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Old 10-29-2013, 08:56 PM   #4
Anaraxes
 
Join Date: Sep 2007
Default Re: Questions about Worm Parahumans' Powers in GURPS

Quote:
Originally Posted by GreatWyrmGold View Post
Ballistic
Afflict: Super Jump (x12). This is the "involuntary" Affliction that makes the ability affect the target once, like an offensive Warp. Since it's a ont-shot, the target won't have Jumping when they land to absorb the impact. 12 levels gives a multiplier of 4096, times an assumed broad jump distance of 2 yards (7 feet for Move 5 per B352), so speed is 8192 / 5 = 1638 yards/sec, a bit higher than most high-performance rifle bullets. Or if you make the target jump straight up, it rises 2275 yards (per the Jumping rules) for a falling velocity of 220 yds/sec or 22D crush for the average human (HP 10).

Quote:
Coil
Power: live in two universes where he made different choices
Jumper. I suppose the intent is to take back bad choices by moving to the other world? (Not that all choices are always nice binary ones.) Basically a save-game-and-reload ability.

Quote:
General
the Manton Effect, which is basically that you either cannot use your power on living organisms, or can only use your power on living organisms. Presumably, this would be an accessibility limitation, but what sort of cost would it be, if any? Presumably it would vary from person to person.
Or ability to ability. "Not on living organisms" is a pretty big limitation for Mind Control. (Who'd even take it?) It's a moderate limitation on TK. (No remote Grappling to render people helpless, but you can still wail on them in other ways, and have full use on all those inanimate objects. Probably need some examples. I assume the player gets to choose which form? In which case it's actually the middling ones that are hardest.

Last edited by Anaraxes; 10-29-2013 at 09:00 PM.
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