Ways for non-combat advantages to benefit from Cosmic
Discussions of Cosmic give a lot of attention to modifiers for attacks and defenses. But if you're using Cosmic as a power modifier, you'll have it on everything, not just your combat abilities. So what else does Cosmic (particularly the lowly +50% version) do? Here's my attempt to aggregate answers from across Powers, Power-Ups 4, and other sources:
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Re: Ways for non-combat advantages to benefit from Cosmic
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Both Ars Magica's Mythic Europe setting, and my somewhat similar Ärth setting, have this, with the Divine type of magic trumping lesser forms of magic, such as Magic/Arcane, Infernal/Satanic and Faerie/Pagan. |
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Otherwise, I'd try to slot in one of the following (from GURPS Power-Ups 4): Avoiding Drawbacks, Defensive, No Rule of 16 or Privileged Attack. ... assuming any of them are appropriate ... |
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Clairvoyance without the need to Concentrate and make an IQ roll to change viewpoint? Not sure that's worth 50 points, though.
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Re: Ways for non-combat advantages to benefit from Cosmic
On other idea: it makes sense that normally "telepathic" abilities (Mind Reading, Mind Probe, etc.) would work Digital Minds and things that would normally be the wrong "type" to be affected by them. This would include being able to use Empathy on animals, demons, etc. This would be like a slightly better version of Cybernetic, and the rationale for protecting Digital Minds from telepathy has as much to do with the lore around "telepathy" as anything—it makes sense that Cosmic powers wouldn't recognize distinctions between types of minds. Of course, to overcome explicit defenses like Mind Shield or Resistant, you still need the +300% version of Cosmic.
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Re: Ways for non-combat advantages to benefit from Cosmic
Hmmm... okay, this has gotten me thinking about ideas for stock abilities that would be part of a Cosmic power. (Many are based on abilities from GURPS: Psionic Powers, but if I were using them in a campaign I'd assume no skills were actually involved.)
Cosmic Step 70+ Points As Autoteleport (GURPS: Psionic Powers), but replace Reliable +10 with Cosmic, No Die Roll Required (calculate effective IQ normally, but automatically succeed as long as effective IQ is 3+). Also, abilities and technology that block normal teleportation are ineffective against Cosmic Step. Mindsense 72+ Points By concentrating, you automatically know of the presence of any sentient minds (IQ 6+, regardless of whether they are biological, artificial, supernatural, etc.) in the vicinity, excluding ones you know about, out to the range at which standard range penalties would reduce your effective sense roll below 3. Once you detect a mind, you can follow up with True Telepathy This sense can only be blocked by a Cosmic version of Obscure. The most basic version of the ability is Detect Sentience (Cosmic, No Die Roll Required, +100%; Lock-On, +50%; Selective Effect, +20%; Vague, -50%) [72], but more powerful versions are possible. Neo-Morph 150 Points + maximum value of forms assumed This is Morph (Cosmic, can take traits that don't exist in the game world, +50%; Improvised Forms, +100%; Universal, +50%; Cannot Memorize Forms, -50%; Flawed, -10%; Immediate Preparation Required, 8 Hours, -90%) [150]. Though eight hours of careful work, you can completely replace your racial template with something of your own invention. You can completely change your body composition, adding or subtracting Diffuse or Insubstantiality, or even adopt traits that don't exist (yet!) in your game world. Performing this change in lesser time is a common Power Stunt. True Sight 38 Points You automatically penetrate, without needing to roll, any powers-based visual deceptions within your line of sight. Universal Telepathy Varies This is a whole collection of abilities that would normally be part of the Telepathy power. Add Cosmic, No Die Roll Required, +100% and Sentient Minds Only, -10%. These abilities work on any mind that could be detected by Mindsense (non-sentient minds are excluded, because beings with Cosmic powers rarely consider them powerful enough to bother learning to interact with them). With some abilities, such as Empathy, success is automatic; with others, a Quick Contest is required, but treat a failed roll as a success with margin 0. Adding No Rule of 16 is a common power stunt (see Powers) when using these abilities against powerful minds. |
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