GURPS - Compendium 1..
GURPS - Compendium 1..
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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