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Old 04-21-2013, 09:46 PM   #11
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: Different Cosmics

Quote:
Originally Posted by David Johnston2 View Post
No. They can't. Vanilla Neutralize and Static are both power source dependent Advantages. They don't work against wild Advantages any more than Cosmic ones. In the Super/Mutant/Psi power power sources, you get 5% for being vulnerable to gear, and 5% for being vulnerable to Static and Neutralize.
I'd be fine with making Cosmic +45% if that's what is necessary.
Quote:
Originally Posted by gjc8 View Post
They are, strictly speaking different: one is a part of a Power with a Cosmic Source and one is a wild ability that is not part of a Power and has no Source. This may have some minor effects.
What I'm shooting for is; how can I make an ability that has No Roll Required (or any other cosmic, like Irresistible) without making it Cosmic? This is where I am confused.

An example of 'physics works differently', going from a setting where magic is powers to a world where magic is strictly skills, and you must have completely different knowledge of how it works to use it, someone with Cosmic PM on an ability (and Magical) could use it in the new world, still subject to magical limitations. This would even apply in reverse, if a wizard had Cosmic on their Magery (probably the 300% version though).
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Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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