12-12-2015, 03:44 AM | #1 |
Join Date: Mar 2013
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[Basic/Powers] Modular Abilities Has No Per Slot Pools
OK, I'm kicking around a template where the character gets his Power from an outside source, but the way I'm picturing it the characters Modular Abilities would have multiple slots, but each slot wouldn't have a limit on the number of points an ability placed in it can have, rather there is a limit on how many points can be spent on ALL abilities gained through Modular Abilities. How much should this cost per slot and per point of abilities?
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12-12-2015, 04:33 AM | #2 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: [Basic/Powers] Modular Abilities Has No Per Slot Pools
That sounds like a regular Cosmic Power MA (p. B71), but with a "Limited, Maximum X Slots" which might be -5% or -10% depending on the ratio of slots to points.
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12-12-2015, 01:54 PM | #3 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [Basic/Powers] Modular Abilities Has No Per Slot Pools
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Possibly in extreme cases -15% but I'm not sure about that. Likewise, possibly in some extreme cases, in the other direction, it's -0%. |
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12-12-2015, 02:33 PM | #4 | |
Join Date: Dec 2012
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Re: [Basic/Powers] Modular Abilities Has No Per Slot Pools
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__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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12-12-2015, 04:19 PM | #5 |
Join Date: Mar 2013
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Re: [Basic/Powers] Modular Abilities Has No Per Slot Pools
OK details on what I'm trying to build here might explain why I'm not too hot on the idea of using the Cosmic version of MA. The old I'm designing doesn't really have any gods, at least not ones powerful enough to grant the sort of power normally wielded by DF's Clerics and Holy Warriors, thus instead for that role there are Shaman, who borrow the power of the spirits. The MA is representing the various Powers they can actually borrow.
The MA is going to have Physical +100%, along with a PM, possibly the one from Powers for Spirits along with Preparation Required at the one hour level. Now even using Multiplicative Multipliers that turns out to 4 points of MA per point of abilities. Now Healing is going to have to fit into that pool from the beginning, with the Hp Only limitation and Mana Sensitive it's going to be 15 pts, and I don't see it dropping any more (I don't think the PM can apply) that means a starting character would have to spend 60pts on MA to heal his teammates |
12-12-2015, 05:55 PM | #6 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Basic/Powers] Modular Abilities Has No Per Slot Pools
You can also use Requires Reaction Roll (a lesser form of Fickle from GURPS Powers) Such that you need to convince the Spirit/God to grant you the power. with the TDM to the role based on how well they like you, and how closes thw granted power fits their power and goals.
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12-13-2015, 06:44 AM | #7 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: [Basic/Powers] Modular Abilities Has No Per Slot Pools
They're not spending 60 points to heal their teammates, they're spending 60 points to have any 15-point ability or 15 points distributed among multiple abilities. If your only objection is that modular abilities are expensive, well… that's because they're so flexible.
Also, when you're trying to munchkin the ability down to the least points, multiplicative modifiers actually hurts you here. Without that you could get this down to 2 points per point. |
12-13-2015, 09:42 AM | #8 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [Basic/Powers] Modular Abilities Has No Per Slot Pools
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Modular Ability is very expensive, but that's because it's very flexible. A player shouldn't take it for his character unless he intends to make proper use of it - intends to exploit it. |
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12-13-2015, 09:44 AM | #9 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [Basic/Powers] Modular Abilities Has No Per Slot Pools
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12-13-2015, 12:43 PM | #10 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: [Basic/Powers] Modular Abilities Has No Per Slot Pools
If you really want to munchkin this ability, try this:
Affliction 1 (HT; Accessibility, Doesn't work on someone already so afflicted, -10%; Accessibility, Self Only, -20%*; Cancellation, +10%; Melee Attack, No Parry, -35%; Magic, -10%; No Signature, Total, +25%; Staff, -50%) [2] + Lengthy-Catalog Slotted Cosmic Power† 1 (Limited, Improve Associated Affliction Only, -50%; Physical Only, +50%; Magic, -10%; Staff, -50%; Takes Extra Time 2, -20%) [1 + 1/level]. Notes: You have a magic staff which, while held, allows you to take 5 seconds (four Ready maneuvers and one Attack maneuver while in combat time) and a successful HT roll to grant yourself one or more GM-predefined abilities totalling no more than your level for minutes equal to your margin of success. You can cancel the abilities with a Ready maneuver (required before you use this ability again). If your staff is lost, broken, or stolen, you must acquire a new staff and spend one week§ attuning it to yourself before you can use this ability again. 3 points + 1 point per level. Replace the Takes Extra Time with a limitation of your choice if you like. This ability gets around the slot mechanic by using the MA to improve a single ability (thus only one slot required) with multiple Advantage enhancements (which is RAW in letter, though not necessarily in spirit). * Your ability works on only one person in the entire world, but they are always available. † An MA worth 5 points per slot plus 5 points per point of abilities. § One week is the +0% powers option for restoring a lost power (p. P23). |
Tags |
basic, cancellation, modular abilities, powers |
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