02-05-2016, 09:06 AM | #21 | |||
Join Date: Sep 2007
|
Re: Temporary Attributes as Powers
Quote:
So for the sake of calculating CP costs, Costs FP goes on each individual ability in the AA. It might well make logical sense to require each ability in the AA to have Costs FP. That logic might extend all the way to a common Power Modifier that includes Costs FP, for that matter. It's also likely to come up with Limitations such as Limited Use, Requires Reload, etc. If there were a complex ability that had to be built from multiple Advantages with a mandatory Link (+10%), then add Costs FP just once, to the most expensive Advantage. This compound construct is just one ability for purposes of the multiple-active AA. Normally only switchable Advantages call for the Link, while the always-on sort have a -10% Accessibility ("Only while main ability X is in use"). See the uFAQ entry below. The optional Link (+20%), where you choose whether or not to activate abilities separately or together, needs separate Costs FP accounting so you know how many FP each ability costs, in case you do use them separately. This more expensive Link is the advantage of doing two things at once, rather than building a single, complicated ability. I'd treat each ability as a separate ability for AA purposes. A couple of related bits of Kromm wisdom: Quote:
Quote:
|
|||
02-05-2016, 09:09 AM | #22 | ||
Join Date: Jun 2006
Location: On the road again...
|
Re: Temporary Attributes as Powers
Quote:
Quote:
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
||
02-05-2016, 09:43 AM | #23 | |
Join Date: Nov 2009
Location: GMT-5
|
Re: Temporary Attributes as Powers
Quote:
|
|
02-05-2016, 09:45 AM | #24 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
|
Re: Temporary Attributes as Powers
That is the default effect of adding Cost Fatigue to Alternate form. you need a modified version if it only costs fatigue to shift but nothing to maintain.
|
02-05-2016, 09:54 AM | #25 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: Temporary Attributes as Powers
Which is exactly why we've been going for alternate abilities rather than alternate form.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
02-05-2016, 10:52 AM | #26 | |
Join Date: Jun 2006
Location: On the road again...
|
Re: Temporary Attributes as Powers
Quote:
Now, my first option in my first reply was as follows: Increased Physical Stats +3 (Costs 2 FP/sec, -10%; Psionic, -10%) [96] Increased Physical Stats is a (custom) leveled meta-trait with each level consisting of ST +1, DX +1, and HT +1, and then the modifiers being attached to the meta-trait itself. Supers does something similar with the Defense Bonus meta-trait (consisting of Enhanced Parry (all), Enhanced Dodge, and Enhanced Block), to which Gadget modifiers would sometimes be applied to directly rather than each piece individually.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
|
Tags |
attributes, powers, raw |
|
|