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Old 10-15-2019, 09:35 PM   #31
Celjabba
 
Join Date: Sep 2006
Location: Luxembourg
Default Re: Godlike Abilities [Powers]

Quote:
Originally Posted by awesomenessofme1 View Post
As far as I'm aware, there's no reason you shouldn't get full points for Fragile in that situation. Just because the effects are mitigated by unrelated advantages doesn't mean it's not affecting you.
A disadvantage that doesn't disadvantage you is not worth point.

In that build, it is an advantage : it guarantee you will die at 0hp and regen back from death in 1 second.

Death at some negative hp would only mean more time to get back.
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Old 10-15-2019, 10:25 PM   #32
Celjabba
 
Join Date: Sep 2006
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Default Re: Godlike Abilities [Powers]

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Originally Posted by AlexanderHowl View Post
Without Cosmic on everything, it is easy enough to defeat. For example, someone could use Affliction (Negate Advantage) to get rid of most of the traits.
True, and for a full godlike effect, adding cosmic on everything is advised.
Here, I wanted the nice round [1000] price.
UK3 and unaging are protected (and ItMH, and the payload I guess) so the essentials are safe.

You may also want to add +40%, heal radiation for full effect.
And some levels of temperature tolerance, forgot that one.


So [1500] for cosmic protection on everything, true radiation immunity and a temperature confort zone from 0 to a few thousands degrees.

Edit : modified original build

A nice upgrade would be affect payload, +100% on regen, and forcefield on pressure support, radiation tolerance and temperature tolerance, to protect and repair whatever you carry.

Anohhe upgrade to consider is some DR, to avoid being 1s stunned by small attacks.

Last edited by Celjabba; 10-16-2019 at 06:05 AM.
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Old 10-15-2019, 10:37 PM   #33
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Godlike Abilities [Powers]

It is still a disadvantage because the abilities can be negated by an enemy (who will gladly leave the disadvantage). For example, let us say that I use the following attack: Burning Attack 1d (Affects Insubstantial, +20%; Cosmic, Lingering Damage, +100%; Cosmic, Unremovable Cycles, +100%; Cycles, 10 10-second cycles, +450%; Malediction 3, +200%; Symptom, Disadvantage, Fragile (Unnatural), 1/2 HP, +100%; Symptom, Negate Advantage, Unkillable 3, 1/3 HP, +150%) [62]. The target cannot heal during the cycles, cannot stop the cycles, cannot heal, and permanently dies when reduced to 0 HP.
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Old 10-15-2019, 11:38 PM   #34
Celjabba
 
Join Date: Sep 2006
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Default Re: Godlike Abilities [Powers]

Quote:
Originally Posted by AlexanderHowl View Post
It is still a disadvantage because the abilities can be negated by an enemy (who will gladly leave the disadvantage). For example, let us say that I use the following attack: Burning Attack 1d (Affects Insubstantial, +20%; Cosmic, Lingering Damage, +100%; Cosmic, Unremovable Cycles, +100%; Cycles, 10 10-second cycles, +450%; Malediction 3, +200%; Symptom, Disadvantage, Fragile (Unnatural), 1/2 HP, +100%; Symptom, Negate Advantage, Unkillable 3, 1/3 HP, +150%) [62]. The target cannot heal during the cycles, cannot stop the cycles, cannot heal, and permanently dies when reduced to 0 HP.
Even on the "budget" [1000] version, UK3 was cosmic-protected against negated advantage.

That said, I can easily design a dozen cheap way to take Mr Immortal out of the game, even the [1500] points upgraded version... the old arms race.

But it (or a variation) is commonplace on a true godlike cosmic being. Dr Manhattan, the Great Old Ones, ...

Last edited by Celjabba; 10-16-2019 at 12:19 AM.
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Old 10-16-2019, 01:25 AM   #35
Celjabba
 
Join Date: Sep 2006
Location: Luxembourg
Default Re: Godlike Abilities [Powers]

Quote:
Originally Posted by Fnordianslip View Post
While not ludicrously point heavy, this power setup is insane enough that no GM in their right mind would let it fly.

All Places, All Times lets a super instantly join with all of reality through all of time. From there, they are capable of viewing any location at any time and can then step out at that new location/time. They can bring along up to five companions (adjusted I suppose for your party size). The super and their companions are somewhat protected from alterations in the time line through shared Temporal Inertia. With the addition of Reflexive on Permeation, the super will find themselves automatically melded with the spacetime in the event of a surprise attack or event which requires their attention.

All Places, All Times (1612 pts)

Jumper (680 pts) - Affects Insubstantial +20%, Affects Others x5 +250%, Can Carry Objects (Heavy Enc) +30%, Cosmic +50%, Cosmic: No Die Roll Required +100%, Faster Concentration x10 +50%, Improved +10%, Link (can use separately) +20%, Reliable +10%.

Permeation: Everything (872 pts) - Affects Insubstantial +20%, Affects Others x5 +250%, Can Carry Objects (Heavy Enc) +30%, Cosmic +50%, Extended x5 (Gases, photons, subatomic particles, gravity waves, whatever your GM says is the substrate of the universe) +100%, Link +20%, Meld 2 +300%, Reflexive +40%, Timespanning (past and future) +100%.

Temporal Inertia (60 pts) - Affects others x5 +250%, Cosmic (those affected maintain memory of the original timeline even after losing contact with the initiator of this power) +50%
I like this one !

Now lets add dr Kromm perfect tracker :

Quote:
Originally Posted by Kromm View Post
On 1,000 points? Forget about the Wolverine shtick. Just get Cerebro in your head:
Cosmic Tracking: Detect (Living Beings; Analyzing, +100%; Cosmic, No die roll required, +100%; Long-Range 2, +100%; Precise, +100%; Reflexive, +40%; Time-Spanning, Past & Future, +100%; World-Spanning, All, +100%) [222]. Notes: Detects any living being at any distance, in any time or plane of existence, unless protected by a Cosmic version of Obscure. No conscious action or die roll is required on your part . . . as soon as you think of someone, you know exactly where and when he is -- down to the centimeter and second! Even when you're not trying to track a specific person, you know the location of every single living being in creation, although you'll usually only care about the ones you know or who are nearby. 222 points.
If it matters that you track other things, then get these:
Cosmic Machine Sense: Detect (Machines; Analyzing, +100%; Cosmic, No die roll required, +100%; Long-Range 2, +100%; Precise, +100%; Reflexive, +40%; Time-Spanning, Past & Future, +100%; World-Spanning, All, +100%) [222]. Notes: Detects any machine at any distance, in any time or plane of existence, unless protected by a Cosmic version of Obscure. No conscious action or die roll is required on your part . . . as soon as you think of a device, you know exactly where and when it is -- down to the centimeter and second! Even when you're not trying to track a specific machine, you know the location of every single piece of machinery in creation, from the concealed pistol on the man across the room to the galaxy-eating robot in a distant parallel universe. 222 points.

Cosmic Sense of the Supernatural: Detect (Supernatural Entities; Analyzing, +100%; Cosmic, No die roll required, +100%; Long-Range 2, +100%; Precise, +100%; Reflexive, +40%; Time-Spanning, Past & Future, +100%; World-Spanning, All, +100%) [148]. Notes: Detects any supernatural entity at any distance, in any time or plane of existence, unless protected by a Cosmic version of Obscure. No conscious action or die roll is required on your part . . . as soon as you think of such a being, you know exactly where and when it is -- down to the centimeter and second! Even when you're not trying to track a specific entity, you know the location of every single supernatural being, from the demon lords in Hell to the street address of every ghost and vampire. 148 points.
If your GM allows, just make these alternative abilities:
Omniscience [297] = Cosmic Tracking [222] + Cosmic Machine Sense [222/5 = 45] + Cosmic Sense of the Supernatural [148/5 = 30]
But if you do that, then while you're tracking one of people, machines, or the supernatural, you won't have your reflexive sensitivity to the other two.

Anyway, you'll have about 700 points left over for other things. If you're worried about the GM pulling a fast one and saying that something isn't a living being, machine, or paranormal thing, then you can use some of those points to pick up things from Powers like Remote Viewing [115] and Ultra-Scan [100], so you can see everything in the world "visually" and analyze distant objects like a Star Trek scanner.

Seriously, though . . . the whole ninja-stalking-and-sneaking-with-finely-tuned-senses shtick is aiming too low on 1,000 points.

Last edited by Celjabba; 10-16-2019 at 01:52 AM.
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Old 10-16-2019, 04:09 AM   #36
Aldric
 
Join Date: Nov 2015
Default Re: Godlike Abilities [Powers]

How many instances of duplication and compartmentalized mind would qualify for this thread?

Unrelated question: How does the arms race between advantage, negate advantage, cosmic advantage, cosmic negate advantage, etc end?
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Old 10-16-2019, 04:40 AM   #37
Celjabba
 
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Default Re: Godlike Abilities [Powers]

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Originally Posted by Aldric View Post
Unrelated question: How does the arms race between advantage, negate advantage, cosmic advantage, cosmic negate advantage, etc end?
IIrc (on my phone so hard to check), Powers leave the question open :

...
Edit : correct answer by GodbeastX below.

Personnaly, I rule in my games that a cosmic power source cannot be negated, no matter what.

Last edited by Celjabba; 10-16-2019 at 06:26 AM.
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Old 10-16-2019, 05:43 AM   #38
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Godlike Abilities [Powers]

Cosmic is a bit of an odd duck. Cosmic abilities can only be circumvented by other cosmic abilities, but there seems to be a particular order. Cosmic afflictions can neutralize cosmic advantages, because normal afflictions can neutralize normal advantages. When it comes to defenses and resistances though, cosmic defenses and resistances always beat cosmic attacks. Cosmic DR will always protect against the initial attack, even against a Cosmic Affliction or a Cosmic Innate Attack, though the effects of either may strip away Cosmic DR if the attack deals damage. Power defenses with Cosmic can also defend against Cosmic attacks that normally circumvent defenses.
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Old 10-16-2019, 06:16 AM   #39
GodBeastX
 
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Default Re: Godlike Abilities [Powers]

Quote:
Originally Posted by Celjabba View Post
IIrc (on my phone so hard to check), Powers leave the question open :

--You can have various tier of Cosmic, with an arm race between the cosmic III overcoming the cosmic II but defeated by the cosmic IV ...
Price scheme to be determined by the GM.
Specifically Cosmic has no tiers. You can have tiers of powers under cosmic, though. But not of cosmic. Cosmic is considered top tier of any ability. Specifically spoken in Power Ups - Enhancements, you cannot one-up each other with cosmic.
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Old 10-16-2019, 06:24 AM   #40
Celjabba
 
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Default Re: Godlike Abilities [Powers]

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Originally Posted by GodBeastX View Post
Specifically Cosmic has no tiers. You can have tiers of powers under cosmic, though. But not of cosmic. Cosmic is considered top tier of any ability. Specifically spoken in Power Ups - Enhancements, you cannot one-up each other with cosmic.
Thanks. I was mis-remembering.

Power Ups - Enhancements make it clear.
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