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Old 03-19-2019, 10:59 AM   #11
WingedKagouti
 
Join Date: Oct 2007
Default Re: Cosmic/Reality altering abilities

Quote:
Originally Posted by Donny Brook View Post
Cosmic Modular Ability allows the character to use their pool of points to have whatever GURPS ability (Advantage, Attribute, Skill) you could make with that many Character Points. So if you spend 100 CP on having Cosmic Modular Abilities you would have a pool of 10 points that you could use like Character Points to have whatever abilities you could afford with 10 points, for example:

-Infravision [10], or
-Ambidexterity [5] and Absolute Direction [5], or
-Damage Resistance 2 (Flexible -10%) [8] and Hard to Kill [2].
Minor correction here, but Cosmic Modular Abilities still need an enhancement to let you pick Physical abilities. Either +50% for Physical only or +100% for both Physical and Mental. Despite the "Cosmic" part of their name Cosmic Modular Abilities do not have any inherent way to bypass that limitation on Modular Abilities.
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Old 03-19-2019, 11:10 AM   #12
naloth
 
Join Date: Sep 2004
Default Re: Cosmic/Reality altering abilities

Wild Talent! (Wild Ability +50%) [120/lvl]. You can have 30 points worth of any advantage at a time related to your ability to alter reality, plus once per session have a single use of either 1 level of an advantage or 30 points worth of that advantage whichever is greater.

This covers slight (under 30 point) abilities often with a single use "big" effect once per session:
Super Luck? No problem. Insubstantiality? Sure. IT:Diffuse? If you want...


It's somewhat tongue-in-cheek as it's points legal, but likely to be rejected on principle...
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Old 03-19-2019, 02:17 PM   #13
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Cosmic/Reality altering abilities

If you want pure reality alteration, there are a couple of character builds that would work. For example, let us say that you have a character with IQ 12 [40], Will 20 [40], Cosmic Talent 4 [60], Visualization (Based on Will, +20%; Blessing, +100%; Cosmic, +50%; Reduced Time 6, +120%; Reflexive, +40%; Reliable, +10, +50%) [48], and Visualization (Based on Will, +20%; Cosmic, +50%; Cursing, +100%; Reduced Time 6, +120%; Reflexive, +40%; Reliable, +10, +50%) [48], for a total cost of 246 CP. The character is capable of reflexively using Visualization twice per turn during combat, once to give a character an average of a +8 bonus and once to give a character an average of a -8 penalty. Outside of combat, the bonus/penalty can reach +24/-24, meaning that the character could potentially do anything a default or cause even masters to fail at the easiest of tasks.
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Old 03-19-2019, 03:37 PM   #14
naloth
 
Join Date: Sep 2004
Default Re: Cosmic/Reality altering abilities

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Originally Posted by AlexanderHowl View Post
If you want pure reality alteration, there are a couple of character builds that would work. For example, let us say that you have a character with IQ 12 [40], Will 20 [40], Cosmic Talent 4 [60], Visualization (Based on Will, +20%; Blessing, +100%; Cosmic, +50%; Reduced Time 6, +120%; Reflexive, +40%; Reliable, +10, +50%) [48], and Visualization (Based on Will, +20%; Cosmic, +50%; Cursing, +100%; Reduced Time 6, +120%; Reflexive, +40%; Reliable, +10, +50%) [48], for a total cost of 246 CP. The character is capable of reflexively using Visualization twice per turn during combat, once to give a character an average of a +8 bonus and once to give a character an average of a -8 penalty. Outside of combat, the bonus/penalty can reach +24/-24, meaning that the character could potentially do anything a default or cause even masters to fail at the easiest of tasks.
I'd suggest you need Compartmentalized Mind instead of Reflexive, if you want to direct 2 mental powers and take a third physical action. Reflexive allows it to activate without your direction, such as when you are taken by surprise or unaware of the danger. It doesn't allow you to choose to use it proactively nor does it allow you to intentionally take more maneuvers (though the GM could still use it in addition the GM sees fit if you do not use it).

It also doesn't allow you to do things (fly, shoot lasers, cast illusions, materialize objects) that aren't possible without the appropriate advantage. It also doesn't allow you to to attempt skills that cannot be defaulted or gain benefits that you would from high skill (+ST for wrestling, +dmg for brawling/boxing/karate).
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Old 03-19-2019, 03:56 PM   #15
Decadence
 
Join Date: Oct 2018
Default Re: Cosmic/Reality altering abilities

Quote:
Originally Posted by Donny Brook View Post
Cosmic Modular Ability allows the character to use their pool of points to have whatever GURPS ability (Advantage, Attribute, Skill) you could make with that many Character Points. So if you spend 100 CP on having Cosmic Modular Abilities you would have a pool of 10 points that you could use like Character Points to have whatever abilities you could afford with 10 points, for example:

-Infravision [10], or
-Ambidexterity [5] and Absolute Direction [5], or
-Damage Resistance 2 (Flexible -10%) [8] and Hard to Kill [2].

Basically, the ability you are buying with your pool has to be something that could be bought on its own with Character Points.

I don't think Create (Reality) or Control (Reality) are available to buy with Character Points, so on that basis I don't think they could be bought with a Modular Abilities pool.

As Kelly Pedersen noted, you have to decide what is actually going to be happpening and choose a GURPS ability that creates that effect. Then you build it as if you were buying it with Character Points, and if you have enough Modular points in your pool you use that to get that effect for as long as you want the effect. Then when you want to do something different, you do the same thing for that.
Well for the most part it could be anything from plagues, to changing properties of an object, or changing universal laws, defying them even. I looked up a few sources and off a supernatural wiki I found.

Conversion - Changing the properties of a being and thus transforming it into something different.
Conjuration - Create something (alive or not) out of nowhere.
Healing - Heal the injuries of a person (supernatural or not).
Resurrection - Make a soul leave their dead place and go back in the living world.
Telekinesis - Changing the location of a target.
Portal Creation - Creating a portal to another plane of existence or reality.
Power Granting and Power Negation - Changing the abilities (and thus also properties) of a being.
Biokinesis - Manipulate the properties of living things (bacteria, cells, organism).
Thermokinesis - Changing the energy of each particle of a target.
Electrokinesis - Changing the voltage difference between two points and thus generating electricity.
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Old 03-19-2019, 06:13 PM   #16
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Cosmic/Reality altering abilities

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Originally Posted by naloth View Post
I'd suggest you need Compartmentalized Mind instead of Reflexive, if you want to direct 2 mental powers and take a third physical action. Reflexive allows it to activate without your direction, such as when you are taken by surprise or unaware of the danger. It doesn't allow you to choose to use it proactively nor does it allow you to intentionally take more maneuvers (though the GM could still use it in addition the GM sees fit if you do not use it).

It also doesn't allow you to do things (fly, shoot lasers, cast illusions, materialize objects) that aren't possible without the appropriate advantage. It also doesn't allow you to to attempt skills that cannot be defaulted or gain benefits that you would from high skill (+ST for wrestling, +dmg for brawling/boxing/karate).
With 7 levels of Reduced Time (6 plus 1 from Reflexive), Visualization becomes a free action, so you can use it without spending an action.
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Old 03-19-2019, 06:55 PM   #17
Donny Brook
 
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Default Re: Cosmic/Reality altering abilities

Quote:
Originally Posted by Decadence View Post
Well for the most part it could be anything from plagues, to changing properties of an object, or changing universal laws, defying them even. I looked up a few sources and off a supernatural wiki I found.

Conversion - Changing the properties of a being and thus transforming it into something different.
Conjuration - Create something (alive or not) out of nowhere.
Healing - Heal the injuries of a person (supernatural or not).
Resurrection - Make a soul leave their dead place and go back in the living world.
Telekinesis - Changing the location of a target.
Portal Creation - Creating a portal to another plane of existence or reality.
Power Granting and Power Negation - Changing the abilities (and thus also properties) of a being.
Biokinesis - Manipulate the properties of living things (bacteria, cells, organism).
Thermokinesis - Changing the energy of each particle of a target.
Electrokinesis - Changing the voltage difference between two points and thus generating electricity.
So your next step would be to through the GURPS Advantages and determine which of them provide those capabilities.
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Old 03-19-2019, 09:13 PM   #18
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Cosmic/Reality altering abilities

Snatcher with Creation, Large, More Mass, and Permanent would work for creating stuff, though Allies with Summonable would work better for living creatures.
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Old 03-19-2019, 11:13 PM   #19
dataweaver
 
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Default Re: Cosmic/Reality altering abilities

An alternative is to step outside the Powers framework entirely, and to model such flexibility with a system that's built from the ground up with that in mind. In particular, I'm thinking of there Flexible Magic systems from Thaumatology. Take your pick of either Noun/Verb or Realm; or maybe even go with Words of Power, with a Cosmic modifier to offer the angel in question more control than a human attempting to use such a Word would have.
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Old 03-20-2019, 07:08 AM   #20
naloth
 
Join Date: Sep 2004
Default Re: Cosmic/Reality altering abilities

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Originally Posted by AlexanderHowl View Post
With 7 levels of Reduced Time (6 plus 1 from Reflexive), Visualization becomes a free action, so you can use it without spending an action.
Yes, Reflexive doesn't act as anything other than another level of Reduced Time in this case. There's no reason to take it rather than Reduced Time speeding up conscious use.

7 levels of Reduced Time don't allow you to use consciously use multiple advantages per turn. To use multiple powers per turn you'll need Compartmentalized Mind, ATR, or Extra Attack. Since it doesn't require a maneuver, you could take a "normal" action along side your power use but I suspect that this will be used to complement the use of another a power.

If you could do what you're suggesting, it would be cheaper to take Illusion or Mind Control multiple times, each with a level of Reduced Time so you could use it freely in parallel rather than use CM/ATR or Independent.
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