04-12-2012, 10:20 PM | #1 |
Join Date: Mar 2012
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Modular Abilities Question
I have decided to use the Modular Ability advantage for one character I am making who is capable of switching between several different sets of abilities. Each set has three abilities, which means I would need three slots, but I don't know what value to use as the per slot cost.
Each slot has twelve specific abilities that can be chosen, but all three slots are changed together. For example, say you have the slots set like this: "Slot 1: A1 Slot 2: A2 Slot 3: A3" and you want to change Slot 1 to B1, you would also need to make the other two slots into the B ability for that slot, so it would look like this: "Slot 1: B1 Slot 2: B2 Slot 3: B3" What would be an appropriate cost for this kind of thing? |
04-12-2012, 10:27 PM | #2 |
Join Date: Jan 2010
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Re: Modular Abilities Question
A small Accessibility type limitation that says "Must change with all other slots." seems like the most sensible route. If the player/character has significant ability to seek out or design new sets of stuff -5% since they will get the things that work best together, -10% if the GM has a heavier hand.
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04-12-2012, 11:00 PM | #3 |
Join Date: May 2005
Location: Lynn, MA
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Re: Modular Abilities Question
If these abilities are variations on a theme, they might be purchased more cheaply as Alternative attacks or Abilities, or as the same power using different modifiers (with Selectivity)
I might be better able to help with more detail. |
04-12-2012, 11:11 PM | #4 |
Join Date: Mar 2012
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Re: Modular Abilities Question
The abilities in each set are actually meant to be used in synergy, like one set giving poison secreting claws (Claws+Toxic Attack+Arm Strength), another gives Super Strength (Crushing Attack+Striking ST+Absorptive DR).
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04-12-2012, 11:57 PM | #5 |
Join Date: May 2005
Location: Lynn, MA
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Re: Modular Abilities Question
Sounds like a candidate for Modular Abilities after all.
Sounds like the flavor you are going for is best represented with Multiple Forms Slotted Cosmic Ability for the task, since it's cheaper than the broader version, and you know you'll only ever need one advantage at a time, in this case, Alternate Form. So If you pick out a power-set and call that your "Racial Template" as a Super or whatever, and take... Slotted Cosmic Modular Ability 1, 30 (Physical, +50%; Focus Limited: The Twelve powers of Whatever, -5%; Trait Limited:Only Alternate Form with Reduced Time 3 and Reflexive, -50% [150] And just template out the power-sets for each form. The 30 point pool is enough to get you a reflexive alternate form and you can switch between the Twelve Templates in one second (the one second is to pick the form, the actual transformation will be a free action.) |
04-13-2012, 12:30 AM | #6 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Modular Abilities Question
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However that -50% discount for what is essentially any power you want I really think is too much. |
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04-13-2012, 12:34 AM | #7 |
Join Date: May 2005
Location: Lynn, MA
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Re: Modular Abilities Question
I see your point, but I don't see much difference than Allies with Summonable, as the example in Powers states. An Ally can be just about anything.
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04-13-2012, 03:27 AM | #8 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Modular Abilities Question
Consider buying one slot for all three, then defining each 1+2+3 combination as a single meta-trait. So instead of having the three slots, you just have one slot with as many points as the other three put together. That's basically what you're doing anyway.
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04-13-2012, 10:51 AM | #9 | |
Join Date: May 2005
Location: Lynn, MA
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Re: Modular Abilities Question
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04-13-2012, 11:17 AM | #10 | |
Join Date: Nov 2009
Location: Oregon
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Re: Modular Abilities Question
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modular abilities |
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