[Power-Ups 4: Enhancements] Modifiying Traits
I'm wondering if anyone has worked samples of builds done using the rules on page 11 of this book for Modifying Other Traits. I did one and will post it if I can find it, but I remember wondering at the time if I had done it right.
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Re: [Power-Ups 4: Enhancements]Modifiying Traits
There is nothing difficult about that as far as I see. Just take the total value and not only the bought value and calcultate the enchantment to it.
We have one in use: Move bought with cosmic: Does not trigger waits: +50% bought at 2.5 points*total move value. Thus her other actions can trigger waits but movement cannot. Thus enemy with a "if some enemy comes into melee range I will strike" does not get the wait action, but someone with "if I am attacked in melee I will strike at them" does get it. There was talk of buying IQ with No die roll required at 20 points*total IQ.. but not done at least so far. And so on. |
Re: [Power-Ups 4: Enhancements]Modifiying Traits
That seems straightforward, thanks. But I think there are cases more complicated.
For instance, I would like to remove the two seconds of Concentration before you can jump your full distance. Obviously the modifier to use is Reduced Time, but how to I get a base cost for the ability to jump? |
Re: [Power-Ups 4: Enhancements]Modifiying Traits
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So say Cannot Jump is X points. Then you buy Cannot Jump, and buy it off as Can Jump (Reduced Time 2). That will give you a net positive point value equal to the difference. |
Re: [Power-Ups 4: Enhancements]Modifiying Traits
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Based on your suggestion, I found one reference to not being able to jump, under Legless (Tracks or Wheels) [-20]. The essential effects are: "you can neither jump nor negotiate obstacles that require arms and legs working together (e.g., a ladder or rope). You always leave a visible trail..." Now the trail sounds like Nuisance, so call it 5% of the total [1], but splitting the other elements leaves me uncertain. |
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