Power-Ups 8: Limitations

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, he’s 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%. Basic Set 110-116
==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, – 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 	 	
Power-ups 8 p. 10 	 	
Active Defense, Independent	 	
Power-ups 8 p. 10 	 	
Aftermath 	Variable	Power-ups 8 p. 11
All-Out 	 	
Power-ups 8 p. 11 	 	
All-Out Concentrate 	 	
Power-ups 8 p. 11 	 	
Always On 	Variable	B110
Armor Divisor 	Variable	B110
Aspected 	 	
Power-ups 8 p. 11 	 	
Attracts Threats 	 	
Power-ups 8 p. 11 	 	
===B and C===
Limitation 	Cost 	Reference
Backlash 	Variable	Power-ups 8 p. 11
Biological 	 	
GURPS Powers 26 	 	
Blockable 	 	
Power-ups 8 p. 12 	 	
Blood Agent 	 	
B110 	 	
Blood Agent, Reversed 	 	
Power-Ups 8 pg. 12 	 	
Bombardment 	Variable	B111
Breakable* 	Variable	B117
Can Be Parried 	 	
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 	 	
GURPS Powers 26 	 	
Contact Agent 	 	
B111 	 	
Corrupting 	 	
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 	 	
B112 	 	
Divine 	 	
GURPS Powers 26 	 	
Easily Resisted 	 	
Power-ups 8 p. 13 	 	
Elemental 	 	
GURPS Powers 27 	 	
Emanation 	 	
B112 	 	
Emergencies Only 	 	
B112 	 	
Environmental 	Variable	Power-ups 8 p. 13
Extra Recoil 	 	
B112 	 	
Fickle 	 	
Power-ups 8 p. 1313 	 	
Full Power in Emergencies Only	 	
B112 	 	
===G, H, I===
Limitation 	Cost 	Reference
Glamour 	Variable	Power-ups 8 p. 13-14
Granted by (Other) 	 	
Power-ups 8 p. 14 	 	
Hard to Use 	 	
Power-ups 8 p. 4 	 	
Immediate Preparation Required	Variable	Power-ups 8 p. 14
Increased Immunity 	 	
Power-ups 8 p. 4-15 	 	
Informal 	 	
Power-ups 8 p. 15 	 	
Inaccurate 	 	
B112 	 	
Insubstantial Only 	 	
Power-ups 8 p. 15 	 	
===L and M===
Limitation 	Cost 	Reference
Limited Use 	Variable	B112
Magical 	 	
GURPS Powers 27 	 	
Magnetic 	 	
Power-ups 8 p. 15, 18	 	
Mana-Sensitive 	 	
B34 	 	
Maximum Duration 	Variable	Power-ups 8 p. 15
Melee Attack 	Variable	B112
Minimum Duration 	Variable	Power-ups 8 p. 15
Minimum Range 	 	
Power-ups 8 p. 16 	 	
Missing Damage Effect	 	
Power-ups 8 p. 16 	 	
Mitigator 	Variable	B112 and Power-ups 8 p. 6
Moral 	 	
GURPS Powers 27 	 	
===N and O===
Limitation 	Cost 	Reference
Nature 	 	
GURPS Powers 28 	 	
No Blunt Trauma 	 	
B111 	 	
No DR Reduction 	 	
Power-ups 8 p. 16 	 	
No Incendiary Effect	 	
Power-ups 8 p. 16 	 	
No Knockback 	 	
B111 	 	
No Wounding 	 	
B111 	 	
Nuisance Effect 	Variable	B112
Only When Berserk 	 	
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 	 	
GURPS Powers 28 	 	
Reduced Duration 	Variable	Power-ups 8 p. 16
Reduced Range 	 	
B115 	 	
Required Disadvantage 	Variable	Power-ups 8 p. 16
Requires (Attribute) Roll	Variable	Power-ups 8 p. 17
Requires Concentrate 	 	
Power-ups 8 p. 17 	 	
Requires Low Gravity 	Variable	Power-ups 8 p. 17
Requires Reaction Roll 	 	
Power-ups 8 p. 13 	 	
Requires Ready 	 	
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 	 	
Power-ups 8 p. 17-18 	 	
Skill Enhancement Only 	 	
Power-ups 8 p. 18 	 	
Specific 	Variable	Power-ups 8 p. 18
Spirit 	 	
GURPS Powers 27 	 	
Substantial Only 	 	
Power-ups 8 p. 18 	 	
Super 	 	
GURPS Powers 29 	 	
Takes Extra Time 	 	
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 	 	
B115 	 	
Uncontrollable 	 	
B116 	 	
Uncontrollable Trigger 	Variable	Power-ups 8 p. 19
Unique* 	 	
B117 	 	
Unreliable 	Variable	B116
Unsupported 	 	
19 	 	
Untrainable 	 	
B116 	 	
Usually On 	Variable	Power-ups 8 p. 19
Visible 	 	
Power-ups 8 p. 19 	 	
Weakened Without Preparation	Variable	B114
Weaponized 	Variable	Power-ups 8 p. 19
*A gadget limitation (pp. B116-117).
==See Also==
* Power-Ups 4: Enhancements
==References==
Category:Limitations
Category:Disadvantages
Category:Lists
Category:Powers
Category:Power Modifiers
Category:Jason "PK" Levine
Category:Power-Ups