02.11.2014 Views

GURPS - Compendium 1..

GURPS - Compendium 1..

GURPS - Compendium 1..

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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 />

50

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!