12-14-2005, 02:51 PM | #1 |
Join Date: Apr 2005
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[Kromm} Powers question: Energy Reserve
As written, Energy Reserve can seemingly be used to power Extra Effort of your Abilities, but not for things like Extra Effort in Combat, etc. Is this the case or am I mistaken?
If it cannot be, what would a fair value be for an Enhancement that allowed it to be used for conventional Extra Effort? |
12-14-2005, 04:40 PM | #2 | |
Join Date: Jan 2005
Location: Wonderful Copenhagen
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Re: [Kromm} Powers question: Energy Reserve
Uh, I dunno...buying it as regular Fatigue Points?
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12-14-2005, 05:15 PM | #3 | |
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Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Kromm} Powers question: Energy Reserve
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12-14-2005, 05:49 PM | #4 | |
Join Date: Apr 2005
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Re: [Kromm} Powers question: Energy Reserve
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12-15-2005, 09:43 AM | #5 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [Kromm} Powers question: Energy Reserve
While it's not a "source", per se, I don't see any reason why buying Energy Reserve (Mundane) would be so weird. Doing so would give you "fatigue" points that you could only spend on normal extra effort for regular uses. The drawback (that you can't use it on your powers at all) seems to be a fair tradeoff.
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12-15-2005, 09:54 AM | #6 | |
Join Date: Aug 2004
Location: Nashville, TN
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Re: [Kromm} Powers question: Energy Reserve
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Or am I seeing that wrong?
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12-15-2005, 10:58 AM | #7 | |
Join Date: Aug 2004
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Re: [Kromm} Powers question: Energy Reserve
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12-15-2005, 11:23 AM | #8 |
Join Date: Aug 2004
Location: Nashville, TN
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Re: [Kromm} Powers question: Energy Reserve
Most of my Superhero gaming is under the hero system. In that system, the corresponding ability (called Endurance Reserve) has the property that anything that you do (i.e. any power) must be defined as drawing either from your personal endurance (GURPS fatigue) or from your Endurance Reserve (GURPS Energy Reserve). I don't know what Powers says, but powers that can draw from either have a positive power modifier in Hero (+1/4, which I suppose is equivalent to 20% in GURPS, but in reality its the smallest value allowed in Hero so anything from 5%-20% is probably about right in GURPS).
So, were it me, I'd allow a character to declare as a 0-point feature that he can power mundane abilities (like extra effort) from his Energy Reserve but this would preclude him from using his FT for that purpose. I would say that being able to draw from either is a small advantage, but upon reflection it's probably not more than a 1 point perk. Sure you *can* recover fatigue at double rate if you spend from both pools but you don't get the other benefits of the Fit advantage. Wow, that was a long way to go for that. Feel free to disregard. :\
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12-15-2005, 11:33 AM | #9 |
Join Date: Oct 2004
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Re: [Kromm} Powers question: Energy Reserve
Not completely the right Thread, but ....
I´VE GOT IT, I´VE GOT IT, ... Expect some comment on GURPS Powers soon (unfathomable grin). |
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