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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 />

56

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