Modifiers

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Modifiers

Enhancements | Limitations | Power Modifiers

A modifier is a feature that you can add to a trait – usually an advantage – to change the way it works. There are two basic types of modifiers: enhancements and limitations. Adding an enhancement makes the underlying trait more useful, while applying a limitation attaches additional restrictions to your ability.

Modifiers adjust the base cost of a trait in proportion to their effects. Enhancements increase the cost, while limitations reduce the cost. This is expressed as a percentage. For instance, a +20% enhancement would increase the point cost of an advantage by 1/5 its base cost, while a -50% limitation would reduce it by half its base cost.

You can apply any number of modifiers to a trait. Total them to find the net modifier, and then apply this modifier to the base cost of the trait. Round the resulting cost up to the next-highest whole number. For example, a +10% enhancement, a +40% enhancement, a -30% limitation, and a -45% limitation would give a net modifier of -25%. This would reduce the cost of a 10-point advantage to 7.5 points, which would round up to 8 points.

Modifiers can never reduce cost by more than 80%. Treat a net modifier of -80% or worse as -80%. Thus, no matter how many limitations you take, you cannot lower the cost of a trait to less than 1/5 its base cost.

The GM has the final say as to which traits you can modify, and in what ways. Some combinations make no sense (imagine Unaging with the Limited Use limitation!), others have potential for abuse, and still others might not suit the campaign. Percentile modifiers can also result in a lot of extra math. GMs who prefer to keep things simple may wish to prohibit modifiers altogether.

Special Modifiers

Many advantages, and some disadvantages, offer "special enhancements" and "special limitations." These modifiers are generally applicable only to the specific trait(s) with which they are described. However, the GM may choose to extend the special modifiers of one particular trait to other, very similar traits.

Range, Area, and Duration for Advantages

When applying modifiers, you occasionally need to know the range, area of effect, or duration of an advantage for which one or more of these quantities is not specified – for instance, when applying an enhancement that gives a range to an ability that normally has none. Assume that range is 100 yards, area is a circle 2 yards in radius (and 12' high, should volume matter), and duration is 10 seconds, unless the advantage specifies otherwise. Exceptions will be noted.

Attack Enhancements and Limitations

Some enhancements and limitations are intended only for Affliction, Binding, and Innate Attack, and for advantages modified with the Ranged enhancement. They are called "attack" modifiers. Certain of these have additional restrictions; e.g., Armor Divisor applies only to Affliction and Innate Attack. Attack enhancements and limitations are marked .

Turning Enhancements Off and On

When you use an enhanced trait, you must use all of its enhancements unless a particular enhancement – or the underlying ability itself – explicitly allows you to turn an enhancement "off." (The extended capabilities that many enhancements provide might have no effect in certain situations, but they are still on.) To be able to pick which enhancements are "on" at any given moment, take the Selectivity enhancement.

Examples of Modified Attacks

Banshee's Wail: Affliction 3 (HT-2; Area Effect, 64 yards, +300%; Emanation, -20%; Hearing-Based, +150%; Heart Attack, +300%; Limited Use, 1/day, -40%; Selective Area, +20%) [243].
Dragon’s Breath: Burning Attack 4d (Cone, 5 yards, +100%; Limited Use, 3/day, -20%; Reduced Range, ×1/5, -20%) [32].
Hand of Death: Toxic Attack 6d (Contact Agent, -30%; Costs Fatigue, 2 FP, -10%; Delay, Variable, +20%; Low Signature, +10%; Melee Attack, Reach C, -30%; Resistible, HT-4, -10%) [12].
Implanted 9mm SMG: Piercing Attack 3d-1 (Accurate +2, +10%; Extra Recoil +1, -10%; Increased Range, ×20, +40%; Limited Use, 3 uses/30 shots, Fast Reload, -10%; Rapid Fire, RoF 10, +100%) [33].
Lightning Bolt: Burning Attack 6d (Side Effect, Stunning, +50%; Surge, +20%) [51].
Mind Blast: Affliction 1 (Will; Based on Will, +20%; Malediction 2, +150%; Secondary Unconsciousness, +40%; Telepathic, -10%) [30].
Poison Bite: Sharp Teeth [1], plus Toxic Attack 2d (Cyclic, 1 hour, 5 cycles, resistible, +40%; Follow-Up, Sharp Teeth, +0%; Resistible, HT-3, -15%) [10].