Quote:
Originally Posted by Prince Charon
A wide range of things, but they'd have to learn them or figure them out the hard way, and depending on the GM, might have worse penalties in some things, like information-gathering abilities.
Yours is a pure 'give me knowledge' build; it's great for that, but pretty much only for that. Apart from anything that I may be forgetting because opening up GURPS Powers right now would be just inconvenient enough that I'd prefer not to, the lack of Control or a similar advantage would mean higher penalties to the power stunts that are too far away from 'information-gathering abilities.' Depending on the GM, some things that drift too far from 'get data' would just not be allowed.
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The Control (Energy) Advantage in the book specifies how it works and what it does with real world forms of energy. Obviously, what Psi energy does is something for the GM to define when s/he invents it, but as you are putting it in a power build, I am curious what you intend Psi energy (and by extension, Control of it) is supposed to do. You seem to seen Control functionin as a sort of unspecific access requirement which is usually more the role of the Power Modifier.
In the RAW description of Control, it's not about improving finesse with other abilities within a Power. You would use Talent for that and not bundle it into a portmanteau ability.