Quote:
Originally Posted by Tigrah2k
In GCA it had a 0% Cosmic origin enhancement... What is that for then? I'll talk to my GM about fixing the points, though, to keep them in line with what the game says. We're all still learning the intricacies of the super genre in GURPS. I imagine our GM would be more likely to hand out more starting points, or more post-change points, if he understood that part of the GURPS Supers system.
Once those modifiers are fixed, how do you think he'd fair as a very early development Super?
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Not very well. Compare him to the supervillian that I presented. The villain has a 200 CP power that, when combined with the Cosmic Power Talent, can be transformed into anything with Using Abilities at a Default. Even when she does not, she can deal an average of 16 HP per turn to your character after hijacking his perceptions (assuming the perks to transform Rule of 16 to Rule of 30).