08-26-2020, 09:44 AM | #41 |
Join Date: Feb 2016
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Re: Useful Low-Powered Abilities [Powers/Supers]
Could you please point out where Maximum Duration applied to Modular Abilities is discussed in the books then?
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08-26-2020, 11:38 AM | #42 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Useful Low-Powered Abilities [Powers/Supers]
Modular Abilities is discussed on pages B71 and Powers p.62.
Maximum Duration appears on Powers p. 111. |
08-26-2020, 11:45 AM | #43 | |
Join Date: Aug 2018
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Re: Useful Low-Powered Abilities [Powers/Supers]
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It's not a huge limitation (actually -0% if every 24 hours) but it could be a big problem for shorter periods if someone lost their ability to drive or fight or cast spells at an inopportune moment where they'd want longer periods of constant access to the skill. |
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08-26-2020, 11:52 AM | #44 |
Join Date: Feb 2016
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Re: Useful Low-Powered Abilities [Powers/Supers]
Yes, I know. What I was asking though is if there is a canon example of Modular Abilities with Maximum Duration. As far as I can tell, Modular Abilities is a transient rather than an always on ability, meaning that it gives you the capability to reallocate a pool of points rather than giving you access to a pool of points. If it is only granting reallocation of a pool, Maximum Duration is not valid, but anti-powers will only prevent future reallocations of the pool of abilities. If it is granting a pool of points, Maximum Duration is valid, but anti-powers can disrupt the pool of abilities.
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08-26-2020, 12:55 PM | #45 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Useful Low-Powered Abilities [Powers/Supers]
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08-26-2020, 04:07 PM | #46 |
Join Date: Feb 2016
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Re: Useful Low-Powered Abilities [Powers/Supers]
There are three categories of abilities in Powers (p. 153-154). They are Always On, Switchable, or Transient. Modular Abilities are not Always On and they are not Switchable, so they must be Transient. Modular Abilities are 1) normally off, 2) the user must trigger it every time they want to use it, and 3) the effects occurs an instant and immediately shuts off (for example, changing point allocation with Cosmic Powers and Slotted Cosmic Powers takes 1 ready action per ability).
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08-26-2020, 04:12 PM | #47 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Useful Low-Powered Abilities [Powers/Supers]
I don't think your characterization of Modular Abilities in that framework is correct, but apart from that, the text of Maximum Duration doesn't reference any of that, as you will see when you read it.
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08-26-2020, 04:53 PM | #48 | |
Join Date: Sep 2004
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Re: Useful Low-Powered Abilities [Powers/Supers]
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08-26-2020, 06:55 PM | #49 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Useful Low-Powered Abilities [Powers/Supers]
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08-26-2020, 07:08 PM | #50 |
Join Date: Feb 2016
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Re: Useful Low-Powered Abilities [Powers/Supers]
Always On and Transient are mutually exclusive categories by definition. You cannot have an ability that applies to both categories.
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powers, supers |
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