GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
World-Jumper<br />
Variable<br />
This is the power to travel to a parallel world without<br />
machinery or a gate -just by willing the "jump." The basic cost<br />
of this power is 100 character points, but modifications to the<br />
ability (described below) can vary the cost.<br />
This advantage can be improved with time and practice.<br />
Someone who starts with World-Jumper ability can spend character<br />
points to improve the power at a later date, removing limitations<br />
or increasing the weight that can be carried.<br />
Making the Jump<br />
To visit another world, the Jumper must visualize it for ten<br />
seconds and make an IQ roll, rolling against his "memory" of the<br />
world. On a successful roll, the Jumper appears in the new world<br />
(see below). On a failed roll, he does not move, but may try<br />
again. A critical failure sends the Jumper to the wrong world!<br />
This is terribly dangerous, of course, but if the Jumper survives, he<br />
may find that he has sole access to a newly-discovered world.<br />
To be visited repeatedly, a world must be "memorized."<br />
Memorizing a world is a Mental/Easy task; thus, learning a new<br />
world at IQ level costs 1 character point. A Jumper can accomplish<br />
this "memorization" in one undisturbed hour absorbing the<br />
"feel" of the new world. (If a Jumper visits a world and does not<br />
memorize it, he can try to return anyway, but he rolls at IQ-3.)<br />
Unless a Jumper wants to be sure of hitting his target world<br />
immediately, there is little need to put extra points into memorizing<br />
any one world. Should a Jumper choose to do so, each<br />
additional point spent takes one additional hour.<br />
Normally, for a Jumper to visit a new world for the first time, he<br />
must be "escort ed" by another Jumper. The two (or more) must<br />
be in physical contact; each may carry his normal load. The<br />
"lead" Jumper makes the IQ roll. All the other Jumpers go along<br />
automatically. "Escorting" can be involuntary! If two Jumpers<br />
are in physical contact when one of them jumps, and the other<br />
one wishes to tag along, he will. Of course, in a campaign where<br />
other methods of cross-world travel exist, a Jumper may use them<br />
as well.<br />
Some Jumpers have enhanced abilities (see below) which let<br />
them visit new worlds. Other new worlds are discovered by<br />
accident, when a Jumper goes to the wrong place and survives.<br />
The "Landing"<br />
The Jumper appears in the new world at exactly the same<br />
place he left the old one, or as close as possible. This works<br />
exactly as for Time-Jumper - see p. 46. There are a few<br />
instances in which world-jumping is more flexible than timejumping.<br />
You could world-jump while on a transcontinental<br />
flight, if your target world was so nearly identical that there was a<br />
plane in the same place!<br />
Fatigue Cost<br />
The Fatigue cost of a world-jump depends on the "separation"<br />
of the two worlds; see p. TT87. For those without access<br />
to <strong>GURPS</strong> Time Travel, assume that the normal Fatigue cost is<br />
from 1 up to 10 if the worlds are very "distant."<br />
Load Carried<br />
Treat this exactly as for Time-Jumper, p. 46.<br />
Special Limitations<br />
Some Jumpers have particular limitations on their powers,<br />
which reduce the character point cost. The GM may permit<br />
other limitations (for ideas, see Chapter 4), setting their costs as<br />
appropriate. Minimum cost for this ability is 60 points. Some<br />
known limitations are:<br />
Cannot escort another Jumper. If this character ever<br />
learns a new world, he won't be able to take others there. -10<br />
points.<br />
Cannot follow another Jumper. This is a more severe limitation,<br />
because it drastically cuts down on the Jumper's opportunities<br />
to learn new worlds. -20 points.<br />
Drift: As for Time-Jumper, p. 47. -15 points.<br />
Stunning: The Jumper is always mentally stunned after a<br />
jump. -10 points.<br />
Uncontrollable: As for Time-Jumper, p. 47. -10 points.<br />
Special Enhancements<br />
A few Jumpers have extra abilities, which increase the character<br />
point cost. Some known enhancements are:<br />
New worlds. The Jumper can deliberately aim for worlds<br />
where he has never been. Any such attempt is at IQ-3, with a<br />
further penalty assessed by the GM, depending on how different<br />
the world is from anything in the Jumper's previous<br />
experience. Of course, it is always possible that no such<br />
world exists, depending on the number of parallel worlds in<br />
the campaign. In that case, any attempt automatically fails,<br />
although the Jumper won't know why. Fatigue cost for any<br />
attempt to hit a new world is twice normal. (The GM who<br />
finds this enhancement too powerful is free to forbid it!) +50<br />
points.<br />
No concentration required. When you want to jump, just<br />
make your IQ roll. +75 points.<br />
Reduced fatigue. Visiting most worlds costs no Fatigue; dis tant<br />
worlds cost only 5. +20 points.<br />
Teleport jump. As for Time-Jumper, p. 47.<br />
Tracking. The Jumper can visit a world where he has never<br />
been, if he can hold and examine an artifact from that world.<br />
The attempt must be made while the Jumper is holding the artifact<br />
(or touching it, if it's too big to carry). Any such attempt is at IQ-<br />
2, and each Jumper only gets one try per artifact. +20 points.<br />
World Sight<br />
10 points<br />
You are able to perform shamanistic magics (see pp. R116-<br />
125). You have the ability to transcend ordinary human limitations<br />
and gain the power to enter the domain of gods and spirits.<br />
You may be subject to intermittent visions even if you never<br />
receive proper training as a shaman.<br />
Wyrd<br />
See Destiny, p. 35.<br />
Variable<br />
48