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#1 |
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Join Date: Nov 2006
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I'm just wanting to be sure I haven't missed anything... in the core write up of Control (starting on p. 90 of Powers) I do not see any build in FP cost. Is that correct? (naturally I can add it with Costs Fatigue, I'm talking about basic, unmodified Control as opposed to Create on p. 92 which clearly states an FP cost in its second paragraph)
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#2 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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#3 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Very few advantages in GURPS have built-in FP costs. Control isn't one of them – it falls into the same broad category as Telekinesis and Temperature Control, in that it moves stuff around and alters it, and like those traits has no FP cost. The usual candidates for FP cost are abilities that conjure stuff (Create and Snatcher), allow dimensional travel (Jumper and Snatcher again), or specify special forms of extra effort (like Clairsentience, Precognition, and Warp).
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#4 |
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Join Date: Nov 2006
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#5 | |
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Join Date: Jul 2008
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Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#6 |
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Join Date: Mar 2006
Location: Iceland*
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Eh, HP might as well be stuff that you can conjure with it.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#7 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Pretty much exactly that. Like gear and gold, HP are resources . . . you pay FP if you want to conjure them.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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| Tags |
| control, powers |
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