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Old 04-22-2013, 05:05 PM   #28
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: Different Cosmics

P26;
Quote:
Your abilities
ignore the ordinary countermeasures
that work against wild advantages,
and you always have access to them –
nothing can neutralize your power or
cut off its energy source.
To me that sounds worth +50% alone, not taking into account of all the neat things B103 can give you. Since NRR is definitely worth +100% (if not more), I think I'll have Cosmic PM be;

Cosmic Power +0%
Cosmic: Ignores wild countermeasures and always have access to this power +50%

That makes it so Cosmic PM doesn't decrease other cosmic enhancements' costs. It seems slightly expensive, but it's better than getting it for free with NRR. It also lets me add other PMs to it, such as;

Create Water (Cosmic PM +50%, Magical PM -10%)

Now that spell can be used anywhere except no mana zones and you will never lose at all except to antimagic. It also has a slight bonus of getting both Cosmic Talent and Magery to add to it, but since this last part is only because it's part of a PM, I can drop that as a feature. Which lines it up with what Essential Water about would be as a power.

As for the last two questions, would extra levels of Cosmic (using the above Cosmic) just be bought multiple times to achieve multiple levels of Cosmic? It sounds a little expensive (but god-beating god powers probably would be). And can I get Power Perks as Cosmic perks?
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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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