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Old 08-05-2009, 05:21 PM   #1
warmachine
 
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Default Pushing powers

GURPS Powers has lots of optional rules, such as extra effort and stunts, for improving powers on an ad-hoc basis. By default, a power cannot be improved in this way. Supposing a GM allows these options but only on powers with a suitable enhancement. How much should this enhancement cost?
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Old 08-05-2009, 05:55 PM   #2
smurf
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Default Re: Pushing powers

I assume you mean the film right?

DR vs bullets directional?

Or shield
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Old 08-05-2009, 06:02 PM   #3
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Default Re: Pushing powers

Generally, a rules option is a Perk.
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Old 08-05-2009, 06:19 PM   #4
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Default Re: Pushing powers

Quote:
Originally Posted by mlangsdorf View Post
Generally, a rules option is a Perk.
But note that the similar rules exemption for magic (Adjustable Spell) requires multiple perks, one per enhancement or one per ability.
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Old 08-05-2009, 07:49 PM   #5
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Default Re: Pushing powers

Quote:
Originally Posted by warmachine View Post
GURPS Powers has lots of optional rules, such as extra effort and stunts, for improving powers on an ad-hoc basis. By default, a power cannot be improved in this way. Supposing a GM allows these options but only on powers with a suitable enhancement. How much should this enhancement cost?
How prohibitive/attractive do you want this to be? How many of your players will most likely benefit from this? Also, do you intend to use the rules for Godlike Extra Effort [P161]?

If you're running a low-powered Supers campaign a la Heroes, it makes sense that more experience characters may be able to exploit their single/singular powers, once they get a bit of training. For that, you could assign something like a +10% enhancement and stipulate that it can only be bought with CP from experience. That will make it a goal that lower level PCs can readily attain, while your higher power PCs will take longer to advance while still enjoying the perks of buying more dice of damage early on.

If you're running a regular four-colored Supers game where the PCs have well-defined powers, you might want to make this a +50% enhancement. This will encourage players to spend their points on new powers or skills rather than repurposing the powers they already have. Similarly, if most of the PCs are non-powered, a +50% enhancement helps to keep the game balanced without making the goal entirely unattainable.

If you're running a realistic Supers game, one where mutants hang out in the Rec Room on Saturday afternoons and actively work on new ways of doing things with, say, their laser-beam vision or their force fields, this could be a +0% campaign-level rules fiat, or a +5% or +10% enhancement to separate the "playahs" from the "suckahs" -- or whatever the GenNext equivalent might be.
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Old 08-07-2009, 08:19 PM   #6
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Default Re: Pushing powers

Quote:
Originally Posted by mlangsdorf
Generally, a rules option is a Perk.
Yeah... it's really up to whoever is running the game and what fits their vision. Some form of Unusual Background seems more appropriate than a modifier on the trait(s).
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