Author Topic: Modular Abilities Expanded  (Read 12229 times)

Offline Tedronai

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Re: Modular Abilities Expanded
« Reply #60 on: November 29, 2012, 03:55:34 PM »
The Modular Fire/Ice allows you to switch your attached Refinement(s).  Evocation with multiple elements would not allow this.
The 'General Shapeshifter' list contains just about everything mentioned as 'suggested to be available' in the RAW version of Modular Abilities (and then some, including various custom powers from this forum).
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Offline Lavecki121

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Re: Modular Abilities Expanded
« Reply #61 on: November 29, 2012, 04:07:28 PM »
The Modular Fire/Ice allows you to switch your attached Refinement(s).  Evocation with multiple elements would not allow this.
So in essence I'm saving 1 refresh by switching between the two instead of spending an additional refinement (even though you would get 2 focus slots from evo anyway)

Offline Tedronai

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Re: Modular Abilities Expanded
« Reply #62 on: November 29, 2012, 07:47:07 PM »
You get 2 focus slots for Evocation in the same way that you get 2 focus slots for Channeling.
Switching between the two starts to become more attractive when you're spending 2 or 3 points on refinement for additional item (focus and/or enchanted item) slots.
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Offline Sanctaphrax

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Re: Modular Abilities Expanded
« Reply #63 on: November 29, 2012, 08:54:35 PM »
Fire and Ice also lets you switch Immunities.

Writing a new list is writing a new Power. If you don't want to do that, you've gotta stick with what's provided.

Which reminds me, I'd like to add more lists to the list of lists. Any suggestions?

Offline Tedronai

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Re: Modular Abilities Expanded
« Reply #64 on: November 30, 2012, 12:43:43 AM »
incite physical effect // incite mental effect
any one incite physical effect or any one incite mental effect
any incite effect
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Offline Sanctaphrax

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Re: Modular Abilities Expanded
« Reply #65 on: November 30, 2012, 10:51:26 PM »
Hm, okay. I'll give those a try later today.

Offline Sanctaphrax

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Re: Modular Abilities Expanded
« Reply #66 on: December 01, 2012, 07:16:18 AM »
Okay, how's this?

1 Refresh:

Multi-Purpose Robot Minions
-Any configuration of upgrades you want for Incite Effect (Robot Command). You may also change which skill you use Incite Effect with, within reason. Not sure why you'd want to though.

Masks Of The Human And The Divine
-Incite Protective Restrictive Physical Effect (Flesh Control, with Discipline) [-4]
-Incite Mass Mental Effect At Range (Awe, with Discipline) [-4]

Shrink And Grow
-Diminutive Size [-1]
-Hulking Size [-2]
-Titanic Size [-4]
-Unthinkable Size [-6]
-Inhuman, Supernatural, or Mythic Strength (Requires Hulking or larger size)
-Inhuman, Supernatural, or Mythic Toughness (Requires Hulking or larger size)
-Long Reach (Requires Hulking or larger size)
-Inhuman Speed (Requires Diminutive Size)

2 Refresh:

Discount Omnipotence
-Any Incite Effect you want, with whatever upgrades you want.

Offline Belial666

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Re: Modular Abilities Expanded
« Reply #67 on: December 01, 2012, 11:44:09 AM »
Question:

What would it cost to have a power that can apply powers? For a hypothetical example, Modular Abilities with a 2-refresh extra to make them "area" so that you could have anyone in the same zone as you get the benefit.

Offline Sanctaphrax

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Re: Modular Abilities Expanded
« Reply #68 on: December 01, 2012, 08:54:35 PM »
That is well outside the scope of this thread.

IIRC there's a Magical Self-Enhancement upgrade that does something like that. Not sure if it's balanced, though.

Offline Lavecki121

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Re: Modular Abilities Expanded
« Reply #69 on: December 03, 2012, 07:58:58 PM »
What about taking extra points for any skill? Has that been defined?

Like say I have 4 refresh for the Channeling thing (or whatever it costs)

and then I want some extra points for any skills. Would that just add an extra point or...?

Offline Sanctaphrax

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Re: Modular Abilities Expanded
« Reply #70 on: December 04, 2012, 07:11:17 AM »
Can't help you there. This Power shuffles Refresh around, not skills.

I guess you could hack something with Mimic Abilities and Beast Change. I'd be careful with Mimic Abilities, though, since it seems to be balanced against some precarious assumptions.

Offline Lavecki121

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Re: Modular Abilities Expanded
« Reply #71 on: December 05, 2012, 02:27:23 PM »
Sorry I didnt mean skills, I meant powers. So if I had the extra refresh towards powers.

Offline Tedronai

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Re: Modular Abilities Expanded
« Reply #72 on: December 05, 2012, 02:47:11 PM »
So a list of "anything is fair game"?  Probably a 4-refresh surcharge.
Edit: that's what I'd charge in this system, at least

though, I think I've come to the conclusion that this power should receive similar treatment to Limitation and the Feeding Dependency rework in terms of a scaling adjustment
because paying 3 or 4 refresh to be able to put 1 refresh wherever you want is just a crappy deal
« Last Edit: December 05, 2012, 02:53:17 PM by Tedronai »
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Offline Sanctaphrax

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Re: Modular Abilities Expanded
« Reply #73 on: December 05, 2012, 09:23:21 PM »
Even for 4 Refresh I wouldn't allow that.

Imagine using that with Immunity. "I spend an action to allocate 1 Refresh to become perfectly immune to the attacks of Tedronai".

I really don't know if any cost would be fair for perfect Variable Abilities.

I'm torn on the scaling cost issue, because 1 Refresh invested in Variable Abilities can be surprisingly good. Being able to use a variety of Echoes Of The Beasts or Supernatural Senses is quite handy. I get where you're coming from, but...

Offline Lavecki121

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Re: Modular Abilities Expanded
« Reply #74 on: December 06, 2012, 04:34:54 PM »
I understand what you are saying except:
Imagine using that with Immunity. "I spend an action to allocate 1 Refresh to become perfectly immune to the attacks of Tedronai".
I dont know where this is comming from. In order to use this (RAW at least) I would have to have spend 4 points for the innitial investment, then another 8 would have to be allocated for immunity, plus it would take a standard action to shift into that.