GURPS: Psionic Powers with Multiplicative Modifiers
I wondered how point costs change with Multiplicative Modifiers (Powers p. 102), so I decided to calculate the costs for the abilities in Psionic Powers. Here are my findings.
I think my calculations are correct, but I may have some errors (especially for Innate Attack with partial dice). I rounded costs except for openly leveled abilities.
Note that I made no changes to the modifiers and have not repriced any of the techniques.
Anti-Psi
Cancellation, Interruption, Psionic Overload, Psionic Shield costs have no change.
Para-Invisibility
Additive: 5/level
Multiplicative: 4/level
Psychic Armor
Additive: 8/level
Multiplicative: 7.2/level
Screaming
Additive: 9 for level 1; 15/additional level
Multiplicative: 9 for level 1; 4.5/additional level
True Sight
Additive: 16/21
Multiplicative: 13/20
Notes
These costs are mostly the same or slightly lower with Multiplicative Modifiers, but Screaming is significantly less expensive for obvious reasons.
Astral Projection
Astral Armor, Astral Celerity, Astral Sight costs have no change.
Astral Sword
Additive: 8 for level 1; 6/additional level
Multiplicative: 3.725 for level 1; 2.345/additional level
Astral Travel
Additive: 28/36/48/56/68/80
Multiplicative: 36/36/36/36/36/54
Notes
Most of the abilities have identical costs since they don’t have any enhancements. I am not sure if I calculated Astral Sword correctly. Astral Travel’s cost schedule doesn’t work well because of the -80% cap.
Ergokinesis
Cyberpsi
Data Retrieval, I/O Tap and Remote Control costs do not change.
Netrunning
Additive: 20/30/40/50/75/90/100 + 7/additional level
Multiplicative: 32/32/32/32/32/48/64 + 7/additional level
Notes
Netrunning suffers from the same problem as Astral Travel.
Electrokinesis
Dampen and Electric Vision costs do not change.
Confuse
Additive: 15/18/21/26 + 26/additional level
Multiplicative: 6/13/20/24.3 + 24.3/additional level
EK Shield
Additive: 4/level
Multiplicative: 3.6/level
Lightning
Additive: 12/level
Multiplicative: 8.4/level
Radar Sense
Additive: 12 + 2/additional level
Multiplicative: 11/14/16/17.6 + 1.6/additional level
Surge
Additive: 11/level
Multiplicative: 12.4/level
Notes
These prices are close, and the cost schedules all work. Surge costs more due to the -80% limitation limit.
Photokinesis
Flash
Additive: 22 + 5/additional level
Multiplicative: 6.3 + 1/additional level
Hologram
Additive: 10/13/15/18/20/23/25/28/30/33
Multiplicative: 7/7/7/11/12/12/13/14/15/15
Photorefraction
Additive: 5/level; 4/level for blocking variant
Multiplicative: 4.32/level; 3.52/level for blocking variant
Notes
These abilities translate fairly well. Photorefraction is slightly cheaper while Flash is significantly cheaper. Hologram suffers from the -80% limitation restriction problem and a slow cost progression.
ESP
Divination
Combat Sense and Visions costs do not change. Why doesn’t Danger Sense get the PM?
Prognostication
Additive: 18/23/28/33/38/43/48/53/58/63/68/73/78
Multiplicative: 11/12/14/15/17/18/20/21/23/24/26/27/29
Retrocognition
Additive: 14/20/30/40
Multiplicative: 14/19/26/33
Retrocognitive Flashbacks
Additive: 10/16/26/36
Multiplicative: 8/9/12/15
Signature Sniffer
Additive: 4/9/18/28
Multiplicative: 4/9/18/27
Notes
Signature Sniffer has a similar cost, and the other abilities are fairly close at low levels, but high levels tend to cost much less with Multiplicative Modifiers.
Remote Senses
Awareness
Additive: 9 + 2/additional level
Multiplicative: 9/11/13/15/17 + 1.7/additional level
Clairaudience
Additive: 13 + 5/additional level; 5 points with Clairvoyance
Multiplicative: 13/18/23/27.5 + 2.75/level; 5 points with Clairvoyance + 0.5/level beyond 4
Clairvoyance
Additive: 13 + 5/additional level
Multiplicative: 13/18/23/27.5 + 2.75/level
Notes
These costs are similar. Multiplicative Modifiers make purchasing Clairaudience with Clairvoyance inconvenient.
Other Abilities
Seeker Sense cost may or may not change. The individual Detect abilities may cost a little less.
Psi Sense
Additive: 8/13/22/32
Multiplicative: 6/13/21/30
Psidar
Additive: 9/14/19/29
Multiplicative: 6/14/18/27
Psychic Hunches
Additive: 14/29/36/51
Multiplicative: 14/27/25/49
Spirit Communication
Additive: 8/13/18/28
Multiplicative: 8/12/16/24
True Sight
Additive: 15/19
Multiplicative: 11/17
Notes
These prices are slightly lower but still close wiht Multiplicative Modifiers.
Probability Alteration
Combat Sense is the same as the Divination version. Adjustment and Second Chance costs do not change.
Coincidence
Additive: 27/level
Multiplicative: 24/level
Curse
Additive: 22/24/26/28/30/32/34/36/38
Multiplicative: 7/7/8/10/12/12/13/13/14
Weather Control
Additive: 22/level
Multiplicative: 24/level
Notes
Weather control is slightly more expensive due to the -80% limitation cap. Curse costs significantly less. Adjustment simply happens to cost the same due to rounding.
Psychic Healing
Aura Reading
Additive: 4/7/13/16/22
Multiplicative: 8/8/8/8/8
Cure
Additive: 18 + 6/additional level
Multiplicative: 18 + 3.6/additional level
Cure Disease
Additive: 6/level
Multiplicative: 6 + 1.2/level
Cure Injury
Additive: 12 + 6/additional level
Multiplicative: 12 + 2.4/additional level
Disease Shield
Additive: 15/17/19/21/23/25/27/29
Multiplicative: 7/8/8/9/9/10/11/11
Life Extension
Additive: 9 + 12/additional level
Multiplicative: 9 + 7.2/additional level
Sleep
Additive: 25/28/31/36 + 36/additional level
Multiplicative: 8/18/29/34 * 34/additional level
Notes
Aura Reading’s cost is entirely flat. Low levels of Sleep are inexpensive, but the cost rises as the limitations are removed. The others are close but slightly less expensive.
Psychic Vampirism
Drain (Attribute)
Additive: 24/26/28/30/32/34/36/38/40
Multiplicative: 18/19/20/22/23/25/27/28/30
Drain Emotion
Additive: 10/15/25/30
Multiplicative: 17/17/17/17
Steal Dreams
Additive: 23/31/40/48/67
Multiplicative: 12/17/30/35/47
Steal Energy
Additive: 32/34/37/39/42/44 + 7/additional level
Multiplicative: 14/14/14/14/14/14 + 1.92/additional level
Steal Life
Additive: 25 + 4/additional level
Multiplicative: 18 + 2.79/additional level
Steal Power
Additive: 55/65/75/85/95/105/115/125/135
Multiplicative: 20/20/20/25/30/33/36/39/42
Notes
Drain Emotion and Steal Energy are basically flat with Multiplicative Modifiers. Steal Power is much more affordable.
Psychokinesis
Telekinesis
TK Bullet
Additive: 5/level
Multiplicative: 4.48/level
TK Crush
Additive: 5/level
Multiplicative: 3.665625/level
TK Grab
Additive: 7/level; 4/level (Short Ranged)
Multiplicative: 4.75/level; 3.25/level (Short Ranged)
Levitation
Additive: 14 + 2/additional level
Multiplicative: 14 + 1.98/level
Other Abilities
Cryokinesis
Additive: 13/level
Multiplicative: 0.81/level + 0.69/level + 7.7625/level (however you want to round that)
Note that Temperature Control is worth less than the Fatigue Attack when using Multiplicative Multipliers.
PK Shield
Additive: 4/level
Multiplicative: 3.6/level
Pyrokinesis
Additive: 14/level
Multiplicative: 0.81/level + 7.7625/level + 1.5525/level (however you want to round that)
Note that Temperature Control is worth less than the attacks when using Multiplicative Multipliers.
Notes
PK Shield was close. Recomputing the other abilities was a bit of work. This demonstrates the fact that converting abilities that make use of Alternative Abilities may require swapping some abilities.
Telepathy
Communication
The costs for Borrow Skill, Emotion Sense and do not change.
Telereceive
Additive: 21/36/42/45/60/75; 9/18/24/27/42/57 (Shallow)
Multiplicative: 21/36/42/45/55/68 ; 9/18/24/27/41/54 (Shallow)
Telesend
Additive: 9/18/21/24/27/42
Multiplicative: 9/18/21/24/27/41
Telespeak
Additive: 18/30/39/45/63/93
Multiplicative: 17/27/38/44/54/76
Notes
The costs are mostly identical. There are really only differences when enhancements and limitations overlap.
Control
Aspect
Additive: 4/level
Multiplicative: 3.4375/level
Emotion Control
Additive: 10/15/25/30/55/80; 5 points with Suggestion
Multiplicative: 12/12/18/24/34/44; 11 points with Suggestion
Mental Surgery
Additive: 10/25/33/48/65
Multiplicative: 21/26/28/33/38
Mind Swap
Additive: 20/45/60/65/70
Multiplicative: 22/39/55/61/66
Mindwipe
Additive: 20/23/26/31/36/41
Multiplicative: 8/16/24/29/33/38
Sensory Control
Additive: 33/40/43/45/48; 20/28/30/33/35 (Overload)
Multiplicative: 15/30/35/40/45; 10/10/10/15/20 (Overload)
Suggestion
Additive: 10/20/30/35/50/75/100
Multiplicative: 12/12/24/30/43/55
Telecontrol
Additive: 30/45/60/75/90
Multiplicative: 30/30/30/38/60
Notes
Sensory Control (Overload) and Telecontrol have the early flat cost progression. Emotion Control is more expensive with Suggestion, but it still less that with Additive Multipliers except at low levels.
Offense
Instill Fear
Additive: 18 + 3/additional level
Multiplicative: 18/21/24/27 + 2.7/additional level
Mental Blow
Additive: 17/20/23/28/33/38
Multiplicative: 8/15/22/27/31/36
Mental Stab
Additive: 33/43/52/69/85/101
Multiplicative: 27/27/44/58/71/85
Sleep
Same as the Psychic Healing version.
Notes
Costs are fairly similar except that Mental Stab is quite a bit less expensive.
Sense and Defense
Mind Clouding
Additive: 6/level
Multiplicative: 2.75/level + 2.8875/level
Mind Shield
Additive: 4/level; 3/level (Feedback)
Multiplicative: 3.96/level; 2.97/level (Feedback)
Telepathy Sense
Additive: 4/7/11/16
Multiplicative: 3/7/11/15
Telescan
Additive: 11/15/20/25/30
Multiplicative: 7/14/18/22/26
Notes
These prices are fairly close. Mind Clouding and Mind Shield are practically identical except for high levels of Mind Clouding.
Teleportation
Autoteleport
Additive: 20/30/40/50/55/60/65/70/75/80/85/90/95/100
Multiplicative: 32/32/32/32/32/32/32/32/32/32/40/48/56/64
Combat Teleport
Additive: 40; 15 with Autoteleport
Multiplicative: 33; varies between 5 and 8 with Autoteleport
The “custom limitation” should be a limitation for Reliable or Blink.
Exoteleport
Additive: 46 + 5/additional level; 35 + 5/additional level (Touch-Only)
Multiplicative: 52 for levels 1-6 + 0.9/additional level; 16 for levels 1-6 + 0.3/additional level (Touch-Only)
RL Exoteleport
Additive: 45/55/65/75/80/85/90/95/100/105/110/115/120/125; 34/44/54/64 + 5/additional level (Touch-Only)
Multiplicative: 46 for levels 1-8 + 6/additional level; 10.4 for levels 1-8 + 1.2/additional level
Innerportation
Additive: 9/level Multiplicative: 8.352/level
Portersense
Additive: 4/7/11/16
Multiplicative: 3/7/11/15
Notes
Both Auto/ExoTeleport have several levels of equal cost. Both start a little more costly but quickly become much less expensive. As expected, the Touch-Only version are much cheaper. Innerportation and Portersense have nearly identical costs. Combat Teleport has an inconvenient pricing scheme when combined with Autoteleport but is always less expensive with Multiplicative Modifiers.
Additional Powers
Animal Telepathy
Animal Speech
Additive: 15/18/20/25/30/35/40/45/50
Multiplicative: 15/18/20/24/28/32/36/40
Beast Control
Additive: 10/18/23/48/73
Multiplicative: 10/10/13/19/25
Biokinesis
Mold Flesh
Additive: 32/34/36/38/40/42/44/46
Multiplicative: 8 + 0.4/additional level
Strike Sense
Additive: 22/24/28/33 + 33/additional level
Multiplicative: 7/10/20/24 + 24/additional level
Dream Control
Dream Projection
Additive: 20/40/50/60/65/70/75/85/95
Multiplicative: 26/26/26/26/39/46/49/53/62
Reshape Dream
Additive: 7/14/18/25
Multiplicative: 10/10/10/10
Psychometabolism
The costs does not change.
Notes
The Psychometabolism abilities don’t have enhancements, so their costs don’t change. Dream Control has an initial flat cost schedule, and Reshape Dream is entirely flat. Mold Flesh much cheaper and is almost completely flat.
Final Thoughts
I won’t say that Multiplicative Modifiers are superior to Additive Modifiers in all cases, but they may produce better results for abilities that have large enhancement modifiers. -80% in limitations is often crippling even with large enhancements. The main drawback is that using Multiplicative Modifiers requires recomputing cost of most pre published abilities and may even necessitate redesigning abilities. The -80% cap encourages Limited Enhancements (B111) which makes for more complex builds but may also allow for additional interesting options.
I may do something similar for Sorcery and Divine Favor at some point. I totally haven’t done the work already.