07-30-2020, 09:33 AM | #1 |
Join Date: Feb 2016
|
More Thoughts on Modular Abilities
Modular Abilities, especially Cosmic Powers and Slotted Cosmic Powers, offer a lot of versatility. If they are properly limited, they can replace the breadth of Wildcards at a cheaper cost, though they will not grant Wildcard Bonus Points. It is important to note that Modular Abilities allow the reallocation of points while activated, not the use of points while activated, so modifiers apply to the reallocation, mwaning you can use anything granted by Modular Abilities without restriction (subject to any modifiers of the new ability/skill).
For example, a character with Trained by a Master [30] could potentially possess Modular Abilities 48 (Slotted Cosmic Powers; Chi, -10%; Cinematic Skills Only, -20%; Emergencies Only, -30%; Takes Recharge, 15 seconds, -20%) [50]. During emergencies, up to once every 15 seconds, the character can reallocate 48 CP to one cinematic skill. This would represent a character with an intermittent connection to deeper mysteries (a master would have a less limited version). |
07-30-2020, 10:10 PM | #2 |
Join Date: Feb 2016
|
Re: More Thoughts on Modular Abilities
One possible use of Modular Abilities would be to use them to represent a number of alternative abilities for a central ability within a single power. Since alternative abilities are 1/5th the cost, Modular Abilities could allow for a wide variety of abilities much more cheaply than with a Wildcard Ability.
For example, imagine that we have a 500 CP super with Telepathy (Psionic) Talent. Their central ability is going to be Illusion (Based on Will, +20%; Initiative, +100%; Mental, +100%; Stigmata, +100%; Reliable 10, +50%; Telepathy, -10%) [115]. With 115 CP for the central ability, the maximum value of an alternative ability can be 23 CP. Since you can only have one alternative ability on at a time, Modular Abilities (Slotted Cosmic Powers) would be the best fit. For example, the above character could take Modular Abilities 23 (All-Out, -25%; Backlash, Euphoria, Resisted by HT, -15%; Psionic, -10%; Trait-Limited, Telepathy Abilities Abilities Only, -30%) [25]. By taking an All-Out Ready maneuver, the character is capable of allocating points for a mental alternative ability for the Illusion. Whether they succeed or fail, they must a HT roll to avoid suffering Euphoria for minutes equal to their margin of success as they attempt to change their brain chemistry to improvise telepathic abilities. Of course, another character can negate the utility of the new alternative ability by neutralizing the central ability (neutralizing Modular Abilities would only prevent the character from reallocating the points). |
07-30-2020, 10:47 PM | #3 | |
Join Date: Jun 2010
Location: Dreamland
|
Re: More Thoughts on Modular Abilities
Quote:
|
|
07-30-2020, 11:53 PM | #4 |
Join Date: Feb 2016
|
Re: More Thoughts on Modular Abilities
Both Basic and Powers discusses Modular Abilities as rearranging points within a pool, with the limitations of Modular Abilities being different from the limitations of the abilities from the pool. The abilities (or skills) are set until the next use of Modular Abilities (Modular Abilities do not have a duration, they are an instance of transformation). For example, Modular Abilities may have Costs FP for the rearranging of the pool into new abilities while the new abilities may have Costs FP for using the new abilities (Powers, p. 63).
|
07-31-2020, 09:41 AM | #5 |
Join Date: Aug 2007
Location: Denver, CO
|
Re: More Thoughts on Modular Abilities
We've been known to use Modular Abilities to make the jump from "most" or "many" to the cinimatic "all"
For instance, with Contacts, you have to specify what they know and where they are. But with Modular Abilities usable only on Contacts (single trait), you know Somebody in every city. Similarly, you can spend a bunch of points on specified languages OR you can get 18 points of Modular Abilities in languages (single trait) letting you speak & write any 3 languages at a time. Like any Modular Ability, these require extensive oversight and may be subject to something like a Pact where Contacts may not be reliable over 15 or... something. |
07-31-2020, 11:06 AM | #6 |
Join Date: Feb 2016
|
Re: More Thoughts on Modular Abilities
Modular Abilities 12 (Slotted Cosmic Powers; Focus-Limited, Cities for which the character possesses the Area Knowledge Skill, -10%; Preparation Required, 1 hour, -50%; Social, +0%; Trait-Limited, Contacts Only, -20%) [14] could represent the 'legwork' done by a traditional PI. Preparation Required would represent the time required to find a specific contact. It is not even necessarily unrealistic, limited Modular Abilities can just be a shorthand for realistic capabilities, such as a social character knowing a lot of people in specific cities.
|
07-31-2020, 02:39 PM | #7 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: More Thoughts on Modular Abilities
Quote:
|
|
07-31-2020, 03:22 PM | #8 | |
Join Date: Sep 2004
|
Re: More Thoughts on Modular Abilities
Quote:
In many cases you could apply pool limitations directly to the abilities inside the pool, but a) it makes it a bit more math to work out the cost of the ability and b) it doesn't work as well with abilities that normally can't get modifiers such as skills. |
|
07-31-2020, 03:31 PM | #9 |
Join Date: Jul 2009
|
Re: More Thoughts on Modular Abilities
A simple kludge might be to have limitations work normally on both the ability to change points and the ability to use powers within the pool, but allow people to take half-value limitations that only apply to the former.
There will still be exploits but at least the egregious ones will have to aim for -160% worth of limitations instead of -80%. |
07-31-2020, 03:59 PM | #10 | |
Join Date: Mar 2013
|
Re: More Thoughts on Modular Abilities
Quote:
__________________
A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
|
Thread Tools | |
Display Modes | |
|
|