GURPS Power-Ups 8: Limitations provides additional limitations.
Mitigator revelations[]
B112's guidelines for designing mitigators for disadvantages were always vague, with most limitations being designed for advantages and not being balanced for applying them as-written to disadvantages. This book helps fix that on page 6's Limitations on Disadvantages.
This centers on a new approach of NOT applying mitigators, but rather buying "an advantage that counters the disadvantage" (ie a Counter Disadvantage for short) and applying limitations intended for advantages to that.
This also makes rounding easier to understand.
The example No Deafness rides on the shoulders of giants: prior to PU8 Not Mute was used in GURPS Fantasy, albeit in a confusing way:
- it was permanently cancelling out a limited version of mute which was built into a metatrait, not providing a temporary situation for cancelling it out
- using PU8's approach, Mute would never be designed limited with mitigators to begin with, you would take Mute at full price with Not Mute limited to Insubstantials Only, rather than applying Substantials Only to the disadvantage.
P145 note[]
To be strictly correct when buying these abilities as part of a power, apply the power modifier separately to each subtrait. If the GM finds this too complex, though, heโs free to treat these meta-traits as new advantages and let players apply power modifiers to the overall cost per level. In most cases, the error involved is small.
Concept[]
Limitations are restrictions to advantages, basic attributes and secondary characteristics, and individual skills which result in a lower point cost.
With the exception of Mitigators limitations should not be applied to disadvantages as it encourages abuse as explained under Counter Disadvantages
Unlike their counterpart Enhancements, there is a limit on the total percentage of the limitations that can be applied to one thing: -80%.[1]
FAQ[]
previously at http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.2.13 How do you apply enhancements and limitations to a leveled trait?
- You must always compute the total point value of your trait (by multiplying the cost per level by the number of levels you want to buy) before applying the enhancements and limitations cost modifications.
- For example, say wizard A wants to buy 5 Extra Fatigues (at 3 points per level), with the limitation Spellcasting Only (a -10% limitation). The total price is 3 points/level * 5 levels = 15 points, โ 1.5 for the limitation = 13.5 points rounded up to 14 points.
This was overruled in GURPS Powers and reiterated here, see Partially Limited Abilities and Partially Limited Magery
Presumably this is a concept of a broader overall Partially Modified Abilities which would include Partially Enhanced Abilities.
For example, if you had "Crushing Attack 2d" [10] and took Affects Insubstantial on only one level, it could act like merely Crushing Attack 1d against insubstantial enemies. NO PROBLEM
List of Limitations[]
Not all Limitations are listed. Some are connected to only o single advantage (such as Magery). Those advantages are listed via Category:Special Modifiers.
A[]
Limitation | Cost | Reference |
---|---|---|
Accessibility | Variable | B110 and Power-ups 8 p. 4-5 |
Active Defense | -40% | Power-ups 8 p. 10 |
Active Defense, Independent | -20% | Power-ups 8 p. 10 |
Aftermath | Variable | Power-ups 8 p. 11 |
All-Out | -25% | Power-ups 8 p. 11 |
All-Out Concentrate | -25% | Power-ups 8 p. 11 |
Always On | Variable | B110 |
Armor Divisor | Variable | B110 |
Aspected | -20% | Power-ups 8 p. 11 |
Attracts Threats | -5% or -10% | Power-ups 8 p. 11 |
B and C[]
Limitation | Cost | Reference |
---|---|---|
Backlash | Variable | Power-ups 8 p. 11 |
Biological | -10% | GURPS Powers 26 |
Blockable | -5% or -10% | Power-ups 8 p. 12 |
Blood Agent | -40% | B110 |
Blood Agent, Reversed | -40% | Power-Ups 8 pg. 12 |
Bombardment | Variable | B111 |
Breakable* | Variable | B117 |
Can Be Parried | -5% | Power-Ups 8 pg. 12 |
Can Be Stolen* | Variable | B117 |
Cardiac Stress | Variable | Power-Ups 8 pg. 12 |
Cerebral Stress | Variable | Power-Ups 8 pg. 12 |
Chi | -10% | GURPS Powers 26 |
Contact Agent | -30% | B111 |
Corrupting | -20% | Power-Ups 8 pg. 12 |
Costs Fatigue | Variable | B111 |
Costs Fatigue, Variable | Variable | Power-Ups 8 pg. 12 |
Costs Hit Points | Variable | Power-Ups 8 pg. 12 |
* A gadget limitation (pp. B116-117).
D, E, and F[]
Limitation | Cost | Reference |
---|---|---|
Dissipation | -50% | B112 |
Divine | -10% | GURPS Powers 26 |
Easily Resisted | -5%/level | Power-ups 8 p. 13 |
Elemental | -10% | GURPS Powers 27 |
Emanation | -20% | B112 |
Emergencies Only | -30% | B112 |
Environmental | Variable | Power-ups 8 p. 13 |
Extra Recoil | -10% per +1 Rcl | B112 |
Fickle | -20% | Power-ups 8 p. 1313 |
Full Power in Emergencies Only | -20% | B112 |
G, H, I[]
Limitation | Cost | Reference |
---|---|---|
Glamour | Variable | Power-ups 8 p. 13-14 |
Granted by (Other) | -40% | Power-ups 8 p. 14 |
Hard to Use | -5% per -3 | Power-ups 8 p. 4 |
Immediate Preparation Required | Variable | Power-ups 8 p. 14 |
Increased Immunity | -10%/level | Power-ups 8 p. 4-15 |
Informal | -50% | Power-ups 8 p. 15 |
Inaccurate | -5%/level | B112 |
Insubstantial Only | -30% | Power-ups 8 p. 15 |
L and M[]
Limitation | Cost | Reference |
---|---|---|
Limited Use | Variable | B112 |
Magical | -10% | GURPS Powers 27 |
Magnetic | -50% | Power-ups 8 p. 15, 18 |
Mana-Sensitive | -10% | B34 |
Maximum Duration | Variable | Power-ups 8 p. 15 |
Melee Attack | Variable | B112 |
Minimum Duration | Variable | Power-ups 8 p. 15 |
Minimum Range | -5% or -10% | Power-ups 8 p. 16 |
Missing Damage Effect | -20% or -10% | Power-ups 8 p. 16 |
Mitigator | Variable | B112 and Power-ups 8 p. 6 |
Moral | -20% | GURPS Powers 27 |
N and O[]
Limitation | Cost | Reference |
---|---|---|
Nature | -20% | GURPS Powers 28 |
No Blunt Trauma | -20% | B111 |
No DR Reduction | -20% | Power-ups 8 p. 16 |
No Incendiary Effect | -10% | Power-ups 8 p. 16 |
No Knockback | -10% | B111 |
No Wounding | -50% | B111 |
Nuisance Effect | Variable | B112 |
Only When Berserk | -20% | Power-ups 8 p. 16 |
Onset | Variable | B113 |
P and R[]
Limitation | Cost | Reference |
---|---|---|
Pact | Variable | B113 |
Periodic Recharge | Variable | Power-ups 8 p. 16 |
Power Modifier | Special | Power-ups 8 p. 16 |
Preparation Required | Variable | B114 |
Psionic | -10% | GURPS Powers 28 |
Reduced Duration | Variable | Power-ups 8 p. 16 |
Reduced Range | -10%/level | B115 |
Required Disadvantage | Variable | Power-ups 8 p. 16 |
Requires (Attribute) Roll | Variable | Power-ups 8 p. 17 |
Requires Concentrate | -15% | Power-ups 8 p. 17 |
Requires Low Gravity | Variable | Power-ups 8 p. 17 |
Requires Reaction Roll | -5% | Power-ups 8 p. 13 |
Requires Ready | -10% | Power-ups 8 p. 17 |
Requires (Skill) Roll | Special | Power-ups 8 p. 17 |
Resistible | Variable | B115 |
S and T[]
Limitation | Cost | Reference |
---|---|---|
Sense-Based | Variable | B115 |
Sense-Based (Reversed) | Variable | Power-ups 8 p. 17 |
Short-Range | -10%/level | Power-ups 8 p. 17-18 |
Skill Enhancement Only | -60% | Power-ups 8 p. 18 |
Specific | Variable | Power-ups 8 p. 18 |
Spirit | -25% | GURPS Powers 27 |
Substantial Only | -10% | Power-ups 8 p. 18 |
Super | -10% | GURPS Powers 29 |
Takes Extra Time | -10%/level | B115 |
Takes Recharge | Variable | B115 |
Temporary Disadvantage | Variable | B115 |
Temporary Disadvantage, Shutdown | Variable | Power-ups 8 p. 18 |
Terminal Condition | Variable | Power-ups 8 p. 18 |
Trigger | Variable | B115 |
Trigger, Extended | Variable | Power-ups 8 p. 18 |
U, V, and W[]
Limitation | Cost | Reference |
---|---|---|
Unconscious Only | -20% | B115 |
Uncontrollable | -10% or -30% | B116 |
Uncontrollable Trigger | Variable | Power-ups 8 p. 19 |
Unique* | -25% | B117 |
Unreliable | Variable | B116 |
Unsupported | -25% | 19 |
Untrainable | -40% | B116 |
Usually On | Variable | Power-ups 8 p. 19 |
Visible | -10% or -20% | Power-ups 8 p. 19 |
Weakened Without Preparation | Variable | B114 |
Weaponized | Variable | Power-ups 8 p. 19 |
*A gadget limitation (pp. B116-117).