TEXT: 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
  ENHANCEMENTS4
  TM
  
  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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  Rules and statistics in this book are specifically for the
  GURPS Basic Set, Fourth Edition. Page references that begin
  with B refer to that book, not this one.
  About GURPS
  Why are you guys always
  dissing me? I’m a superhero,
  too, you know! I have powers.
  – The Spleen,
  in Mystery Men
  GURPS System Design T STEVE JACKSON
  GURPS Line Editor T SEAN PUNCH
  Managing Editor T PHILIP REED
  Assistant GURPS Line Editor T –––
  JASON “PK” LEVINE
  Art Director T SAMUEL MITSCHKE
  Production Artist & Indexer T NIKOLA VRTIS
  Prepress Checker T MONICA STEPHENS
  Page Design T PHIL REED and
  JUSTIN DE WITT
  e23 Manager T STEVEN MARSH
  Marketing Director T MONICA VALENTINELLI
  Director of Sales T ROSS JEPSON
  GURPS FAQ Maintainer T –––––––
  VICKY “MOLOKH” KOLENKO
  
  GURPS Fourth Edition brought enhancements and limita-
  tions into the core of the system. These simple modifiers allow
  gamers to customize, tweak, and empower their advantages in
  an
  infinite
  number
  of
  ways.
  The
  enhancements
  on
  pp. B102-109 add impressive new capacities to any ability; in
  some cases, they even become more important than the under-
  lying advantage!
  GURPS Power-Ups 4: Enhancements incorporates every
  new general enhancement published for GURPS as of fall
  2011, including the large swath added by GURPS Powers.
  This does not include special enhancements – those specific to
  a particular advantage – only those which can be applied to a
  wide range of advantages. It also offers several new ones, ready
  to take the abilities in your game to the next level! Each of
  these new modifiers includes not only the basic information
  (description, cost, etc.) but a rating for how close an eye the
  GM will need to keep on it.
  As well, Enhancements includes a great deal of guidelines,
  advice, and rulings – things that will make life easier for the
  GM and players. Meta-enhancements simplify and streamline
  ability creation, the in-depth discussion of Cosmic settles ques-
  tions and encourages new variants, and detailed rules for mod-
  ifying existing damage expand on those from Powers and
  GURPS Supers. Finally, every existing enhancement is sum-
  marized in a convenient table, where the old ones are also
  rated as above, so the GM knows which ones mandate caution.
  PUBLICATION HISTORY
  GURPS Power-Ups 4: Enhancements is a new tome, but it
  includes modifiers first published in GURPS Powers, GURPS
  Psionic Powers, and GURPS Supers; “Auras of Power” from
  Pyramid #3/19: Tools of the Trade – Clerics; and the meta-
  enhancements from Dungeon Fantasy 11: Power-Ups.
  ABOUT THE AUTHOR
  Jason “PK” Levine is the Assistant GURPS Line Editor, a
  position in which he does his best to enhance his favorite RPG.
  From his rural abode hidden deep in the farmlands of north-
  western Georgia, he plays a wide variety of board, card, and
  roleplaying games with his friends and family. He started off as
  an unmodified advantage, but over the past few decades has
  added Wife (+100%), In-Laws (+50%), Teenage Minion
  (+75%), and an assortment of animals that sadly count only as
  a Nuisance Effect.
  INTRODUCTION
  Additional Material: David Pulver, Sean Punch, William H. Stoddard, and Antoni Ten Monrós
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Power-Ups, e23, and the names of all products
  published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
  GURPS Power-Ups 4: Enhancements is copyright © 2012 by Steve Jackson Games Incorporated. All rights reserved.
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
  and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage
  the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
  INTRODUCTION
  3
  
  Characters in GURPS already have access to a wide variety
  of advantages – over 200 in the Basic Set alone. This may seem
  like quite a few, but modifiers expand these options into a
  nearly infinite range of choices! Because of this, even an expe-
  rienced GM can benefit from some guidance and advice in
  their use, along with a few tricks to simplify things.
  GM OVERSIGHT
  Modifiers inflate the complexity of any GURPS game.
  Enhancements in particular add a whole new range of ways to
  potentially abuse the system. As such, the GM should be careful
  when vetting an ability based on a heavily enhanced advantage.
  Just because something is built “legally” doesn’t mean the GM
  has to allow it in his campaign. For example, Toxic Attack 1
  point [1] is unlikely to unbalance any game, but Toxic Attack 1
  point (Area Effect 22, +1,100%) [12] could potentially damage
  every person in North America simultaneously, while wiping out
  thousands of insect and small animal species, all in a single shot
  – despite being only 11 points more expensive!
  As a general rule, extreme levels of any enhancement can be
  problematic. As well, Cosmic (pp. 6-9) always deserves a close
  look – it’s potent on its own, but it can be extremely powerful
  when combined with other enhancements. Adding Cosmic,
  Irresistible attack to the example above would increase the cost
  by only 3 points – but the two enhancements together would
  ensure that no one was safe from the attack, as it effortlessly
  struck through armor, walls, etc.
  The Enhancement Table (pp. 22-24) lists every general
  enhancement, both old and new, along with a recommenda-
  tion as to how abusable the modifier is. This is meant to aid
  GM guidance, not supplant it; in particular, there’s no simple
  way to rate combinations of enhancements.
  CHAPTER ONE
  ENHANCING
  YOUR GAME
  ENHANCING YOUR GAME
  4
  When creating new abilities – particularly as part of a
  power – it often makes sense for the GM to build several very
  similar abilities. For example, he may create two dozen new
  abilities for a Holy power, where half are “auras of power” that
  share many modifiers. Bundling these common modifiers into
  a single meta-enhancement can streamline power-building and
  simplify the final write-up.
  To create a meta-enhancement, just identify which modi-
  fiers are common to every one of your builds. Then total them
  up and treat them as a single enhancement (or limitation). Any
  unshared modifiers can be added separately. Alternatively – if
  two or three modifiers aren’t common to all of the abilities, but
  each is common to several of them – it may be worth creating
  different versions of the meta-enhancement; see Songs (p. 5)
  for an example.
  The following are meta-enhancements that have appeared
  in previous GURPS publications.
  AURAS OF POWER
  This is a new special enhancement for Affliction; it must be
  combined with one or more of Advantage, Attribute Penalty,
  Disadvantage, Incapacitation, Irritant, or Negated Advantage.
  Aura of Power is a meta-enhancement that turns the Affliction
  into a two-yard area effect, centered on the adventurer, that
  affects any targets he wishes.
  Aura of Power (+175%): Area Effect, 2 yards, +50%; Aura,
  +80%; Malediction 1, +100%; Melee Attack, Reach C, -30%;
  Reduced Duration, 1/60, Only after the target leaves the area,
  -30%; Requires Will Roll*, -5%; Selective Area, +20%; Takes
  Extra Time, -10%.
  * A limitation from Powers. Your switchable ability
  requires a Will roll to activate, and a further Will roll every
  minute to maintain. If this roll fails, you can try again, but each
  repeated attempt costs 1 FP unless you wait five minutes.
  The user must take a Concentrate maneuver and make a
  Will roll to bring up the aura. If he fails, he may try again on
  later turns, but each successive attempt costs 1 FP. If successful,
  then the aura is active for the next minute. For a beneficial
  Affliction, the user may roll Will (as a free action) when some-
  one he wants to bless enters his area of effect. Success means
  that person is blessed; note the margin of success. On a failure,
  he may continue to roll once per second (again, as a free action)
  with no penalty or cost, until successful in blessing that subject.
  META-ENHANCEMENTS
  
  Those blessed stay that way until they leave the area or the aura
  ends, in which case the effects of the aura linger for seconds
  equal to the user’s original margin of success for that person.
  For a hostile Affliction, the user may attempt to curse any-
  one entering the area of effect. This works the same as bless-
  ings, but is treated as a Quick Contest of the user’s Will versus
  the target’s HT. The victim suffers the effects for seconds equal
  to the user’s margin of victory.
  The user must make a new Will roll each minute to keep his
  aura up. If he fails, the aura drops; on any subsequent turn, he
  may pay 1 FP, take a Concentrate maneuver, and make a Will
  roll to bring it back up. He may also turn it off voluntarily at
  the beginning of his turn (as a free action); if so, there is no FP
  cost to switch it back on.
  The adventurer must decide how the aura acts against tar-
  gets of which he is not aware. He can choose (when buying the
  ability) whether to affect all unknown targets. Either option is
  balanced; the decision depends on whether the user would
  rather risk targeting someone who shouldn’t have been or risk
  not noticing a potential (but unseen) target until it’s too late.
  Deities and other powers above (or below) often grant special
  abilities to their most dedicated followers, and the capability to
  instill courage or greatness on their allies just by their presence
  is a common gift. Auras of Power are specially suited for follow-
  ers of a deity with a limited portfolio, though omnipotent deities
  could grant any of them if the GM deems it reasonable.
  Sample Aura of Power: Chaos
  33 points for level 1, plus 5 points
  for each additional level
  The gods of Chaos can confuse the minds of mortals with
  horrible visions. The aura covers a two-yard radius around the
  user. Each additional level doubles that radius, cumulatively.
  Those cursed by the aura see nightmarish visions overlay-
  ing their perceptions, as per Hallucinating (p. B429).
  Thus, before each skill roll, those affected must roll
  against Will. On a success, the victim suffers only -2 to the
  action, due to disorientation. On a failure, the penalty is
  increased to -5 and lasts for 1d seconds. On a critical fail-
  ure, the hallucinations become so real that the victim loses
  touch with reality for 3d seconds: Roll 1d at the beginning
  of each of the victim’s turns. On 1-3, he treats foes as
  friends and friends as foes; on 4-6, the visions are too con-
  fusing and the victim just stands still, unable to act or per-
  form active defenses.
  Statistics: Affliction 1 (HT; Aura of Power 1, +175%;
  Hallucinating, +50%) [33]. Higher levels add more Area
  Effect, at +50% and +5 points per level.
  SONGS
  Songs are potent musical abilities, used by supernat-
  urally powered bards to either aid allies or hinder
  foes. In rules terms, they’re Afflictions with one of these
  meta-enhancements:
  Baneful Song (+105%): Area Effect, 2 yards, +50%;
  Bard-Song, -30%; Based on Will, +20%; Emanation,
  -20%; Malediction 1, +100%; Reduced Duration, 1/60,
  -35%; Selective Area, +20%.
  Beneficial Song (+105%): Area Effect, 2 yards, +50%; Bard-
  Song, -30%; Based on Per, +20%; Emanation, -20%; Malediction
  1, +100%; Reduced Duration, 1/60, -35%; Selective Area, +20%.
  Songs potentially affect everyone the bard chooses to
  influence within two yards of him. The Bard-Song limitation
  comprises the following drawbacks: the bard needs to play or
  sing for at least a second, there must be mana, the song is
  hindered by Magic Resistance, and the target has to be able
  to hear the music.
  For Baneful Songs, roll a Quick Contest of Will vs. Will plus
  Magic Resistance (if any). The bard has -5 in low mana. Foes
  with Immunity to All Mind Control (zombies, greater demons,
  etc.) are never affected.
  For Beneficial Songs, allies simply roll vs. Per minus any
  Magic Resistance they have. Low mana gives -5.
  The margin of victory or success, respectively, is the num-
  ber of seconds the Song’s effects last. The bard can play con-
  stantly, causing a roll every turn, or cease after a second and
  hope that the residual effects will suffice.
  Sample Baneful Song: Dirge
  25 points for level 1, plus 5 points
  for each additional level
  Dirge dooms the bard’s enemies to failure and disaster, usu-
  ally in combat. Those who fail to resist suffer -3 to ST and DX
  for the duration, penalizing attack and damage rolls. The song
  reaches a two-yard radius around the performer. Each addi-
  tional level doubles that radius, cumulatively.
  Statistics: Affliction 1 (Will; Attribute Penalty, -3 ST, -3 DX,
  +45%; Baneful Song, +105%) [25]. Higher levels add more Area
  Effect, at +50% and +5 points per level.
  ENHANCING YOUR GAME
  5
  Variable
  Enhancement
  As an optional rule, the GM may allow abilities built with
  a Variable Enhancement – an enhancement that’s actually a
  “placeholder” for any enhancements the user wants. This
  decision is a free action, and may be changed every time the
  ability is used. The value of Variable Enhancement is equal
  to 10¥ the cost of the enhancements that can be added (min-
  imum final cost of +50%).
  Example: Emma takes Burning Attack 2d (Variable
  Enhancement, +150%) [25]. It’s expensive, but now every
  time she fires it, she can choose +15% worth of enhancements
  to add. One turn she may add Incendiary (+10%) and Vari-
  able (+5%), and the next she could add Fragmentation 1d
  (Cutting) (+15%). She could not add Increased Range, 5¥
  (+20%), and Inaccurate 1 (-5%), even though those sum to
  +15%, because Variable Enhancement only allows adding
  enhancements, not limitations.
  If you can switch around your enhancements, but have
  to choose from a fixed list, see Selectivity (p. B108) and
  Alternative Enhancements (p. 13).
  
  Sample Beneficial Song: Alarum
  31 points for level 1, plus 5 points
  for each additional level
  Allies affected by Alarum are inspired to strike down foes
  brutally and with relish. For the duration, they enjoy +2 to ST for
  the singular purpose of dealing blows. This normally gives +1 to
  damage with thrusting attacks and +2 to damage with swings.
  The song reaches a two-yard radius around the performer.
  Each additional level doubles that radius, cumulatively.
  Statistics: Affliction 1 (Per; Advantage, Striking ST 2,
  +100%; Beneficial Song, +105%) [31]. Higher levels add more
  Area Effect, at +50% and +5 points per level.
  STORMS
  Storms are powerful elemental abilities, based on Innate
  Attack, that blast many foes. They work even in good weather
  or indoors! All have these modifiers:
  Elemental Storm (+190%): Accessibility, Requires gesture,
  -10%; Area Effect, 16 yards, +200%; Bombardment, Skill 14,
  -5%; Emanation, -20%; Limited Use, 1/day, -40%; Nuisance
  Effect, Exploitable hole in center, -5%; Overhead, +30%; Per-
  sistent, +40%.
  In practical terms, once a day, the user may take an Attack
  maneuver to plant his staff in the ground – or make a similar
  bold gesture, like smashing his oil lamp – and initiate the Storm.
  On that turn and on each of his next nine turns (10 seconds
  total), the Storm blasts everyone (friend or foe) within 16 yards
  of the spot where he stood. Roll an attack from above at skill 14;
  victims may block or dodge, but must focus their attention
  either upward or at ground level, suffering -2 on defenses vs.
  attacks from the direction ignored. The summoner is safe if he
  remains at the eye – as is any foe in close combat with him – but
  if he steps from where he started his Storm, he takes damage. He
  cannot end the Storm early, dial back damage, etc.
  Sample Storm: Air
  41 points
  Bolts of lightning fry the area from above. Anyone struck
  takes 2d+1 burning damage. A wounded victim must make a
  HT roll, at -1 per full 2 HP of injury, or be stunned. He may roll
  vs. HT each turn to recover, but later bolts can stun him anew.
  Advantages: Burning Attack 2d+1 (Elemental Storm,
  +190%; Side Effect, Stunning, +50%) [41].
  ENHANCING YOUR GAME
  6
  Cosmic is one of the broadest enhancements in GURPS,
  and arguably the most abusable. After all, the whole point of
  Cosmic is to let its underlying advantage break the rules! For
  this reason, even in a campaign where the GM allows players
  to build their own powers freely, the Cosmic enhancement
  always requires GM approval on a case-by-case basis.
  Still, Cosmic has limits.
  • Cosmic cannot alter the fundamental nature of an advan-
  tage. No version of Cosmic will let you use Mind Reading to
  project your thoughts or Invisibility to walk through walls. For
  this, buy the various advantages you wish to emulate as alter-
  native abilities (see Powers).
  • Cosmic cannot change the intended subject of an advan-
  tage. You cannot add Cosmic to Metabolism Control and use it
  to put your enemies in a coma. To use a self-only advantage on
  others, see Affects Others (p. 12) and Affliction (p. B35).
  • Cosmic cannot remove a target’s resistance roll. It can
  overcome active defenses and advantages which aid resistance
  (e.g., DR, Mind Shield, and Resistant), but if the victim gets a
  Contest or unopposed roll to avoid an advantage’s effect,
  Cosmic cannot take it away. To better overcome your target’s
  resistance in a Quick Contest, raise your own activation roll
  using Reliable (p. 16), or a power Talent or power skill (see
  Powers) – and consider Cosmic, No Rule of 16 (p. 7).
  Alternatively, if you’re using Affliction, simply raise its level; the
  higher your level, the worse your subject’s roll, and the Rule of
  16 is unlikely to be an issue!
  • Cosmic offense cannot overcome Cosmic defense. Some
  versions of Cosmic allow the advantage to ignore non-Cosmic
  defenses against it. When such an offense comes up against
  Cosmic defense, however, handle it as if neither side had Cosmic;
  the defense protects normally. The “one-upmanship” stops here;
  e.g., you cannot make an attack that ignores Cosmic DR. To
  overcome Cosmic DR, buy an attack that does more damage –
  even Cosmic DR has a finite amount of protection.
  Cosmic options are cumulative. For instance, an Innate
  Attack that requires no roll to hit (+100%), allows no active
  defense (+300%), and ignores DR (+300%) is +700%. An Attack
  maneuver lets you immediately apply your damage roll to your
  target’s HP! Because of the effect this can have on game bal-
  ance, even if the GM allows Cosmic to be used freely, he may
  wish to disallow certain combinations of Cosmic.
  On a carrier attack, all forms of Cosmic raise the cost of
  Follow-Up on the follow-up attack.
  COSMIC
  Elan: Move, move, move,
  move silently across the
  battlefield!
  Haley: Geez, Elan, that one is
  the specific example given of a
  bard song that doesn’t work.
  Elan: Oh, right. I forgot.
  – Rich Burlew,
  Order of the Stick
  
  COSMIC LEVELS
  There are three established levels of Cosmic, each with sev-
  eral preexisting examples. This doesn’t mean the GM can’t add
  more! Use the guidelines below to determine what the cost of
  a new Cosmic enhancement should be.
  All “flavors” of Cosmic can be found below, with the excep-
  tion of Cosmic as a power modifier. Power modifiers are
  beyond the scope of this book; see Powers for details.
  See p. 12 for an explanation of the � symbol.
  Adding Utility (+50%)
  The lowest level of Cosmic is generally used for either
  removing an inherent restriction or countering a higher
  level of Cosmic. These improvements are limited in scope
  and should still feel “fair.” For example, this level of Cosmic
  could allow an Innate Attack to emanate from any point on
  the user’s body (e.g., eyes, hands, shoulder – making it
  impossible for enemies to negate its use by binding his
  hands, blindfolding him, and so on), but could not make the
  attack hit automatically or bypass defenses.
  Avoiding drawbacks ���
  Your ability is not subject to some type of built-in restric-
  tion. For example, you could buy Cosmic for Snatcher to
  avoid the “cannot get items that use different natural laws”
  drawback, or for Serendipity to avoid the “coincidences
  must be plausible” limitation. (In the latter case, you would
  still need Wishing to dictate a coincidence.) Don’t write this
  down as Cosmic, Avoiding drawbacks; list the actual reason
  it’s being purchased – e.g., Snatcher (Cosmic, Items need
  not obey local laws of physics). In some cases, it makes
  sense to buy this multiple times, to avoid unrelated restric-
  tions on an ability; see Cosmic in Action: Enhanced Move
  (p. 9) for an example.
  Defensive �
  Your defense or countermeasure is proof against
  Cosmic effects. See the final bullet point under the intro-
  duction to Cosmic (p. 6) for details. This is most commonly
  used to counter Cosmic, Irresistible attack (below), but a
  single application covers all Cosmic offense.
  Example: Chris has Corrosion Attack 2d (Cosmic, Irre-
  sistible attack, +300%; Cosmic, Lingering effect, DR does
  not heal, +100%). When he hits someone, they take full
  damage regardless of DR, their DR is reduced by 1 for
  every 5 points of damage, and natural DR does not heal
  normally from this attack! (Normally, DR heals at the same
  rate as HP; in this case, the DR will need Cosmic treatment
  to recover.) However, Chris attacks Ben, who has DR 10 (Cos-
  mic, Defensive, +50%). His DR blocks up to 10 points of dam-
  age from Chris’ attack (countering the “irresistible attack”
  aspect) and if damaged, it heals normally (countering the
  “lingering effect” aspect as well). It is still reduced by 1 for
  every 5 points of basic damage, however, as that’s part of how
  corrosion damage works, not a Cosmic effect.
  No Rule of 16 ���
  Your supernatural ability ignores the Rule of 16 (p. B349).
  When rolling a Quick Contest against a subject, you may
  always use your full (modified) skill. If you are highly skilled,
  this may make resistance nearly impossible! The subject may
  always try to resist, even if his effective resistance is less than 3
  (due to penalties from high levels of Affliction, previous
  attacks, etc.). In such a case, only a roll of 3-4 succeeds; treat
  this as success by 0, not as automatic resistance! If your mar-
  gin of success is 1 or better, you still overcome his resistance.
  Privileged attack ��
  Your attack or activation roll, and the subject’s defense or
  resistance roll (if any), cannot be rerolled by anyone else’s non-
  Cosmic meta-game abilities – unless you want it to be. This
  includes advantages like Destiny, Luck, and Super Luck, and
  spells like Bless, Lesser Wish, and Wish. As well, no one can
  buy success or use player guidance (p. B347), non-Cosmic
  Serendipity, or similar tricks to interfere with or mitigate the
  use of your ability. This does not affect your target’s ability to
  defend or resist – it just prevents anyone from using meta-gam-
  ing abilities to dictate or retroactively alter the result.
  ENHANCING YOUR GAME
  7
  Cosmic Active
  Defenses
  Cosmic, Defensive (above), is most commonly applied to
  passive protection (e.g., DR), negating the effects of Cos-
  mic, Irresistible attack (p. 8). However, this suggests that
  characters should be able to add Cosmic, Defensive, to their
  active defenses as well, to counter Cosmic, No active defense
  (p. 8). This is possible, using the cost of Enhanced Defenses
  (p. B51) as a guideline, and treating all defenses as being
  bought up from the base of 3.
  Dodge: Round Basic Speed down to the nearest whole
  number, then multiply it by 7.5 and round up, to find the
  point cost.
  Parry, One Skill: Halve the skill and round down, then
  multiply it by 2.5 and round up, to find the point cost. For
  untrained, unarmed attacks, use DX as your skill level.
  Parry, All: Halve DX and round down, then multiply it by
  5 to find the point cost.
  Block: Halve Shield skill and round down, then multiply
  it by 2.5 and round up, to find the point cost.
  A Cosmic active defense can be used even when the rules
  state that such a defense isn’t possible against a particular
  type of attack – not just to stop Cosmic attacks! Thus, Cos-
  mic Dodge lets you attempt to dodge a surprise attack, Cos-
  mic Parry (Rapier) makes it possible to parry a flail, Cosmic
  Block allows you to try blocking a bullet, and so on. This
  never applies to Maledictions, area-effect attacks, etc. – only
  to attacks for which the active defense would normally be
  appropriate, were it not for a rule or circumstance disallow-
  ing it in this particular situation.
  These rules should not be generalized to other forms of
  Cosmic (or other enhancements). In particular, Cosmic, No
  die roll required, is strictly forbidden!
  If you enhance an active defense, you must also enhance
  any levels of Enhanced Defenses you add to that defense.
  
  Cheating (+100%)
  These variants of Cosmic break the rules in a significant,
  noticeable way. Instead of just removing inherent restrictions,
  they can ignore or overrule something important to game bal-
  ance. Cosmic applications at this level are less concerned with
  fairness, but still cannot casually overwhelm a target’s defenses.
  Lingering effect ���
  Your ability has an enduring effect that standard powers
  or methods cannot counteract; only another Cosmic ability
  can stop it. For example, this could be combined with Cyclic
  if there is no normal way to stop the repeating damage –
  though Healing (Cosmic, +50%) could still do so. This never
  applies to the ability to heal the damage afterward, but see
  Unhealing damage (below).
  No die roll required ���
  Only for abilities that require a success roll: Your advantage
  works if you have any chance of success. Apply all the usual
  modifiers to your base skill. If your effective skill is 3 or more,
  you succeed – don’t bother to roll. The only way you can fail is
  if your effective skill falls below 3. If your ability’s effectiveness
  is based on your margin of success (e.g., Maledictions, Mind
  Reading), roll anyway to determine that margin; if you fail,
  treat it as success with a margin of 0.
  Unhealing damage ���
  The damage from your attack
  does not heal normally – whether
  via internal means (e.g., rest and
  recovery, Regeneration) or external
  ones (e.g., medical aid, magical
  healing, or the Healing advantage).
  There are two exceptions. First, any
  advantage with Cosmic has full
  effectiveness against it. Second, you
  must specify a category of treat-
  ment that works normally. This type
  of treatment must exist in the cam-
  paign setting, and cannot be rare or
  unique; “requires natural herbal
  preparations to heal” is fine, but
  “requires the leaves of a flower that
  only grows in Tibet” is not. This is a
  variant of Lingering effect (above),
  broadening the effect, but also the
  countermeasure.
  Examples of valid treatment cate-
  gories include:
  • Treatment from one specific
  power source (e.g., magical, psionic,
  or divine).
  • Potions (in a fantasy game) or drugs (in a modern one).
  • Natural healing – that is, the wound will heal normally,
  but nothing else (except Very Rapid Healing) can accelerate the
  recovery.
  • Surgery (even for a surface wound).
  • Any external treatment, but only if administered by a spe-
  cific type of person (e.g., only a member of a certain religion).
  Godlike Tricks (+300%)
  At this level, Cosmic doesn’t just allow cheating, it lets the
  ability do something completely unfair: ignoring a target’s
  defenses, affecting subjects it should not be able to, and so on.
  New forms of Cosmic, at this level, can have powerful and far-
  reaching effects on the underlying advantage – but still subject
  to the limits described under the introduction to Cosmic (p. 6).
  Irresistible attack ����
  Added to any sort of offensive ability, this allows it to bypass
  non-Cosmic passive protection: DR (for Afflictions and Innate
  Attacks), Mind Shield (for mental intrusion), Fearlessness and
  Unfazeable (for Terror), Resistant and Immunity (for any resis-
  ted attack), and so on. It does not affect the target’s active
  defenses; see No active defense allowed (below) for that. It also
  does not affect resistance rolls; see the introduction to Cosmic
  (p. 6) for more details. If this enhancement is combined with
  the Multiple Projectile variant of Rapid Fire (p. B108), the rules
  for extremely close range shots (Shotguns and Multiple
  Projectiles, p. B409) no longer apply; roll such attacks normally.
  No active defense allowed ����
  Only for attacks that the target can dodge, block, or parry.
  Your target gets no active defense against your attack, no mat-
  ter how fast or skilled he is. If
  your attack roll succeeds, you
  hit. The victim’s DR and other
  purely
  passive
  protection
  work normally; see Irresistible
  attack (above) to fix that. This
  enhancement doesn’t prevent
  resistance rolls; see the intro-
  duction to Cosmic (p. 6) for
  more details.
  Unrestricted powers ��
  When bought for an ability
  that interacts with any one
  power source – like Neutral-
  ize, Psi Static, or Static (from
  Powers) – this allows it to
  work with, on, or against any
  power. The user can decide
  when using it, as a free action,
  which power to affect.
  Anything
  In-Between
  When coming up with new
  forms of Cosmic, the GM is
  not limited to just these three
  levels! If a new ability seems too
  powerful for +100%, but not quite up to the +300% level, don’t
  hesitate to call it +200%. Removing two unrelated restrictions
  on an ability is normally a net +100% (two separate +50%
  Cosmic enhancements) – but if the GM feels that doing so
  makes the ability too potent, he’s free to call that a new +150%
  Cosmic. Because Cosmic is so wide-ranging in its applicability,
  pricing it can often be as much an art as a science.
  ENHANCING YOUR GAME
  8
  
  COSMIC IN ACTION:
  ENHANCED MOVE
  Enhanced Move increases the user’s top speed, which is not
  the same thing as increasing his Basic Move, Air Move, etc.; see
  High-Speed Movement (pp. B394-396) for details. But what
  would it take to change that?
  The top speed granted by Enhanced Move differs from
  Basic Move in a few ways:
  1. You have to make control rolls when turning quickly or
  encountering hazards.
  2. You have to accelerate to reach top speed.
  3. You have to take a Move or Move and Attack maneuver
  in combat.
  This implies that three forms of specialized Cosmic exist to
  avoid these drawbacks:
  Cosmic, Complete maneuverability. You are exempt from
  control rolls and can turn on a dime, without concern for
  acceleration. Because this affects even non-enhanced Move,
  you must take this on both Enhanced Move and the underlying
  movement ability (e.g., Amphibious or Flight). +50%.
  Cosmic, Instantaneous acceleration. You can go from a
  standing start to top speed, or vice-versa, in a single Move
  maneuver. This does not allow you to make hairpin turns at full
  speed (use Cosmic, Complete maneuverability for that), but
  you can approach a point at full speed, stop and change facing,
  then zoom away on your next turn. +50%.
  Cosmic, Retained speed. You can use your Enhanced Move
  with any combat maneuver. Calculate your Step using your
  current Move. You may also All-Out Attack or All-Out Defend
  when using high-speed movement – and may accelerate or
  decelerate by up to half your Basic Move when doing so.
  Note that combat usually requires sudden turns and has many
  hazards; unless you also have Cosmic, Complete maneuver-
  ability, you may be making a lot of control rolls! +50%.
  With all three enhancements, Enhanced Move replaces
  Basic Move (or Air Move, Water Move, etc.) for all purposes. In
  a supers game, the GM may wish to bundle all three together
  into a new enhancement (Second-Nature, +150%) to enable
  the quick and easy creation of super-speedsters.
  ENHANCING YOUR GAME
  9
  The rules for applying enhancements to advantages are
  straightforward: Every advantage has a base cost, and any
  modifiers simply alter that cost. But what about modifying
  things with no base cost? A hero may wish to add an Armor
  Divisor to his punches – which seems problematic when his ST
  10 was free! Or perhaps he wants to turn his revolver into a
  ghost-shooter by adding Affects Insubstantial, and it doesn’t
  seem fair to make him repurchase his gun as an Innate Attack
  with gadget limitations.
  Fortunately, GURPS is flexible enough to accommodate
  these situations. The following rules always require significant
  GM oversight. While the suggestions for each category are not
  hard-and-fast rules, it’s crucial to ensure that the enhance-
  ments added make sense for the attack.
  See also ST-Based (pp. 20-21) and Enhanced ST-Based
  Attacks (p. 20).
  UNARMED ATTACKS
  The GM might permit certain attack modifiers on unarmed
  thrust damage. These should affect the hero’s ability to inflict
  damage. Suitable enhancements include Affects Insubstantial
  (to fight spirits), Armor Divisor (to strike at weak points in
  objects), Double Knockback (for punching enemies through
  walls), and Incendiary (for fists o’ fire). Valid limitations
  include No Blunt Trauma (for martial artists whose strength
  is “chi projection,” not brute force), No Knockback (ditto!),
  and Takes Extra Time (for big, slow fighters). Some modifiers
  are strictly forbidden, however (a * marks limitations found
  in Powers):
  • Those already built into melee attacks: Melee Attack,
  Melee-Capable, Variable, and Visible*.
  • Those that create attacks that belong to classes mutually
  exclusive with close-combat melee: Area Effect, Cone, Explo-
  sion, Jet, and anything with such a modifier as a prerequisite
  (e.g., Bombardment, Dissipation, Drifting, Emanation, Erosive,
  Mobile, Persistent, Selective Area, and Wall).
  • Penetration modifiers other than Armor Divisor, Cos-
  mic, or Surge, Arcing: Blood Agent, Contact Agent, Follow-
  Up, Malediction, Mental Defense Only, Respiratory Agent,
  and Sense-Based.
  MODIFYING EXISTING DAMAGE
  Jay Garrett: You’d
  leave me standing, son.
  Wally West: I can
  leave photons
  standing, Jay.
  I wouldn’t sweat it.
  – Grant Morrison,
  JLA: Crisis
  Times Five
  
  • Those intended for non-physical attacks: Cyclic, Hazard,
  Onset, Radiation, and Resistible.
  • Those intended for ranged attacks: Accurate, Blockable*,
  Extra Recoil, Guided, Homing, Inaccurate, Increased Range,
  Long-Range, Minimum Range*, Overhead, Ranged, Rapid Fire,
  Reduced Range, Ricochet, Short-Range*, and Surprise Attack.
  To apply modifiers to your unarmed damage, follow these
  steps:
  1. Find thrust damage for the highest ST you can use for
  unarmed combat. This is the sum of regular ST, Arm ST, and
  Striking ST.
  2. Calculate the “effective point cost” of the basic thrust
  damage from step 1 as if it were a Crushing Attack. Don’t pay
  this cost! You just need it for step 4.
  3. Total the desired modifiers. Treat a net limitation larger
  than -80% as -80%.
  4. Multiply the cost from step 2 by the net modifier from
  step 3 to find the cost of the modifiers. Round up. Record a
  positive cost as an advantage, a negative one as a disadvantage.
  Example: Kaytee has ST 12, Arm ST 5, and Striking ST 10.
  She can strike with ST 27, which gives her 3d-1 thrust damage.
  Crushing Attack 3d-1 would cost 14 points, so Armor Divisor
  (10), +200%, would be an 28-point advantage for Kaytee, while
  No Blunt Trauma, -20%, would be a -2-point disadvantage.
  Enhancements benefit kicks, punches, bites, head butts,
  and all other unarmed melee attacks – but not weapons. Limi-
  tations affect all muscle-powered attacks, from unarmed
  through melee to ranged! If you have Claws, Strikers, or Teeth
  and modifiers on muscle-powered damage, you must buy your
  body weaponry with exactly the same modifiers.
  MELEE WEAPONS
  You may modify the damage done via a specific weapon. If
  you lose the weapon, you lose the enhancements as well –
  though not the points spent on them. The GM should allow
  you to either replace the weapon with an equivalent, or to shift
  the modifiers to a different weapon; the latter may cost addi-
  tional points, if the new weapon is better! These rules should
  only be applied to weapons bought using cash (or Signature
  Gear, etc.); if your sword is actually a Cutting Attack with
  gadget limitations, just apply any modifiers directly to it. Sim-
  ilarly, the ability to add enhancements to any weapon you use,
  instead of just one, can be found in GURPS Power-Ups 1:
  Imbuements.
  Your choice of modifiers is restricted as per Unarmed
  Attacks (pp. 9-10). In addition, you may only apply enhance-
  ments. If you wish to include limitations, use the rules for mod-
  ifying unarmed attacks; the limitations automatically apply to
  every attack you make, including one made with your weapons.
  The GM may allow exceptions to this restriction, to reflect
  foibles or drawbacks that only apply to this one weapon, but
  there are a few special rules:
  • Each limitation is only worth 1/5 its normal value.
  • If the net modifier for the weapon, after limitations, is 0%
  or less, do no further math – just treat this as a perk. (A modi-
  fied weapon is never free or a disadvantage.)
  • Any limitation applies to all uses of the weapon, not just
  to the enhancements.
  • If a character takes the same limitation on multiple
  weapons, the GM is within rights to insist that he instead add
  the limitation to his overall damage (using the rules for modi-
  fying unarmed attacks).
  The process for calculating point cost is very similar to that
  for unarmed damage:
  1. List the damage you can do for each mode of weapon use,
  including the amount and the damage type. If the weapon can
  be used at range, and its ranged damage is better than its melee
  damage or you plan on adding ranged modifiers to it, see
  Muscle-Powered Ranged Weapons (p. 11).
  2. Calculate the “effective point cost” for each mode, as if it
  were the appropriate type of Innate Attack. Take the highest
  point cost of all these modes, and ignore the others. Exception:
  If all of the enhancements being added would only apply to one
  mode (e.g., Double Knockback would apply to a sword’s cut-
  ting swing, but not its impaling thrust), use that mode regard-
  less of cost.
  3. Total the desired enhancements (and limitations, if any).
  4. Multiply the highest cost from step 2 by the net modi-
  fier from step 3 to find the cost of the modifiers. Record this
  as an advantage.
  ENHANCING YOUR GAME
  10
  Behold the sword of power, Excalibur. Before Uther,
  it belonged to Lud, before Lud, to Beowulf, before
  Beowulf to Baldur the Good, before Baldur to Thor
  himself and that was when the world was young and
  there were more than seven colors in the rainbow.
  – Merlin, in Excalibur
  
  Example: Kaytee wants to
  add Double Blunt Trauma to
  her
  fine
  thrusting
  broad-
  sword. Her modes of attack
  are 5d+3 cutting and 3d+2
  impaling. Cutting Attack 5d+3
  would cost 42 points, while
  Impaling Attack 3d+2 would
  cost 29 points, so she uses the
  former. Double Blunt Trauma
  is a +20% enhancement, and
  42 ¥ 0.20 = 8.4, which rounds
  up to 9 points.
  She also talks the GM into
  letting her have an incendiary
  dagger, the blade of which
  burns up and reforms (taking
  time) every time she strikes
  with it. Her dagger does 3d-2
  impaling. Impaling Attack 3d-2 would cost 20 points. She adds
  Incendiary (+10%) and Takes Recharge, 15 seconds (-20% / 5 =
  -4%), a total of +6%. She pays 20 ¥ 0.06 = 1.2, which rounds up
  to 2 points. The dagger now does an extra 1 point of burning
  damage, but any use causes the blade to disintegrate for 15 sec-
  onds; Takes Recharge doesn’t just apply to the incendiary
  affect, but to the use of the dagger as a whole.
  At the GM’s option, these rules can be used to modify one
  type of unarmed damage (e.g., just punches or just bites) instead
  of using Unarmed Attacks (pp. 9-10). The only advantage to
  doing so is that limitations can be added on an attack-by-attack
  basis, instead of affecting all muscle-powered attacks.
  MUSCLE-POWERED
  RANGED WEAPONS
  Muscle-powered thrown and missile weapons, such as
  bows, use the rules for melee weapons (pp. 10-11) with one
  exception: Enhancements intended for ranged attacks (the last
  bullet point under Unarmed Attacks, pp. 9-10) are explicitly
  allowed. The GM should also be generous about allowing the
  ranged-attack limitations to be added on a per-weapon basis.
  Example: Kaytee’s bow can target ghosts and force them to
  materialize, but it has horrible range. Her composite bow does
  3d+2 impaling, which would cost 29 points as an Impaling
  Attack. She adds Affects Insubstantial (+20%); Symptoms,
  Negated Advantage (Insubstantiality) after losing 2/3 HP
  (+80%); and Reduced Range, 1/5 (-20% / 5 = -4%); for a net
  +96%. She pays 29 ¥ 0.96, or 28 points. Her bow is an excellent
  ghost hunting weapon, but it has range 108/135 instead of
  540/675, even when she’s not attacking ghosts!
  OTHER WEAPONS
  Many modern and futuristic weapons, such as firearms and
  beam weapons, do not use ST-based damage. In some ways,
  this makes them simpler; each does a fixed amount of damage,
  making it possible to calculate the point cost of any enhance-
  ment in advance. Ignore any special effects, damage modifiers,
  etc. – as for other weapons, all that you need to know is the
  number of dice dealt and the type of damage.
  Things become more complex in other ways, however,
  particularly when deciding which modifiers to allow on a
  given weapon. The advice from Unarmed Attacks (pp. 9-10)
  isn’t necessarily relevant when applied to a gamma-ray pis-
  tol! The GM must carefully vet each modifier to ensure bal-
  ance in his campaign.
  Otherwise, use the options for muscle-powered ranged
  weapons (above) with two additional rules:
  • If the PC has access to a way to boost basic damage,
  improve the damage type, or both, you must take this into
  account when calculating what the Innate Attack would cost.
  This is most often accomplished via special ammunition for
  firearms (e.g., hollow-point rounds, which bump pi to pi+) or
  via “hotshotting” or similar techniques for beam weapons.
  Don’t worry about ammunition, etc., hidden away in military
  arsenals or research labs. However, if the PC later does get
  access to such things, the GM should recalculate the point cost
  of this ability – just as for a warrior who upgrades his sword
  (Melee Weapons, pp. 10-11).
  • To improve RoF, consult Rapid Fire (p. B108). If the
  weapon is at the upper end of a RoF band (e.g., RoF 2, 3, 7, 15,
  30, etc.), pay the difference between the current RoF band and
  the new one. Otherwise, treat the weapon as belonging to the
  RoF band a step down and pay the difference between that
  band and the new one. (See the example below.) This rule
  ensures that RoF can never be raised for free.
  Example: Kaytee’s campaign uses the detailed guns from
  GURPS High-Tech. She has a FN MK 16 MOD 0 rifle that
  does 4d+2 pi. However, Kaytee can boost the damage and
  damage type to 5d(0.5) pi+ by using HP+P ammo. Large
  Piercing Attack 5d costs 30 points. (The Armor Divisor (0.5)
  does not affect these rules.) She wants to boost its RoF from
  9 to 30, so she can empty an entire magazine in one second.
  RoF 9 is within the “8-15” band for Rapid Fire, but it’s not the
  upper end of that band. Thus, the MK 15 is treated as having
  Rapid Fire at the +70% level. She wants to buy it up to Rapid
  Fire 30 (+150%), a difference of +80%. This costs 30 ¥ 0.80,
  or 24 points.
  If the MK 16 had had RoF 15 instead of RoF 9, it would
  have already been at the upper limit of “RoF 8-15” (+100%),
  and thus upgrading it to RoF 30 (+150%) would have only cost
  30 ¥ 0.50, or 15 points.
  ENHANCING YOUR GAME
  11
  Modifying Other Characteristics
  While the details can be fussy, the concept behind rules like Cosmic Active Defenses
  (p. 7) and Modifying Existing Damage (pp. 9-11) is a simple one: Figure out what the cost
  of the enhancement would be if you had paid for the inherent ability. With GM permis-
  sion, this can be generalized to other traits. Be careful, as the potential for abuse is high;
  many enhancements were never designed to be added to attributes, characteristics, etc.!
  Example: Wesley wants his Hearing and Vision to be linked together, so that if he
  hears something, he doesn’t have to make a second roll to see it, and vice-versa. The GM
  approves, and decides that Link (+20%) is the proper enhancement. (The +10% version
  would force Wesley to look at what he was hearing, and that doesn’t seem right.) Wesley’s
  Vision roll (p. B358) is a 12 and his Hearing roll (p. B358) is a 13. The GM uses Acute
  Senses to determine the fair value, and charges Wesley (12 ¥ 2 ¥ 0.20) + (13 ¥ 2 ¥ 0.20),
  or 5 + 6, or 11 points.
  
  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, you may 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 GM may 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
  
  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 minds much 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
  
  Example: Pedro buys Affliction 1 (HT; Advantage, Alternate
  Form, Frog, +150%; Extended Duration, Permanent, Dispelled
  with a Santeria ritual, +150%) [40]. He can turn a person into
  a frog indefinitely – but if someone knows the appropriate rit-
  ual, they can restore the victim within mere minutes! Shawn
  takes Affliction 1 (HT; Advantage, Alternate Form, Frog,
  +150%; Extended Duration, 10,000¥ duration, +160%) [41].
  His transformations only last a few weeks, but there is no sim-
  ple way to end the effect before then!
  Fixed Duration �
  +0%
  This enhancement turns a duration that depends on margin
  of success or failure (e.g., for Affliction) into a fixed time.
  Figure the duration as though the margin of success or failure
  was 3; for most abilities, this means three minutes. This can be
  modified further with Extended Duration (above).
  Follow-Up, Universal ��
  +50%
  This variant of Follow-Up (p. B105) allows your attack to
  “piggyback” on any unarmed or weapon attack you make,
  whether melee or ranged – but not on an Innate Attack. (Of
  course, you can buy this enhancement, then add standard
  Follow-Up enhancements to cover your Innate Attacks.) It only
  hits if your mundane attack hits. If that attack penetrates the
  target’s DR, the Follow-Up attack ignores DR completely.
  Follow-Up, Universal is a “penetration modifier”; you can-
  not combine it with other penetration modifiers.
  Force Field �
  +20%
  This enhancement converts a defensive trait into a field pro-
  jected a short distance from your body. The field engulfs and
  protects your entire body – including your eyes – and every-
  thing you’re carrying or wearing (up to Extra-Heavy encum-
  brance), even if the unmodified trait wouldn’t. Always apply its
  effects before those of armor, environment suits, etc.
  Force Field is suitable for Damage Resistance (but never
  with Tough Skin), Improved G-Tolerance, Magic Resistance,
  Pressure Support, Protected Sense, Radiation Tolerance,
  Resistant, Sealed, Slippery, Temperature Tolerance, and Vac-
  uum Support. The GM may permit it on other advantages. If
  you have multiple traits with Force Field, note whether you
  have one force field or several (and their order).
  Force Field often occurs in combination with Affects Others
  and Area Effect; see Affects Others (p. 12) for rules.
  Game Time �+
  +0%
  Some traits – including Luck, Serendipity, and Wild Talent
  – rely on real time. This modifier lets such an advantage use
  game time instead. If it usually works at least once per real
  hour, you get uses per game day equal to its maximum possi-
  ble uses per real hour; e.g., Ridiculous Luck, which works
  every 10 real minutes, gets six uses per game day. If it’s rated in
  uses per session, you get that many uses per game week; e.g.,
  Serendipity 3 gives three uses per game week.
  These ratios assume a campaign with a significant amount of
  “fast” time and “real” time (Time During Adventures, p. B497).
  They may be unfair in a combat-heavy game, or any game with
  a significant amount of “slow” time. In such a case, the GM may
  adjust these ratios, multiplying the frequency by anywhere
  from 2 (e.g., “twice per hour” becomes “four times per day,”
  and “once per session” becomes “twice per week”) to 7 (e.g.,
  “once per hour” becomes “seven times per day,” and “twice per
  week” becomes “14 times per week”). These improved ratios
  are what the “+” in “�+” (above) refers to.
  NEW ENHANCEMENTS
  14
  Extended Duration Table
  Multiple
  One Second Becomes*
  One Minute Becomes*
  Modifier
  3,000¥ duration
  50 minutes
  2 days
  +140%
  10,000¥ duration
  3 hours
  1 week
  +160%
  30,000¥ duration
  8 hours
  3 weeks
  +180%
  100,000¥ duration
  1 day
  10 weeks
  +200%
  300,000¥ duration
  3.5 days
  7 months
  +220%
  1,000,000¥ duration
  11.5 days
  2 years
  +240%
  3,000,000¥ duration
  1 month
  5.5 years
  +260%
  10,000,000¥ duration
  4 months
  19 years
  +280%
  * These have been rounded to convenient values, within 10% of the exact product.
  Years and years
  to waken from that
  sleep in which the
  others loll; then years
  and years to ’scape
  that awakening . . .
  – Emil Cioran,
  The Trouble
  With Being Born
  
  Increased Range, LOS ���
  Variable
  Increased Range, Line-of-Sight (LOS) allows the user to
  reach anything he can see. He must have a clear view of the tar-
  get, using his own vision; while optical binoculars are permissi-
  ble, viewing from a remote TV feed is not. If the advantage adds
  a new sense (e.g., Detect or Scanning Sense), you must identify
  the target visually before scanning it with your new sense. (This
  is the equivalent of the Sense-Based (Reversed) limitation from
  Powers; the two modifiers are incompatible.)
  The value of this enhancement depends on the typical range
  of the advantage – the longer it is, the less it costs to extend range
  to LOS. If range falls between two values on the table below, use
  the lesser value (e.g., treat a 30-yard range as “20 yards”).
  Typical Range
  Cost
  Less than 5 yards
  +90%
  5 yards
  +80%
  10 yards
  +70%
  20 yards
  +60%
  50 yards
  +50%
  100 yards
  +40%
  200 yards
  +30%
  500 yards
  +20%
  1,000 yards
  +10%
  2,000 yards or more
  +0%
  Independent ��
  +40% or +70%
  This enhancement is for advantages that require concentra-
  tion to control. Your ability demands no attention after the ini-
  tial Concentrate or Ready maneuver to activate it. If it requires
  a die roll, it lasts for minutes equal to your margin of success
  (your margin of victory, for a resisted ability) or its usual dura-
  tion – whichever is less. During this time, it’s completely self-suf-
  ficient. Its effects endure even if you’re incapacitated or killed.
  Independent doesn’t allow multiple instances of the
  advantage’s effects unless this is standard for the trait. If this
  is standard, all instances are “hands free” and you’re exempt
  from penalties for simultaneous uses.
  The only downside is that you don’t control your ability
  after activation. Its effects last for the entire duration specified
  above – you can’t end them early or maintain them. You must
  specify all particulars required by the ability when you activate
  it, and can’t change these later on.
  Independent is worth +40% for most advantages, +70% for
  those with penalties for simultaneous uses.
  Long-Range ���
  +50% per level
  Your ranged ability uses a better class of range penalties
  than usual. From worst to best, these classes are -1/yard like
  a Regular spell (p. B239), the Size and Speed/Range Table
  (p. B550), Long-Distance Modifiers (p. B241), and no penalties
  at all. Each level of Long-Range makes the penalties one step
  more favorable.
  Long-Range can be applied to attack abilities, but the GM
  should be aware that this will drastically improve the user’s
  ability to hit, as Long-Range 1 (+50%) effectively removes
  range penalties out to 200 yards. The attack’s 1/2D and Max
  range don’t change; use Increased Range or Reduced Range for
  that. Long-Range affects the cost of Follow-Up.
  Low Psychic Signature �+
  +5% per -2
  This enhancement muffles the ability’s super-
  natural emanations, rather than its physical signs.
  Others have difficulty detecting it with their own
  psychic powers, spells (e.g., Aura or Know Illu-
  sion), psi-tech sensors, etc. Every +5% imposes -2
  on applicable rolls. This includes using Detect
  (Supernatural Powers) or Psychometry to notice
  it, Mind Reading to realize that the user is affect-
  ing someone’s mind, Danger Sense to be aware of
  an incoming psychic attack, spells like Aura or
  Know Illusion to notice an effect, psychotronic
  sensors (like those in GURPS Psi-Tech) to spot
  psionics, and so on. At -10 (+25%), your ability is
  undetectable.
  This does not affect the physical evidence of any
  attack. In particular, Affliction and Innate Attack
  are still loud and visible, even with Malediction. To
  remedy this, use either Low Signature, Variable
  (below) or Low or No Signature (p. B106).
  Low Signature, Variable ��+
  +5% per -2
  This variant of Low Signature (p. B106) offers extra detail.
  Instead of a flat penalty to detect an ability, every +5% gives -2
  on all rolls to notice the ability. Treat -10 (+25%) as “unde-
  tectable.” These penalties apply to all Sense rolls to detect the
  ability being used. For supernatural attempts to trace an abil-
  ity, use Low Psychic Signature (above).
  This enhancement replaces both Low Signature and No
  Signature (p. B106). The GM should choose to use either those
  enhancements or this one.
  NEW ENHANCEMENTS
  15
  
  Once On, Stays On �
  +50%
  This is only available for physical transformations that end
  if you’re knocked out or killed – mainly Elastic Skin, Shadow
  Form, and Shapeshifting. You revert to your “normal” form
  only if you consciously choose to do so. Sleep, unconscious-
  ness, and death don’t force you to change back. Severed body
  parts may remain transformed after you change back, if you
  wish; specify this when you buy your ability.
  Reflexive ���
  +40%
  Reflexive is for defenses that take a second to activate,
  senses that require a second of concentration (e.g., Detect),
  and anything the GM feels serves a purpose similar to either.
  It lets your ability switch itself on – under attack if a defense,
  in the presence of something “interesting” if a sense – without
  a Ready or Concentrate maneuver. If this normally demands a
  success roll, activation requires a roll at -4; otherwise, it’s
  automatic. If you’re asleep, successful activation also wakes
  you up.
  Reflexive counts as a level of Reduced Time when you use
  your ability consciously. It’s incompatible with Always On
  (p. B110), as well as Active Defense and Usually On (both
  from Powers).
  Reliable ���+
  +5% per +1
  Your ability generally works as intended. Perhaps you have
  extensive experience or natural aptitude with it, or maybe it’s
  just easy to use. Whatever the reason, you get a bonus on all
  rolls to use it. This works exactly like, and is cumulative with,
  a power Talent (see Powers for details).
  Reliable is handy for advantages that routinely suffer large
  penalties (e.g., the -8 to use Precognition actively). It isn’t avail-
  able for ranged attacks – use Accurate (p. B102) for those.
  Reliable costs +5% per +1 bonus, to a maximum of +10.
  Selective Effect ���
  +20%
  Any ability that can affect multiple targets may have this
  enhancement. The user can either exclude specific subjects or
  limit the effect to them. He must base this decision on either
  sensory input (e.g., he could affect any group he can see,
  unless blind, but “everyone who has committed murder”
  would demand special gifts) or a guess (but then he’s at the
  GM’s mercy!). Other examples include:
  • Attacks with Rapid Fire. An attack with Selective Effect
  and Rapid Fire can hose down an area that contains both
  friend and foe without risking a “friendly fire” incident. The
  GM might even permit Selective Effect on attacks with RoF 1.
  This would prevent shots that miss or overpenetrate from hit-
  ting allies in the line of fire. Either option is suitable for the
  “smart bullets” seen in pulp sci-fi.
  • Elastic Skin, Invisibility, and Shapeshifting with the Glam-
  our (Powers, p. 111) limitation. This keeps the user from being
  misidentified or overlooked by his allies . . . and lets him make
  his enemies look like madmen (“What man? You’re talking to
  a dog!”).
  • Illusion. Another way to make people look crazy!
  • Telecommunication. This lets the user choose who
  can receive – or make sense of – a broadcast (e.g., by Radio,
  or Telesend with the Broadcast enhancement). This combina-
  tion is useful for simulating secure tactical communicators.
  • Terror. This is appropriate for dragons, deities, and other
  powerful entities that can demoralize their foes without fright-
  ening off their allies.
  Abilities that only affect a single subject may take this
  enhancement if it would make sense to restrict the effect to a
  single part of the subject. Examples include:
  • Afflictions. This can allow an irritant or incapacitation to
  target a specific part of the body; e.g., to paralyze a single limb,
  or cause severe pain in a localized spot (perhaps convincing
  the target that he’s been shot). Other effects may be possible,
  such as combining Advantage, Invisibility and Selective Effect
  to make a victim’s legs “disappear”!
  • Attacks with Malediction. Normally, such attacks cannot
  target hit locations, but combining Malediction and Selective
  Effect makes it possible!
  • Detect. This allows the user to narrow the range of what
  he’s looking for, whether to simply limit the class of substances
  or to pare the search down to a single, specific subject.
  Area-effect abilities should generally take Selective Area
  (p. B108) instead of Selective Effect, but either one may fit. The
  former allows the user to precisely control the area of effect,
  while the latter allows him to control the targets affected.
  Neither is compatible with Always On (which is only a limita-
  tion if you can’t choose who is affected), or with advantages
  that offer the Discriminatory special enhancement.
  NEW ENHANCEMENTS
  16
  Attitude signifies expectation, and expectation
  always operates selectively and with a sense
  of direction.
  – Carl Jung, Psychological Types
  
  Super Attribute �
  +25%
  Most skills in GURPS have default levels based on attributes.
  Those defaults are limited by the Rule of 20 (p. B173) – if a basic
  attribute is higher than 20, skills default to it as if it were 20.
  This provides a measure of realism since defaults are limited to
  16 (for most Easy skills), 15 (for most Average skills), and 14
  (for most Hard skills), which represents a high level of compe-
  tence but not brilliance.
  Applied to attributes or secondary characteristics, this mod-
  ifier lets you disregard the Rule of 20 for skills that default to
  them. Apply the enhancement to attribute points in excess of
  20; each point bought that way raises the limit for skill defaults
  by 1. That is, your new attribute limit for defaults becomes
  20 + (levels of the attribute bought with this enhancement).
  Example: Divine Grace has DX 26 – but this was purchased
  as DX 22 [240] and DX+4 (Super Attribute, +25%) [100], for a
  total cost of 340 points. The four points of DX with Super
  Attribute raise the normal limit of DX 20 for skill defaults to
  DX 24, so she has Acrobatics-18, Cloak-19, and Knife-20, with-
  out spending points on them.
  Switchable �
  +10%
  This enhancement only exists for physiological features
  (e.g., Claws), defenses, and other traits that are normally
  “always on.” It lets you switch your advantage off and on with
  a Ready maneuver. Specify whether it switches on or off – or
  remains in its current state, whatever that is – when you’re
  knocked out.
  You can’t add Switchable to an advantage that lists special
  modifiers that enable you to turn it off and on, regardless of
  whether your ability has those modifiers. If an advantage
  notes Switchable as a special enhancement with a different
  value, use that value instead. Switchable isn’t permitted on
  meta-traits, either. To get a switchable meta-trait, buy an
  Alternate Form.
  See also Usually On (p. 18).
  Time-Spanning ����
  Variable
  Your ability works across time. Rolls to use it this way have
  a penalty for the time gap between you and your target; use
  Long-Distance Modifiers (p. B241) and substitute “days” for
  “miles.” Find the distance in space as if you were at the same
  point in time. This is worth +50% if you can reach just the past
  or just the future, or +100% for both; add -50% to either value
  if your ability doesn’t work in the present.
  The GM decides which advantages can use this enhance-
  ment. It’s meant for sensory and communications abilities (e.g.,
  Clairsentience and Telesend), but might suit other mental abili-
  ties – like Possession – if the user also has an ability that lets him
  sense his target across time. If the GM allows this on an attack,
  Cosmic (+50%) is a prerequisite; see Cosmic (pp. 6-9).
  NEW ENHANCEMENTS
  17
  As a rule, leveled advantages become more effective at
  higher levels, while any enhancements they have remain
  equally potent. However, some ability concepts call for
  these enhancements to lose effectiveness as the advantage
  increases in power. For example, a laser may be very accu-
  rate at low power levels, but increasingly hard to aim as it
  channels more energy.
  Both the advantage and the enhancement must come in
  levels. Attack advantages must also have Variable. Then,
  follow these steps.
  1. Decide what the enhancement level will be when the
  advantage is used at level 1. For simplicity, the enhance-
  ment level should be a whole-numbered multiple of the
  advantage level, or vice-versa.
  2. If the answer to step 1 is greater than the advantage
  level, go directly to step 3. Otherwise, divide the advantage
  level by the answer to step 1. The result is how many levels
  of the advantage you can use before losing one level of the
  enhancement. For example, with a result of 3, your
  enhancement is at full strength for levels 1-3, at -1 for lev-
  els 4-6, at -2 for levels 7-9, and so on. Go directly to step 4.
  3. Divide the answer to step 1 by the advantage level.
  The result is how many levels of the enhancement you lose
  per level of the advantage used. For example, with a result
  of 3, your enhancement is at full strength for level 1, at -3
  for level 2, at -6 for level 3, and so on.
  4. Figure the cost of the enhancement from step 1 – that
  is, multiply the per-level enhancement cost by the level cho-
  sen there – and multiply that by (the advantage level + 1).
  Then divide the result by (the advantage level ¥ 2); round
  up. This is the cost for the declining enhancement.
  Example: Zzap has the laser mentioned above, as Burn-
  ing Attack 12d. When firing shots that inflict 1d damage, he
  has Acc 9. For step 1, because attacks have Acc 3 by default,
  this requires the Accurate 6 enhancement. For step 2, the
  advantage level (12) divided by the enhancement level (6) is
  2, which means that every two levels of Burning Attack past
  the first will lose a level of Accurate. For step 4, the final cost
  is (+5% ¥ 6) multiplied by (12 + 1) and divided by (12 ¥ 2),
  or +16.25%, which rounds up to +17%. Zzap’s laser has Acc
  9 for 1d or 2d, Acc 8 for 3d or 4d, Acc 7 for 5d or 6d, Acc 6
  for 7d or 8d, Acc 5 for 9d or 10d, and Acc 4 for 11d or 12d.
  Example: Zzap also has Temperature Control 3, the
  range of which depends on how hot he’s trying to make
  things. For step 1, he adds Increased Range 100¥, which is
  six levels of that enhancement. For step 3, the enhance-
  ment level (6) divided by the advantage level (3) is 2, which
  means that he loses two levels of Increased Range for every
  level of Temperature Control past the first. For step 4, the
  final cost is (+10% ¥ 6) multiplied by (3 + 1) and divided by
  (3 ¥ 2), or +40%. His ability has 100¥ range at level 1, 20¥
  range at level 2, and 5¥ range at level 3.
  Declining Enhancements
  
  Usually On �
  +5%
  Only for advantages that are “always on” by default (e.g., DR
  or Invisibility). Your ability is usually on, but you can switch it
  off by expending 1 FP per second. See also Switchable (p. 17).
  World-Spanning ����
  +50% or +100%
  Your ability can reach parallel worlds. Find the distance in
  space as if you and your subject were on the same world.
  The GM may also permit a Plane-Spanning variant for abilities
  that work across dimensions other than parallel worlds. Either
  is worth +50% if you can only contact other worlds or planes,
  or +100% if your ability also works in your current realm. See
  Time-Spanning (p. 17) for guidelines on allowed advantages.
  ATTACK ENHANCEMENTS
  Many of these enhancements will change the damage type of
  an attack, or add damage modifiers. See Damage (pp. B268-269)
  for guidance with recording a complex attack’s statistics.
  Ammunition Options ��
  Variable
  Your attack – which must do piercing damage – can switch
  between different types of ammunition. Switching is a free
  action at the beginning or end of your turn. If it takes you a full
  turn to select between ammo types, add a flat -5% to the final
  value of this enhancement.
  You may only choose one of the options below. Each
  enhancement is restricted to attacks that do a certain type of
  piercing damage. This is to avoid an impossible situation; e.g.,
  a huge piercing attack can’t have HP Ammo, because there’s no
  way to increase the damage type by a step!
  Attack Type
  AP Ammo
  HP Ammo
  Multi-Ammo
  Small Piercing
  –
  +40%
  –
  Piercing
  +20%
  +20%
  +40%
  Large Piercing
  +45%
  +20%
  +65%
  Huge Piercing
  +35%
  –
  –
  “–” means the enhancement is not available for this type of
  attack.
  AP Ammo
  You can fire armor-piercing rounds instead of normal ones.
  Doing so reduces your damage type by a step, but raises your
  armor divisor by a step. For example, a 3d pi attack becomes a
  3d(2) pi- attack.
  HP Ammo
  You can fire hollow-point rounds instead of normal ones.
  Doing so increases your damage type by a step, but lowers your
  armor divisor by a step. For example, a 3d pi attack becomes a
  3d(0.5) pi+ attack.
  Multi-Ammo
  You may fire AP ammo or HP ammo, as per the two
  enhancements above.
  Delay, Supernatural ��
  +50% or +100%
  The attack goes off if the victim performs some forbidden
  act: attacks someone, speaks, etc. This is worth the usual +50%
  if the triggering condition is fixed, +100% if the attacker can
  specify the details of the curse when he attacks. The traditional
  way to neutralize such attacks is with an exorcism, Remove
  Curse spell, or similar measure.
  Destructive Parry �
  +10%
  Prerequisite: Melee Attack or Melee-Capable.
  Your attack damages weapons it parries or that parry it.
  Roll damage normally and apply it to your foe’s weapon on
  a successful parry by either of you; see Damage to Objects
  (p. B483) for effects.
  Dual �
  +10%
  Prerequisite: Melee Attack or Melee-Capable.
  Your ability generates two melee weapons – usually one in
  each hand – permitting a Dual-Weapon Attack (p. B417).
  Erosive ��
  +10%
  Prerequisite: One of Area Effect, Cone, or Explosive; and one
  of Blood Agent, Contact Agent, or Respiratory Agent.
  The attack is a gas that eats away at the seals on gas masks,
  environment suits, etc. Whenever the wearer of such gear is
  exposed to the gas, roll against his equipment’s HT. Assume HT
  12 unless otherwise specified. Any failure means enough gas
  seeps in to affect him and reduce the HT of his equipment by
  1 (this loss is cumulative). Restoring a point of lost HT is a
  major repair (see Repairs, p. B484).
  Extra Passes ��+
  +10% per pass
  Prerequisite: Either Guided or Homing.
  Cinematic missiles don’t crash on a miss . . . they turn around
  and make another pass. This costs +10% for each pass after the
  first; e.g., Crushing Attack (Extra Passes 2, +20%; Guided, +50%)
  NEW ENHANCEMENTS
  18
  Alternatives to Alternative Attacks
  Ammunition Options (below) and Thrusting Blade (p. 21)
  both offer means by which an attack can change damage
  types, much like Alternative Attacks (p. B61). Each enhance-
  ment is intended as a simpler way to handle a common situ-
  ation – specifically, modern guns and thrusting blades built
  as Innate Attacks. While the two approaches are point-bal-
  anced for most builds, there are some circumstances under
  which the enhancement may cost up to a few points more
  than if the same ability were built using alternative attacks
  . . . but for many gamers, this small variance will be worth
  the simplicity!
  
  gets a total of three chances to hit. If the initial attack misses,
  reroll it one second later, using the same effective skill as on the
  first attempt. Roll again once per second until the attack hits
  or runs out of extra passes – or, if Guided, the attacker stops
  guiding it.
  Fragmentation �
  Variable
  The attack scatters damaging frag-
  ments on impact. The damage done
  by these fragments depends on the
  level of this enhancement, and cannot
  exceed the lower of 12d or the attack’s
  basic damage. List the fragmentation
  damage and type after the attack’s
  basic damage, in brackets – e.g., 8d
  [3d pi+] cr ex. For cutting fragments,
  you may omit the damage type (e.g.,
  8d [3d] cr ex), as fragments are
  assumed to be cutting by default.
  When the attack hits, everyone
  within (5 ¥ dice of fragmentation
  damage) yards is attacked with effec-
  tive skill 15, modified by range penal-
  ties from the point of impact. See
  p. B414 for full rules.
  If the base attack does burning
  damage
  or
  has
  the
  Incendiary
  enhancement, the fragments are
  incendiary at no extra cost. For hot
  fragments, this raises the flammability
  class of anything hit instead of adding a
  point of burning damage; see Incendiary
  (below) for more.
  Fragmentation, Cutting
  +15% per die
  Your fragments inflict cutting damage, as for most bursting
  shells. This is the default assumption for Fragmentation; if
  listed by itself, assume cutting fragments.
  Fragmentation, Hot
  +15% per die
  Your fragments are like white phosphorus or napalm. They
  do burning damage, with an armor divisor of (0.2). If they hit
  someone, they continue to burn, inflicting the same damage
  every 10 seconds. This lasts for six cycles (a total of 50 seconds)
  or until the victim can put the fire out.
  Fragmentation, Impaling
  +20% per die
  Your fragments are flechettes or some similar form of sta-
  bilized dart. They do impaling damage.
  Fragmentation, Large Piercing
  +15% per die
  Your fragments are rounded, like the ball bearings hurled
  by modern antipersonnel mines. They do large piercing (pi+)
  damage.
  Heat �
  +20%
  This is a type of Hazard (p. B104) for attacks that inflict
  fatigue damage. Treat all FP lost to the attack as though they
  were lost to extreme heat; see p. B434 for full rules.
  Incendiary ��+
  +10%
  For Burning Attack, this
  enhancement does not add
  the “inc” damage modifier.
  Instead, it moves the effec-
  tive flammability class of
  anything
  damaged
  by
  the
  attack
  up
  one
  step.
  See
  Making
  Things
  Burn
  (p. B433) for details.
  You may normally have
  only one level of Incendiary.
  For Burning Attack only, it’s
  possible to break this rule, but
  doing so requires GM permis-
  sion and a special application
  of Cosmic (pp. 6-9). Higher
  levels make targets more flam-
  mable, as described above;
  they
  do
  not
  improve
  the
  amount of burning damage
  done. Incendiary 2 (+20%)
  requires
  Cosmic
  (+50%);
  Incendiary 3 (+30%) requires
  Cosmic (+100%); and Incendi-
  ary 4 (+40%) requires Cosmic
  (+300%). Further levels are not available and should not be nec-
  essary – a Burning Attack with Incendiary 4 can ignite brick or
  metal with only 1 point of damage!
  Melee-Capable �
  Variable
  This may be applied to any ranged attack, allowing it to be
  used as a melee attack. You may switch between the two
  modes as a free action at the beginning of your turn; if it takes
  a Ready maneuver to switch, add -5% to the final value of this
  enhancement; this cannot reduce cost below +5%.
  The cost of Melee-Capable is +40%, plus whatever the value
  of the equivalent Melee Attack (p B112) limitation would be. For
  example, Melee-Capable, Reach 1-4, is a +25% enhancement,
  while Melee-Capable, Reach C, Cannot Parry, is a +5% one.
  Mental Defense Only ����
  +250%
  This may be applied to any attack that is normally affected
  by DR (including Affliction). Your attack completely ignores all
  DR, whether natural or from armor – but if the target has a
  Mind Shield, treat it as providing DR equal to its level.
  Mental Defense Only is a “penetration modifier”; you can-
  not combine it with other penetration modifiers, such as
  Contact Agent (p. B103) or Malediction (p. B106).
  NEW ENHANCEMENTS
  19
  
  Ricochet ��
  +10%
  This can be applied to any attack that is affected by DR and
  requires an attack roll. The attack can “bounce” on its way to
  the target! The attacker must be able to see the target clearly or
  know exactly where he is; the GM can require a Sense roll if
  there’s any doubt, at -2 per camera, mirror, telepathic relay, or
  other “remove.”
  The attacker must then describe the path the attack will
  take, bouncing it off as many surfaces as he
  likes. Ignore details such as the angle of inci-
  dence and the DR and HP of the surfaces; all
  that matters is that they are convincingly
  “hard.” Figure the range penalty using the
  total path length to the target (not a straight
  line). If spotting the target required a penal-
  ized Sense roll, apply that penalty to the
  attack roll, too. And finally, there’s an addi-
  tional -2 per bounce.
  If the attack roll succeeds, it may manage
  to surprise the target completely – there’s no
  defense roll against an unexpected attack sud-
  denly bouncing around the corner! If he’s able
  to see the attack coming – even if it bounces
  behind him first – he may still defend, but at
  -1 per bounce. The attack does full damage if
  it hits.
  This enhancement is not likely to break a
  game if allowed, but it is thoroughly unrealis-
  tic! At the GM’s option, any attack may be able
  to ricochet in a cinematic or four-color supers
  game – but if so, lacking this enhancement
  means the attack’s damage (or level, for
  Afflictions, Binding, etc.) is reduced by 10% per
  bounce (round down).
  ST-Based ���
  +100% or +30%
  This enhancement lets you add your dice of
  thrust or swing damage to that of an Innate
  Attack, effectively turning it into a muscle-
  powered weapon. It may be applied to any
  melee or ranged attack that does crushing, cut-
  ting, or impaling damage.
  ST-Based is incompatible with any modi-
  fiers that don’t suit a muscle-powered attack.
  These include Area Effect, Blood Agent,
  Cone, Contact Agent, Cyclic, Explosion, Fol-
  low-Up, Jet, Malediction, Onset, Resistible,
  Respiratory Agent, Sense-Based, and any
  modifier that has one of these modifiers as a
  prerequisite.
  You may choose, when attacking, whether
  to use your thrust or swing damage. Under
  most circumstances, the higher swing damage
  is the better choice, but there are times when
  thrust makes more sense; e.g., when attacking
  underwater. Also, if you use swing damage to
  make an impaling melee attack, it may get
  stuck in your foe (p. B405)!
  A ST-Based attack can make use of All-Out Attack (Strong)
  (p. B365), Mighty Blows (p. B357), and other similar methods
  of increasing muscle-powered damage. You may also use abil-
  ities like Power Blow (p. B215) to boost your ST directly,
  though this does not affect the damage contributed from the
  Innate Attack. The damage provided by your ST is automati-
  cally Variable, but the Innate Attack damage is not.
  The full ST-Based enhancement is +100% and works as
  described above. For +30%, a weaker version – ST-Based,
  Limited – is available with the following additional drawbacks:
  NEW ENHANCEMENTS
  20
  Enhanced
  ST-Based Attacks
  The ST-Based enhancement (above) does not normally require famil-
  iarity with the rules for modifying muscle-based damage (pp. 9-11). By
  definition, if you have Cutting Attack 3d (ST-Based, +100%), you don’t
  need to do anything special to your ST or muscle-based damage to apply
  it to the Cutting Attack – if you do 5d+2 swing, then your attack does 8d+2
  cutting. It’s as simple as that.
  Things do get more complex when an attack has ST-Based and one or
  more enhancements that affect the attack’s ability to damage things or the
  effects of its damage:
  • Affects Insubstantial
  • Affects Substantial
  • Armor Divisor
  • Cosmic (Attack with a lingering special effect or Irresistible attack)
  • Damage Modifiers (any)
  • Mental Defense Only
  • Side Effect
  • Surge, Arcing
  • Symptoms
  If an attack has ST-Based and any of the enhancements above, you
  must use the rules for modifying unarmed attacks (pp. 9-10) to add them
  to the damage being contributed by your muscles. (Don’t use the rules
  for weapons, even for a non-crushing attack – you’re not wielding a
  weapon, you’re using an innate ability!)
  Example: Brad has ST 19, for 2d-1 thrust damage. He buys a spike
  shuriken attack as Impaling Attack 1d (Armor Divisor (2), +50%; No Blunt
  Trauma, -20%; No Signature, +20%; ST-Based, +100%) [20]. He must also
  apply Armor Divisor (only) to his muscle-based damage: 2d-1 crushing
  would cost 9 points, and 50% of 9 rounds up to 5, so he adds 5 points to
  the cost of this attack, raising it to 25 points total.
  New Enhancements
  The list above covers all known general enhancements to date – but
  it cannot foresee modifiers added in future GURPS books! The GM, as
  always, is the arbiter of whether a given new enhancement should be
  added to the list, using the following guidelines.
  The list intentionally leaves off limitations; acquiring an attack
  with limited utility doesn’t reduce the usefulness of your built-in
  strength! Enhancements that affect range, rate of fire, targeting abil-
  ity, etc., are also not an issue, as such things are unconnected to the
  damage contributed by your muscles. Finally, any enhancement that
  covers something that inborn strength can already do (e.g., Variable)
  can be ignored.
  
  • It must be combined with the Melee Attack limitation.
  • When making a cutting attack, you may only use your
  swing damage. When making an impaling attack, you may
  only use your thrust damage. Crushing attacks may use either.
  • The total damage added by your ST cannot exceed that of
  the Innate Attack. For example, Crushing Attack 1d (Melee
  Attack, Range C, -30%; ST-Based, Limited, +30%) could inflict
  a maximum of 2d damage, even if you had ST 100. All-Out
  Attack (Strong), Mighty Blows, etc., can still be applied to this
  capped damage.
  ST-Based can unbalance certain aspects of the game. In par-
  ticular, Crushing Attack 1d (Melee Attack, Range C, 1, -20%; ST-
  Based, +100%) [9] boosts the damage of bites, head butts, kicks,
  and punches approximately as well as Striking ST 8 [40]! And a
  weak Cutting Attack or Impaling Attack can be an inexpensive
  alternative to Claws or Strikers. The GM should consider these
  issues before allowing ST-Based in a non-supers game.
  Surge, Arcing ��
  +100%
  In addition to the regular effects of Surge (p. B105), your
  attack treats any conductive, metal armor as DR 1, regardless
  of its actual DR. This is a “penetration modifier”; you cannot
  combine it with other penetration modifiers. It may be com-
  bined with Side Effect.
  Electronics that take over 1/3 HP from an attack with either
  Surge or Surge, Arcing, must make a HT roll to avoid shorting
  out. Failure disables the target for seconds equal to the margin
  of failure; critical failure disables it until repaired (p. B484).
  Surprise Attack ���
  +150%
  Your attack originates behind the target. Victims with 360°
  Vision or Peripheral Vision defend normally, while those with
  Danger Sense may defend at -2 on a successful Perception roll.
  Otherwise, no active defense is possible. This is most suitable for
  attacks that teleport or emerge from extradimensional portals
  behind the target.
  Thrusting Blade �
  +15%
  This enhancement is available for any attack that does cut-
  ting damage. You may choose to have your attack do impal-
  ing damage instead! Doing so halves the basic damage,
  rounding down; e.g., a 4d+3 cutting attack would become a
  2d+1 impaling attack. To halve damage that does an odd
  number of dice, convert one die into +4 damage before divid-
  ing; e.g., 3d+1 becomes 2d+5, half of which is 1d+2. For small
  values, use this chart:
  Original Dmg
  Halved Dmg
  1d-2
  1d-5
  1d-1
  1d-4
  1d
  1d-3
  1d+1
  1d-2
  1d+2
  1d-1
  1d+3
  1d
  1d+4
  1d
  Attacks that do less than 1d-2 or 2 points of damage cannot
  take this modifier.
  If this is combined with ST-Based (pp. 20-21), the strength-
  based portion of the damage is not halved – but with ST-Based,
  Limited, the maximum amount of damage your muscles can
  contribute is!
  Very Rapid Fire ���+
  Variable
  You fire your full RoF almost instantly. Follow the rules
  under Rapid Fire (p. B373), except that you get two extra hits
  per point by which you make your attack roll. When using
  rapid fire against close stationary targets (see p. B408), any
  success means you hit with all shots. You can’t attack multiple
  targets or an area with spraying fire or suppression fire, how-
  ever – you can only ever attack one target. This costs +10%
  more than the equivalent Rapid Fire (p. B108) enhancement
  would. It is incompatible with Extra Recoil (p. B112).
  NEW ENHANCEMENTS
  21
  While it may seem odd to include modifiers specifically
  for Affliction (p. B35) in a book about general enhance-
  ments, it’s important to realize that the modifiers below
  can also be used as the basis of a Side Effect or Symptom
  (both p. B109) enhancement. Density Increase and Slower
  Move can affect inanimate objects as well as living beings.
  Density Increase: The subject’s mass and weight (but not
  his volume or size) is drastically increased. This is worth
  +5% for ¥2 weight, +10% for ¥5, +15% for ¥10, +20% for
  ¥20, +25% for ¥50, +30% for ¥100, and so on. By itself, this
  enhancement only covers the nuisance of being heavier
  (e.g., breaking chairs and being harder to carry). The sub-
  ject’s ST, Move, etc., are unchanged; assume that his mus-
  cles become proportionately dense. To simulate the kind of
  density increase that leaves him staggering under his new
  weight, add any of Attribute Penalty (ST, DX, or both), Dis-
  advantage (Lame, Reduced Basic Speed, or Reduced Basic
  Move), or Slower Move (below).
  Itching: This is a new irritating condition. The subject is
  at -2 to DX for the duration of the itch. Scratching for one
  full second relieves the itch, but he can do nothing else
  while scratching; this requires a Do Nothing maneuver in
  combat. +10%.
  Slower Move: The subject becomes proportionately
  slower than he was, reducing his Move in all mediums, but
  not his Basic Speed. Unlike Disadvantage (Lame), this even
  affects subjects who slither, fly, swim, etc. This is worth
  +10% for 0.8¥ Move, +20% for 0.6¥, +30% for 0.4¥, +40%
  for 0.2¥, and +50% to reduce Move to 0. For the first four
  levels, round Move down, to a minimum of 1.
  Affliction Enhancements
  
  See p. 12 for an explanation of the Caution value. Note that a dash in the Caution column means this is a group entry (e.g.,
  Hazard); see the individual enhancements within that group for details.
  Enhancement
  Cost
  Caution
  Page
  Accurate
  +5% per level
  �
  B102
  Affects Insubstantial
  +20%
  �
  B102
  Affects Insubstantial, Selective
  +30%
  �
  12
  Affects Others
  +50% per person
  �
  12
  Affects Substantial
  +40%
  ����
  B102
  Affects Substantial, Selective
  +50%
  ����
  12
  Ammunition Options
  Variable
  —
  18
  AP Ammo
  Variable
  ��
  18
  Area Effect
  +50% per level
  ���+
  B102
  Armor Divisor
  +50% per level
  ���
  B102
  Aura
  +80%
  ��
  B102
  Based on (Different Attribute)
  +20%
  �
  B102
  Based on (Different Attribute), Own Roll
  +20%
  �
  12
  Blood Agent
  +100%
  ���
  B102
  Can Carry Objects
  Variable
  ��
  13
  Cone
  +50% + 10% per yard
  ���
  B103
  Contact Agent
  +150%
  ���
  B103
  Cosmic, Avoiding drawbacks
  +50%
  ���
  B103 and 7
  Cosmic, Defensive
  +50%
  �
  B103 and 7
  Cosmic, Irresistible attack
  +300%
  ����
  B103 and 8
  Cosmic, Lingering effect
  +100%
  ���
  B103 and 8
  Cosmic, No active defense allowed
  +300%
  ����
  8
  Cosmic, No die roll required
  +100%
  ���
  8
  Cosmic, No Rule of 16
  +50%
  ���
  7
  Cosmic, Privileged attack
  +50%
  ��
  7
  Cosmic, Unhealing damage
  +100%
  ���
  8
  Cosmic, Unrestricted powers
  +300%
  ��
  8
  Cyclic
  Variable
  ���
  B103
  Dehydration
  +20%
  ��
  B104
  Delay, Fixed
  +0%
  �
  B105
  Delay, Supernatural
  +50% or +100%
  ��
  18
  Delay, Triggered
  +50%
  ��
  B105
  Delay, Variable
  +10% or +20%
  �
  B105
  Decreased Immunity
  +50% per level or +20%
  ���
  13
  Destructive Parry
  +10%
  �
  18
  Double Blunt Trauma
  +20%
  �
  B104
  Double Knockback
  +20%
  �
  B104
  Drifting
  +20%
  �
  B105
  Drowning
  +0%
  �
  B104
  Dual
  +10%
  �
  18
  Erosive
  +10%
  ��
  18
  Explosion
  +50% per level
  ��+
  B104
  ENHANCEMENT TABLE
  22
  APPENDIX
  ENHANCEMENT
  TABLE
  
  Enhancement
  Cost
  Caution
  Page
  Extended Duration
  Variable
  ��+
  B105 and 13
  Extra Passes
  +10% per pass
  ��+
  18
  Fixed Duration
  +0%
  �
  14
  Follow-Up
  Variable
  ��
  B105
  Follow-Up, Universal
  +50%
  ��
  14
  Force Field
  +20%
  �
  14
  Fragmentation, Cutting
  +15% per die
  �
  B104 and 19
  Fragmentation, Hot
  +15% per die
  �
  B104 and 19
  Fragmentation, Impaling
  +20% per die
  �
  19
  Fragmentation, Large Piercing
  +15% per die
  �
  19
  Freezing
  +20%
  �
  B104
  Game Time
  +0%
  �+
  14
  Guided
  +50%
  ��
  B105
  Hazard
  Variable
  —
  B104
  Heat
  +20%
  �
  19
  Homing
  Variable
  ���
  B105
  HP Ammo
  Variable
  ��
  18
  Incendiary (on most attacks)
  +10%
  �
  B105
  Incendiary (on Burning Attack)
  +10% per level
  ��+
  19
  Increased Range
  +10% per level
  ��+
  B106
  Increased Range, LOS
  Variable
  ���
  15
  Independent
  +40% or +70%
  ��
  15
  Jet
  +0%
  �
  B106
  Link
  +10% or +20%
  ��
  B106
  Long-Range
  +50% per level
  ���
  15
  Low Psychic Signature
  +5% per -2
  �+
  15
  Low Signature
  +10%
  ��
  B106
  Low Signature, Variable
  +5% per -2
  ��+
  15
  Malediction
  Variable
  ���
  B106
  Melee-Capable
  Variable
  �
  19
  Mental Defense Only
  +250%
  ����
  19
  Missed Sleep
  +50%
  ��
  B104
  Mobile
  +40% per level
  ��
  B107
  Multi-Ammo
  Variable
  ��
  18
  No Signature
  +20%
  ���
  B106
  Once On, Stays On
  +50%
  �
  16
  Overhead
  +30%
  ��
  B107
  Persistent
  +40%
  ���
  B107
  Radiation
  +25% or +100%
  ����
  B105
  Ranged
  +40%
  ��
  B107
  Rapid Fire
  Variable
  ��+
  B108
  Reduced Fatigue Cost
  +20% per level
  ��
  B108
  Reduced Time
  +20% per level
  ��
  B108
  Reflexive
  +40%
  ���
  16
  Reliable
  +5% per +1
  ���+
  16
  Respiratory Agent
  +50%
  ��
  B108
  Ricochet
  +10%
  ��
  20
  Selective Area
  +20%
  ���
  B108
  Selective Effect
  +20%
  ���
  16
  Selectivity
  +10%
  �
  B108
  ENHANCEMENT TABLE
  23
  I would feel infinitely more comfortable in your presence if you would agree
  to treat gravity as a law, rather than one of a number of suggested options.
  – Neil Gaiman, The Sandman: The Kindly Ones
  
  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
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  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.
  Pyramid magazine, 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
  
SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Power-Ups 4 - Enhancements.pdf