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Old 01-19-2016, 02:21 PM   #11
Otaku
 
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Join Date: Nov 2011
Location: South Dakota, USA
Default Re: 50-point Abilities

Quote:
Originally Posted by Nereidalbel View Post
On a failed roll, the hex you intended to exclude also shifts, allowing you to fry yourself. And RoF 300 is still subject to scatter, which will end up with 300 AoE effects covering the same guy no matter what. It's just that some (most) won't be centered on the initial target.
True...

...but if we worry about that, what about all the other unintended targets?

Now that I think about it, I also am wondering why we go with 1d-3 for the damage, as opposed to say a single point of damage (calculated as if it werer 0.25d, right?). If the original M.U.N.C.H.K.I.N. isn't rules legal, perhaps variants that leave out different elements of it (to save points) is a good idea.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
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