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Old 09-08-2014, 03:13 PM   #1
MagnetoHydroDynamics
 
Join Date: Jun 2011
Default Various super-power mechanics and their pricing.

I am looking into building interesting superpowers in GURPS, for a compendium of sorts.

Given a character with some form of Cosmic Modular Abilities, what would an appropriate modifier be for "Can only re-assign when healing HP or Vitality Reserve points through healing rolls (meaning two at once for Very Rapid Healing), Regeneration or external healing." ? I am considering -80%, since it requires you to get hurt first and then wait upwards of 12 hours to make a healing roll (or alternately sink a large amounts of points into Regeneration) which is quite a bit of effort.

Given a character with both Create and Control of the same substance,
  • Do they need to be able to Control as much as they Create in order to shape the controlled object as they create it?
  • If the same level is needed, what is an appropriate modifier for "Can only control on same turn as creating, and only for deciding shape" ?
(Meaning that super hero IceMancer can create beautiful ice-sculptures but not change their shape after the fact.)

With Control, it is implied that after establishing control, the substance can be moved away from the controller's grasp/direct contact. What is an appropriate modifier for "Can only control items under continuous direct contact" ? (Meaning super villain IronMancer to make a rod of iron turn itself into a pretzel, but the moment he let go it would return to being just a rod of iron no matter how much she concentrates.)

Giving Create the Destroy +100% enhancement, is it entirely unwarranted to allow the destroyed material to flow into the stabilization pool? It seems fair, since filling your stabilization pool like this amounts to massive property damage which is bound to get you in trouble.
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control, create, gurps 4e, powers


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