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#1 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
I do think the Pact might be going overboard though. In particular, the Pacifism and Vow seem to overlap with the Sense of Duty. The GM will have to be very mindful of making this character feel all [-50] cp of the Pact's disadvantages. |
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#2 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Quote:
But Modular Abilities: Divine Inspiration isn't slotted but a variation of Modular Abilities: Cosmic which isn't slotted but a pool and CAN have multiple small abilities. |
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#3 |
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Join Date: Nov 2009
Location: Oregon
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Ah, my apologies. That does expand its usefulness considerably. Still, at just 15 cp it'll be hard to fit a wide range of powers in it, so I think supplementing it with Alternative Abilities could be helpful.
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#4 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Quote:
if you were happy spending all 100 point on the modal ability you could have a Total of 35. Though options like Energy Reserve (Divine) is another good choice. |
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#5 |
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Join Date: Mar 2011
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Okay, magic as powers: My preferred way to do this is modular abilities. If you have powers or psionic powers you can assemble the slotted version of cosmic: I.E. wish for any ability you want, costs 7+5/cp. Otherwise you'll need to stick with the 10/cp cosmic power one. You'll want physical +50%. You'll probably want some limitations: extra time, pact ("Vow: never used edged weapons" and "DoF: never be too rich" are good ones), maybe a nuisance effect (glowing light radiates from you making you unsteathable and rapidly destroying any metal armor you aren't wearing because it costs too much -10%)
Anyway regardless of the details you should end up with roughly a 0% overall modifier. Then sink a bunch of points into this, say... 150 (it is your main shtick) and you now have a 30 or 15 point modular ability slot! Any physical ability you want is yours. Now buffing is amazingly effective in GURPS. Even more so if you have modular abilities to back it up. For maximum effectiveness and flavor you'll want the following ability: affliction, malediction, melee range C, increased duration (as much as you can get away with). Costs roughly 32 points. Now something important to note about modular abilities? They can enhance existing advantages. So at 15-30 point modular ability slot you had? Well now it can be used to make your affliction better. Either make it nasty and sleep enemies, or make it grant advantages and buff your teammates. Congrats now you are an effective fighter (save or die attacks), and an effective support unit (granting luck, serendipity, DR, acute (sense), magery, striking ST, chameleon, energy reserve, unfazable, ect.) makes you all around amazing. |
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| Tags |
| cleric, healer, mage, magic, super |
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