Sorry for the response delay. Life happened.
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Originally Posted by Walrus
Is this character somewhat like Spawn from Image Comics? Then I'd go with Modular Abilities instead of Create/Control.
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Artless is his own thing. :)
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Originally Posted by Walrus
But I doubt that you can really use Specific item for your "ectoplasm". You should clearly define its probable properties anyway, but I feel that at least Small Category or even more is suited better for supposed variety.
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I didn't include the material properties in my post as they aren't especially relevant to how the mechanics are structured. Ectoplasm is a clearly defined substance with its' own properties and nature within the campaign's setting. It is not code for '
whatever I feel like making it act like' absent other traits acting on it to generate that behavior.
Quote:
Originally Posted by Walrus
And where did you get that Reduced Time (Long Tasks only)? Again, it's ridiculously cheap and it isn't the way how Control works. I'd suggest using Altered Time Rate (Non-Combat Speed -60%, One power only -10%, PM -20%).
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Hmm:
- Altered Time Rate 33 (Super Speed, +20%; Limited (One Ability (Control Ectoplasm)), -30%; Non-Combat Speed, -60%; Power Modifier, -20%) [792]
(100 * 33) * (1 + 0.20) * (1 - 0.80; limitations exceed floor) = 792.
... is a tad excessive for the ability to shape a temporary created substance into a simple single-material crafted object (taking no more than 700,000 seconds (194~ hours) to craft).
I'll poke around at the idea.
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Originally Posted by starslayer
I further feel that you might need to give us some examples for what exactly this PC is going to do with 'ectoplasm'.
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Working on it.
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Originally Posted by munin
Extended Duration is explicitly not allowed for Create (p. P94). If you want objects to last longer than 10 seconds you need to spend points to stabilize them (or use Gizmos or Snatcher). Consider allowing players to buy one-use ER (25 for 1 cp; GURPS Supers, p. 114) and spending those to stabilize cheap items (each one-use ER stabilizes 0.4% starting wealth worth of items: e.g., $80 at TL8) -- but don't allow them to use regular FP or regenerating ER, only one-use ER bought with character points.
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My apologies, I didn't think to call that out as a house-rule in my original post. I'll be sure to emphasize that in the campaign's house-rule document (and I'll edit it into the original post for this thread).
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Originally Posted by munin
If 350 points is your budget, consider just buying Snatcher (Permanent, +300%) [320], possibly with Creation, Large Items, More Weight, Reduced Fatigue Cost, Reduced Time, Specialized (simple items, -10%?), and "Nuisance Effect, Objects look fake, -5%" (p. P128). To fit the enhancements in the budget, consider applying the Costs Character Points mechanic (GURPS Supers, p. 114; but unfortunately unnamed there) as a ×1/5 "limitation" to the Permanent enhancement (PK once told me in a PM that that sounded reasonable), so that the player has to pay for permanent items (possibly again using the one-use ER method for cheaper items, balanced by requiring more character points for expensive items rather than just "one cp per use").
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That'd build out as:
- Snatcher (Creation, +100%; Extended Duration (x3000), +140%; Large Items, +50%; More Weight (1 ton), +80%; No Die Roll Required, +100%; Reduced Fatigue Cost 2, +40%; Reduced Time 4, +80%; Reflexive, +40%; Power Modifier, -20%; Specialized, -10%; Uncontrollable, -30%) [234]
80 * (1 + 1.00 + 1.40 + 0.50 + 0.80 + 1.00 + 0.40 + 0.80 + 0.40) * (1 - 0.20 - 0.10 - 0.30) = 234.
... which is a bit more expensive that the current Create but well within his powers budget; the power interactions are different though. Hmm. I'll poke at the idea for a bit and see what I come up with.