10-17-2012, 05:11 PM | #11 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Special Recharge: Take a Penalty
If you don't mind the regular recharge rate you can also just put Temporary Disadvantage on your Energy Reserve.
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10-17-2012, 08:39 PM | #12 | |
Join Date: Oct 2007
Location: Vermont
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Re: Special Recharge: Take a Penalty
Quote:
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My ongoing thread of GURPS versions of DC Comics characters. |
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10-17-2012, 08:42 PM | #13 | |
Join Date: Oct 2007
Location: Vermont
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Re: Special Recharge: Take a Penalty
Quote:
My assumption would be that Temporary Disadvantage on an Energy Reserve would mean you have that Disadvantage while you're spending ER, but I can see how having it be while you're recharging would be worth just as much. But if it's a choice, I'd require switchable on the ER as well, otherwise the temporary disadvantage kicks in automatically.
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My ongoing thread of GURPS versions of DC Comics characters. |
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10-17-2012, 09:59 PM | #14 | |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Special Recharge: Take a Penalty
Quote:
There's an ability in GURPS Supers based on Regeneration which has Temporary Disadvantage without first requiring Switchable (Hyper-Metabolism, p. 53) but there's another ability based on Striker that does have Switchable (Hammerhand, p. 51), so I don't think Temporary Disadvantage automatically makes an ability switchable. Advantages like Regeneration and Energy Reserve are simply "always on" ... but only when they're recharging or being used? So, yes, the Temporary Disadvantage would kick in whenever you drew on the ER and stay on until the ER is fully recharged (unless you also took Switchable, which would allow you to turn off the recharging and thus the temporary disadvantage too -- in that case I'd say use would entail a minimum of 1 minute of the temporary disadvantage). |
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