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Old 03-18-2016, 10:32 AM   #11
NineDaysDead
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Default 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.
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Old 03-18-2016, 10:36 AM   #12
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Default Re: GURPS Powers: The Weird

Quote:
Originally Posted by whswhs View Post
You could also perhaps do some aspects of Void in virtual realms.
So . . . Digital Web 2.0 and Virtual Adepts?
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Old 03-18-2016, 10:59 AM   #13
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Default 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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Old 03-18-2016, 11:01 AM   #14
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Default Re: GURPS Powers: The Weird

Quote:
Originally Posted by NineDaysDead View Post
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%"
Well, that's a fair point. I don't think either Kromm or PK or the playtesters brought it up. I was trying to (a) pin down that this much capability was allowed (b) without opening the door for ordinary people to have HMD 10. I presume it looked okay to all those people who were going over it with a series of fine-tooth combs. Perhaps PK would like to comment, since he (literally) wrote the book on Cosmic?
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Old 03-18-2016, 11:07 AM   #15
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Default Re: GURPS Powers: The Weird

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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?
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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Old 03-18-2016, 11:20 AM   #16
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Default Re: GURPS Powers: The Weird

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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.
That makes sense. Nitpick that should be Cosmic, +300% to bypass a defence.
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Old 03-18-2016, 11:24 AM   #17
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Default Re: GURPS Powers: The Weird

Page 24 Sanitized Metabolism

Quote:
This can be a leveled perk for entities with weird powers: ‑1/level to attempts to track you by scent.
Compare with:

Obscure 1 (Smell) [2/level] as used in Bioroid Bazaar page 9:

Quote:
you can mask yourself to a limited extent against beings or devices that could identify or track you by scent. This gives you Obscure 1 (Smell) [2]
Arguably that should be Obscure 1 (Smell; Defensive +50%; Stealthy +100%) [5/level]

Last edited by NineDaysDead; 03-18-2016 at 11:27 AM.
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Old 03-18-2016, 11:45 AM   #18
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Default Re: GURPS Powers: The Weird

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Originally Posted by NineDaysDead View Post
Compare with:

Obscure 1 (Smell) [2/level] as used in Bioroid Bazaar page 9:

Arguably that should be Obscure 1 (Smell; Defensive +50%; Stealthy +100%) [5/level]
All forms of Obscure have a radius. Chameleon and Silence do not. A chemosensory analog seemingly also ought not.
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Old 03-18-2016, 11:46 AM   #19
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Default Re: GURPS Powers: The Weird

Page 23
Quote:
Mental Influence: “Influence Skills” is a Common category; Immunity to Influence Skills is equivalent to Indomitable (see p. B60 and GURPS Social Engineering, p. 77). “External Control” is Very Common, and includes Influence skills, Hypnotism, mind control through magic or powers, and mental possession.
Isn't Mind Control Very Common all by itself before covering Influence skills?

GURPS Magic page 152:
Quote:
Originally Posted by Mummy template
Immunity (All mind control) [30]; Indomitable [15];
Quote:
Originally Posted by Skeleton template
Immunity (All mind control) [30]; Indomitable [15];
Quote:
Originally Posted by Zombie template
Immunity (All mind control) [30]; Indomitable [15];
GURPS Zombies page 70,

Quote:
Originally Posted by Inexorable lens
Advantages: Immunity to Mind Control [30]; Indomitable [15];
Definition of Immunity to Mind Control:

Quote:
Originally Posted by GURPS Zombies page 54
Mind Control: Some zombies are absolutely immune to all attempts at direct mental control. Such Immunity totally blocks Mind Control, Mind Probe, and Mind Reading; Illusion (GURPS Powers, p. 94) enhanced with Mental; Possession modified with Mind Swap or Telecontrol; and any advantage limited with Glamour (Powers, p. 111). Anything producing effects that resemble these abilities also fails, notably the Hypnotism, Invisibility Art, and Enthrallment skills; spells such as Loyalty and Charm, and any similar magic-working; and psychotronic mind disruptors and related superscience. These things are collectively “Very Common,” so such Immunity costs 30 points.

Last edited by NineDaysDead; 03-18-2016 at 12:00 PM.
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Old 03-18-2016, 11:51 AM   #20
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Default Re: GURPS Powers: The Weird

Quote:
Originally Posted by whswhs View Post
All forms of Obscure have a radius. Chameleon and Silence do not. A chemosensory analog seemingly also ought not.
Dropping the radius is probably a -100% limitation that would give:

Obscure (Smell; Defensive +50%; No Radius -100%; Stealthy +100%) [3/level]
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