Cost: +40%
Ranged is an "enhancement gives range to an advantage that normally affects your immediate area, or that requires a touch to affect others."[1]
Basic Mechanics[]
Default: 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, Recoil 1
Duration is 10 seconds, unless the ability lists another duration (like Neutralize or Possession) or is instantaneous (like Healing), and you cannot use the ability again until all existing effects have worn off.
Obscure[2]: "Unlike the usual Ranged enhancement (p. 107), this modifier lets you use your ability again before its duration has expired (e.g., to simulate multiple smoke grenades); thus, it is more expensive."
It is normally restricted to Healing, Mana Damper, Mana Enhancer, Neutralize, Possession, and Psi Static.
powers[]
GURPS Powers 11:
- "an ability that can’t be activated again until its duration expires (e.g., Neutralize with the Power Theft enhancement, or almost anything with the Ranged enhancement)"
exploits[]
Note that Reduced Duration 1/10 (reducing the built-in duration of 10 seconds to 1 second) is -20%, and Reduced Range can give -30%, meaning you can net -10% by changing a touch ability into a 1-second Max 10 1/2D 1 ability.
Given that there is no inherent duration to reduce without adding Ranged, what could make sense is to not apply Reduced Duration to the baseline ability, but rather to treat it as a Limited Enhancements, in which case -20% to +40% reduces it 1/5 to +32%
Applying the maximum -30% to this means it still costs at least +2% to acquire.
This should naturally also be done with the Range is actually 5 yards limitation. Perhaps the "reduced range" limitations (and this equivalent) as a whole should always be necessarily applied to the 'ranged' enhancement rather than the baseline, so that there will always be a minimum cost of 1/5 that (+8%) and can't possibly create a negative.
Since Rapid Fire can cost as little as +40% and it enables buying Extra Recoil up to the same amount, that would also make sense as a limited enhancement (rather than -10% per, it would be -4% per)
Also with Inaccurate, since you can get up to -15 there.
With Neutralize there is a concern since 1/60 (margin in seconds not minutes) is -35%, but taking it outside limited enhancements would reduce the baseline use, rather than just the ranged use.
It's more a concern for Static and Mana Damper/mana Enhancer because those have indefinite durations which would not be shortened by taking reduced duration on the default ability. So those should be FORCED to take limited enhancements for traits they normally wouldn't have except for being ranged, such as accuracy, max, 1/2 D, etc.
quotes[]
kromm[]
2013 http://forums.sjgames.com/showpost.php?p=1573226&postcount=37
- ost zero-range abilities likewise require Ranged before allowing things that modify ranged attacks. For instance, you cannot add any ranged-combat modifiers to Illusion or Obscure until you've bought Ranged.