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GURPS - Compendium 1..

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Lost Speed and DX are regained at a rate of 1 point each per<br />

hour once the character returns to a warm climate; this rate is<br />

doubled in an exceptionally warm environment.<br />

The exact value of the disadvantage depends on the "minimum<br />

tolerance" temperature. For creatures that "stiffen up"<br />

below 50°, this disadvantage is worth -5 points. For those that<br />

lose their mobility below 65°, this disadvantage is worth -10<br />

points.<br />

Dying Race<br />

-10 points<br />

This can only be taken as a racial disadvantage.<br />

For whatever reason, the race's death rate has exceeded its<br />

birth rate. If this trend isn't reversed, the race will be extinct in a<br />

few generations. It is unlikely that the individual will have any<br />

progeny that live. Discovering the reason for this disadvantage<br />

and eliminating it can be an excellent adventure or campaign<br />

seed.<br />

PCs who are members of a dying race will be pointedly discouraged<br />

by their brethren from frivolously accepting dangerous<br />

missions (possibly earning a bad Reputation if they accept them<br />

anyhow) and will be plagued by curiosity-seekers or those who<br />

want to "help," making it impossible to find privacy or act<br />

anonymously in populated areas.<br />

Fragile<br />

-20 points<br />

You have an extremely brittle and fragile physical structure.<br />

You take double damage from crushing attacks. Creatures with<br />

this disadvantage might include crystalline beings, or avians<br />

with hollow bones.<br />

Hive Mentality<br />

-20 points<br />

This can only be taken as a racial disadvantage.<br />

Members of the race place no importance on personal fame<br />

and wealth, and little on comfort or even survival. They will<br />

willingly sacrifice themselves for the good of the race. Includes<br />

two levels of Weak Will.<br />

Horizontal<br />

-10 points<br />

You have a horizontal posture, like a dog or a cat. You can<br />

stand on your hind legs for short periods, but this is very<br />

uncomfortable for you. You can use one hand (if any) while<br />

standing on the other three limbs, or two hands while sitting on<br />

your haunches. You can carry (but not use) an object in one<br />

hand if moving at half your Move.<br />

Human-sized or larger Horizontal creatures will take up two<br />

hexes.<br />

Inconvenient Size<br />

-10/-15 points<br />

This disadvantage can only be taken as a racial disadvantage.<br />

Individuals who are unusually large or small should take<br />

Dwarfism, Fat, Gigantism, Overweight or Skinny instead — see<br />

pp. B28-29.<br />

The race is of a size radically different from the campaign<br />

norm. Members of the race are unable to effectively use most<br />

tools and implements basic to day-to-day life unless they are<br />

specially made. This disadvantage assumes that the race's ability<br />

to function is seriously impaired whenever they're away from<br />

their own communities. As a rule of thumb, a race must be<br />

over eight feet (-10 points), or under two feet tall (-15<br />

points), on the average, to qualify for this disadvantage. The<br />

GM might also allow this disadvantage for an extremely heavy<br />

race (more than 1,000 pounds would be worth -10 points) or a<br />

race with an exceptionally large and awkward form (e.g.,<br />

Centaurs).<br />

Individual members of a race with this disadvantage can still<br />

take Dwarfism or Gigantism - in relation to their race!<br />

Increased Life Support<br />

-10 points/level<br />

You have more environmental and sustenance needs in a lifesupport<br />

situation than a normal human would. The GM should<br />

compute the levels of this disadvantage based on the following<br />

guidelines:<br />

You need to eat twice as much per day as a normal human:<br />

One level. Three times as much: Two levels.<br />

You require a separate pressurized compartment to survive:<br />

One level.<br />

You require a normal temperature above 200° F or below 0° F:<br />

One level.<br />

You are radioactive or require a radioactive environment:<br />

One level.<br />

You require more than a ton of additional weight in order to<br />

survive on a spacecraft, submarine or any other setting where<br />

resources and space are limited: One level/ton after the first ton.<br />

Invertebrate<br />

-20 points<br />

You have no spine, exoskeleton or other natural body support.<br />

You can use ST normally to push and strike, but (unless<br />

you are aquatic) the amount that you can lift, carry or pull is<br />

only 1/4 normal. On the up side, you will be much more flexible<br />

than those with shells or bones. In particular, you can squeeze<br />

through much smaller openings than your size might suggest.<br />

Note that this disadvantage is somewhat different from the scientific<br />

definition of "invertebrate."<br />

Involuntary Dampen<br />

- 15 points<br />

This is only available as a racial disadvantage.<br />

Works as the natural attack Dampen (p. 72), but cannot be<br />

consciously turned off! All non-insulated electrical devices in<br />

range are subject to the effects of Dampen.<br />

102

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