Wow, thanks for taking time to think about all that! Seems well-reasoned and fair towards the point value, given the utility and severe limitation imposed by the falloff described in Explosion or Dissipation for abilities that don't also generate Fragmentation or Hot Fragments damage. I wasn't aware of the incidental fragmentation rules, so that helps too. All in all, I found the point cost for creating a useful implosion effect that realistically falls off with distance (or that affects a useful radius) far exceeds the point cost for simply creating near instant-kill or instant-incapacitation abilities. Varyon's ideas sound fairly balanced, so far.
Something else to consider for an attack of this nature are these optional limitations:
http://forums.sjgames.com/showpost.p...7&postcount=12
Bonus question 1: I found the rules concerning contact explosions and explosions in enclosed spaces (B.415) and saw that there are rules for multiplying damage by up to 3x or automatically applying maximum possible damage on your available dice. Perhaps, given that implosions and gravitational attacks aren't well covered or easily described in GURPS, how fair would you say it'd be to apply one of these modifiers, or something like them, in this particular case? As far as I can tell, Explosion's damage falloff is calculated based on the idea of an attack that generates single-pulse forces reliant on the physics of a 1G, Earth-like atmosphere or the behavior of ordinary forms of matter/energy like light or fire. Perhaps the damage values for a purely kinetic ("passively kinetic"?) ability like creating a gravity well should be tweaked?
Bonus question 2: If you were the GM and you allowed a gravity-based ability like this, how would you handle the fact that targets with higher mass are gripped tighter by gravity and have more inertia/momentum to overcome? Would you consider the target's ST or HP or anything else, and somehow apply that to the attacker's damage roll?