[gurps] A bunch of questions about Modifiers

Marcelo Cortimiglia cortimiglia at producao.ufrgs.br
Sat May 26 10:29:15 CDT 2007


Hello all,

I'm trying to adapt a power originally designed for D&D into GURPS 4th
Edition. It is one of my first takes on GURPS Powers, so I have a lot
of doubts. Here are some:

1. When calculating power modifiers, can a Cosmic Power be considered
an Anti-Power against itself for purposes of countermeasures if it
includes abilities like Neutralize and Static?
2. What would the Cosmic enhancement do on Blessed (Heroic Feats)?
3. I want to use the Blessed (Heroic Feats) advantage more then once
per game session. What are my options? And what if I want to change it
from game time to real time, would the Game Time enhancement from
GURPS Powers (p. 108) be applicable?
4. As I understand, bonus like +1 ST (Limited Use: 4/day, -20%)
[8/level] are valid, as per GURPS Powers' Attributes as Abilities box
(p. 13). If so, the bonus lasts for 1 minute, as it is implied by the
Limited Use limitation description? Still in this case, I understand
that activation is automatic with a Ready maneuver. However,  is it
possible to apply Unreliable or Requires (Attribute) Roll to limit
activation, right? But what Limitation (if any) would make activation
dependent on a skill? What would Cosmic enhancement do on an attribute
bonus bought as an ability?
5. Can I take Unreliable 8, -40% and Reliable +2, +10% for an
activation number of 10 (-30%)?
6. Would be legal to take Enhanced Defense or DR with the Cosmic
enhancement and the Accessibility: Only Against Cosmic Attacks
limitation? If so, what would be the value of the limitation?
7. What ability(ies) could provide defense against an Innate Attack
with the following modifiers: Affects Insubstantial +20%; Cosmic:
Irresistible Attack, No Die Roll Required, No Active Defense Allowed
+700%; Variable +5%; Meele Attack: cannot parry -25%?

That's all for now. I'd be glad to hear your opinions on those questions.

Cheers,

Marcelo Cortimiglia


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