Some questions while working up my character's powers:
1) From Lethal Electrical Damage: GURPS Basic, pg 432:
Lethal electric shocks inflict burning damage: only 1d-3 to 3d around the house, but 6d on up for lightning, transmission lines, etc.
Are these guidelines accurate for your game, so that I have some idea of what levels to buy attacks and defenses at?
2) How would I go about buying immunity to non-damage electrical effects (stunning, heart attacks, etc.) I was thinking Immunity to Metabolic Hazards (Limited: Only those hazards generated by electrical effects), but didn't know what percentage the Limitation should be worth. Would this be the best way to buy it, or there be another way you would prefer?
3) Shapeshifting (Alternate Form) doesn't have an Enhancement allowing you to 'absorb' items (like clothing) when you change form. The Shapeshifting spells generally allow up to 6 lbs of non-enchanted gear to change with them, to account for normal clothing, etc. Would an Enhancement with the same limitations be allowed, and, if so, what would it cost?
4) My character will have an Energy Reserve (GURPS Powers, pg 119), and some of his abilities will have a Limitation: Accessibility (Only when Energy Reserve is at half full or above), to indicate a 'supercharged' state. His ER will have Special Recharge (Only within 5 yards of an active power grid or other electrical source). What would be appropriate costs for these Limitations?
All for now, probably more to follow.