- The minimum costs for TAP items seem to hover around the 16 AP values. You can't get -8 DM, really, for less than 7 or 8 AP even if you're an 8 AP character. While there are probably cases where this is technically not true it seems for now that this is the safest way to do it.
- The values from the chart are usually within a point or two of the real values. For the 64 AP chart the biggest variation is 4 AP from the tested value to the estimated value. A variance of 1/16th is something I can live with. Nevertheless there are going to be some modifications to the chart by the mentioned point or two in order to more correctly reflect tested values.
- Adding TAP abilities together is, as I said, not simply a matter of adding the costs. It seems it doesn't "quite work that way" and I'm not sure why. Mostly it seems the prices over pay which, I guess, is safer (it doesn't "break the game") but I'd like to have a way to "get it right."
More TAP Abilities
An investigation of our power-list showed there are several more TAP abilities that have yet to be tested. Some of these are:
- CON: this is one of those Defense multipliers. The more AP you are, the more +1 or +2 (about the limit I'll sell) becomes worth)
- Heal: Some characters can "burn a heal" getting them back 10 or 20 DP and negating a Damage Effect (usually limited to Unconscious or below). This is, again, relative to the total AP value of the character.
- Doesn't Take PEN Doubling, Hurt or Injured Condition, PEN damage (treat all as Impact), Doesn't suffer "Unconscious," Doesn't suffer "Above Unconscious." These are components of undead, robot-bodies, slimes, and so on.