Quote:
Originally Posted by WingedKagouti
That's only if the setting/campaign creator decides that to be the case.
Even Powers (where FP Recovery premiered) is fairly explicit of Wild Powers being RAW legal, with setting/GM decree being the main limiting factor. Requiring a Power Modifier may be a fairly common setting/GM practice, but it's not an actual rules requirement.
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Nothing is absolute. GM's have the authority to change everything. However, Regeneration has an "Exotic" icon and Fit doesn't. Power Mods for Exotic Abilities is normal practice.
Also in normal use overlapping Gurps Traits add rather than multiply. See many threads about Extra Attack and AOA:Double, Dual Weapon Attack and Rapid Strike for an example of the principle. None of those multiply with each other or Extra Attack.
<shrug> Individual GMs can do as they like at their tables but that's their House Rules.