Quote:
Originally Posted by weevis
Magic is a good suggestion. I feel like people who do magic that costs FP must have a solution for this but I don't run games with magic so I don't know what it is. Maybe I need a powerstone or something!
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I only mentioned magic because the game mechanics for standard GURPS Magic spells (spend time concentrating, spend FP, roll vs. skill, get some supernatural effect if you're successful) work well for learnable standalone supernatural skills. E.g., weird temporal manipulation techniques, Dreamland powers, or certain cinematic martial arts attacks. They don't actually have to use mana to power them.
It also occurs to me that if you can use some sort advantage with Area Affect to "de-paradox" an area or group of people. Affliction or Healing seem like logical choices.