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Table of Contents
                            Contents
Introduction
	Publication History
	About the Author
1. Enhancing Your Game
	GM Oversight
	Meta-Enhancements
		Auras of Power
		Songs
		Variable Enhancement
		Storms
	Cosmic
		Cosmic Levels
		Cosmic Active Defenses
		Cosmic in Action: Enhanced Move
	Modifying Existing Damage
		Unarmed Attacks
		Melee Weapons
		Muscle-Powered Ranged Weapons
		Other Weapons
		Modifying Other Characteristics
2. New Enhancements
	General Enhancements
		Alternative Enhancements
		Declining Enhancements
	Attack Enhancements
		Enhanced ST-Based Attacks
		Affliction Enhancements
Enhancement Table
Index
                        
Document Text Contents
Page 1

An e23 Sourcebook for GURPS®

STEVE JACKSON GAMES
Stock #37-0142 Version 1.0 – March 2012

®

Written by JASON “PK” LEVINE
Illustrated by JOHN HARTWELL, JEAN ELIZABETH MARTIN,

JOYCE MAUREIRA, and DAN SMITH

POWER-UPS
ENHANCEMENTS

4
TM

Page 2

INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . 3
Publication History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

1. ENHANCING YOUR GAME . . . . . . . . . . . . 4
GM Oversight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

META-ENHANCEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Auras of Power. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Songs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Variable Enhancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Storms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

COSMIC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Cosmic Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Cosmic Active Defenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Cosmic in Action: Enhanced Move . . . . . . . . . . . . . . . . . . . 9

MODIFYING EXISTING DAMAGE . . . . . . . . . . . . . . . . . . . . 9
Unarmed Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Muscle-Powered Ranged Weapons . . . . . . . . . . . . . . . . . . 11
Other Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Modifying Other Characteristics . . . . . . . . . . . . . . . . . . . . . 11

2. NEW ENHANCEMENTS . . . . . . . . . . . . . 12
General Enhancements. . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Alternative Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Declining Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Attack Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Enhanced ST-Based Attacks. . . . . . . . . . . . . . . . . . . . . . . . . 20
Affliction Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

ENHANCEMENT TABLE . . . . . . . . . . . . . . . 22

INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

CONTENTS 2

CONTENTS

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About GURPS

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Page 12

The GM should take at least a cursory look at every
enhancement-laden ability; see GM Oversight (p. 4) for more
on this and pp. 22-24 for a list of new and old general enhance-
ments. To help the GM understand which specific enhance-
ments warrant a closer inspection, each enhancement in this
chapter and on the list is marked with a number of � symbols.
Read these as follows:

� : Unlikely to cause any problems.
�� : May cause minor problems, or noticeable ones when
combined with other enhancements.

�� � : May cause significant problems all on its own.
�� � � : May break the game!

A + after the � symbols means that the listed rating applies
to the lowest level of the enhancement, but higher levels have a
greater potential for abuse.

GENERAL ENHANCEMENTS
These modifiers may be applied to any advantage, as long

as the combination makes sense. As always, the GM is the final
arbiter of which enhancements fit a given ability.

Affects Insubstantial, Selective �
+30%

When using your advantage, youmay choose to have it affect
just insubstantial targets, just substantial targets, or all targets.

Affects Others ��
+50% per person

You can extend your advantage’s benefits to others. If you
can affect a limited number of willing subjects by touching
them, Affects Others costs +50% per person. This isn’t an
attack – it has no effect on unwilling recipients. You must take
a separate Ready maneuver to make contact with each com-
panion, who must be within reach. This bestows the effects of
the advantage, not the ability to use it. You turn it “off” and
“on,” set its level, and so on, and your decisions apply equally
to you and all subjects.
Your ability only affects others while they’re touching you.

They can end its effects at any time by breaking contact with
you. To affect those who are merely nearby, add Area Effect –
in which case a Ready maneuver lets you affect any number of
people up to your limit, if they’re in your area.

The above version of Affects Others is for movement abili-
ties (e.g., Flight and Permeation) and physical transformations
(e.g., Growth and Shrinking). It’s a good way to keep the PCs
together on adventures that would leave behind those who
can’t fly, shrink, etc. The GMmay allow Affects Others on other
traits when it serves this purpose.
If you apply Force Field (p. 14) to one of the defenses listed

for that enhancement, you may add Affects Others for a flat
+50%, provided you also take at least one level of Area Effect.
Together, these three modifiers let you extend your advantage’s
protection to everyone inside your area. This force field works
against attacks and hazards crossing it from the outside. Threats
inside the force field bypass its protection.
If based on Damage Resistance, the force field impedes

movement, too. Foes who wish to cross it must force their way
in. Those who try this as a free action (allowed once per turn)
roll thrust damage. Those who use Attack, Move and Attack, or
All-Out Attack to blast their way in roll their attack’s usual
damage. If damage exceeds DR, they make an opening large
enough to step through. This closes at the end of their turn,
and doesn’t weaken the force field.
The GM shouldn’t allow either form of Affects Others on

advantages that let the user do something, such as Healing,
Innate Attack, and Mind Control. To grant forbidden traits or
affect unwilling subjects, buy Affliction with a suitable
Advantage enhancement.

Affects Substantial, Selective
� � � �

+50%
When using your advantage, you may choose to have

it affect just insubstantial targets, just substantial targets, or
all targets.

Based on (Different Attribute),
Own Roll �

+20%
This enhancement is available for any ability that requires

the user to roll against his own DX, IQ, HT, Will, or Per to use.
It shifts the roll from the usual attribute or secondary charac-
teristic to a different one. (Note that ST is deliberately
excluded; you cannot shift a roll to or from ST.)
This does not affect the target’s resistance roll, if any! Use

the standard Based on (Different Attribute) (p. B102) for that.

NEW ENHANCEMENTS 12

CHAPTER TWO

NEW
ENHANCEMENTS

Page 13

Can Carry Objects ��
Variable

A physical transformation normally affects your body but
not your belongings. With this enhancement, your advantage
also transforms objects you’re carrying or wearing. It ceases to
affect these things when you put them down. Can Carry
Objects is already defined for Insubstantiality, Invisibility, Per-
meation, Shadow Form, and Shrinking, but it’s also useful for
Chameleon, Elastic Skin, Growth, Morph, and anything else
the GM allows.
Cost depends on how much you can carry: No encum-

brance is +10%; Light, +20%; Medium, +50%; Heavy, +100%;
and Extra-Heavy, +150%.
To affect people you’re touching, add Affects Others (p. 12).

To extend defensive effects to your possessions, take Force
Field (p. 14).

Decreased Immunity �� �
+50% per level or +20%

Some advantages offer a form of “immunity” to those who
successfully resist, making it either impossible or just more dif-
ficult to use your ability on them again. Each level of this
enhancement shifts this immunity down one level on the chart
below. It does not affect any penalties in play for repeated
attempts. Note that some levels have two equally limiting
effects; you must choose which alternative applies when buy-
ing this enhancement.

Level Effect
4 Permanently Immune
3 Immune for one day or Permanent, cumulative

-2 penalty
2 Immune for one hour or Cumulative -2 penalty

lasting one day
1 Cumulative -2 penalty lasting one hour
0 No effect

Switching between two alternatives on the same level is a
+20% enhancement. Note it as “Decreased Immunity 0” along
with the new effects chosen.
If you do not roll to use the ability, interpret each -2 penalty

as a +2 bonus for your subjects to resist. Terror is a special case,
in that subjects also get a bonus to resist further use, whether
they succeed or fail. Thus, for Terror, each level of Decreased
Immunity also shifts the bonus, from “+1 per Fright Check after
the first within 24 hours” to “+1 per Fright Check after the first
within an hour” to no cumulative bonus for Fright Checks.

Example: Yvette buys Mind Reading (Decreased Immunity
1, +50%). Mind Reading normally has a cumulative -2 penalty
lasting one hour (level 1) for those who resist, while a critical
failure reading a subject makes him immune for one day (level
3). This reduces both effects, to level 0 and level 2, respectively.
Thus, Yvette is at no penalty to try again if a subject resists, and
she may choose (when adding this enhancement) whether a
critical failure grants the subject immunity for an hour or gives
her a cumulative -2 penalty, lasting one day, to read him.

Example: Mikey buys Terror (Decreased Immunity 1,
+50%). Normally, if a target succeeds at his Fright Check, he is
immune for one hour; Mikey chooses to instead give the sub-
jects a cumulative +2 to resist lasting one hour. In addition, the
window in which his victims get a +1 cumulative bonus to
resist multiple Fright Checks has shrunk, from 24 hours down
to a single hour.

Extended Duration � � +
Variable

Because the +150% version of Extended Duration, Perma-
nent must include a way to dispel it or cure it, it sometimes
makes sense to buy higher levels of this enhancement simply
to improve an ability’s duration. This costs more than mak-
ing it “permanent,” but prevents others from casually ending
the effect. The levels below stop at +280% – past that, it
always makes sense to take the +300% version of Extended
Duration, Permanent.

NEW ENHANCEMENTS 13

Selectivity (p. B108) allows you to decide which
enhancements are “on” and which are “off,” as a free
action, every time you use the ability in question. You can
alternate between using a single enhancement, using all of
them, or anything in between! But some abilities don’t call
for that level of flexibility.
If you have access to multiple enhancements, but can

only use one at a time, treat this as a new enhancement:
Alternative Enhancements. Its cost is equal to that of the
most expensive enhancement, plus 1/5 the total value of the
remaining enhancements. (This is an adaptation of Alter-
native Attacks, p. B61.) Treat any enhancement less than
+5% (e.g., Game Time) as +5% for these purposes.
At the beginning of each turn, as a free action, you must

choose which of the enhancements is being used – for sim-
plicity, establish a “default setting” with the GM, and then
let him know whenever you switch it.

Example: Cade can read any mind, whether organic or
digital. However, she finds flesh-and-blood mindsmuch eas-
ier to read. She buys Mind Reading (Alternative Enhance-
ments, Cybernetic or Reliable 6, +56%) [47] and sets
Reliable as her default use. When she knows she needs to
read a computer, she may consciously switch over to Cyber-
netic instead, losing her Reliable bonus.

The enhancements must be thematically linked; they
have to make sense as alternative settings for the ability.
For example, Burning Attack (Alternative Enhancements,
Armor Divisor (2) or Cone, 1 yard, +70%) can be justified
as “adjusting the focus of my laser,” but Affliction (Alterna-
tive Enhancements, Coma, Malediction 2, or Respiratory
Agent, +290%) would be much harder to explain.
For even more versatility, see Variable Enhancement

(p. 5).

Alternative Enhancements

Page 24

Enhancement Cost Caution Page
Sense-Based Variable �� B109
Side Effect Variable �� B109
ST-Based +100% or +30% ��� 20
Starvation +40% �� B104
Suffocation +0% � B104
Super Attribute +25% � 17
Surge +20% � B105
Surge, Arcing +100% �� 21
Surprise Attack +150% ��� 21
Switchable +10% � 17
Symptoms Variable ��� B109
Thrusting Blade +15% � 21
Time-Spanning Variable ���� 17
Underwater +20% � B109
Usually On +5% � 18
Variable +5% � B109
Variable Enhancement Variable ��� 5
Very Rapid Fire Variable ���+ 21
Wall +30% or +60% �� B109
World-Spanning +50% or +100% ���� 18

ENHANCEMENT TABLE 24

STEVE JACKSON GAMES

STEVE JACKSON GAMES

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Page 25

INDEX 25

Affects Insubstantial enhancement, 12;
ST-Based and, 20.

Affects Others enhancement, 12.
Affects Substantial enhancement, 12;

ST-Based and, 20.
Affliction advantage, 6, 15, 16, 19; Aura of

Power, 4-5; Cosmic and, 6; new
enhancements for, 21; Songs, 5-6.

Air Storm, 6.
Alarum Beneficial Song, 6.
Alternative Enhancements, 13.
Ammunition options, 18.
AP Ammo enhancement, 18.
Armor Divisor enhancement, ST-Based
and, 20.

Attacks, alternative, 18; Cosmic and, 6;
modifying unarmed, 9; new
enhancements, 18-21; ST-Based, 20.

Aura of Power meta-enhancement, 4-5.
Avoiding drawbacks (Cosmic level), 7.
Based on (Different Attribute)
enhancement, 12.

Can Carry Objects enhancement, 13.
Caution value, explained, 17.
Chaos aura of power, 5.
Complete maneuverability (Cosmic level),
9.

Cosmic enhancement, 6-9; carrier attacks
and, 6; designing new levels, 8; example,
9; levels, 7-8; ST-Based and, 20.

Damage Modifiers, ST-Based and, 20.
Damage, modifying existing, 9-11.
Decreased Immunity enhancement, 13.
Defenses, enhancing, 7.
Defensive (Cosmic level), 7.
Delay enhancement, 18.
Density Increase enhancement, 21.
Destructive Parry enhancement, 18.
Detect advantage, 16.
Dirge Baneful Song, 5.
Dual enhancement, 18.
Enhanced Move advantage, Cosmic and,
9.

Enhancements, Caution value explained,
17; creating meta, 4; declining, 17;
GM oversight, 4; meta examples, 4-6;
modifying unarmed attacks, 9-10;
modifying no-cost traits, 9-11;
modifying weapons, 10-11; new attack,
18-21; new Cosmic, 6-9; new general,
12-18; symbol meaning, 12; table,
22-24.

Erosive enhancement, 18.
Extended Duration enhancement, 13-14.
Extra Passes enhancement, 18-19.
Fixed Duration enhancement, 14.
Follow-Up enhancement, 14.
Force Field enhancement, 14.

Fragmentation enhancement, 19.
Game Time enhancement, 14.
GURPS, 3, 4, 6, 9, 17; Basic Set, 4;

High-Tech, 11; Powers, 3, 4, 6-9, 15,
16; Power-Ups 1: Imbuements, 10;
Psionic Powers, 3; Psi-Tech, 15;
Supers, 3.

Heat enhancement, 19.
HP Ammo enhancement, 18.
Incendiary enhancement, 19.
Increased Range enhancement, 15.
Independent enhancement, 15.
Innate Attack advantage, changing

damage, 18; new enhancements, 18-21;
Storms, 6.

Instantaneous acceleration (Cosmic level),
9.

Irresistible attack (Cosmic level), 8.
Itching enhancement, 21.
Limitations, see Enhancements.
Lingering effect (Cosmic level), 8.
Long-Range enhancement, 15.
Low Psychic Signature enhancement, 15.
Low Signature enhancement, 15.
Malediction enhancement, 16.
Melee-Capable enhancement, 19.
Mental Defense Only enhancement, 19.
Meta-enhancements, creating, 4; new, 4-6.
Multi-Ammo enhancement, 18.
No active defense allowed (Cosmic level),
8.

No die roll required (Cosmic level), 8.
No Rule of 16 (Cosmic level), 7.
Once On, Stays On enhancement, 16.
Penetration modifiers, 14, 19, 21;

unarmed attacks and, 9.
Privileged attack (Cosmic level), 7.
Pyramidmagazine, 3; see also GURPS.

Rate of Fire (ROF), improving, 11.
Reflexive enhancement, 16.
Reliable enhancement, 16.
Requires Will Roll limitation, 4.
Retained speed (Cosmic level), 9.
Ricochet enhancement, 20.
Second-Nature enhancement, 9.
Selective Effect enhancement, 16.
Selectivity enhancement, 13.
Sense-Based (Reversed) limitation, 15.
Side Effect enhancement, 21; ST-Based

and, 20.
Slower Move enhancement, 21.
Song meta-enhancement, 5-6.
ST-Based, enhanced attacks, 20;

enhancement, 20-21.
Storm meta-enhancement, 6.
Super Attribute enhancement, 17.
Surge enhancement, 21.
Surprise Attack enhancement, 21.
Switchable enhancement, 17.
Symptom enhancement, 21; ST-Based and,
20.

Table, enhancements, 22-24.
Terror advantage, enhancements for, 8, 13,
16.

Thrusting Blade enhancement, 21.
Time-Spanning enhancement, 17.
Unhealing damage (Cosmic level), 8.
Unrestricted powers (Cosmic level), 8.
Usually On enhancement, 18.
Variable Enhancement, 5.
Very Rapid Fire enhancement, 21.
Weapons, ammunition options, 18;

modifying with enhancements, 10-11;
see also Attacks.

World-Spanning enhancement, 18.

INDEX

It’s the Kaioken attack. It’s like
a massive upsurge of energy. Everything is
heightened: power, speed; even hearing and
vision improve dramatically. You sort of
become a super-self. But it can only be
sustained for a short time, so you have
to get the job done quickly.

– Goku, in Dragon Ball Z #1.29

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