11-12-2017, 10:24 AM | #1 |
Join Date: Oct 2013
Location: Mülheim an der Ruhr
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Desing a Weird Power
Hi, one of my groups decided to start a campaign in GURPS. They want to play Supers, and the setting will be cold war with powers.
one of the players want to play a character who have 2 independent bodies and only one mind, and other powers so, I want to now how to price this and see if I'm missing something. 1 - for the 2 bodies I wold buy one level of Duplication (BS 50) and put some limitation as they don't merge together, -20% is a good value? also, if one of the bodies die it's lost, and the other continues. 2 - He wants constant communication with each other, so Telecommunication (BS91) (diapsiquia, don't know it in English) but only to him (-X% limitation) and aways on (+X% enhancement) 3 - he wants to know where the other body is (Ex. if one is knocked down) so, Detect (BS48) rare 5 pts, precision enhancement +100%, and "use long distance modifiers instead of normal distance modifiers" enhancement (+X%) 4 - does he need to buy ATR to act once with each body or duplication already cover this? 5 - does he need to buy compartmentalized mind to talk (or do other mental stuff) with someone with each body. 6 - If he wants to have one power in only one body, how should I price the limitation? Thanks in advance |
11-12-2017, 10:32 AM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Desing a Weird Power
Ally; Puppet; Possession with Telecontrol, Independence, and Puppets Only. Or drop Independence and add Compartmentalized Mind with One Ability, Possession.
This is assuming that the two bodies are actually different, like Eight in The Specials. Last edited by sir_pudding; 11-12-2017 at 12:00 PM. |
11-12-2017, 10:57 AM | #3 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Desing a Weird Power
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Each body is independent so you do not need ATR or Compartmentalized Mind. These Three advantages are really are in the same vein and different modes. As for your last question I use the One Skill Only limitation, -20% for that.
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11-12-2017, 06:31 PM | #4 |
Join Date: Feb 2016
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Re: Desing a Weird Power
A super with ATR 1, Compartmentalized Mind 1, and Duplication 1 would be able to make four physical actions per turn and eight mental actions per turn. I would also give them a mental attack with Malediction, so that they could attack eight times per second. The optimal arrangement would probably be ATR 1, Compartmentalized Mind 2, and Duplicated 3, which would twenty-four mental attacks per turn.
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11-12-2017, 07:55 PM | #5 | |
Join Date: Mar 2012
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Re: Desing a Weird Power
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http://forums.sjgames.com/showpost.p...5&postcount=16 |
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11-12-2017, 10:09 PM | #6 |
Join Date: Feb 2016
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Re: Desing a Weird Power
Then it is more cost effective to purchase Duplication 4 and Extra Attack 4 with Multiattack. You can make 25 attacks per turn for 260 points.
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11-12-2017, 10:22 PM | #7 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Desing a Weird Power
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I don't think the OP is after the cheapest way to make 25 attacks per turn though. Personally having been down this road before, I wouldn't allow that, since it means that your turn will take forever. |
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11-13-2017, 06:38 PM | #8 | |||||
Join Date: Oct 2013
Location: Mülheim an der Ruhr
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Re: Desing a Weird Power
Thank you all for the ansers.
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Well, I consider the points 4, 5 and 6 clarified. Any other ideas on the topics 1, 2 and 3? |
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11-13-2017, 07:21 PM | #9 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Desing a Weird Power
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I'd also be inclined to put a further -50% limitation on Detect, "Extremely Small Category", since even a Rare category normally covers a lot more than just one other person. |
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11-13-2017, 07:54 PM | #10 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Desing a Weird Power
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You definitely don't need ATR or CM; the dupe already gets a turn. Trying to figure out what the value of a "cannot remerge" limitation is, is difficult. If you compare Duplication to Ally, a same value constantly available sunmonable ally is 40 points and Duplication with No Sympathetic Injury is 42 points, so unless I am missing something, being under player control and being able to remerge are 1 point each. Sometimes "Cannot Remerge" is a whole -2% limitation. |
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Tags |
detect, drains familiar, duplication, power, psi, telecommunication |
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