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GURPS - Compendium 1..

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Many special enhancements and limitations for particular<br />

advantages and disadvantages are listed in Chapters 2 and 3.<br />

The selection below is "generic" and can be applied to most<br />

racial and super abilities, as well as to any mundane abilities the<br />

GM wishes to permit to be modified. The GM may reject any<br />

combination that seems silly!<br />

ENHANCEMENTS<br />

See <strong>GURPS</strong> Supers for enhancements that apply specifically<br />

to super -powered attacks, such as Armor Piercing and Rapid<br />

Fire. <strong>GURPS</strong> Psionics contains several psi-specific enhancements<br />

as well.<br />

Affects Insubstantial +20%<br />

The ability will affect insubstantial beings in addition to normal,<br />

substantial things.<br />

Affects Others +40%<br />

This enhancement is only available for advantages. The normal<br />

effect is that the user may now roll vs. DX and make a normal<br />

"ranged attack" (SS 12, Acc 1, 1/2D 5xHT, Max l0xHT) against<br />

anyone, to give them the ability to use the enhanced<br />

advantage. For instance, if you have Invisibility with Affects<br />

Others, you may roll as though you were attacking someone<br />

with a ranged power. If you succeed, they will not automatically<br />

become invisible, but they may become invisible, staying invisible<br />

until your duration expires - normally one second per point of<br />

your HT. This may be increased with Extended Duration.<br />

If Affects Others is combined with the Area Effect or Wall<br />

enhancements (or the Touch Only limitation), it can be used on<br />

those in the area, or the person touched, without a roll.<br />

Affects Substantial +40%<br />

The ability will affect substantial objects even if the user is<br />

insubstantial. It will also affect insubstantial creatures normally.<br />

This is a very powerful enhancement, as it allows insubstantial<br />

PCs to become virtually "unkillable." The GM should feel free<br />

to disallow it, restrict it to NPCs, or to make sure that lots of foes<br />

have the Affects Insubstantial enhancement.<br />

Area Effect +50%<br />

This allows a ranged ability to be used as an area power<br />

(with a radius equal to HT/5 hexes). The Affects Others<br />

enhancement must also be purchased for an advantage to be<br />

used as an area power. If the ability is normally resisted, everyone<br />

in the area gets a resistance roll versus it.<br />

See also Increased Area, Movable Area, Selective Effect and<br />

Wall.<br />

Extended Duration +30%<br />

A power enhanced in this manner lasts twice the normal<br />

duration. This may be purchased as many times as desired, each<br />

enhancement doubling the duration again. This can't be bought<br />

for attack powers, nor can advantages and disadvantages be<br />

enhanced with it unless they also have the Affects Others<br />

enhancement.<br />

Increased Area +20%<br />

Each level of Increased Area adds 1 to the radius of an area<br />

power (including non-area abilities enhanced with Area Affect).<br />

Instantaneous +20%<br />

This ability does not require a turn of concentration. You are<br />

still limited to using one power (spell, psi ability, etc.) per turn,<br />

but you may now use your ability and then take a full normal<br />

move or hand-to-hand attack. When bought for an advantage,<br />

this allows it to be turned on instantly.<br />

Link +10%/+20%<br />

This enhancement allows two or more abilities to be used<br />

simultaneously, as if they were a single ability. For +10%, the<br />

abilities are permanently linked into a single power, and cannot<br />

be used separately. For +20%, they can also be used separately.<br />

The enhancement must be applied to all the abilities in question.<br />

Movable Area +40%<br />

Any area power with this enhancement can be "attached" to a<br />

person or other moving object, allowing the area to move with<br />

that person.<br />

No Obvious Effect +10%/+20%<br />

Physical powers enhanced by this have no visible effect associated<br />

with them. Magical powers cannot be sensed magically,<br />

while psi powers leave no psionic signature, etc. If the power is<br />

totally undetectable by any means, the enhancement is worth<br />

+20%. If can be sensed or detected, but at -4, it is worth only +<br />

10%.<br />

Reduced Fatigue Cost +20%<br />

This only applies to abilities that cost Fatigue. Each time you<br />

buy Reduced Fatigue Cost, it cuts the Fatigue cost of the ability<br />

by 1 per turn. You may buy it any number of times.<br />

Selective Effect +50%<br />

Applied to an area power, this lets the user select which targets<br />

are actually affected by the ability. This lets you use an<br />

advantage with Affects Others and Area Effect to aid friends<br />

without also aiding foes.<br />

Wall +30%<br />

An area power can be set up as a line of hexes, filled with the<br />

substance or effect of the Wall, affecting anyone or anything<br />

passing through it. For every 1-hex radius in your area, you get a<br />

3-hex-long (nine-foot) wall. Advantages modified with this<br />

enhancement create 1 hex per 2 points of HT.<br />

If you buy this enhancement twice, you can form the Wall<br />

into any shape you choose.<br />

A physical Wall created with this enhancement will stop<br />

attacks as though it had been created normally. A non-physical<br />

Wall must have the Affects Others enhancement to protect anyone<br />

except the user.<br />

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