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Old 04-13-2013, 10:31 PM   #21
kirbwarrior
 
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Default Re: Static vs. Mind Bullets

Quote:
Originally Posted by Snaps View Post
How would it not stop the Heat vision?
But not affect Infravision. Or many noncombat abilities.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 04-14-2013, 12:48 AM   #22
jeff_wilson
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Default Re: Static vs. Mind Bullets

Quote:
Originally Posted by Snaps View Post
How would it not stop the Heat vision?

If it was bought as a Burning Attack (PM: Super, 10%) then Static (Super) would make him immune to its effects.
Because it's well established that Superman's heat vision is something like a laserbeam that comes from his eyes, so the Super-static would have to include his eyes to stop it, just like the Super-static would have to include his muscles to stop him from throwing a car. Super-static doesn't work on already-generated heat effects, otherwise it would let you walk through fire, and so on.

This is probably a good reason not to allow the full 10% discount for super heat vision, as 5% would be more appropriate given the guidelines for countermeasures.
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Old 04-09-2014, 10:47 AM   #23
Yako
 
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Default Re: Static vs. Mind Bullets

Okay, pardon the digging up of a really old thread, but I have the feeling this might really need clarification.

Quote:
Originally Posted by Gurps Powers
Static only interferes with attempts
to affect you or your personal equipment directly. For instance, if you had
Static (Psi), a psychokinetic couldn’t
snatch your gun away or levitate you
... but he could take control of a nearby sword and hit you with it, or drop a
ton of rocks on your head.
I always understood this as being similar to how Magic Resitance classifies directly affecting someone:

Quote:
Magic Resistance only interferes
with spells cast directly on you. It
provides no benefit against Missile
spells (which are cast on the wizard’s
hand and hurledat you), attacks by
magic weapons, or informationgathering spells that aren’t cast
directly on you.It also has no effect
on supernatural powers other than
magic; e.g., divine miracles, psionics,
or the innate powers of spirits.
I think it is definitely WRONG to let Static count as Infinite DR versus Powers with the modifiers.

For comparison, an immunity against a source is priced with 30 points as well and it defini9tely does NOT protect against damage that does not call for a resistance roll.

Usually, there is no way to have infinite DR in GURPS and I think it is a good thing, I really would not let Static stop any attacks which are not "direct" in the meaning used under magic resistance.

I think it would be great if someone clarified this... ^^ ;
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Old 04-09-2014, 08:31 PM   #24
the_matrix_walker
 
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Default Re: Static vs. Mind Bullets

Static is not Magic Resistance.

What do you need clarified that is not elucidated by re-reading the very first sentence of the Static Advantage?

(Oh and in response to the previous post, Heat Vision with the Super Modifier is absolutely stopped by Static (Super).)
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Old 04-10-2014, 01:55 AM   #25
Nereidalbel
 
Join Date: May 2013
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Default Re: Static vs. Mind Bullets

Quote:
Originally Posted by Yako View Post
I think it is definitely WRONG to let Static count as Infinite DR versus Powers with the modifiers.
It's not "infinite DR," it's "powers with this modifier DO NOT EXIST as far as I am concerned." The description of the advantage literally states that such powers cannot directly affect you in any way, and damage is perhaps the biggest effect something can have on you.
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Old 04-10-2014, 05:40 AM   #26
Belial666
 
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Default Re: Static vs. Mind Bullets

Except for missile spells. Those work just fine in Static for some reason. Also, Control/Create effects. A Control/Create effect moves around or makes natural materials and forces and doesn't affect you directly. Just because you have Static: Supers doesn't mean that if a Super Creates or Snatches a supercritical mass of plutonium you'll be immune to the subsequent nuclear explosion.
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Old 04-10-2014, 06:02 AM   #27
Nereidalbel
 
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Default Re: Static vs. Mind Bullets

Quote:
Originally Posted by Belial666 View Post
Except for missile spells. Those work just fine in Static for some reason. Also, Control/Create effects. A Control/Create effect moves around or makes natural materials and forces and doesn't affect you directly. Just because you have Static: Supers doesn't mean that if a Super Creates or Snatches a supercritical mass of plutonium you'll be immune to the subsequent nuclear explosion.
Missile spells are just fire, lightning, or some other material/energy thrown in your direction once cast. But, yes, you need Area Effect to shut down Create/Control effects.
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Old 04-10-2014, 11:55 AM   #28
Belial666
 
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Default Re: Static vs. Mind Bullets

I wonder. How would you stat someone's ability to not be subject to antipowers without being cosmic?
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Old 04-10-2014, 12:51 PM   #29
David Johnston2
 
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Default Re: Static vs. Mind Bullets

Quote:
Originally Posted by Belial666 View Post
Except for missile spells. .
Not if the person casting them is within the static zone. (vide no mana zones).
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Old 04-10-2014, 02:08 PM   #30
Nereidalbel
 
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Default Re: Static vs. Mind Bullets

Quote:
Originally Posted by Belial666 View Post
I wonder. How would you stat someone's ability to not be subject to antipowers without being cosmic?
By being "wildcard" powers. Only Cosmic anti-powers would be able to shut them down.
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