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Old 11-17-2012, 06:56 AM   #548
B9anders
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by naloth View Post
As a GM you can handwaive whatever rules you like, but I'm referring the the game consequences of taking those abilities. Unless you're your saddling him with all the drawbacks of being blind he does effectively have a compensating alternate vision that keeps him from having all the drawbacks of being Blind.

Bluntly by RAW that means -6 to all combat skills unless he uses Vibration Sense or Blind Fighting to locate his opponent (a fair number of rolls or the point cost to get them all to 16+ and buy No Nuisance Roll perks). He also cannot target specific locations (neither sense is precise enough) at all.

Radar explicitly cannot be used in this fashion: "You cannot get an actual image with Radar, or use it to aim attacks" (B81). At best Radar gives you a +3 for aimed attacks.
Which is why I wouldn't use radar, but Extra-sensory awareness, Imaging Radar or Para-Radar. Probably with "no intercept"(?). I know DD's sense is called "radar sense", but it doesn't function the same way radar does in GURPS.

Quote:
Edit: to your example about the TK guy with no arms. He's at the mercy of requiring concentration to use any of his TK. Grappling him shuts down his abilities. He will quickly exhaust himself if he tries to use TK to carry stuff along with him. He can't wield anything in the traditional sense and will probably be at a disadvantage trying to do things like shoot a gun. Basically if you enforce that's he has NFM, it's a serious disadvantage. If you hand waive the requirements for concentration and give him effective "phantom limbs" that work just like normal limbs for carrying, fighting, and wielding then he shouldn't qualify for NFM since the how he manifests his limbs are a special effect.
When I say 'jacked up' I meat suitably enhanced that his TK doesn't have these vulnerablities, whether with compartmentalized mind or independent enhancements on it.

Shooting guns, RAW, is not at all disadvantaged by using TK. Actually, Talent makes it potentially more advantageous. Although I think it'd be fair to rule that you can't aim unless you position the weapon in line if your sight to actually take aim.

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By the time you buy up his senses, add enhancements, pay for perks, and other advantages you've already spent about the same amount as you would have by slapping some limitations on Blind that reflect that he only suffers from a few of the drawbacks of being Blind.
Well, yay for the system then. If it comes out like that, it shows that it is indeed relatively balanced and can handle these cases without having to concoct a "ok, it is a scanning sense for a blind man, but we'll treat it like you can see and put mitigators on your blindness instead. And then take 360 vision and colour blindness on top of your blindness".
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