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GURPS - Compendium 1..

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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

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