Allies
- Friend of a Friend (FOAF): This ally does not follow you directly;
instead, they are aligned with one of your other Allies (referred to
here as the "controlling Ally.") A FOAF's Frequency of Appearance cannot be
higher than that of the controlling Ally. Make a single roll to determine
whether both show up; if the FOAF has a lower Frequency of Appearance, it is
possible for the controlling Ally to be available but not the FOAF.
(Example: You buy a gang leader as an Ally on a 12 or less and his gang as
an Ally Group on a 9 or less with the FOAF limitation. At the beginning of the
session, the GM rolls a 10. The gang leader will show up for this adventure,
but his gang is unavailable.) The FOAF will only follow orders relayed
through or approved by the controlling Ally, which gives the controlling Ally
veto power over your wishes. This is incompatible with the Minion enhancement
-- an Ally who follows someone else can never be your minion! If the
controlling Ally has the Minion enhancement, this is worth -5%, or -20%
otherwise.
Binding
- Retractable: When launching your binding attack, you may choose to
hold onto a line of it. If so, on any later turn, you may use a Ready action
to pull a bound subject toward you. Your effective ST is your own ST or your
binding ST, whichever is greater. Note that if your subject's hands are free,
or if someone else grabs the line, they can pull you! Releasing the
line is a free action on your turn. +100%, or +80% if you are always
connected to your binding and cannot release it until the subject breaks free.
Compartmentalized Mind
- Limited: Your extra mind is restricted in what it can do. This is
worth -20% if you can only concentrate on one ability or -10% if you can only
concentrate on the abilities in one power group. In both cases this is not a
valid limitation unless you have multiple abilities or powers. If it can only
be used with one power source (e.g., only for psi powers), it is worth -5% and
is a valid limitation even if you lack other sources -- as it prevents mundane
usage (e.g., Evaluate, Tactics rolls) completely.
- Mental Separation Only: You do not get extra mental actions; this
advantage only helps to protect you against mind control, possession, etc.
Incompatible with Limited and No Mental Separation. -50%
- No Mental Separation: Your compartments are just subconscious parts
of the same mind. If someone takes over one compartment, they're all taken
over. -20%
Cosmic Power (Modular Abilities)
- Gadget Pool: You can only rearrange your points when you are in a
lab. This takes time, requires an IQ roll, and either consumes lots of
resources (electricity, money, or something else) or broadcasts noticeable
waves of energy. Your points can only be used to build gadgets (i.e.,
appropriate mental or physical advantages with gadget limitations on them).
This is incompatible with certain modifiers; see Cosmic Power
for "Super Gadgeteers" (under Resources) for details. Value is based
on the time it takes to reconfigure your pool for each advantage: 1 minute is
-0%, 10 minutes is -15%, 1 hour is -45%, and 8 hours is -60%.
Damage Resistance
- Absorption: See Absorption Revised (under Resources)
for an explanation and details. The cost to absorb damage and temporarily
raise one or more traits is +5% per trait or +50% if you can do it with
any trait. This can be bought in levels; your maximum "point battery" is equal
to your level of DR times your level of Absorption. You may also (separately)
buy the ability to heal your HP or FP for +40% (+60% if you can heal both).
Duplication
- Group: If you can create more than five dupes, use the modifiers
for Ally Groups (p. B37) to determine how many levels to buy; e.g., a
super who can create 50 dupes would buy Duplication 10. Odd levels of
Duplication give no additional value. This may not be appropriate in all
settings. (Suggested by transmetahuman.)
Enhanced Move
- Cosmic (No Acceleration)*: It does not take you time to accelerate;
you can achieve your top speed instantly and may decelerate instantly as well.
This does not change any of the other High-Speed Movement rules, though
you can get around that by decelerating completely on one turn, changing your
facing on the second turn, and accelerating again on the third. +50%
- Cosmic (No Handling Effects)*: You do not have to make control
rolls under normal circumstances. You can make precise turns and decelerate
quickly without rolling, but you still have to roll if you are injured,
encounter a hazard, etc. +50%
- Second-Nature: You have the ability to adjust your speed instantly
and make minute course corrections without effort. In game terms, calculate
your maximum speed and treat it as your normal Move in the appropriate
environment (not as Enhanced Move.) You never have to worry about
acceleration, deceleration, hazards, control rolls, etc. You cannot sprint
any faster. This enhancement is only appropriate in high-powered, four-color
games, and makes the two Cosmic enhancements above redundant. For typical
characters, this is only cost effective for Ground Move 30+ or Air/Space Move
120+. +150%
- Stability Rating: You are less likely to lose control at high
speeds. If you fail a DX or vehicle operation roll when using your Enhanced
Move, you only experience a major problem (crash, etc.) if you fail by more
than your Stability Rating. See Control Rolls, p. B466, for more
detail. Without this enhancement, you have SR 0. +5% per +2 to SR, to a
maximum of SR 8. (Update: This modifier is now official. I've changed
its value here to agree with Transhuman Space: Changing Times.)
* This enhancement appeared in the GURPS Powers Designer's
Notes.
Intuition
- Inspired*: Even on a normal success, your Intuition gives you the
best choice available. As always, a failure produces no information and a
critical failure results in a poor choice instead. This enhancement may not be
combined with Reliable. +100%
* This enhancement replaces the one found in GURPS
Powers.
Regrowth
- Reattachment Only: If you pick up a severed limb and hold it in
place for one minute, it will reattach; see the Reattachment
enhancement for details. However, this is the only way you can regain a lost
limb; limbs that are destroyed, crippled (but not severed), or lost are gone
for good. +0%
Resistant
- Knockback: Knockback is a Common effect. Resistance adds to
your effective ST (not HT) for the purpose of calculating knockback.
- Pain: Pain is a Very Common effect. Resistant to Pain +3
[10] is High Pain Threshold. Resistant to Pain +8 [15] (or "Very High
Pain Threshold") acts as High Pain Threshold, with an additional
+5 on any Knockdown rolls and rolls to resist Afflictions which cause pain or
physical stunning, as well as all rolls to recover from them. Immunity to Pain
[30] allows you to completely ignore the effects mentioned above.
Striking ST
- Supercharged: You can use your strength to tremendous effect! Each
level of Striking ST adds +5 to your ST for the purpose of calculating
thrust/swing damage and throwing distance. (Other uses, such as Neck Snap, use
your normal Striking ST level.) If you have Super-Effort on your Lifting ST,
you may pay an extra 1 FP when using it to apply the same rules to your
Striking ST for determining throwing distance. See Super Effort for
Striking ST (under Resources) for details, including how this
interacts with Power Blow. +100%
Telekinesis
- Cannot Affect Self: You cannot use your TK on yourself or anything
you're holding or connected to, and therefore cannot "fly" by picking yourself
up (or the table you're standing on, etc.) This limitation is incompatible
with Animation and Attraction/Repulsion. -20%
Unhealing
- Fatigue Also: In addition to the normal effects of this
disadvantage, you cannot recover Fatigue Points naturally. +100%
- Fatigue Only: You can heal your Hit Points normally, but not
recover Fatigue Points. +0%
Unkillable
- Mortal: Unkillable 2 or 3 only. You have no special protection
against being killed, though if you do die, you come back to life. You
must make normal HT rolls at -HT, -(HTx2), etc., to stay alive, essentially
removing the benefits of Unkillable 1. -20%
Warp
- Hyperjump: Faster "hyperjumps" are possible; for speeds up to one
light-year per minute, this is a -20% limitation. Any faster (up to and
including "instantaneous") is -15%. The actual speeds available should be set
by the GM (who is free to disallow these additional levels completely); the
suggested maximum speed is one parsec per second.
- Must Traverse Distance: You actually travel to the destination
under your own power; you just do it instantly. You cannot warp to anywhere
you could not get to normally, given time. This is incompatible with
Hyperjump. -30%
- See also Building Traveller Jump Drives with Warp (under
Resources) for rules to simulate Traveller jump drives with Warp and to
exceed the speed of light with Enhanced Move (Space).
New Traits
Indefatigable: 30 points
You do not lose Fatigue Points through normal exertion. You can sprint
indefinitely and fight all day. You can still lose fatigue from starvation,
thirst, sleeplessness, etc., and any use of extra effort has its normal costs.
You are assumed to recover fatigue normally; if this is not the case, apply
the Slow Recharge or Special Recharge modifiers from the
Energy Reserve advantage.
(Optionally, instead of losing fatigue to starvation, extra effort, etc.,
you may lose HT -- like a machine -- or have another negative effect occur.
If so, this must be set during character creation.)