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Old 03-29-2009, 11:53 PM   #22
Trachmyr
 
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Join Date: Nov 2008
Location: Florida
Default Re: Are proliferating perks a danger to GURPS?

Quote:
Originally Posted by malloyd
Modular Abilities, Cosmic Power, Mental and Physical, 25 points capacity [500] would be one way. Excessive, but I think it would have to circumvent any rules limiting number of Perks.

Of course it's hard to call this abusive when you paid 500 points for it, but I'd bet more limited versions (to allow you to say, pick any 3 Perks with some limitations to make them changable with modest effort) could start looking iffy. The best 3 perks for some situations might be "worth" a good chunk of the 15 or so points such a Modular Ability would cost, depending on the limitations chosen, and given you can reconfigure for any such combination if there's some warning....
Actually I have implemented a modular ability using a perk in a racial template. It was 'linked' to racial memory, and allowed the character to use the Dabbler perk only, albeit 2 copies. After a new memory recall, one dabbler perk could be reorganized.
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