01-18-2016, 12:10 PM | #881 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: 50-point Abilities
The normal way of controlling this kind of thing is with the Cosmic (GM Ridicule) modifier.
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01-18-2016, 01:10 PM | #882 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: 50-point Abilities
That build is not legal by RAW. Adding the +50% Cosmic required to make it legal also breaks the 50 point barrier, further disqualifying it from the topic at hand.
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01-19-2016, 04:21 AM | #883 | |
Join Date: Jan 2016
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Re: 50-point Abilities
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01-19-2016, 04:24 AM | #884 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: 50-point Abilities
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01-19-2016, 05:04 AM | #885 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: 50-point Abilities
You are mistaken. Please reread the enhancement and you'll see that nothing about it states that it allows one to bypass resistance rolls. For a detailed discussion of Cosmic -- both this specific enhancement and many others -- see GURPS Power-Ups 4: Enhancements.
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01-19-2016, 05:05 AM | #886 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: 50-point Abilities
Your GM is correct.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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01-19-2016, 06:16 AM | #887 |
Join Date: Jul 2013
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Re: 50-point Abilities
Of course this build is valid (which has the added benefit of affecting non-living creatures as well):
Impaling Attack 1d-3 (Affects Insubstantial, +20%; Area Effect, 1024 yards, +500%; Cosmic, Irresistible Attack, +300%; Increased 1/2D Range x10, +15%; Rapid Fire, RoF 300, +300%; Selective Area, +20%; Underwater, +20%) [13] + DR 3 (Cosmic, +50%; Impaling Only, -40%) [17] I toned it down area effect wise since I couldn't be bothered to figure out the exact maximum possible value. No matter what direction that flies off in the area effect will mean it'll still hit your target provided it's within 924 yards of you. The DR protects you from the damage it'll deal, which averages 1pt impaling, so usually 2pts of injury per hit against a living target. The moral is that it's very easy to break GURPS, just as it's easy to break any logical framework of rules, it's the GM's job to prevent it from happening. Of course it can make life difficult, sometimes the most practical way of making something results in a build that breaks the game a little. Last edited by Wavefunction; 01-19-2016 at 06:23 AM. |
01-19-2016, 02:54 PM | #888 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: 50-point Abilities
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01-19-2016, 03:13 PM | #889 |
Join Date: Sep 2007
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Re: 50-point Abilities
The intent seems to be to protect the caster against their own attack. But it seems redundant with Selective Area. Just don't select yourself.
RoF 300 is also a bit of a waste with Area Effect. The main advantage of RoF is in the hit bonus (+8). But you only score at best 20-30 hits, even with IA skill around 30, thanks to the way that rule works. Not a guaranteed kill even on an unarmored human. That along with the reduced area make it a far cry from the original M.U.N.C.H.K.I.N.'s intended universe-slaying effect. (Which is, of course, something you probably don't want to be possible for 50 points.) Last edited by Anaraxes; 01-19-2016 at 03:17 PM. |
01-19-2016, 03:17 PM | #890 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: 50-point Abilities
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