Range is actually 5 yards

GURPS Psionic Powers 36 defines this Nuisance Effect.
==Cotext==
It is applied to a Ranged Ability with Reduced Range 1/10 as an added -10%, so instead of 1/10 range (10 yards) for -30% it is 1/20 range for -40%
*This notably allows the combination of Reduced Range -30% and Nuisance Effect -10% to pay the entire cost of Ranged +40%.
This is done on the Hologram power, which is an Ergokinesis version of Illusion.
The distinction here is that non-ranged Illusion basically works similar to an Emanation: it's an "automatic hit" that affects a 2-yard radius.
The 0% net feature of "Ranged to five yards" has the advantage of more versatility (a 2 yard radius that can be fixed on hexes other than the user: up to 10 yards away) but the drawback that it can actually MISS: since it no longer operates like an emanation, a roll to hit is necessary, and a miss means the wrong hex can be targeted, leading to Holograms being placed in hexes other than the ones intended.
This chance at missing is absent in the baseline non-Ranged illusion.
It would be possible to have both options with the Selectivity +10% enhancement.
==Max v Half D==
Adding "Ranged" (B107) is meant to impart a 1/2 D stat which will either halve the damage of an attack (like Innate Attack) or give a bonus to resist it (like Affliction
*B72 +50% variation for Obscure is an exception to this, since it doesn't do damage and cannot be resisted, like how Binding lacks it
1/2D must thus apply in some form to whatever ability is being enhanced with Ranged. For example:
*applied to possession it would give +3 to resist possession, like an Affliction
*applied to Healing it would halve the amount healed
**alternatively if healing was made resistible-10% it might INSTEAD apply to that, or perhaps BOTH
==special case==
For an ability where there is no feasible way to resist it or divide "damage", the only fair thing to do is to require 1/2D to be bought up to Max (increase 10 to 100). Increased Range x10 (B106) is a base +30% but this is halved to +15% if it only multiplies 1/2D.
*"this means the attack has no 1/2D range"
"For attacks that already have no 1/2D range, you can increase Max for +5%/level" is unclear whether it means:
*1/2D is created (remains at previous range)
*1/2D is boosted alongside Max (remains nonexistent)
The 2nd interpretation would make "Increased Range" much cheaper for things like Binding or Obscure which inherently have no 1/2D stat. The 1st interpretation keeps things more balanced, but also mandats them to taking the more expensive version of Increased Range since there is no functional way to increase Max alone.
Weaponized takes a different interpretation from basic set, where instead of imparting the B107 characteristics, it treats "touch-based Maledictions" like Possession as being upgraded to an effective Malediction 2 by Ranged.
*Weaponized is used to downgrade "Malediction 2", so you could not take it for "Malediction 1" (you would need to buy Long Range +50% first) and if you had Malediction 3 you could take Short Range -10% on it (reducing 200% to 180%) first.
==psionic powers==
PP21 uses Neutralization Grenades as an example though, and it would be weird if raw DX could allow one to propel grenades unlimited distance
*for that reason rather than purely the "soft cap" of Speed/Range, the "hard cap" of "Max 100" being (re-)introduced by Weaponized is a balanced assumption.
Compare for example what happens if you do a Malediction 2 > Weaponized loop on an innate attack. +150-50 is a net +100% for having DR not affect
==see also==
*Actual time is for one attack only
*Reduced Range
Category:Limitations