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Old 05-10-2011, 09:45 PM   #31
Johnny1A.2
 
Join Date: Feb 2007
Default Re: Broken abilities your GM will never let you have

I once noticed that a certain specific combination of homebrew-rules abilities and devices and GURPS 3e rules, all of them individually reasonable and part of the background world, would enable a PC who got hold of it to move planets around, or seriously tamper with the Sun, or teleport across the Universe. :lol:

"I don't think so," was my reaction, I took steps to make sure it never became a problem.
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Old 05-10-2011, 10:06 PM   #32
Phoenix_Dragon
 
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Join Date: Apr 2005
Default Re: Broken abilities your GM will never let you have

Quote:
Originally Posted by starslayer View Post
Which portion, that of your 300 RoF some will miss there target, or that selective area does not prevent misses? Both are pretty obvious, but someone may be able to provide book references for you.
Selective Area does, however, prevent misses from affecting unintended targets. Powers, page 105.
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Old 05-11-2011, 04:02 PM   #33
arconom
 
Join Date: Dec 2009
Default Re: Broken abilities your GM will never let you have

Shrinking + any enhancements
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