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Old 04-03-2012, 12:11 PM   #11
the_matrix_walker
 
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Default Re: Powers and the limits of Morph

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Originally Posted by Not another shrubbery View Post
I think that's right. 300 points should give you a pretty useful ability. Was that the only clarification you needed, though?
yep! Thank you. I used to think Improvised Forms let you mix your memorized forms together and with your normal racial template, but now I've seen the light.
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Old 04-03-2012, 12:49 PM   #12
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Default Re: Powers and the limits of Morph

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Originally Posted by the_matrix_walker View Post
yep! Thank you. I used to think Improvised Forms let you mix your memorized forms together and with your normal racial template, but now I've seen the light.
I think that is what it does. They key is adding No memorization required which lets you bring in other forms.
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Old 04-03-2012, 06:40 PM   #13
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Default Re: Powers and the limits of Morph

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Originally Posted by Refplace View Post
I think that is what it does. They key is adding No memorization required which lets you bring in other forms.
No Memorization Required just lets you memorize a form that you have already taken via visual or tactile sample and add it to your morph memory catalog automatically (rather than taking a minute and making an IQ roll). Improvised Forms lets you throw whatever physical ability you want into your template, the only limitation listed is that if must exist in your game world unless you have Cosmic. This seems to negate the need for Memorization. You Improvise instead of working from sample or memory.

So these two builds....

*Morph, 30 point template, (Cosmic, +50%; Improvised Forms, +100%; Reduced Time 4, +80%; Unlimited,+50%) [380+30=410]

*Cosmic Modular Ability 30 (Physical, +50%) [450]

Seem to function identically, except for the exception that the Morph version can make all it's changes in a single transformation, and the Modular Ability build would wish abilities into existence one per turn. So Morph becomes the better choice than Modular Abilities onece you can afford it with all the bells and whistles (unless you are narrowing the scope with limitations, which that pile of Morph enhancements would soak up and hardly notice and are cannon on Modular Abilities)

Last edited by the_matrix_walker; 04-03-2012 at 06:56 PM.
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Old 04-03-2012, 06:59 PM   #14
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Default Re: Powers and the limits of Morph

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Originally Posted by the_matrix_walker View Post
So these two builds....

*Morph, 30 point template, (Cosmic, +50%; Improvised Forms, +100%; Reduced Time 4, +80%; Unlimited,+50%) [380+30=410]

*Cosmic Modular Ability 30 (Physical, +50%) [450]

Seem to function identically, except for the exception that the Morph version can make all it's changes in a single transformation, and the Modular Ability build would wish abilities into existence one per turn. So Morph becomes the better choice than Modular Abilities onece you can afford it with all the bells and whistles (unless you are narrowing the scope with limitations, which that pile of Morph enhancements would soak up and hardly notice and are cannon on Modular Abilities)
Also Morph grows faster after that bigger initial investment.
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Old 04-03-2012, 07:06 PM   #15
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Default Re: Powers and the limits of Morph

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Also Morph grows faster after that bigger initial investment.
Yup, I picked the 30 point level for the example because it was pretty close to the break point.
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