Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 01-26-2010, 09:51 AM   #1
Dorin Thorha
 
Dorin Thorha's Avatar
 
Join Date: Oct 2009
Default Modular Abilities and Limited Use?

When you use modular abilities, can you take Limited Use limitations on the advantages you take? It seems unbalanced. For example take my 300/-150 super, Universal Man: He has 50 points in a basic build and a high Innate Attack skill, and 400 points in Cosmic Pool 20 (Physical and Mental). So suppose he faces the mighty mage Kazmoto, and Kazmoto starts charging a Lighting spell. Universal Man concentrates for 1 second and puts 20 points into DR (Ablative, Magic Electricity, any other useful limitations). After the mage fires, burning a huge amount of FP and probably inflicting only minor damage, Univeral Man thinks up an Innate Attack (Toxic, 1 Use Only): 25d ftw! This is effectively making Takes Preparation (1 second) a -80% limitation. Is this the rules? Does it need a explicit GM ban? Or am I missing something?
__________________
<><
Dorin Thorha is offline   Reply With Quote
Old 01-26-2010, 10:57 AM   #2
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: Modular Abilities and Limited Use?

It wasnt specifically listed as a ban from anything I read but I consider limited use to affect the whole power/modular ability not just waht you bought.
So if you limit use on MA then it ties up those points for the day.
Refplace is offline   Reply With Quote
Old 01-26-2010, 11:57 AM   #3
Anaraxes
 
Join Date: Sep 2007
Default Re: Modular Abilities and Limited Use?

It's legal to modify either the power that goes into the slot, or the MA as a whole. The two methods give you somewhat different feel in play. (Either "I've burned my power for the day" or "I've burned my power until I can reconfigure".)

See the rules under MA about reconfiguring your "slots". As I recall*, the change on a whim, anything you like at the moment method is Cosmic mod that makes the slot cost 10 times as much as just buying that power would be. Buying a power for the slot as One Use Only (1/5th cost) means you're still paying twice as much for it.

UM's DR is only going to stop half of Dedicated Lightning Mage's attack. UM is flexible, but weak for the point cost.

*IDHMBWM
Anaraxes is offline   Reply With Quote
Old 01-26-2010, 12:23 PM   #4
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: Modular Abilities and Limited Use?

If you configure Modular Abilities into something bought with Limited Use or Takes Recharge or another limitation that "knocks your power offline" for a time, the points you assigned into that ability are "offline". You may or may not be able to reconfigure them before they come "online" again (GMs call), but you can't USE them until the next day (for Limited Use) or whatever the Recharge period is.

The alternative is to forbid it on the configured advantage entirely, which is also fair and has the advantage of simpler book-keeping.
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 01-26-2010, 12:26 PM   #5
munin
 
Join Date: Aug 2007
Location: Vermont, USA
Default Re: Modular Abilities and Limited Use?

Would you apply the same rule to inherently limited advantages like Luck? If you allocate Luck and use it, you can't reallocate the points assigned to it until an hour has passed?
munin is offline   Reply With Quote
Old 01-26-2010, 12:35 PM   #6
Vaevictis Asmadi
 
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
Default Re: Modular Abilities and Limited Use?

Is there any way, without breaking the system, to create an Enhancement for Modular Abilities (Cosmic Power) that allows a character to "add" points to their Cosmic pool by buying Disadvantages? Not just any Disadvantage, but specifically those that apply constantly rather than having a periodic trigger: ie, One Arm or Blindness, but not Draining.

First I thought +100% for a Cosmic enhancement would be OK, but that seems very under-costed. If all the Disadvantages I thought would be acceptable were added up, attached to the character, and then countered by giving them enough Cosmic Power points to buy off those Disads whenever they like, then I get over 600 modular pts, not including the modular points that let you buy Advantages!
Vaevictis Asmadi is offline   Reply With Quote
Old 01-27-2010, 06:29 AM   #7
Dorin Thorha
 
Dorin Thorha's Avatar
 
Join Date: Oct 2009
Default Re: Modular Abilities and Limited Use?

Quote:
Originally Posted by Bruno View Post
If you configure Modular Abilities into something bought with Limited Use or Takes Recharge or another limitation that "knocks your power offline" for a time, the points you assigned into that ability are "offline". You may or may not be able to reconfigure them before they come "online" again (GMs call), but you can't USE them until the next day (for Limited Use) or whatever the Recharge period is.

The alternative is to forbid it on the configured advantage entirely, which is also fair and has the advantage of simpler book-keeping.
But is that RAW, or just the way you'd GM it? And although that makes sense with Cosmic Pool, it doesn't really make sense with the other forms of Modular Abilities. If I install a one-use FP booster in my Chip Slot, then after it's burned up I should be able to buy another one and install it.
__________________
<><
Dorin Thorha is offline   Reply With Quote
Old 01-27-2010, 06:26 AM   #8
Dorin Thorha
 
Dorin Thorha's Avatar
 
Join Date: Oct 2009
Default Re: Modular Abilities and Limited Use?

Quote:
Originally Posted by Anaraxes View Post
It's legal to modify either the power that goes into the slot, or the MA as a whole. The two methods give you somewhat different feel in play. (Either "I've burned my power for the day" or "I've burned my power until I can reconfigure".)

See the rules under MA about reconfiguring your "slots". As I recall*, the change on a whim, anything you like at the moment method is Cosmic mod that makes the slot cost 10 times as much as just buying that power would be. Buying a power for the slot as One Use Only (1/5th cost) means you're still paying twice as much for it.

UM's DR is only going to stop half of Dedicated Lightning Mage's attack. UM is flexible, but weak for the point cost.

*IDHMBWM
Yes, Cosmic Pool is 10 points per, and 20 points if you want physical advantages. So Universal Man has 20 points to arrange. But One Use Only brings it up to 100, and then he can add limitations for anything Mage-Boy can't do to him, so he's going to have a LOT of DR. To build a Lighting Spell with enough power to penetrate is going to take almost the 400 point UM spent on his ablilities. With so many points in the Lightning Spell, Magery, and other stuff, Mage-Boy isn't going to have much defenses with which to stop UM's return fire.
__________________
<><
Dorin Thorha is offline   Reply With Quote
Reply

Tags
cosmic power


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:27 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.