03-18-2016, 10:32 AM | #11 |
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Join Date: Aug 2004
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Re: GURPS Powers: The Weird
Fractal Manipulation page 31,
High Manual Dexterity 10 adds Cosmic, Exceeds normal limits, +50%; why is this needed? I understood the limit of 4 levels was for normal humans, in the same way normal humans can't take ST much above 20 but Supers and non-humans can without paying extra for exceeding human limits. E.G. Changing times page 53; The Bush Robot has High Manual Dexterity 10 [50]; it doesn't have "Exceeds normal limits, +50%" Secondly it creates another issue: High Manual Dexterity 10 (Cosmic, Exceeds normal limits, +50%; Weird, ‑10%) [70] so High Manual Dexterity 10 (Cosmic, Exceeds normal limits, +50%; ) [75] so High Manual Dexterity 5 (Cosmic, Exceeds normal limits, +50%; ) [38] vs High Manual Dexterity 4 [20] That 18 point (nearly double!) jump for one level doesn't look right to me. |
03-18-2016, 10:36 AM | #12 |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS Powers: The Weird
So . . . Digital Web 2.0 and Virtual Adepts?
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03-18-2016, 10:59 AM | #13 |
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Join Date: Aug 2004
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Re: GURPS Powers: The Weird
Am I missing something or does Impassivity (page 34) cost more than buying unmodified Immunity to Pain at each level, but it requires a will roll to work and has more restrictions? You spend more points and get a worse effect?
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03-18-2016, 11:01 AM | #14 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Powers: The Weird
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Bill Stoddard I don't think we're in Oz any more. |
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03-18-2016, 11:07 AM | #15 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Powers: The Weird
If you didn't have Cosmic, it would be 10% cheaper than standard High Pain Threshold/Resistant to Pain +3. What Cosmic gets you is that you can withstand even, say, Affliction (Agony, +100%; Cosmic, +50%), which the raw advantage wouldn't help against at all. So if you run into an agony monster, or are thrown into the fires of hell, or something like that, you're still good.
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Bill Stoddard I don't think we're in Oz any more. |
03-18-2016, 11:20 AM | #16 | |
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Re: GURPS Powers: The Weird
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03-18-2016, 11:24 AM | #17 | ||
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Re: GURPS Powers: The Weird
Page 24 Sanitized Metabolism
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Obscure 1 (Smell) [2/level] as used in Bioroid Bazaar page 9: Quote:
Last edited by NineDaysDead; 03-18-2016 at 11:27 AM. |
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03-18-2016, 11:45 AM | #18 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Powers: The Weird
All forms of Obscure have a radius. Chameleon and Silence do not. A chemosensory analog seemingly also ought not.
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Bill Stoddard I don't think we're in Oz any more. |
03-18-2016, 11:46 AM | #19 | ||||||
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Re: GURPS Powers: The Weird
Page 23
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GURPS Magic page 152: Quote:
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Last edited by NineDaysDead; 03-18-2016 at 12:00 PM. |
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03-18-2016, 11:51 AM | #20 |
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Re: GURPS Powers: The Weird
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Tags |
powers, the weird |
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