04-16-2017, 03:40 PM | #1 |
Join Date: Apr 2017
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Alternative Abilities in a Modular Slot?
Is it legal to put an Alternative Ability into a one slot modular ability?
The best example of something like this I can think of would be someone with a power like Green Lantern or Quasar. Where they can create objects our of pure energy. Let's say they wanted to make a Sword. If you only had one Modular Slot, could you put something like the attack below into a 16 point, 1 slot Modular Ability? 2d Cutting Attack [14]; 1d Impaling Attack (Alternative Attack, x1/5) [2] |
04-16-2017, 04:24 PM | #2 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Alternative Abilities in a Modular Slot?
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04-16-2017, 05:15 PM | #3 |
Join Date: Apr 2017
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Re: Alternative Abilities in a Modular Slot?
Sorry, I'm not sure what you are saying there.
If I have: Modular Ability, Slotted Cosmic Power: 1 Slot with 20 Points, that allows you to make constructs out of green energy, could you make the traditional cutting/alternative impaling attack sword? |
04-16-2017, 05:53 PM | #4 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Alternative Abilities in a Modular Slot?
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Edit: Ah, never mind, read that wrong. In the narrow case of Alternate Attack to represent two attack modes of a single ability (such as thrust and swing), I would treat the combo as a single power.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 04-16-2017 at 05:57 PM. |
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04-16-2017, 06:04 PM | #5 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Alternative Abilities in a Modular Slot?
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Foo Attack 1 Foo Ability 1 Foo Ability 2 Foo Modular Abilities If you have all four in the Alternative Abilities chain (thus paying for the most expensive one and 1/5 for the rest) it's obvious what you can do. All abilities work as advertised. If you wanted to use more than one ability/attack at the same time you'd paid for the most expensive one and then the next most expensive for being able to use two at once, the three most expensive for three, and so on What you can't do is switch to a modular ability and then use that modular ability to purchase a trait that's 1/5 the cost. That's because you're already using your AA "slot" to use modular abilities so using it again to get a 1/5 costing power is gonna be odd. I'm not against allowing it - look at Sorcery - but the GM needs to be in on it every step of the way because it could be abusive.
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04-16-2017, 09:57 PM | #6 |
Join Date: Apr 2017
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Re: Alternative Abilities in a Modular Slot?
Sorry, I guess I'm not explaining what I mean very well.
Let's say you have Slotted Cosmic Modular Abilities (with Physical). You have 3 Slots, each with 20 points. Would this be legal? Slot 1: 4d Burning Attack [20] Slot 2: DR 4 [20] Slot 3: Energy Sword, 2d Cutting [14] with a 1d Impaling Alternative Attack [2] |
04-16-2017, 10:02 PM | #7 |
Join Date: Jul 2007
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Re: Alternative Abilities in a Modular Slot?
Right, you're not talking about the Modular Abilities itself being an AA, but having an AA within the Modular Ability (while the Modular Ability is a full-value Advantage)?
In that case, I am with RyanW in that I think it would be allowable. But as usual, the GM would have the final call. |
04-16-2017, 10:04 PM | #8 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Alternative Abilities in a Modular Slot?
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04-16-2017, 11:21 PM | #9 |
Join Date: Apr 2017
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Re: Alternative Abilities in a Modular Slot?
Okay, cool.
How about something more complicated. Could you do this in one 25 point slot: Altered Time Rate 1 (Super Speed, +20%; Costs Fatigue: 20 per minute, -100%) [20] / Enhanced Move 5 (Costs Fatigue: 16 per minute; Alternative Ability, x1/5) [4] |
04-16-2017, 11:26 PM | #10 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Alternative Abilities in a Modular Slot?
I don't see an issue here either. Though the FP costs are a bit crazy.
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