GURPS Power-Ups 1: Imbuements
Imbuement Reference Table

Enhancement Skills     Page Imbue Type Modifiers
Annihilating Weapon 6 2 Melee  
Arching Shot 6 2 Ranged  
Bank Shot 6 2 Ranged  
Conic Blast 6 3 Ranged You can spread the attack further at -1 per extra yard of maximum width.
Continuing Attack 7 3 General For a shorter interval, roll at -2 for 1 hour, -4 for 1 minute, -6 for 10 seconds, or -8 for 1 second. Repeated cycles are possible: for standard 1 day intervals, roll at -1 per cycle after the first; for other intervals, multiply the time penalty by the total number of intervals (e.g., -24 for three cycles 1 second apart).
Crippling Blow 7 3 General -1 per -2 to ST or HT; -1 per -1 to DX; -1 per -10 points of physical disadvantages (but never exotic or racial effects); -2 for Coughing or Moderate Pain; -3 for Nauseated; -4 for Severe Pain; -5 for Retching; -6 for Terrible Pain; -10 for Agony or Choking; and -15 for total Paralysis. You can combine several effects.
Dancing Weapon 7 3 General  
Drugged Weapon 7 3 General Higher fatigue damage gives a penalty of -1 for 1d-2, -2 for 1d-1, -3 for 1d, -4 for 1d+1, -5 for 1d+2, -6 for 2d-1, -7 for 2d, -8 for 2d+1, -9 for 2d+2, or -10 for 3d; minimum damage is 1 point in all cases.
Electric Weapon 7 3 General To add follow-up electrical burning damage, roll at -1 for 1d-4, -2 for 1d-3, -3 for 1d-2, -4 for 1d-1, -5 for 1d, -6 for 1d+1, -7 for 1d+2, -8 for 2d-1, -9 for 2d, or -10 for 2d+1. In all cases, minimum damage is 1 point and metal armor is treated as DR 1 vs. the follow-up if the carrier attack doesn’t penetrate.
Envenomed Weapon 8 3 General Higher toxic damage gives a penalty of -1 for 1d-2, -2 for 1d-1, -3 for 1d, -4 for 1d+1, -5 for 1d+2, -6 for 2d-1, -7 for 2d, -8 for 2d+1, -9 for 2d+2, or -10 for 3d; minimum damage is 1 point in all cases.
Far Shot 8 2 Ranged -2 to multiply 1/2D and Max by 5, -4 to multiply by 10, -6 to multiply by 20, -8 to multiply by 50, -10 to multiply by 100, and so on.
Forceful Blow 8 1 General  
Ghostly Weapon 8 1 General  
Guided Weapon 8 2 Ranged -1 if you can turn the projectile around for a second attack next turn, at the original effective skill level, in the event that your target dodges the first one; -2 to get a third pass; and so on.
Homing Weapon 9 3 Ranged -1 to enable the projectile to try a second attack next turn, at the original effective skill level, should the target dodge the first one; -2 for a third pass; and so on.
Incendiary Weapon 9 3 General -2 per additional flammability class shift (maximum five shifts – or four for a burning attack, which already gets one free shift). Higher burning damage gives a penalty of -1 for 1d-3, -2 for 1d-2, -3 for 1d-1, -4 for 1d, -5 for 1d+1, -6 for 1d+2, -7 for 2d-1, -8 for 2d, -9 for 2d+1, or -10 for 2d+2; minimum damage is 1 point in all cases.
Multi-Shot 9 3 Ranged -1 per additional +1 to RoF, with no limit. If your skill is high enough to deal with -18, you’re certainly welcome to try for a RoF 20 bowshot!
Penetrating Strike 9 3 General  
Project Blow 9 3 Melee -10 if used again immediately on the same turn, -9 the next turn, -8 in two turns, -7 in three, -6 in four, -5 in five, -4 in six, -3 in seven, -2 in eight, -1 in nine, and no penalty after 10 turns. Restart the counter after each use.
Shattershot 9 2 Ranged -2 for 2d damage attacking everyone within 10 yards, -4 for 3d damage and 15 yards, -6 for 4d damage and 20 yards, -8 for 5d damage and 25 yards, or -10 for 6d damage and 30 yards. However, fragment damage can never exceed the underlying attack’s basic damage.
Shockwave 10 3 General -5 to divide by twice the distance in yards or -10 to divide by the distance in yards.
Stealthy Attack 10 1 General -1 per additional -2 to Perception rolls, to a limit of -4 to skill giving -10 to Per.
Stupefying Blow 10 3 General -1 per -1 to DX or IQ; -1 per -10 points of mental disadvantages (but never self-imposed ones; see p. B121); -1 for Tipsy; -2 for Drunk; -3 for Euphoria; -5 for Daze or Hallucinating; -10 for Ecstasy or Seizure; and -15 for Sleep. You can combine several effects.
Sudden Death 10 2 General -5 if the damage occurs when a certain condition is met, such as “when the victim next sleeps,” rather than when you actively choose to trigger it.
Supreme Control 10 1 General -2 per additional feature switched off after the first.
Telescoping Weapon 10 1 Melee -2 for ±2 yards, -4 for ±3 yards, or -6 for ±4 yards. Final Reach must fall within the C-4 range.
Traumatic Blow 11 1 General  

 

Transformation Skills Page Imbue Type Modifiers
Binding Shot 11 3 Ranged You can add certain Binding modifiers by rolling at a penalty: -2 for Sticky, -6 for Engulfing, and/or -8 for Constricting or Suffocating.
Burning Strike 11 2 General  
Chilling Strike 11 3 General  
Corrosive Strike 11 3 General -2 for 60% damage instead of 50% damage; -4 for 70% damage; -6 for 80% damage; -8 for 90% damage; or -10 for full damage.
Crushing Strike 11 1 General  
Cutting Strike 12 2 General  
Dazzling Display 12 2 General You can add the Defensive modifier (the Vision penalty doesn’t affect you) by rolling at -5.
Deafening Display 12 1 General You can add the Defensive modifier (the Hearing penalty doesn’t affect you) by rolling at -5.
Fatiguing Strike 12 2 General  
Impaling Strike 12 3 General -5 for full damage.
Piercing Strike 13 2 General +2 for small piercing, -2 for large piercing, or -5 for huge piercing.
Strike of Negation 13 3 Melee -4 to target one specific ongoing effect on the target.
Toxic Attack 13 1 General  
Vampiric Weapon 13 3 Melee -5 to heal 1 HP per full 2 HP of injury, or -10 to heal 1 HP per HP of injury; -5 to “heal” an Energy Reserve instead of HP at the same rate, if your Imbue advantage has a power modifier and you have an ER for that power.
Withering Strike 13 3 General  

 

GURPS Power-Ups 1: Imbuements is copyright © 2008 by Steve Jackson Games Incorporated. All rights reserved.
This table compiled by Eric B. Smith and is copyright © 2008. You are free to use, print, share, or modify this table provided you link back to my website.