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Old 08-02-2019, 03:35 PM   #7
WhiteFox1618
 
Join Date: Mar 2013
Location: Sackville NB, Canada, Previously Inuvik NWT
Default Re: [Powers] Putting multiple abilities into an Alternative Ability slot

There's the option of taking multiple alternate ability slots... pay full cost for the two most expensive abilities, and the PC can access any two abilities in the set (I have a cyberpsi mecha pilot in an "anime-like" campaign, with; digital mind reading, digital mind probe, and vehicular possession from pyramid3_30), as alternate abilities. I plan on taking a second alternate ability slot once I accumulate the points to do so.

An alternative to alternate abilities, taken from biotech (ostensibly for switchable body parts), is using Temporary Disadvantage, doesn't have "other advantage," (plus switchable, for any "always on" abilities).
So, you might have:
Jumper (Temporary disadvantage, Can't use TK bullet, Can't use TK Grab)
TK Bullet (Temporary disadvantage, Can't use Jumper)
TK Grab (Temporary disadvantage, Can't use Jumper)
The temporary disadvantage values being based on the point value of the advantage disabled.. eg, with [15] in TK bullet, "can't use TK bullet" would be worth -12%
This setup allows the psi to use TK bullet and TK Grab at the same time, but not jumper, and jumper doesn't allow either Grab or Bullet. It's a bit kludgy in the numbers, but in play it's intuitive enough.
Bearing in mind all the terms+conditions for temporary disadvantages.
Passive "always-on" abilities, such as PK shield, would need switchable, otherwise the temporary disadvantage would always be in effect.

This kind of setup doesn't always give as much of a point break as Alternative Abilities, (since Temp Dis is included in the -80% cap for limitations, while AA's are compounded with limitations), but it does give a discount to the most expensive ability, unlike AA's. It also allows more fine tuning (which can get really fiddly, but sometimes a player wants to fiddle, in moderation).
For example, TK Grab and Bullet might disable only a few levels of the other, so the PC could use both Grab and Bullet at the same time, but only at half strength, or use one of the two at full strength.

Christopher: That's really good to know... I have a dragon esper PC with AA's who may have to make use of that, (not that he really needs to, at 1100+ CP, but still. Every little bite helps. (If I can sell the GM on it, at least).

Edit: Varyon sniped me on the multi-AA's, dangit. I take too long to edit my posts. X3
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alternate abilities, powers, psionic powers


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