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#5 |
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Join Date: Jun 2006
Location: On the road again...
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Which book is the Sex power modifier in anyway?
Do you split between Biological and Passive Biological? (The latter is generally used on passive stuff like DR and IT:DR, as it ditches the Costs FP requirement.) What about a Chemical, Alchemical, or Pharmaceutical power modifier, such as using weekly treatments (injection or ingestion) with pharmacological antidotes? (See: Dr. Jeckyl/Mr. Hyde.) Or would that, too, fall under Superscience? In GURPS Supers, two Technological power modifiers - Nanotech and Electronic - have different costs than the standard -10%. (Nanotech is -15%, Electronic is -30%.) Will Superscience adjust its own cost accordingly depending on how it works? And what about a "Mutant/Mutated Biology, -0%" power modifier for physical mutations (such as wings, feet adapted to be hands, extra-flexible tails and spines, etc.) that cannot be neutralized or interfered with but whose use may be subject to power talents? (posted from fone)
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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| Tags |
| martial arts, psi, pulp, supers |
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