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Old 07-16-2012, 12:20 PM   #21
Justaguy
 
Join Date: Jun 2011
Default Re: [Powers] how to make a fetish

Sorry Bruno, what I meant to say is that I was not sure I understood you correctly. English is not my native language and I was a bit confused by your answer, that's why I worked out a counterexample. With your examples now I can see clealy what you mean.

And we agree. The modified advantage cost must be used in the affliction formula. I just can't remember if or where I read that in the RAW. That's why I asked for someone to confirm. So thanks and sorry for the mixup :)
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Old 07-16-2012, 12:37 PM   #22
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Default Re: [Powers] how to make a fetish

No problem, glad I could help sort it out :)
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Old 07-16-2012, 12:43 PM   #23
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Default Re: [Powers] how to make a fetish

Quote:
Originally Posted by Snaps View Post

Keep in mind that all of the gadget limitations, and the permanent enhancement will need to go on the Affliction you buy with the modular points, not on the above modular advantage itself!
Modular abilities can enhance afflictions or other advantages. A cool trick is to have the advantage you want, and then use MA to enhance it.
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Old 07-16-2012, 12:51 PM   #24
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Default Re: [Powers] how to make a fetish

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Originally Posted by Lamech View Post
Modular abilities can enhance afflictions or other advantages. A cool trick is to have the advantage you want, and then use MA to enhance it.
Would you care to explain this one?
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Old 07-16-2012, 12:57 PM   #25
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Default Re: [Powers] how to make a fetish

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Originally Posted by Justaguy View Post
Would you care to explain this one?
From modular abilities

"You may rearrange these points to add a skill (spell, technique, etc.) or mental advantage temporarily – or to improve such a trait, if you already have it."

So say I have modular abilities cosmic (physical +50%) 30 and affliction. I could use my 30 points of modular abilities to improve affliction to affliction (heart attack +30%)
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Old 07-16-2012, 01:10 PM   #26
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Default Re: [Powers] how to make a fetish

Quote:
Originally Posted by Justaguy View Post
Would you care to explain this one?
Basic Set, page 71 (emphasis mine):
Quote:
You may rearrange these points to add a skill (spell, technique, etc.) or mental advantage temporarily – or to improve such a trait, if you already have it.
Let's go back to Alice. Alice still has her Afflict Magical Forcefield power. But now she also has 6 levels of Super Memorization Modular Ability (she reads new spells from spell books) for [23] points. Alice has two spellbooks: one is used by demons to increase their natural protection, the other is used by wizards to harden the magical shield created by Afflict Magical Forcefield.

The first book contains the formula for +1 DR (Forcefield, +20%) [6] but is only useable by demons. Alice can't use it, but if Bob had the same Modular Ability, Bob could use it to add one level to his existing DR.

The second book contains the formula for upgrading the Advantage modifier on Afflict Magical Forcefield - it adds Hardened, +20% to the DR advantage afflicted. The new advantage is DR 6 (Hardened, +20%; Force Field, +20%) and would cost [42] points. This means the Advantage enhancement is now +420%, and the final cost of Afflict Magical Forcefield (Hardened) is [61] points.

In both cases, the point difference is 6 points, so it only takes 6 levels of Modular Ability to add one or the other. Alice can't use the first book, but she can use the second.

You may improve an ability any way you have enough points for, as long as a limitation or restriction on your Modular Ability doesn't prevent you from doing so.
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Old 07-16-2012, 01:58 PM   #27
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Default Re: [Powers] how to make a fetish

Ok thank you both, I understand :-)
A very interesting ability indeed, and one to monitor carefully as GM!
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Old 07-16-2012, 02:19 PM   #28
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Default Re: [Powers] how to make a fetish

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Originally Posted by Justaguy View Post
Ok thank you both, I understand :-)
A very interesting ability indeed, and one to monitor carefully as GM!
Yup, especially with buffing afflictions. "I give the party +4 striking strength, +4 DR, combat reflexes, talent: X, +1 enhanced defense, acute senses (all of them) +10, luck, serendipity ... Alright then, that was totally worth the 150 points."
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