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Old 09-08-2014, 12:00 PM   #7
MagnetoHydroDynamics
 
Join Date: Jun 2011
Default Re: Modular Abilities and Alternate Abilities

Modular abilities work well to model "cantrip" superpowers.

I am working on a power concept based around having a ridiculous amount of small powers (and subsequently using them for maximum game-breaking effect.)

With the "Physical +50%" enhancement, a lengthy catalogue (6 points per slot) and switching abilities taking upwards of a minute of concentration and up to half an hour before they come "on line" (takes time, 5 points per MA point,) a power limitation "Super power -10%" and some other stuff like "Unreliable (inexact) -30%" and "Super powers only -10%" and multiplicative modifiers the price is quite fair.

It enables the character to have a number of probability manipulation abilities, a number of odd combat powers, charisma and chamelion, improved physique and many, many, many other abilities.
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