Requires (Attribute) Roll

introduced on page 112 of GURPS Powers. Mentions:
:For a defensive ability, roll each time the defense would mitigate an attack or a hazard – or once per minute, for constant exposure
Initially this derived text from Unreliable on B116:
:"Each successive attempt costs one FP."
PU8p17 phrases it:
:"all future attempts to activate it (until you succeed) cost a flat 1 FP"
This sentence immediately follows a note about "for a defensive ability" which has led some to interpret it to only cost FP on rerolls for defensive abilities but not other ones. This is not clear.
==PU4==
GURPS Power-Ups 4 page 4 gives the example of "Aura of Power" for a once-per-minute roll.
This limitation includes the +10% Switchable enhancement.
==PU8==
Mentions you could double the -10% for Requires DX roll if you roll against 1/2DX+3 which is inherited from Powers 112's "Active Defense"
*UTH for Active Defense
==Combinations==
From Skills to Advantages notes:
:All skills-turned-advantages require a roll,
:and these limitations add a second roll.
:Although not strictly off-limits,
:they’re best avoided as a hassle.
==Talent and Reliable==
Role of Talent P158 specifies it helps with:
:success rolls against attributes, secondary characteristics, or skills to use the power’s abilities.
For those who think it might help with non-inherent rolls via RAR this is clarified just after:
:doesn't include .. rolls required by limitations
This would also mean Reliable doesn't benefit those rolls since it operates like Talent.
The opposite is perhaps not true though, -3 for Hard to Use (or if Anti-Talent existed for Powers) probably could make limitation-introduced rolls harder as well.
==see also==
*Based on (Different Attribute)
*Based on (Different Attribute), Own Roll
Category:Limitations