03-19-2016, 08:00 AM | #1 |
Join Date: Mar 2015
Location: Montana
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[GURPS General] A "seesaw pool" power?
Good day!
I'm hoping for some help with a power idea, currently just a concept, but maybe for a supers game. The character has a 'pool' of TK (or magnets, or flame, or whatever) that he can apply to various attributes. The specific example I'm thinking of is a telekinetic, who can use small lightweight junk to armor himself, and/or increase his strength and speed. He would have a "seesaw pool", so if he put all his pool into armor, he'd have no enhanced ST/Spd, and vice versa, on a sliding scale. This would enable him to be a heavily defended tank with no offense, or a glass cannon, or a moderately defended, moderately aggressive state. The idea was inspired a little by the Great and powerful turtle (wild cards) and a bit by DC's superboy from the 90's. How could this work? Can you build a modular power pool with only 2 or 3 options, and if so, how much discount would that offer? Modular seems like a really expensive way to build this. Alternative abilities would work, I think, but would lock the player into various specific point values, and require a lot of precalc, although I realize this is going to be precalc heavy no matter the build. To be as concrete as possible: He could have +6 ST and +3 Basic move (Psionic, linked) for, what, around 105 points. Or, +2 ST and +1 Basic move, and 12 DR, around the same value. Or 21 DR and no ST and no MV. I'm not working this, just doing it in my head, but it's a ballpark. I'd like to include a few specifics that may be beyond the scope of this; maybe if he puts all of it into move, he can do telekinetic flight, or all into ST he can do super-effort. I'd also like to require extra time to 'build' his defenses up, as he gathered junk, but enable him to drop them instantly as he moved his pool towards ST/Spd. The last thought is that the character would have cowardice, and would have to often balance protecting himself vs. helping the team. |
03-19-2016, 08:02 AM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [GURPS General] A "seesaw pool" power?
This is a classic case of alternate abilities. Don't use modular until you have 5 or more options to put points in.
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03-19-2016, 08:14 AM | #3 | |
Join Date: Sep 2004
Location: Canada
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Re: [GURPS General] A "seesaw pool" power?
Quote:
The OP wants partial bits of both. Which sounds like a highly limited cosmic modular ability, and is likely well over the minimum 5 abilities to be point efficient.
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03-19-2016, 08:41 AM | #4 | |
Join Date: Sep 2007
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Re: [GURPS General] A "seesaw pool" power?
Quote:
100% DR, 0% TK 75% DR, 25% TK 50% DR, 50% TK 25% DR, 75% TK 0% DR, 100% TK and make those sets elements of the AA. Lots of granularity and completely free choice, and the Modular Ability will be cheaper. But if you can live with just a few possible reconfigurations, AA will still work out. Last edited by Anaraxes; 03-19-2016 at 08:59 AM. |
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03-19-2016, 08:51 AM | #5 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [GURPS General] A "seesaw pool" power?
You take each level of DR separately but stacking, and each level of TK separately but stacking. Or break it up as you see fit -- four pieces is probably sufficient.
Though I will admit I traditionally house rule that alternate abilities can be arranged into any configuration in one sitting, as long as the math comes out all right. here I was encouraged in this sort of mentality
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03-19-2016, 09:19 AM | #6 | |
Join Date: Mar 2015
Location: Montana
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Re: [GURPS General] A "seesaw pool" power?
Quote:
20 DR, 0 ST/Spd for the main. Then a 10 point Alt of 15 DR, +1 ST, +1 Spd Then a 10 point Alt of 10 DR, +2 ST, +2 Spd, etc? Just to see if I understand what you're saying. I'm starting to think a '5 item limit' on a Modular might actually work better; then he could put it into flight, SPD, ST, or DR .. and maybe something else.. um.. a knockback, maybe. |
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03-19-2016, 09:32 AM | #7 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [GURPS General] A "seesaw pool" power?
Quote:
4 DR [20] five different times +2 ST [20/5=4] five different times as alternates to the 5 DR packages +1 Spd [20/5=4] five different times as alternates to the 5 DR package I pay 140 for the whole thing, and can get any configuration I want. stickler GM's will object that it takes 5 readies to get any configuration by strict strict RAW. I wouldn't. And yes, I normally GM and would recommend this to my players.
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03-19-2016, 10:05 AM | #8 |
Join Date: Dec 2008
Location: Behind You
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Re: [GURPS General] A "seesaw pool" power?
Call me a stickler, but I would make this Modular Abilities. =)
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03-19-2016, 11:36 AM | #9 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: [GURPS General] A "seesaw pool" power?
What about Wildcard Powers from Supers?
It's somewhat hard to restrict the usefulness of TK, however. But it can be easier.
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Tags |
psionic powers, supers |
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