Copyright (c) 1996 by Chad Underkoffler <102512.1310@compuserve.com> Cosmic Force (Special / Mental or Will ) LC:15 [FOOTNOTES appear at the end of this post in format.] Theoretically, you can do *anything*! Cosmic Force (or CozF , for brevity's sake) is just a vast pool of power able to be shaped to the limits of your imagination. Gamewise, it is sort of like a modified GURPS Supers Power Group and a Gadget had a kid. Your power level in CozF tells you how many Stunts you can have; your skill level in CozF is the skill level you will use for *all* of your Stunts. Stunts: A Stunt is when you use your CozF in the manner of (and with the results of) another power. Basically, you're buying that mimicked power under the aegis of CozF. For each level of CozF Power, you can buy one Stunt. So if Viridian Lamp has a CozF power of 10, he can have up to 10 Stunts at character generation. If you don't have enough points to round out your starting stunts the way you'd like, don't worry-- you may use *earned* Character Points to purchase them later, as well as improve the Stunts you already know, or for that matter, buying up your CozF skill or power. You may maintain any number of Stunts (say, Cryokinesis, Create Darkness, and the Dark Vision advantage). However, you can activate only one (1) Stunt per turn, at a penalty of -1 for each Stunt currently in use, and -3 for each Stunt requiring active concentration (like Illusion or any of the Control [whichever] powers. GM's decision on what powers fit the bill for this penalty. Attack powers can't be maintained (except maybe a [whatever] Jet... your call). Any Enhancements or Limitations you purchase upon CozF affect not only the cost of CozF, but also *all* of your Stunts, unless you spend the points when buying that particular Stunt to remove a Limitation or reduce the points to reflect the loss of an Enhancement. Example: Ozone has CozF (x), only while drunk (-20%), and Hotshotted (+30%), <2> giving him an overall +10% to the cost of CozF AND all of his Stunts. If he wanted to use his Lightning Bolt while sober, he'd have to tack on a +20% Doesn't have to be drunk Enhancement. If Ozone didn't want to be able to Hotshot his Surge power, he'd take a -30% Unable to be Hotshotted Limitation. You can also buy Enhancements and Limitations for an individual Stunt, ie, to make your Laser Impaling, but that won't carry over to your Flame Jet. But then again, the Unreliable you added to Laser to offset the cost of the Impaling won't affect it either. SPECIAL ENHANCEMENT: CozF skill is based from Will (or Fatigue, or Hit points, any of the secondary stats, really) instead of IQ. [+15%] SPECIAL STUNT ENHANCEMENT: Stunt doesn't count as "on" with regard to maintenance. (No -1 penalty) [+5% to cost of *Stunt*, not CozF] SPECIAL LIMITATION: Stunt Exclusivity - Can only use one Stunt at a time [-25%] SPECIAL LIMITATION: Energy Accounting Limit - Total increments of powers and advantages used at one time cannot exceed CozF Power. One level of a super power is an increment. An advantage is an increment. Each Level of a "leveled" Advantage (Super Flight, Increased Density) counts as an increment. ALL DR-- as long as it's of one type-- counts as one increment. [The Red Shield-- who has DR 30, Ablative DR (1 pt/min) 20, and Ablative DR 15 (1 pt/hr)-- is counted as having 3 increments.] <3> [-30%] Example: Fritz the Flying Flame Boy has CozF (12), Flame Jet (20), Body of Fire x10, Flying, DR 20, and Costume. Add all those up together and you get [20 + 10 + 1+ 1+ 1 = ] 33 increments. Not gonna happen with a CozF (12)! At any one time, Fritz could do a Flame Jet (12) OR Fly and do a Flame Jet (11) OR Body of Fire x 2, Flying, DR, Costume, and Flame Jet (5). IMPORTANT GM NOTE: If a player sets up his CozF with all "unleveled" advantage and tries to say that the CozF is Gadget-based, disallow these two Limitations! Otherwise, you're giving him a 25% or 30% discount that doesn't limit him at all. Remember, a player has to buy up his character's CozF power before he can spend the points for a new Stunt. ------------------ NOTES: <1> Arguably, you could do CozF inversely (?), as "you have power equal to your [CozF Power Level], but must buy the Super Skills as Stunts." However, that seems to boost the CozF Super to new heights of ridiculousness unless CozF has a LC of 50 or 75. The way I have it set up, your proficiency remains the same, but the potency of individual Stunts vary. This alternate way has your strength stable but with fluctuating degrees of aptitude. Either works, I guess. <2> Hotshotted DR & Super Advantages should probably work in the following way, reversing the Damage rules a bit: Under Hotshot, 2 Fatigue gives you an extra d6 of damage. +3 is equal to an additional d6 of Damage (p B114, sidebar). So give the character +3 DR for one turn when he Hotshots his DR to resist the Thang's haymaker. "Leveled" Super Advantages like Super Running, Body of Metal, or Bouncing should probably get bumped up one level for 2 Fatigue. For "unleveled" Super Advantages, I'd stick with increasing range, scope, duration, and suchlike. Be creative. That makes Hotshot a purchased Extra Effort boost, I guess, at a discount of one Fatigue and no skill minuses. Or, you could just follow what SUPERS has to say about Hotshot, that it's only for attack powers. <3> The Energy Accounting Limit is a real number cruncher in some ways, but it allows you to do some cool Ultra Boy/ Spawn sorta things. It's also handy for keeping powergamers occupado, if you know what I mean. Hand them a calculator and let them go. ****** SAMPLE CHARACTERS: ****** John Doe, average guy aka "Viridian Lamp" Cosmic Force- 10 (10); Based on Will (+15%), No effect on anything yellow (-10%) [8 + 158] STUNTS: 10 66 = DR 20; Doesn't count as on for maintenance (+5%) 89 = Ablative DR 15 (1 pt/min); Affects Others (+40%), Area Affect (+50%), Increased Area x2 (+40%), Wall x2 (+60%) 44 = Flight; Doesn't count as on 63 = Super Flight x3 120 = Vacuum Support (same enhances as Abl. DR, above; plus Doesn't count as on) 63 = Bind (10) 123 = Force Blast [generic LC 6 attack] (10); Hotshot (+30%), Cutting (+30%), Impaling (+50%), Exclusivity (-10%) 76 = TK [bought as single skill] (20); obvious bright green glow (-10%) 184 = Hyperflight (1 ly/day type, so 3 ly/day); Can't clearly navigate (-30%), plus same enhances as Vac Support and Abl. DR) 66 = Illusion (9); Animate & move (+40%) <>REMEMBER-- all Super skills are at Will level from the Enhancement on CozF, so all skills here are 10 (John's *really* average!).<< THE RING: All these powers are John's because of the strange ring that dying alien gave him. Apply the Supergadget rules to the entire package. It Can be Stolen through stealth or trickery (-10%), is Unique (-25%), and it needs to be Recharged every 24 hours (-5%). Implement these additional Limitations on the CozF power and voila!... TOTAL PTS = 358 ! Much better! >>NOTE: An odd effect here is that, technically, you should roll for the *gadget's* skill for CozF, thus half-bypassing the whole point. Unless there's an excellent character or game reason to have the skill come from the gadget, I'd say drop that roll and just use the CozF skill as detailed above.<< ********** ********** Bob, the Mighty Munchkin; an attempt to break this power Cosmic Power- [IQ] (20); Can only use one Stunt at a time (-25%0 [8 + 225] STUNTS: 20 105 = Immortality 30 = Vacuum Support 225 = Invulnerability to any Kinetic 113 = Invulnerability to generic Psi 113 = Invulnerability to generic Energy 75 = Invulnerability to Magic 120 = Disintegrate (20) 30 = Flight 60 = Insubstantiality 53 = Morph (11) 30 = Morph Memory (20) >>NOTE: Note only is Bob spending points like water, he also lacks enough imagination to continue picking out his remaining 9 Stunts.<< SUBTOTAL = 1187 THE BRACELET: Unique (-25%), Breakable [DR 15, 75 HP -- whatta weasel] & Not Able to be Repaired (-30%), Can Be Hit @ -8 (-5%), Can Be Stolen w/ Contest of DX & Wouldn't immediately work for taker (-15%) --> (-75%) TOTAL = 297 Ouch! This is why I said if someone takes alot of Super Advantages but not alot of Powers it can break the CozF idea. Then again, one average hit with a Power 30 attack or Bob's own Power 20 Disintegrate will cause Bob to lose almost 300 Character Points in one second.