GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Reprogrammable Duty<br />
-25 points<br />
You can be programmed to obey a particular master. This is a<br />
form of all-the-time Involuntary Duty (p. 77), except that someone<br />
can reprogram you to change your master. It is only appropriate<br />
for golems, mindless undead, robots and other automatons.<br />
If you have a Slave Mentality, you must obey your master slavishly,<br />
remaining strictly within the letter of any commands you are<br />
given. If you do not have a Slave Mentality, you may interpret his<br />
orders creatively, as long as you remain within either their letter or<br />
spirit (your choice). If you aren't sentient, you will have no interest in<br />
doing anything other than your programmed duty!<br />
A Reprogrammable Duty may be taken in addition to a Duty to<br />
some organization or the like. You could have a responsibility to<br />
one person or organization, but be reprogrammed to serve<br />
another, for instance, creating a possible clash of loyalties. In<br />
such cases, the programmed duty has precedence, but you<br />
should try to fulfil other duties as best you can.<br />
Self-Destruct<br />
-20 points<br />
As soon as you reach your aging threshold (age 50 for a normal<br />
human), your organs and immune system begin to fail. You starts<br />
to age rapidly, making aging rolls every day at -3 to HT.<br />
Terminally Ill characters may not take this disadvantage!<br />
Semi-Upright<br />
-5 points<br />
You have a semi-upright posture, like a chimp or perhaps a<br />
bear. You can stand up more-or-less comfortably, allowing you to<br />
use your forelimbs to bash enemies, hold babies or even<br />
manipulate objects. You can manage a clumsy gait while<br />
upright (-2 to Move), but you must use all of your limbs to trot or<br />
run. If you have DX 12 or more, you can carry a small object or<br />
two when walking.<br />
Sessile<br />
-50 points<br />
This is worth more than the Legless disadvantage on p. B29<br />
simply because you are truly rooted in place; you do not have<br />
the option of using a wheelchair or other moving platform.<br />
You can't move under your own power. You can be moved<br />
(although this might require major excavations), and you can<br />
have manipulators, but your base is anchored where you sit.<br />
Shadow Form<br />
-20 points<br />
See p. 65 under Racial and Super Advantages. If you cannot<br />
turn this ability off, it is a disadvantage.<br />
Short Arms<br />
-10 points<br />
Short arms have reach C (close combat only), and don't have<br />
the leverage to use any weapon which must be swung. If all of a<br />
character's arms are short, he is also at -2 on any attempt to<br />
grapple. If a two-armed being has two short arms, then this is a -<br />
10-point disadvantage.<br />
Short Lifespan<br />
-10 points/level<br />
This disadvantage also appeared under the name<br />
"Accelerated Aging" in earlier <strong>GURPS</strong> supplements.<br />
Your lifespan is significantly shorter than the human norm.<br />
Each level decreases your lifespan by 1/4, rounded down, and<br />
multiple levels are applied successively, rounding down at each<br />
stage. This affects the age at which you reach maturity, the age at<br />
which aging rolls begin, the ages at which aging rolls increase in<br />
frequency and the interval between aging rolls. This disadvantage is<br />
often found in conjunction with Self-Destruct (above).<br />
Level Maturit Age [Frequency of Aging Rolls]<br />
0 y 18 y 50 y [ly] 70 y [6 m] 90 y [3 m]<br />
1 13 y 37 y [9 m] 52 y [4 m] 67 y [2 m]<br />
2 9y 27 y [6 m] 39 y [3 m] 50 y [1m]<br />
3 6 y 20 y [4 m] 29 y [2 m] 37 y [22 d]<br />
4 4 y 15 y [3 m] 21 y [1 m] 27y [16d]<br />
5 3y 11 y [2 m] 15 y [22 d] 20y [12d]<br />
6 2y 8 y [1 m] 11y [16d] 15 y [9 d]<br />
7 1 y 6 y [22 d] 8y [12 d] 11 y [6 d]<br />
Shrinking<br />
Variable<br />
See p. 65 under Racial and Super Advantages. If you are permanently<br />
shrunk, it is a disadvantage.<br />
Sleepy<br />
Variable<br />
This is a racial disadvantage; individual characters should<br />
use the Extra Sleep disadvantage (p. 81).<br />
Members of the race need more sleep than average (humanity,<br />
taken here as average, sleeps 33% of the day). The more time<br />
they must spend asleep, the greater the value of the disadvantage:<br />
50% of the time: -10 points<br />
66% of the time: -20 points<br />
75% of the time: -25 points<br />
90% of the time: -35 points<br />
Note that the race's precise schedule is a "special effect." For<br />
instance, a species might be awake and active for three days and<br />
then sleep for nine days. This could also be used to represent<br />
hibernation. For instance, if a race is awake and active on a basically<br />
human schedule for six months, and then hibernates for two<br />
months straight, then on the average it is asleep half the time.<br />
Slow Eater<br />
-10 points<br />
You spend a lot of your time eating. Each meal takes about two<br />
hours, as opposed to about 1/2 hour for most humans. This reduces<br />
time available for study, long tasks and travel on foot by 50%.<br />
Slow Healing<br />
-5 points/level<br />
This disadvantage was worth - 10 points/level in earlier<br />
<strong>GURPS</strong> supplements. The cost has been changed to bring it into<br />
line with the Unhealing disadvantage (p. 106).<br />
Your body heals-very slowly on its own. With one level, you<br />
get a HT roll to regain lost HT every two days. Each additional<br />
level increases the time between rolls by one day. When under<br />
the care of a competent physician (see p. B128), each level also<br />
increases the time allowed between the healer's Physician rolls<br />
by one base increment (the base increment is one week for a<br />
TL3 campaign, a day at TL7).<br />
Slow Metabolism<br />
-10 points/level<br />
A disadvantageous form of Extended Lifespan. Each level<br />
increases lifespan by a factor of 10, but reaction time and cognition<br />
times are slowed down by the same factor. It is difficult and<br />
frustrating to communicate with a someone who has one level<br />
of this disadvantage. Some magical or psionic enhancement<br />
would be necessary to communicate with a character who had<br />
two levels. Anyone with three levels or more would probably<br />
not perceive normal creatures at all, and normal creatures could<br />
only tell he was alive if a team of experts made a concerted<br />
effort to find signs of life.<br />
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