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GURPS - Compendium 1..

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Sensie Talent<br />

2 points/level<br />

This advantage is only of value in settings where the technology<br />

of recording and playing back sensory input (known as "sensies<br />

") exists.<br />

You have a natural ability to communicate your sensory<br />

inputs to a sensie recorder so that your eventual audience will<br />

find them particularly pleasant or intense. Note that Sensie<br />

Talent does the character no good unless he also buys at least<br />

half a point in the Sensie Interface skill (p. 130).<br />

Sensitive<br />

5 points<br />

This is a weaker form of Empathy. Use the rules on p. B20,<br />

but all rolls are made at a -3.<br />

Serendipity<br />

15/30 points<br />

A type of Luck, this advantage does not affect die rolls in<br />

any way. Instead, you have the knack of being in the right<br />

place, at the right time. This is Luck of the Fortuitous<br />

Coincidence. Bilbo Baggins showed this type of Luck when he<br />

put out his hand in the dark and found the One Ring. An<br />

extreme example, probably a few hundred points worth, is Carl<br />

Barks' comic book character, Gladstone Gander (Donald<br />

Duck's cousin), who has only to hold out his hat and something<br />

valuable will fall into it!<br />

For 15 points, once per game session your character gets<br />

lucky in a serendipitous manner. One of the guardsmen he needs to<br />

get by turns out to be his cousin, or he just happened to have<br />

heard a story about the very dragon he is trying to track down.<br />

The player may suggest serendipitous occurrences to the GM,<br />

but the GM is the final arbiter on how the character gets lucky.<br />

Should the GM reject a suggestion by the player, but never<br />

work Serendipity into the session, the character should get two<br />

such lucky occasions in the next gaming session.<br />

For 30 points, the character will have either two happy coincidences<br />

or one major one each gaming session!<br />

Sharpshooter<br />

45 points<br />

This advantage is only appropriate in a cinematic campaign.<br />

This is the cinematic ability that supernaturally accurate<br />

shootists possess, the equivalent of Weapon Master (see p. 32),<br />

but for handguns. To a sharpshooter, the gun is a natural extension<br />

of his hand, and he can make uncannily precise shots without<br />

aiming. Only handguns can be used in this manner.<br />

The character never takes a Snap Shot penalty, and he automatically<br />

gets the Accuracy bonus of his weapon without a turn<br />

of aiming. Furthermore, he can use any handgun, from a flintlock<br />

pistol to a hand blaster, at a default value of DX or his<br />

highest gun skill-2, whichever is greater. The sharpshooter also<br />

has an innate understanding of the workings of any handgun; he<br />

can make Armoury rolls for any handgun, even models he has<br />

never seen (apply the TL penalties for guns of different tech levels,<br />

as per p. B185, but the maximum penalty is -6 to skill).<br />

This advantage is utterly cinematic, and is available only during<br />

character creation; someone is either born a Sharpshooter or he<br />

isn't. No amount of training will give another character this<br />

instinctual mastery of the gun.<br />

Single-Minded<br />

5 points<br />

When a Single-Minded individual puts his mind to something,<br />

he concentrates! This gives a +3 bonus when working on<br />

lengthy tasks, or when tracking prey. He may ignore other<br />

important tasks while obsessed (make a Will roll to avoid this).<br />

Roll at -5 to notice interruptions.<br />

Style Familiarity<br />

1 to 25 points<br />

This indicates a general knowledge of (but not training in)<br />

one or more martial arts styles (see <strong>GURPS</strong> Martial Arts).<br />

Without this advantage, a character defends at -1 against a fighter<br />

trained in a particular style.<br />

The number of styles a character is familiar with determines<br />

the point cost. Each style chosen costs 1 character point.<br />

Familiarity with all known styles in the game world costs 20<br />

points. This will not identify secret styles that are only known to<br />

their students, unless the character specifies he has fought them in<br />

the past (which might cost up to 5 points more, depending on the<br />

role of secret styles in the campaign).<br />

Unless he buys the advantage at the 20-point level or better,<br />

the character must specify which styles he is familiar with.<br />

When a character encounters an opponent using a familiar style,<br />

he will recognize it after the first round of combat. On an IQ<br />

roll, he will recognize it before combat, by observing the opponent's<br />

stance.<br />

To acquire this familiarity during play, a student must not<br />

only spend the appropriate character points, but must also have<br />

access to appropriate teachers. Films are not an acceptable substitute.<br />

However, a single day of sparring with a teacher would<br />

be enough to add familiarity with a new style.<br />

Temperature Tolerance<br />

1 point/level<br />

The advantage was originally only available in IQ-point<br />

units; however, since a point or two of this advantage would be<br />

reasonable in a realistic campaign, it can now be bought in 1-<br />

point units. More than 2 points would definitely be cinematic for a<br />

human character.<br />

You can function normally at a wider range of temperatures<br />

than a normal human. For game purposes, a temperature "comfort<br />

zone" of about 55° is considered normal. Each level of this<br />

advantage allows you to add HT degrees to the size of your<br />

comfort zone. For nonhumans, the GM determines exactly<br />

where this comfort zone is centered; for humans, it is usually<br />

between 35 and 90°. A character never suffers any ill effects<br />

(such as the loss of Fatigue or HT) from temperatures that fall<br />

within his comfort zone.<br />

This advantage confers no special resistance to attacks by<br />

fire or ice unless the only damage is a result of a rise or fall in<br />

the ambient temperature. In particular, this will not help you if<br />

your body temperature is being manipulated.<br />

30

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