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GURPS - Compendium 1..

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failure, you will believe your ancestors didn't know, even if they<br />

really did. This requires one turn of absolute concentration (the<br />

GM may require more elaborate preparations to recall very<br />

ancient memories).<br />

Reawakened<br />

10 points<br />

In campaigns where reincarnation is a fact, some people's<br />

memories of previous existences will survive rebirth. If combined<br />

with Split Personality, for example, one personality could<br />

belong to the PC's previous life. A person with Reawakened can<br />

"remember" skills and even mystic rituals learned during other<br />

life cycles. These skills and rituals must be purchased normally:<br />

this Unusual Background advantage explains how the PC<br />

learned them, but does not grant him any point cost breaks.<br />

Reciprocal Rest<br />

15 points<br />

This advantage is only permitted to Shapeshifters who possess<br />

advantages such as Animal Form, Multiple Forms, Shapeshifter<br />

or Transformation. Normally, a character with multiple forms<br />

needs approximately eight hours of physical rest every 24 hours,<br />

just like a normal character. This rest can come while in either<br />

form (or both forms) but cannot be ignored for long.<br />

With this advantage, the dormant form is considered to be<br />

resting while the other form is active. A character with this<br />

advantage who spent at least eight hours per day in each form<br />

would never need to sleep.<br />

If taken in conjunction with the Non-Reciprocal Damage<br />

advantage, this advantage allows both forms to heal at a normal<br />

rate (see p. 41).<br />

This advantage does not preclude the dormant form being<br />

aware of, and remembering, the active form's actions.<br />

Retrogression<br />

40 points<br />

The character can send his mind back in time to temporarily<br />

"possess" someone in the past. The ramifications and variations<br />

of this ability are discussed in detail in Chapter 5 of <strong>GURPS</strong><br />

Time Travel.<br />

Second Sight<br />

5 points<br />

You are very sensitive to magical auras. On a successful IQ<br />

roll, you are able to sense any magic in use, or which has been<br />

used recently, within a 3-hex radius of yourself. "Recently"<br />

means within an hour or so for normal spells, but the effect can<br />

linger much longer for very powerful rituals or powerful magical<br />

entities. You can tell if an object you are touching is magical on a<br />

successful IQ roll.<br />

This is similar to the ability to sense magic items granted by<br />

Magery, but not identical. Mages may purchase this ability for<br />

only 2 points.<br />

Shapeshifter ("Were")<br />

Variable<br />

You have the ability to shape-change into a single animal<br />

form. This form is indistinguishable from the natural creature,<br />

except for its special powers. This doesn't necessarily imply that<br />

you are evil; some were-creatures are very evil, but some are<br />

powerful fighters for good. Most simply hide their abilities to<br />

avoid persecution. Were-powers are unaffected by mana level.<br />

Weres automatically change into their beast forms one night a<br />

month, on the full moon. A "good" person will simply run<br />

around and bay at the moon. An "evil" one must make an IQ-5<br />

roll to avoid committing atrocities, and may be penalized for<br />

bad roleplaying if he tries to be good. The GM is the final<br />

arbiter, based on actual behavior, of who is good and evil!<br />

Some weres can deliberately change at other times (an additional<br />

5-point advantage), others cannot. The change from<br />

human to beast form, or vice versa, takes three seconds. During<br />

this time, the were can do nothing and take no active defense.<br />

Legend has it that natural weredom is contagious - if you are<br />

bitten by a were you will become a were yourself! It is completely<br />

up to the GM whether this legend is true or not; the players<br />

shouldn't know. If it is true, use the Infectious Attack rules (p.<br />

97). If you become a were, you will change shape at the next full<br />

moon. To be cured, you must find powerful magical help. Since<br />

being a were is considered an advantage overall, a PC who wants to<br />

remain a were must immediately take extra disadvantages, or<br />

commit future earned character points to pay for the change.<br />

Advantages and Disadvantages: Weres have the advantage of<br />

Slow Regeneration (p. 64). An injured Shapeshifter, regardless of<br />

his form, regains HT lost to injury at the rate of 1 extra hit per<br />

12 hours, in addition to any "normal" healing or medical aid.<br />

Crippled limbs regenerate; lost limbs do not.<br />

However, weres are very vulnerable to silver. They can handle<br />

silver objects without physical damage, but the presence of silver<br />

negates their Regeneration ability, and they will take double<br />

damage from silver or silver-coated weapons. Contrary to myth,<br />

though, other weapons will affect a Shapeshift er. See<br />

<strong>Compendium</strong> II, p. 21, for the rules for silver weapons; note<br />

that it is unlikely that these could be bought in ordinary shops,<br />

unless the area has suffered a plague of weres!<br />

Weres have normal stats when in human<br />

form. However, they have special ST, DX and<br />

HT stats, as well as extra DR and possibly PD,<br />

when in beast form. The exact amount is<br />

determined by the type of beast they change<br />

into. Anyone with a 14 or greater DX gets a +1<br />

to the listed DX in were form. If his DX is 9 or<br />

less, he gets a -<strong>1.</strong> IQ is unaffected by the<br />

change. A were in beast form can use its DX<br />

only for fighting and other animal functions<br />

- not to open locks, write letters, play badminton,<br />

etc. It can understand human<br />

speech, but can't talk.<br />

All wounds taken in beast form carry over into human form<br />

after the change back. If your human HT is much lower than<br />

your beast HT, you could transform from a somewhat wounded<br />

beast to a badly wounded, or even dying, person! A dead or<br />

unconscious were reverts back to human form.<br />

Described below are several types of weres. Legends of<br />

were-creatures include all sorts of beast shapes - usually those<br />

that are the most frightening to the person telling the tale<br />

(Polynesians told stories about weresharks). GMs may create<br />

other types as their campaign requires.<br />

43

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