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GURPS - Compendium 1..

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Note that a variation in gravity will affect the above distances.<br />

In 0.5 G, for instance, each five-yard distance would<br />

become ten yards.<br />

Special limitation: You can only cling to one particular substance.<br />

-30% for common materials like wood, rock, brick or<br />

metal. -50% for rare materials such as ice, rubber, etc.<br />

Compartmentalized Mind 50 points/level<br />

Your mental coordination gives you, in effect, more than one<br />

mind. Each mind, or compartment, functions independently at<br />

full capability. By default, each compartment is identical, but<br />

they are affected by hypnotism, magic, psionics, etc., separately;<br />

e.g., one could be hypnotized without affecting any of the others.<br />

This advantage does not allow a character's body to perform<br />

more than one task at a time; that requires Full Coordination (p.<br />

56). Thus, a character with five levels of Compartmentalized<br />

Mind and two of Full Coordination could perform six telepathic<br />

feats, but physically do only three.<br />

Only one compartment controls the body at a time. If the<br />

compartments disagree on who should be in charge, roll a<br />

Contest of Wills, with the compartment currently in control of<br />

the body getting +<strong>1.</strong><br />

Compartments are considered completely separate mentalities<br />

for telepathic purposes. Each compartment must actively<br />

Telereceive or Telesend to another . . . and the other compartment<br />

may choose to resist the contact! If two compartments are in<br />

contact, another entity (a third compartment or an outsider) may<br />

be able to eavesdrop; see p. P37.<br />

Constriction Attack<br />

15 points<br />

A character with Extra Flexibility (p. 55) may also purchase a<br />

constriction attack for 15 points. In order to make a constric tion<br />

attack, the character must first successfully grapple his<br />

opponent. Then roll a quick contest of ST. If the constrictor<br />

wins, the victim takes as much damage as he lost by. If the victim<br />

wins, he takes no damage.<br />

To constrict successfully, the constricting limb must be twice as<br />

long in hexes as the victim's size in hexes. So to constrict a<br />

human (size 1 hex) the constricting limb must be at least 2<br />

hexes long.<br />

Costume<br />

15 points<br />

This advantage, a staple in "four-color" superheroic campaigns,<br />

should be unavailable in a realistic campaign. Your costume<br />

can work with (and is immune to damage from) your own<br />

powers. If you stretch, your costume stretches with you; if you<br />

ignite your body, your costume doesn't burn. This only grants<br />

the costume immunity! It doesn't burn when you flame on. It<br />

also won't be hurt by a flamethrower . . . but it will not protect<br />

you from a flame attack!<br />

Damage Resistance<br />

3 points/level<br />

This functions as the Toughness advantage (see p. B23), but<br />

can be purchased in as many levels as desired. This DR will<br />

protect against both physical and energy attacks, but will not aid<br />

versus purely mental attacks such as most magic or psi. This<br />

may be armor, a magical force field, thick skin, or any other<br />

mechanism the GM and player can agree upon.<br />

This advantage may be purchased with a limitation "only to<br />

certain types of damage." See the Defense Table on p. 49.<br />

Special Limitation: Ablative DR, -15%. When an attack<br />

strikes ablative DR, every 10 points of basic damage rolled<br />

removes one point of DR, regardless of whether or not the<br />

attack penetrates DR. Lost DR "heals" at the same rate as lost<br />

HT. Characters who want their DR to regenerate more quickly<br />

may take Regeneration.<br />

A character may put a layer of ablative DR under normal<br />

DR, in which case only the damage that penetrates the normal<br />

DR reduces the ablative DR.<br />

Special enhancement: Hardened DR, +30% per level. Each<br />

level of Hardened (up to two) cancels out one level of Armor<br />

Piercing from an attack. It has no other effect.<br />

If attacked by a weapon that normally ignores all or part of a<br />

target's DR, Hardened DR is unaffected by such reductions.<br />

Example: A Gyroc Carbine (see <strong>GURPS</strong> Ultra-Tech) normally<br />

does 8d(2) damage - the target's DR is halved before<br />

the 8d damage is applied. Hardened DR would ignore this<br />

divisor.<br />

Dark Vision<br />

25 points<br />

You can see in absolute darkness, using some means other<br />

than light, radar or sonar. You suffer no skill penalties for darkness,<br />

no matter what its origin. Anyone using either this advantage<br />

or Night Vision is color-blind while in darkness.<br />

Special enhancement: You can see colors in the dark. +20%.<br />

Decreased Life Support<br />

10 points<br />

You require less food, water, air, etc., than a human would in<br />

life-support situations. Very small races and races with Slow<br />

Metabolisms often have this advantage.<br />

Discriminatory Smell<br />

15 points<br />

You can differentiate between (and recognize) people, places<br />

and things by their odors. Your sense of smell is far beyond the<br />

human norm, and can determine distinctive odors for practically<br />

everything and anything you may encounter. You may memorize<br />

an odor by sniffing it for at least one minute and making a<br />

successful IQ roll. If this roll is failed, you may not attempt to<br />

memorize that odor again for at least one full day.<br />

You get +4 on any task that utilizes the sense of smell (plus<br />

any Acute Smell bonuses), and receive +4 to the Tracking skill.<br />

Special enhancement: You can detec t a person's or animal's<br />

emotional state by odor. This effectively provides the Empathy<br />

advantage while within 2 hexes of the subject. +50%.<br />

Special limitation: One particular substance has a particularly<br />

offensive odor to you. If encountered , you must make a HT roll<br />

or become temporarily ill, losing 1d from each stat while in<br />

52

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