GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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OCCULT AND PARANORMAL ADVANTAGES<br />
These advantages are best-suited to campaigns with mystical<br />
or occult overtones and working paranormal powers (such as<br />
magic or psionics). They are also appropriate for supernatural<br />
creatures - demons, faerie, lycanthropes, spirits and undead - in<br />
any kind of campaign. At the GM's discretion, unusual characters<br />
in "mundane" campaigns, or characters in mystical campaigns,<br />
can buy them. This may require an appropriate Unusual<br />
Background, however.<br />
Animal Form<br />
100 points/form<br />
This is an alternate means of paying for a were-form,<br />
designed to allow creation of weres based on animal templates.<br />
Normally, it should only be used when the character wishes to<br />
assume the form of a large or powerful creature.<br />
You have the ability to become any one sort of animal that<br />
ever lived (magical and intelligent creatures not included). You<br />
have one animal form per purchase of this advantage.<br />
The animal form is a completely typical member of its<br />
species, of the same sex as the human form. There is no extra<br />
cost for any characteristics, advantages and skills typical of the<br />
species (for example, Sharp Teeth, Extra Legs, natural DR,<br />
Claws, etc., depending on the animal species) nor may the character<br />
take points for any disadvantages which are typical to that<br />
species (No Fine Manipulators, Mute, etc.). The animal form<br />
has only typical intelligence for its species.<br />
The animal form may take up to 40 additional points of individual<br />
disadvantages, in addition to any physical, psychological<br />
or structural disadvantages which may be intrinsic to the form.<br />
These must be disadvantages directly related to the animal<br />
form's lycanthropic change or condition (Infectious Attack,<br />
Non-Reciprocal Damage, etc.), mental or physical disadvantages<br />
held in common with the human form (i.e., if the wereform<br />
is to be Lame or Berserk, the human form must also be<br />
Lame or Berserk), or social disadvantages appropriate to the<br />
were's situation (usually Enemies).<br />
"Leftover" starting character points may be divided at will<br />
between the two forms (although neither form can "borrow"<br />
points from the other form's disadvantages - only from starting or<br />
earned character points).<br />
When the <strong>GURPS</strong> Bestiary description of the animal in<br />
question gives the value of a certain attribute as a range (e.g.,<br />
elephants have ST 250-300, and 40-50 HP), the GM assigns the<br />
character a starting value in that attribute appropriate to the sex<br />
and type of animal. The animal form starts with the attributes<br />
given in Bestiary, and buys them up or down using the chart on p.<br />
B13, replacing 10 on the chart with the average value for an<br />
animal of that type, 11 with 10% over the average value, and so<br />
on. Round stats to the nearest number in this case.<br />
Advantages and skills purchased by the animal form must be<br />
either commonly available to a natural beast of that kind, or<br />
shared with the human form. Characteristics cannot be raised<br />
beyond the normal racial maximum for a creature of that kind<br />
(as determined by the GM) or the human form's value in that<br />
characteristic, whichever is greater. Disadvantages innate to the<br />
animal form may not be bought off.<br />
Extinct Species - It is recommended that the GM charge a<br />
50-point Unusual Background for an animal form of a species<br />
that is extinct in the campaign, and remember that it will attract a<br />
lot of attention when it appears.<br />
Awareness<br />
15/35 points<br />
This advantage allows you to detect things that are not of the<br />
physical world, like the presence of spirits or magic. However,<br />
the range for such detection is still limited by real-world parameters.<br />
You cannot sense magic cast on the other side of town<br />
(unless it was very potent and very successful), although you<br />
might be able to sense it through a wall. Apply the long-range<br />
magic modifiers found in the sidebar on p. B151 to any attempt to<br />
use this advantage at a significant distance.<br />
A successful IQ roll allows you to ascertain the location and<br />
approximate power of a nearby magic item, a being's mental<br />
state and anything else the GM allows.<br />
For 35 points, you also have the ability to detect the auras<br />
that surround objects and people, much as though you were<br />
using the Aura spell (p. B162). This allows you to analyze the<br />
general disposition of a person, or to glean other information,<br />
such as whether the "person" is in fact a mage, vampire or werewolf.<br />
An IQ roll is required for each separate aura reading performed,<br />
but unlike the Aura spell, "secret" magical traits are<br />
detected on any success, not just a critical success.<br />
Alertness (but no other sense advantages) adds its bonus to<br />
all Awareness rolls.<br />
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