Enhancements

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You can apply enhancements to advantages, and more rarely to basic attributes and secondary characteristics. The GM might even permit specific enhancements on certain skills, but this is difficult to justify unless the skill functions much as an advantage (which is sometimes true of racially innate skills possessed by non-humans).

Accurate

+5%/level

Your attack is unusually accurate. Each +1 to Accuracy is a +5% enhancement.

Affects Insubstantial

+20%

Your ability affects insubstantial targets in addition to normal, substantial things.

Affects Substantial

+40%

Your ability affects substantial targets even when you are insubstantial. It also affects insubstantial creatures normally. (Do not add this enhancement to magical or psi abilities; these can already affect the substantial world at -3.)

Note to GMs: This enhancement is very powerful. It lets insubstantial characters affect the material world with little fear of retribution. Feel free to disallow it, restrict it to NPCs, or to make sure that lots of foes have the Affects Insubstantial enhancement!

Area Effect

+50%/level

Your ability works as an area power instead of affecting a single target. Everything in the area suffers the attack's damage or other effects. On a miss, use the scatter rules to see where the area is centered. Active defenses don't protect against an area attack, but victims may attempt to dive for cover or dodge and retreat to leave the area. For more information, see Area and Spreading Attacks.

Radius Modifier

Radius Modifier
2 yards +50%
4 yards +100%
8 yards +150%
16 yards +200%

Further levels continue to double the radius. If applied to an advantage that already covers an area, each level doubles the base radius.

Area Effect is a prerequisite for Mobile, Persistent, Selective Area, Bombardment, and Emanation.

Armor Divisor

Variable

Your attack can pierce more armor than its base damage would indicate.

Armor Divisor Modifier
(2) +50%
(3) +100%
(5) +150%
(10) +200%

Only Innate Attacks and Afflictions can have this enhancement. Armor Divisor is a "penetration modifier"; you cannot combine it with other pen- etration modifiers, such as Contact Agent and Follow-Up.

Aura

+80%

Your attack takes the form of a malefic aura that affects anyone you touch (reach C) or who touches you. If a weapon strikes you, your aura affects the weapon. You can switch the aura on or off at the start of your turn (if not, take Always On. You must take Aura in conjunction with Melee Attack at the -30% level (reach C), and you cannot claim the extra -5% for "cannot parry" – an aura cannot parry in the first place.

The classic example of an Aura is the sheath of flame surrounding a fire elemental. See Body of Fire for how to write this up.

Based on (Different Attribute)

+20%

This enhancement is only available for abilities that allow a resistance roll against ST, DX, IQ, HT, Perception, or Will. It moves the resistance roll from the usual attribute or characteristic to a different one, specified when you buy the ability. This is considered an enhancement because it lets you fine-tune your ability to be more effective against targets with known weaknesses.

Blood Agent

+100%

On an attack with Area Effect or Cone, this is an enhancement. See the Blood Agent limitation for details.