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The Dresden Files => DFRPG => Topic started by: The Werewolf on April 23, 2010, 01:47:27 AM
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why is modular abilities -2 + how ever many refresh you in, but you can't use two points?
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Because it lets you choose supernatural powers on the fly, and then change those powers out for something else when you are in a different form. That is a very powerful ability, and makes shapeshifting rather cheap if you can shift into multiple forms.
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because it's more versitile than basic powers thus your paying the -2 for the added versitility. At least thats what i took from it. ;D
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why is modular abilities -2 + how ever many refresh you in, but you can't use two points?
Seriously?
Compare spending 6 refresh to be able to use every reasonable 4-refresh ability set in the book (which would you like today? Supernatural Strength, Speed, Toughness, or Recovery? Maybe two Inhumans instead? Or maybe Claws today, Inhuman Strength, and Wings?) to spending that 6 refresh on a fixed set you can't change.
The benefit of that flexibility is pretty freaking obvious. The ability to *adapt* is huuuuuuge.
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Quick question on modular abilities... YS does not say that you HAVE to have other shape-shifting abilities...
Can modular abilities be taken on it's own? (Just wanted to confirm that I was reading it right)
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I really doubt you can use the modular abilities if you don't have the ability to shift into an appropriate form.
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Why not? It seems an appropriate representation of someone using magcal energy to "jack themselves up" Shadowrun Adept style, and can probably be used for other, similar, things as well.
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I really doubt you can use the modular abilities if you don't have the ability to shift into an appropriate form.
I kinda agree, kinda don't. Depends how you think of it. Some things (wings perhaps, claws?) yes, but if it is the ability to adjust you physical form, what about adjusting you muscles to be stronger one time, or faster another, make your skin tougher? Etc... I can see something like that being possible without changing your entire form, hence my asking of the question. Just trying to clarify exactly what was intended by the ability.
And if you can't take it without any other shape shifting abilities, perhaps that that should be more explicitly stated?
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I think this is going to be one of those "You need to talk with your group and GM in particular" issues. There are some ways of justifying modular abilities without full shapeshifting, but that's going to put some limits on what you can do, and everyone needs to have a pretty good idea of what you're after, to avoid mid-session "Wait, you're WHAT?" record scratches.
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I can see someone coming up with a character concept that explained modular abilities (and other such powers) via a "I willingly get possessed by a creature that confers me X" without that actually resulting in a shapechange of the body.
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There are some ways of justifying modular abilities without full shapeshifting, but that's going to put some limits on what you can do, and everyone needs to have a pretty good idea of what you're after, to avoid mid-session "Wait, you're WHAT?" record scratches.
I like the idea of instead of it being any, you make a list of the abilities ahead of time, so it is clear you can only select among such and such powers.
and thanks for the official word Iago, much appreciated. ( i am taking your statement to mean, "yes, can be solo, but you better have a concept that explains it"!! )
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( i am taking your statement to mean, "yes, can be solo, but you better have a concept that explains it"!! )
That's really true for everything. Yes, you can have almost any power you can afford -- but you've gotta establish the template (along with the attached high concept) & have it pass the sniff test at the table.
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If you use modular abilities to take toughness do you always use the same catch or can you change it?
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If you use modular abilities to take toughness do you always use the same catch or can you change it?
Depends on how you justify it. If it's a physical weak point? Sure. If it's something more mystical like Cold Iron for a shapeshifting Fae? Not so much. Either way, it's the adjusted costs after the Catch you need to pay for out of the Modular Ability pool (see the Fetches in OW if you don't believe me).
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IMO -- at my table -- if the Catch isn't always the same, then it's not worth any points. If there's no way people can research it, and you can shift it to be something else each time someone stumbles into what it is, then that's a no rebate thang.
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accually in the game I'm about to run this is is the thought I used for stating up kincade.
sion of power. with the ability to stat himself out to whatever the situation demands.
scary as hell to face when you think about it. your never fighting the same guy twice.
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Just to throw out a non-shapeshifting example, how about a Yogi or similar meditation-based "psychic"? The equivalent of a Shadowrun Physical Adept. He has a certain amount of... "Focus", or "Mental Strength", which he can focus each day by meditating with the sunrise. But depending on exactly how he spends his time meditating and what he focuses on, it manifests different. Today, he's super-strong, tomorrow he's super-fast...
Or an "elemental self-infuser". He can hold only so much raw elemental power, but he can use that power to infuse different aspects of his physical abilities. Wind = Speed, Earth = Toughness, Fire = Strength, Water = Recovery. Water could also be Aquatic, Fire could also be Breath Weapon, Air could also be "wings" (in a non-literal sense). Maybe throw in the catch that "Marked by Power" is required whenever you have any power infused, because, well, you're friggin' filling up your soul with raw elemental might. Oh, and the other catch would be you're vulnerable to opposed elements.
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A thought about Modular abilities in conjunction with True Shapeshifting.
I take modular abilities at 9 refresh, giving me 7 points to play with. At the start of a scene I buy True Shapeshifting along with inhuman toughness (just because) with those points. I then use True Shapeshifting to re-arrange my skills, for example, giving myself Weapons and endurance at superb (the rest doesn't matter). I then change my abilities to give myself inhuman stregnth, speed and toughness. What happens to my skills? When I drop true shapeshifting do I turn back into my normal form, or do I stay in my altered form?
One option for dealing with this seems to make modular abilities incredibly powerful (and maybe a fix is to say, you can't take shapeshifting as a modular ability) The other seems to dramatically weaken modular abilities (still a nasty power) as it limits your ability to change your skills to match up with your changing focus and powers.
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I take modular abilities at 9 refresh, giving me 7 points to play with. At the start of a scene I buy True Shapeshifting along with inhuman toughness (just because) with those points.
Well, if you follow the definition of Modular Abilities in the book, this is arguably illegal; True Shapeshifting is a Shapeshifting power, while Modular Abilities lets you buy abilities "focusing on" Creature Features, Minor Abilities, Speed, Strength, and Toughness. As a GM, I'd just outlaw it.
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A thought about Modular abilities in conjunction with True Shapeshifting.
I take modular abilities at 9 refresh, giving me 7 points to play with. At the start of a scene I buy True Shapeshifting along with inhuman toughness (just because) with those points. I then use True Shapeshifting to re-arrange my skills, for example, giving myself Weapons and endurance at superb (the rest doesn't matter). I then change my abilities to give myself inhuman stregnth, speed and toughness. What happens to my skills? When I drop true shapeshifting do I turn back into my normal form, or do I stay in my altered form?
Your skills drop back to your normal rating as you now lack the power to adjust them. Also, as mentioned, you can't do that. Re-read Modular Abilities, it only grants powers from specific categories (Creature Features, Strength, Speed, Toughness, and certain Minor Abilities).
One option for dealing with this seems to make modular abilities incredibly powerful (and maybe a fix is to say, you can't take shapeshifting as a modular ability) The other seems to dramatically weaken modular abilities (still a nasty power) as it limits your ability to change your skills to match up with your changing focus and powers.
That's why the real hardcore shapeshifters buy True Shapeshifting AND Modular Abilities. It's a bit expensive for a starting PC, but it's the way the really dangerous ones do it.
With just Modular Abilities, yeah, you're limited by your skill choices, but hell a single high combat skill and you can make use of most of them. They're a fairly direct and limited selection, honestly.
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Thinking about it, a starting character (it would have to be a submerged game) taking just true shape-shifting and 4 points of modular abilities would absolutely kick-ass. You could only have two points of powers in any of your forms, but you would have enough versatility to deal with all kinds of circumstances. Think of a starting character that can choose to shape-shift into something that can fly, something with spider-walk, something small enough to sneak around, and a number of other useful things as just a supplemental action.
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That's why the real hardcore shapeshifters buy True Shapeshifting AND Modular Abilities. It's a bit expensive for a starting PC, but it's the way the really dangerous ones do it.
*shudder*
*cringe*
No, that's just mean. *BAD* Deadmanwalking.
*ponders*
Though it'd make you a really, really scary assassin. >.>
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*shudder*
*cringe*
No, that's just mean. *BAD* Deadmanwalking.
*ponders*
Though it'd make you a really, really scary assassin. >.>
Well, that's how I built the Skinwalker from Turn Coat...
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Well, that's how I built the Skinwalker from Turn Coat...
...Which is a semi-divine creature of immense power, and which Harry treats as a threat on par with House Raith and the Council. :)
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...Which is a semi-divine creature of immense power, and which Harry treats as a threat on par with House Raith and the Council. :)
Well, he's overstating it's power a bit when he does that, but yeah. :)
To be fair they suggest in the game book doing the same (on a much smaller scale) as one way of designing Fetches.
Check out my Stat Revisions thread in the Spoilers Quarantine Zone if you want to see the Skinwalker stats in question, though you'll need to watch out for Changes spoilers.