really just a natural consequence of previous )
3) critical failure or malfunction disabling one disables all
4) if most expensive is drained/neutralized, cheaper ones won't work either
I don't see a mention of Limited Use.

Powers 11 lists "three drawbacks" for Alternative Abilities". Were you thinking that it was the 2nd point or the 3rd which might apply to Limited Use?
Plane is offline   Reply With Quote
Old 12-24-2019, 08:58 AM   #6
zoncxs
 
zoncxs's Avatar
 
Join Date: Oct 2010
Location: earth....I think.
Default Re: How to build an ability that shuts down your power if used.

Quote:
Originally Posted by Plane View Post
B61 "Alternative Attacks" was the basis for AA... restrictions being

1) cannot use them simultaneously
2) can't be combined with Link (which is really just a natural consequence of previous )
3) critical failure or malfunction disabling one disables all
4) if most expensive is drained/neutralized, cheaper ones won't work either
I don't see a mention of Limited Use.

Powers 11 lists "three drawbacks" for Alternative Abilities". Were you thinking that it was the 2nd point or the 3rd which might apply to Limited Use?
I never mentioned Limited Use.


Takes Recharge Basic pg. 115

"Your ability requires “recharging”
after each use. It is unavailable during
the recharge period..."


Alternative Abilities Powers pg. 11

"3. Using an ability that can’t be activated again until its duration
expires (e.g., Neutralize with the Power Theft enhancement, or almost
anything with the Ranged enhancement) means that none of the abilities
are available for the duration."

Stands to reason that when an ability with "Takes Recharge" is part of a A.A. group, then when it is used you can not use any other ability in that group until it is recharged. If all abilities in that A.A. group has takes recharge then when ever you use one you have to wait till it is recharged to use it again or switch to another ability (I would allow PCs to switch to a different ability while it is recharging but add an additional turn of "charging").

Is that more clear for you?
zoncxs is offline   Reply With Quote
Old 12-24-2019, 09:06 AM   #7
Daigoro
 
Daigoro's Avatar
 
Join Date: Dec 2006
Location: Meifumado
Default Re: How to build an ability that shuts down your power if used.

For an alternate take, anything part of the power set affected should have the same Power Modifier, which has a "shutdown" Limitation on it.

As it happens, Pact basically does this. Pointwise, it's basically the same as "Pact: Don't Use My Burn-out Power."
__________________
World Wikis:
Cyberpunk: Duopoly Nation
Fantasy: Dominion Cross
Space Opera: Behind the King's Eclipse
Steampunk: Colonial Steam
Daigoro is online now   Reply With Quote
Old 12-25-2019, 11:23 AM   #8
Plane
 
Join Date: Aug 2018
Default Re: How to build an ability that shuts down your power if used.

Quote:
Originally Posted by zoncxs View Post
I never mentioned Limited Use.

Takes Recharge Basic pg. 115

"Your ability requires “recharging”
after each use. It is unavailable during
the recharge period..."
Right, I mixed them up, though it's a similar idea because when you've used up your Uses then Limited Use is normally unavailable as well.

Quote:
Originally Posted by zoncxs View Post
Alternative Abilities Powers pg. 11

"3. Using an ability that can’t be activated again until its duration expires
In the case of either Takes Recharge or Limited Use, do these count as "duration" though? Usually duration means when an ability is active, not when an ability is inactive.

A 3rd limitation we could also throw into comparison would be "Maximum Duration" since that requires a 5-minute downtime between uses.

I'm just not sure why it would apply to these but not other limitations...

Like for example with "requires IQ roll", a failed roll means you must spend 1 FP to attempt to use the advantage again...

Should that also mean you must spend 1 FP to use any alternative abilities for it?
Plane is offline   Reply With Quote
Reply

Tags
abilities, limitations, 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 07:15 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.