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GURPS - Compendium 1..

GURPS - Compendium 1..

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one-handed task (e.g., swinging a sword) at the same time. He<br />

could not aim two weapons unless he had Independently<br />

Focusable Eyes (see p. 58).<br />

A creature with multiple arms can use all of them in concert<br />

during normal situations (to repair a watch, for example), or<br />

during instinctive actions such as grappling in close combat or<br />

catching a thrown object. The ability to make multiple combat<br />

actions of other kinds is paid for separately, however (see the<br />

Full Coordination advantage, p. 56).<br />

Close Combat with Extra Arms<br />

Extra arms give a huge advantage in close combat. You cannot<br />

punch with more than one arm at a time unless you have Full<br />

Coordination (p. 56). But you may grapple with all at once. Every<br />

extra arm (of regular length or longer), over and above the<br />

generic set of two, gives a +2 on any attempt to grapple or pin,<br />

or to break free from a grapple or pin. Other limbs do not help.<br />

Extra Encumbrance<br />

5 points<br />

You have a "load-bearing frame" and can carry more than a<br />

normal human of the same ST could. Light encumbrance is<br />

defined as 5 x ST, Medium as 10 x ST, Heavy as 20 x ST, and<br />

Extra-Heavy as 30 x ST.<br />

Extra Fatigue<br />

3 points/level<br />

See Extra Fatigue, p.24. The GM may allow a race that has<br />

both powers that utilize Fatigue (e.g., magic or psionics) and a<br />

racial penalty to ST (i.e., a racial average ST of 9 or less) to buy<br />

Extra Fatigue that applies to those powers only. This costs 2<br />

points per Fatigue point, to a maximum racial average Fatigue of<br />

12.<br />

Extra Flexibility<br />

5 or 10 points<br />

Arms may be designed for great flexibility compared to<br />

human arms. They may be tentacles, or they may just be multijointed.<br />

Such arms are not necessarily strong or weak, nor are<br />

they necessarily dexterous or clumsy; those abilities and disabilities<br />

are bought separately.<br />

The effect of this is simply that any arms that can reach each<br />

other can work together, regardless of body positioning, general<br />

layout, or "right" and "left."<br />

Cost is 10 points (for the whole creature), or 5 points (for a<br />

single limb, for example an elephant's trunk).<br />

Extra Legs<br />

Variable<br />

If a limb cannot manipulate, but can be walked on, it is a leg.<br />

The "default" number of legs is two. A leg is assumed to be able to<br />

kick with a range of 1, doing thrust/crushing damage. Each<br />

additional hex of range costs 10 points. Extra damage is purchased<br />

per Strikers, (p. 66). If the legs can't kick for damage,<br />

reduce the total leg cost by 5 points.<br />

Three or four legs cost 5 points; if the character loses a leg,<br />

he can continue to move at half-speed (round down). Loss of a<br />

second leg causes him to fall.<br />

Cost to have five or six legs is 10 points. Each leg lost reduces<br />

speed by 2 until only three legs are left. At that point, speed is<br />

reduced to 2. Loss of one more leg causes the character to fall.<br />

Cost to have seven or more legs is 15 points. Each leg lost<br />

reduces speed by 1 until only three legs are left. At that point,<br />

speed is only 2. Loss of one more leg causes the character to<br />

fall.<br />

Feet Manipulators<br />

Any limb which can manipulate should be purchased as an<br />

arm (see Extra Arms, p. 54) - the fact that the character walks on<br />

it is merely a special effect.<br />

Faz Sense<br />

10 points<br />

The term "faz" is specific to the Thranx in the Humanx universe,<br />

but any creature equipped with vibration-sensitive antennae<br />

may possess this sense.<br />

The sense of faz allows you to detect the location and general<br />

size of objects by sensing atmospheric vibrations. It is not a substitute<br />

for vision, though. You can find an opponent in the dark<br />

more easily than a human could, but you cannot detect colors,<br />

nor can you sense details - such as what specific weapon a foe is<br />

carrying. In a perfectly still, dark chamber, you will have only a<br />

vague idea how large the room is, but you will be able to faz a<br />

wall before you run into it. You can easily find any doors or<br />

vents by sensing the air moving in or out of the room.<br />

To use faz, roll vs. IQ as for any other sense, with the following<br />

modifiers:<br />

Range: Use the Range modifier on p. B20<strong>1.</strong> More distant<br />

objects are harder to detect.<br />

Size: Use the Size modifier on p. B20<strong>1.</strong> Larger objects are<br />

easier to detect.<br />

Relative speed: Assign a relative Speed bonus as per p.<br />

B201; moving objects are much easier to detect than stationary<br />

ones.<br />

Wind speed: Assign a Speed penalty (based on wind speed),<br />

as per p. B201, for winds over ten mph.<br />

A successful faz roll indicates the general size, location,<br />

speed and direction of movement of an object. It will not usually<br />

reveal any information about the object's shape. Once you have<br />

fazzed something, you may target it with a ranged or melee attack,<br />

taking the same penalties on your to-hit roll as you did on the<br />

faz roll (but never a bonus).<br />

The faz roll is affected by Alertness and "Acute Faz" (an<br />

advantage costing 2 points per +1).<br />

Field Sense<br />

10 points<br />

You can detect and orient to electromagnetic fields. You<br />

automatically have Absolute Direction on any planet with a<br />

magnetic field. You can also (for instance) sense whether power is<br />

flowing through a device. The power flow from an A cell could<br />

be detected at 1 hex, a B cell at 10 hexes, a C cell at 100, and so<br />

on.<br />

55

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