02-19-2020, 08:27 PM | #31 |
Join Date: Feb 2016
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Re: Killing Superman [Powers]
Neutralize (Cosmic, +300%) works on any source, it cannot be much clearer than that. The Cosmic modifier always breaks the rules, so why should it not break the rules in this case? Of course, it is up to the GM whether to allow the ability, but that applies to any ability.
Anyway, it is possible to effectively permanently neutralize all of the relevant abilities of most characters by using Affliction 1 (Attribute Penalty, -20 ST, -20 DX, -20 IQ, and -20 HT, +600%; Cosmic, Irresistable Attack, +300%; Extended Duration, Permanent, +300%; Malediction 3, +200%) [150]. Anyone that fails the resistance roll becomes a vegetable for the rest of their short lives, whatever their other abilities (though Mind Control with Cosmic would help with the resistance roll). And it is cheaper than the Neutralize build, though you do not get to steal the abilities of your victims. |
02-19-2020, 09:06 PM | #32 | |
Join Date: Jun 2013
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Re: Killing Superman [Powers]
Quote:
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02-19-2020, 10:10 PM | #33 |
Join Date: Feb 2016
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Re: Killing Superman [Powers]
Irresistable Attack circumvents any advantages that would add to HT, such as DR with Malediction-Proof.
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02-19-2020, 10:22 PM | #34 |
Join Date: Oct 2007
Location: Vermont
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Re: Killing Superman [Powers]
Basically, the only problem with all of these optimized power builds is that they're not very fun in play.
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02-20-2020, 01:43 AM | #35 |
Join Date: Jun 2013
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Re: Killing Superman [Powers]
Agreed; "I Win" buttons can work in stories, where the author can contrive to find ways to deprive the character (although it's best if the ability is held by an antagonist, and a good deal of the encounter is the protagonist trying to work a way around it), or even keep its existence something of a secret. See Worm for some examples, particularly on antagonists. In an RPG, they're markedly less interesting.
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02-20-2020, 05:10 AM | #36 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Killing Superman [Powers]
Which is why I wouldn't give PCs access to save-or-die spells. They always use them on the primary antagonist and that's just boring.
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02-20-2020, 07:40 AM | #37 | ||
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Join Date: Jun 2005
Location: Bristol
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Re: Killing Superman [Powers]
Quote:
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The problem with Superman is it is a written character. Even his name sake in Invincible could be beaten to a pulp. All characters are not flawless and it's nigh impossible to create one. |
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02-20-2020, 08:32 AM | #38 |
Join Date: Oct 2007
Location: Vermont
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Re: Killing Superman [Powers]
And if you did, what stories could you tell about them?
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02-20-2020, 08:59 AM | #39 |
Join Date: Mar 2006
Location: Iceland*
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Re: Killing Superman [Powers]
Well, explicit slash fanfic stories, obviously.
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02-20-2020, 11:57 AM | #40 | |||||
Join Date: Aug 2018
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Re: Killing Superman [Powers]
Quote:
There is no “Anti-Anti-Psi” power, no version of Neutralize that works on it, and so on. Quote:
Even if (as I'm arguing) this is limited to all the possible abilities you could design Neutralize for, that's still an incredibly useful rule to ignore. Quote:
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For gods and the like (obviously not the 'most characters' you're talking about...) one way to survive a failed save against "Attribute Penalty" Affliction without turning into a vegetable (you really only need to target IQ, the other 3 seem unnecessary, you just need to reduce someone to IQ 0 to make them non-sentient) would be to take (P13) an IQ bonus for "Attributes as Abilities" and by being part of a Cosmic Power, the P21 protection would apply: I'm sure you'll bring up this part I omitted from the above: The way that works is, as best I know... *Crushing Attack (Persistent, Wall) stops normal folk **Insubstantial guys ignore it *Crushing Attack (Persistent, Wall, Insubstantial Only) stops Insubstantial folk **Insubstantial (Cosmic, Adds Utility) ignore this *Crushing Attack (Persistent, Wall, Insubstantial Only, Cosmic: Adds Utility) stops the Cosmic Insubstantial In this case you have Adds Utility on Crushing Attack cancelling out "Adds Utility" on Insubstantiality. I avoided using "Defense or counter measure" for Innate Attack because that says "defensive trait provides its usual benefits against offensive abilities modified with the Cosmic enhancement" but even if we viewed "wall" attacks as being "defensive", I don't really see insubstantiality as being "offensive". Now here is a similar progression with Neutralize vs Psi... *you can use Crushing Attack (Telekinesis -10%) but someone with Neutralize touches you: you fail your save and can't use it anymore *If you took Cosmic: Defensive +50% on Crushing Attack, then you don't need to bother making a save vs Neutralize, you're immune to it *If Neutralize took Cosmic: Adds Utility, then it should be able to work against Cosmic:Defensive psi abilities. Part of the problem (because we need to actually ascribe names to "Cosmic" modifiers) is that both Neutralize and Crushing Attack are attacks. There is no "defensive trait" so "Defense or countermeasure" might be off the table for either of them. P21 "nothing can take away the wielder’s power" P101 "handle it as if neither side had Cosmic" What I think needs clarification is if P101 is referring to Cosmic as a power modifier, or the "Cosmic options" which that power modifier gives a discount on. What does the power modifier do, for example, other than give that discount? Is P21's "nothing can take away"... 1) a free benefit above wild advantages?I'm thinking "no" on #3 because we're given an example of paying 250 instead of 300 on irresistible attack. P101 specifies you subtract 50 from the TOTAL cost of cosmic modifiers (not from each one) so you only ever say 50%, not 100% for 2, 150% for 3, etc. Right before "Required Disadvantages" on P21 is also this important part: work normally against attacks and opposing abilities enhanced with more expensive Cosmic options.Neutralize is an attack. +300% is a "more expensive cosmic option" This means you IGNORE the cosmic option as if it was not there. The way Neutralize works without the +300% is being limited to a single power source. That single power source has to be one of the -5% ones. Ergo: Cosmic powers can't be neutralized by the +300%, because Neutralize is treated as non-cosmic, and thus reverts to one of the allowed power sources. The only way I could see it working is if you had something like: Telekinesis (Psychokinesis -10% Cosmic +50%) Basically if you had TWO power modifiers. But it would not work if you just had Telekinesis (Cosmic +50%). P28's "Stacking Power Modifiers" box states "No advantage can have multiple power modifiers." but there is at least one exception to it, which is Super/Elemental listed in parenthesis immediately after. Cosmic+other Power Modifier is NOT listed as an exception, but P27 has weird wording which seems to hint at it: "Cosmic powers add +50% to their power modifier." First I will note: the same word gets reused in many different contexts in GURPS... such as P124 you could have Chaos (source: Moral) and Cosmic (source: Cosmic). Compare: P124 "the only counter measure it faces is itself" P135 "Neutralize, with Power Theft and possibly Cosmic" Vampirism can take the Cosmic +300% option on it's Neutralize... but it would still not be able to affect abilities which are part of the "Cosmic" power, because it's source is merely bio/mag/psi/super. Yet even if Neutralize (Super; Cosmic +50%; Godlike Tricks: Unrestricted Powers +250%) was used... P21 kicks in for the save: work normally against attacks and opposing abilities enhanced with more expensive Cosmic options So this means you don't just have 50 cancel out 50... 50 cancels out the entire 300 and you're left with Neutralize (Super) which can't target non-super abilities, and raw-cosmic-only powers (which are not using "Stacking Power Modifiers") aren't classified as Super. A big point of confusion is simply that Powers has clashy statements. P25: "Cosmic powers can neither be blocked nor have countermeasures." P124: "the only counter measure it faces is itself" Would 124 mean "because I can shut down my own abilities" or refer to "enemies who also have abilities with the cosmic power modifier" ? I'm not sure. If it's the latter then it seems there's an unavoidable conflict here. All I know is with cosmic canceling out ALL COSMIC OPTIONS, Neutralize in it's native form MUST specify an acceptable source with -5%, meaning cosmic is still out. I think 'countermeasures' probably refers to Affliction (Negative Advantage) like you statted up, since that can affect wild abilities and doesn't need to specify a source in it's unaltered form. B61 "No Vitals" mentions you don't have vitals "that attackers can target for extra damage" but given that Heart Attack isn't actually targeting/damaging, it makes me wonder if it actually does protect against it. Luckily B429 clarifies it does... Why are you paying for the 5 points for negating ALL of No Vitals though? If it's only No Heart shouldn't that be cheaper? Testicle Tuck is a perk they cut out in Bio-Tech so maybe "No Heart" should be worth 4 points and only +4% to negate w/ Affliction? Quote:
Plus it is possible to get Malediction-proof DR (Psionic-Powers introduced it), in which case you would need Irresistable Attack to get past such DR. Last edited by Plane; 02-20-2020 at 12:07 PM. |
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