02.11.2014 Views

GURPS - Compendium 1..

GURPS - Compendium 1..

GURPS - Compendium 1..

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Unhealing<br />

-20/-30 points<br />

You do not normally regenerate injury at all, and get no daily<br />

HT roll to recover lost HT - even when under the care of a<br />

physician. First Aid still works normally to treat bleeding, or the<br />

shock of a wound, but it cannot restore lost Hit Points. Magical<br />

or psionic healing will function normally, however.<br />

If you can regenerate lost HT normally when certain conditions<br />

are met (e.g., when immersed in blood, bathed in lava,<br />

etc.), or by stealing others' HT with the Bite advantage, magic or<br />

psionics, then this disadvantage is worth -20 points. If you can<br />

never heal naturally, it is worth -30 points.<br />

Note: This disadvantage is normally only appropriate for<br />

highly-unnatural beings, such as the undead.<br />

Unusual Biochemistry<br />

-5 points<br />

Your biochemistry, while still enabling you to subsist on<br />

human food and water, is different enough from that of humans<br />

that drugs that work on humans have reduced or unpredictable<br />

effects.<br />

When a drug is given to you, roll 1d. On a roll of 1-3 the<br />

drug has normal effect. On a roll of 4-5, it has its normal effect<br />

combined with an additional negative effect: lose 1d Fatigue<br />

(sickness and nausea) or, at the GM's option, enhance any negative<br />

side-effects of the drug. On a 6, the drug no effect at all. A<br />

biochemist with a lab can manufacture variants of normal drugs<br />

that are specific to your biochemistry, but these drugs cost ten<br />

times as much as usual.<br />

Vampiric Dependency<br />

-50 points<br />

You are a "human vampire." You are not a supernatural<br />

monster - you suffer from a genetic condition (supposedly common<br />

in certain Eastern-European countries) that requires you to<br />

derive sustenance from human blood.<br />

You do not actually drink blood; rather you filter it, through<br />

special glands in your extended canine teeth. If carefully done,<br />

this can be accomplished with no harm to your donor whatsoever.<br />

If you drink the blood of a drunken individual, or someone on<br />

drugs, you will yourself become drunk or high. Drunks who have<br />

their blood filtered by a vampire will normally not have a<br />

hangover the next day. Roll 3d the first time any character's<br />

blood is filtered while drunk - on a natural 18 that character's<br />

hangover is doubled in severity and duration, even if he has the<br />

No Hangover or Light Hangover advantages. On a 3-17, the<br />

hangover is completely avoided.<br />

You may eat nothing except raw, fresh meat. At least once a<br />

week - preferably more often - you must filter approximately a<br />

quart of fresh human blood (remember that the blood does not<br />

need to be removed from its donor to be used). If the GM<br />

prefers, he may require vampiric characters to eat only small<br />

living creatures, or some other similar restriction of his own<br />

choosing.<br />

Vulnerability<br />

Variable<br />

You take extra damage from certain forms of attack, or are<br />

weakened and hurt every time you merely come within a certain<br />

distance of a substance. For each level of Vulnerability purchased,<br />

you take an extra 1d damage (for attacks doing less than<br />

1d damage, multiply the damage by the level of vulnerability).<br />

This extra damage is added to the usual damage of the attack,<br />

before any DR is subtracted.<br />

You cannot take a Vulnerability to anything that you have<br />

Invulnerability, Absorption or Reflection against. For characters<br />

with Vampiric Invulnerability (see p. 70), one level of<br />

Vulnerability to something cancels the Invulnerability's effects<br />

for that item or substance. Additional levels of Vulnerability<br />

will do damage, as above.<br />

The value per level depends on how common the substance is:<br />

Very rare: -3 points per level.<br />

Rare: -5 points per level.<br />

Occasional: -10 points per level.<br />

Common: -15 points per level.<br />

See the Defense Table, p. 49, for examples of attack forms;<br />

the GM decides upon the rarity of the substance.<br />

If you are affected by merely being near the substance, add<br />

10% per hex of range to the cost per level. DR does not help<br />

against this damage. If you are hit with an object you take damage<br />

from just by being near, you add the physical damage to the<br />

Vulnerability.<br />

If damage comes off of Fatigue rather than Hit Points, the<br />

total value is halved.<br />

Example: Water Wyrms take 4d damage whenever they're<br />

within 5 hexes of a certain glowing green rock. The green rock is<br />

"very rare," making the cost -3 points per level; however, 5<br />

hexes add 50% to that cost, making the cost per level -4 1/2.<br />

The Wyrms have four levels of Vulnerability, so the total value<br />

comes to -18.<br />

Weakness<br />

Variable<br />

This is like a Vulnerability, but less severe. A Weakness is a<br />

sensitivity, not to any kind of attack as such, but to the presence of<br />

a common substance or condition. It cannot be a food item or<br />

something equally easy to avoid. The more quickly you take<br />

damage, the more the Weakness is worth:<br />

1d per minute: -20 points.<br />

1d per 5 minutes: -10 points.<br />

1d per 30 minutes: -5 points.<br />

Halve the value if the damage done is only Fatigue or Stun.<br />

The rarity of the weakening condition also affects the value<br />

of the weakness:<br />

Rare (exotic radiation or minerals): half value.<br />

Occasional (microwave radiation, intense normal cold, airborne<br />

pollen): listed value.<br />

Common (smoke, nearby magic, horses, loud noises): double<br />

value.<br />

Very common (sunlight, living plants): triple value.<br />

106

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

Saved successfully!

Ooh no, something went wrong!