02.11.2014 Views

GURPS - Compendium 1..

GURPS - Compendium 1..

GURPS - Compendium 1..

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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 />

104

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!