05-10-2011, 09:45 PM | #31 |
Join Date: Feb 2007
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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. |
05-10-2011, 10:06 PM | #32 |
Join Date: Apr 2005
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Re: Broken abilities your GM will never let you have
Selective Area does, however, prevent misses from affecting unintended targets. Powers, page 105.
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