GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Bioelectric Shock<br />
10 points<br />
You can generate an electric current in your body, much as<br />
an electric eel or ray does. This inflicts 1d electrical damage if<br />
you touch a person. It costs 2 Fatigue. You can also use the ability<br />
to save lives: add +3 to First Aid skill for CPR rolls!<br />
Bite<br />
30 points + 5 points/+1 damage<br />
This is the "vampiric" bite attack. It allows a character to<br />
drain the blood (and HT) of his victims.<br />
To make a Bite attack, the victim must be helpless - sleeping,<br />
stunned, surprised, or successfully grappled. Note that the<br />
character may still bite in combat for normal damage; the<br />
restriction is only upon feeding. The only exception is with a<br />
more savage attack; the Bite may be attempted as part of a slam.<br />
The Bite usually does cutting damage based on ST as described<br />
on p. B140. Most victims of a Bite will be required to make a<br />
Fright Check each round they are bitten.<br />
Each round, the character steal 1 point of HT from his vic -<br />
tim. For every 3 points of HT stolen, he heals 1 point of HT.<br />
This cannot be used to raise maximum HT. For those with<br />
<strong>GURPS</strong> Magic, treat the HT drain as a Steal HT spell (p. M74).<br />
Body of Air<br />
50 points<br />
Your body is a smoky form in the shape of a human. You<br />
may carry nothing with you, except your costume if you have<br />
the Costume advantage. Your Move is half normal, but you can<br />
go up or down at will, and can slip through the narrowest of<br />
cracks.<br />
If you are outdoors, every five mph of wind speed will move<br />
you 1 hex/turn in the direction it is blowing - if that's the direction<br />
you wish to travel in, it will add to your Move! Otherwise your<br />
Move will go down as you try to fight against the breeze.<br />
In this form you cannot be hit by ordinary weapons, but are<br />
vulnerable to all energy, psionic and magical attacks. You cannot<br />
wield any physical weapons, but can use your abilities normally<br />
otherwise. All knockback from wind-based attacks is doubled, and<br />
if a vacuum is created in your hex you take 3d damage. A<br />
whirlwind will do 1d damage per turn that you remain within its<br />
radius unless you were the creator.<br />
Special enhancement: Objects may be carried. They take on<br />
the changed form when they are picked up, and regain normal<br />
form when put down. +10% for No Encumbrance, +20% for<br />
Light, +50% for Medium, or +100% for Heavy.<br />
Special limitation: You cannot switch out of Body of Air<br />
form. This is usually inconvenient, and often crippling! This is<br />
not a percentage limitation; treat an unswitchable Body of Air as a<br />
disadvantage worth -30 points. If you can carry objects, use the<br />
percentage value of the enhancement to lower the cost of the<br />
disadvantage. For instance, if you could carry objects of<br />
Medium encumbrance, the value of the disadvantage would be<br />
reduced by 50%, to -15 points.<br />
Body of Earth<br />
40 points<br />
Your body is made of earth or sand. This will prevent cutting or<br />
impaling attacks by normal weapons from doing any extra<br />
damage above their base. You can alter the form of your body to<br />
fit into an oddly-shaped space, or flatten into a thin stream of<br />
dirt or sand to move through a small opening. It takes 2 turns to<br />
change your shape in this manner. You cannot imitate other<br />
people or creatures with this ability, however, as your control is<br />
not that fine.<br />
All water-based attacks do an extra 50% damage against you,<br />
figured after DR is subtracted.<br />
Special limitation: You cannot switch out of Body of Earth<br />
form. This is not especially crippling, although you look peculiar.<br />
-10%, plus the potential of Ugly or Hideous Appearance.<br />
Body of Fire<br />
5 points/level<br />
Your body is covered with flames, from which you take no<br />
damage. Anything you touch has a good chance of igniting<br />
immediately (determined by the GM). You have an extra DR 1<br />
against Heat/Fire attacks for every two full levels of this advantage,<br />
and an extra DR 1 against bullets for every five levels.<br />
All cold or water-based attacks do an extra 50% damage<br />
against you, calculated after DR is subtracted.<br />
The temperature of the flames is 500°, plus 25° per level.<br />
Even the weakest flame will ignite matches, paper and so on; to<br />
melt or ignite other things, more temperature may be required.<br />
You can do damage with your body alone. For each three<br />
levels, you do 1 extra point of burn damage when you strike<br />
with your hands. For each ten levels, you do 1 d of burn damage<br />
per turn to anyone in your hex (minimum 1d).<br />
Special limitation: You cannot switch out of Body of Fire<br />
form; you are a human fire-elemental, and must live in a cave or<br />
an asbestos house. This is grossly inconvenient for you, and<br />
dangerous for others. -40%.<br />
Body of Ice<br />
25 points<br />
A malleable coating of ice covers your body, making you<br />
immune to the effects of cold temperature, and adding 5 DR.<br />
All punching and kicking damage is increased by 2 points,<br />
but attempts to grapple (or to be grappled) are at -4.<br />
All fire- or heat-based attacks do an extra 50% damage<br />
against you, figured after DR is subtracted.<br />
Special limitation: You cannot switch out of Body of Ice<br />
form. This is often, inconvenient, and will end your social life. -<br />
60%.<br />
Body of Metal<br />
9 points/level<br />
Your body is composed of metal. You get PD 1 for every<br />
three levels (maximum PD 6) and DR 1 per level. Damage from<br />
your punches and kicks is raised by +2, but your Move is<br />
reduced by 20%. Sonic and vibratory attacks are automatically<br />
"armor-piercing" against you; this means that only 3/4 of your<br />
DR (round up) is effective. You are considered "ferrous" with<br />
respect to magnetism.<br />
Special enhancement: Your body is non-ferrous. +10%.<br />
Special enhancement: Your body's metal is amorphous<br />
rather than crystalline, and suffers no extra effect from sonic or<br />
vibratory attacks. +30%.<br />
Special limitation: You cannot switch out of Body of Metal<br />
form. This is not especially crippling, although you look peculiar.<br />
-20%, plus the potential of Ugly or Hideous Appearance;<br />
however, a metal body might also be sleek and attractive.<br />
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