GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Filter Lungs<br />
5 points<br />
You can biologically filter out ordinary contaminants<br />
(smoke, dust, pollen - even tear gas) in the atmosphere. This is<br />
especially useful in polluted cities on Earth, as well as on alien<br />
planets.<br />
Flexibility<br />
15 points<br />
You can bend your body in absolutely any direction. This<br />
advantage is like Double-Jointed (p. B20), only more so; you<br />
cannot possess both Flexibility and Double-Jointed. You get a<br />
+5 on any Climbing, Escape or Mechanic roll. You cannot<br />
stretch or squeeze yourself abnormally, but any part of your<br />
body may bend any way. This advantage is included in the normal<br />
cost of Stretching (p. 66).<br />
Flight<br />
40 points<br />
You can fly through the air. The "default" is full-fledged,<br />
self-powered flight without wings or gliding surfaces - perhaps<br />
using magic, psionics or natural jets. Various forms of gliding<br />
and winged flight are also possible (see below).<br />
Flight speed is equal to twice normal Move, modified by any<br />
levels of the Enhanced Move (Flight) (p. 54) or Super Flight (p.<br />
67) advantages possessed. If you are capable of true Flight (not<br />
Gliding or Winged Flight), you may also "fly" at half-speed<br />
underwater.<br />
This advantage does not confer the ability to do complex<br />
acrobatics and tight turns; for that, buy the Flight skill (p. 131).<br />
See p. B139 and CII74 for detailed rules on flight.<br />
By default, flying beings may hover and may fly as high as<br />
they want to (as long as they still have air to breathe).<br />
Special limitation: Winged Flight. You fly using large, functional<br />
wings or specialized skin flaps. Wingspan is typically at<br />
least twice your height. In order to take off, land or maneuver,<br />
you must have an open area with a radius equal to your<br />
wingspan in all directions. If the wings of a winged flyer are<br />
bound, or if a wing is crippled (or more than 1/3 of its wings,<br />
for multi-winged creatures), it cannot fly. (To determine a hit to<br />
the wing, assume any hit to an arm has a 50% chance of hitting<br />
the matching wing instead). -25%.<br />
Special limitation: Winged Flight (Small Wings). As above,<br />
except the wings are very small, with a wingspan as small as 1/2<br />
height. You uses your wings only to help steer, not to lift. If the<br />
wings are seriously damaged in flight, you can land safely on a<br />
successful Flight roll. -10%.<br />
Special limitation: Gliding. This is a limited form of Winged<br />
Flight (above). Gliders cannot gain altitude while flying. You<br />
descend at 1 hex per turn. Enhanced Move does not affect<br />
speed, but each time it is bought, it halves the descent rate.<br />
-50%.<br />
Special limitation: Controlled Gliding. As above, except that<br />
controlled gliders can gain altitude, by riding updrafts or "thermals"<br />
(assuming such currents are present). A normal thermal<br />
will raise a glider at 1 hex per turn. If thermals are present, you<br />
can locate them on a successful IQ roll (one attempt per<br />
minute). -45%.<br />
Special limitation: Cannot Hover. Not available for Gliding; a<br />
glider can't hover anyway. You must always move with at<br />
least half maximum speed when flying. -15%.<br />
Special limitation: Low Ceiling. You cannot fly very high.<br />
-10% for a 30-foot ceiling, -20% for a ten-foot ceiling, -25% for a<br />
five-foot ceiling. This does not limit speed in any way, but the<br />
GM may require Flight rolls to dodge obstacles near the ground.<br />
Full Coordination<br />
50 points/attack<br />
This is the ability to make more than one physical attack per<br />
turn, using each limb only once. The "default" for <strong>GURPS</strong> combat<br />
is one attack per turn, regardless of how many limbs one<br />
possesses. Each level of Full Coordination allows one extra<br />
attack per turn. The maximum number of attacks possible is<br />
equal to the number of limbs that you have to attack with.<br />
Physical attacks are limited to punches, kicks or weapon attacks.<br />
For instance, a character with four arms could buy Full<br />
Coordination/1 and make two attacks per turn, FC/2 and make<br />
three attacks per turn, or FC/3 and make four attacks per turn,<br />
using each arm once. Note that a two armed creature could take<br />
this advantage, too. It could then attack once each turn with<br />
each hand, at no penalty!<br />
When an individual with Full Coordination makes an All-Out<br />
Attack, he may take one type of bonus for each weapon used,<br />
but all bonuses must be the same. He could not, for instance,<br />
swing twice with one weapon while aiming carefully with<br />
another! If he chooses to increase his number of attacks, he gets<br />
50% more attacks than normal, rounding down.<br />
To aim two or more weapons at once requires the<br />
Independently Focusable Eyes advantage (see p. 58).<br />
Fur<br />
Variable<br />
For a cost of 0 points, you have very thin fur like that of a<br />
Chihuahua dog. It prevents sunburn and gives you a distinct<br />
appearance, but has no other qualities.<br />
For 4 points, you have fur similar to that of a cat or dog, providing<br />
DR 1 and 1 point of Temperature Tolerance towards cold<br />
(see p. 30).<br />
For 29 points, you have thick fur. This is a dense pelt, like a<br />
polar bear's, providing PD 1, DR 1 and 2 points of Temperature<br />
Tolerance toward cold. However, this may cause suffering in<br />
hot weather!<br />
For 33 points, you have spiny fur, like porcupine quills. PD 1,<br />
DR <strong>1.</strong> Does ld-2 impaling damage to opponents in close combat.<br />
Fur is obvious, and requires proper grooming that can take<br />
time; loose fur and static build-up can be a problem.<br />
Gills<br />
10 points<br />
You have the ability to extract oxygen from the water. This<br />
allows you to remain submerged indefinitely in normal water. If<br />
there is no oxygen to extract, you will still suffocate. You can<br />
still breathe normally out of the water.<br />
There is no cost (positive or negative) for a gill-breathing<br />
character who cannot breathe air.<br />
Growth<br />
10 points/level<br />
You have the ability to grow to an enormous size - 20', 30'<br />
or even more! As your size increases, so must your ST (or you'd<br />
collapse, unable to support your own weight). Your equipment<br />
doesn't change size!<br />
Each level of Growth costs 10 points, and allows you to<br />
increase your size by a factor of 100%, based on your original<br />
height. It takes you one turn to increase your size by one level.<br />
Example: A six-foot-tall character has four levels of Growth.<br />
This would allow an increase in height of 24' (6' x 4), to a maximum<br />
height of 30'.<br />
If you attempt to grow in a room, vehicle, container, etc. that<br />
isn't large enough to hold you, your growth normally stops.<br />
However, if your maximum thrust damage is enough to penetrate<br />
the wall or ceiling's DR, you will burst through it in one<br />
turn per point of DR the surface possesses.<br />
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