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GURPS - Compendium 1..

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stantial than an interstellar cloud, you immediately stop, without<br />

harm to yourself or the object hit.<br />

You must have some method, either technological or through<br />

an advantage, of surviving in the vacuum of space!<br />

Special enhancement:You can maneuver while Hyperflying. +<br />

10%.<br />

Special limitation: You perceive only a brilliant blur around<br />

you (Star Wars-style effect) and cannot clearly navigate. All<br />

Astrogation rolls are at -6. -30%.<br />

Hyper-Reflexes<br />

15 points<br />

You can voluntarily produce and control abnormal levels of<br />

adrenaline, increasing speed and reflexes. At the start of any<br />

turn, you can activate your Hyper-Reflexes. This costs 1 Fatigue<br />

per turn but gives you the Combat Reflexes advantage and +1 to<br />

Basic Speed. (If you normally have Combat Reflexes, you gain<br />

double the usual benefits.) This fatigue cost may not be reduced<br />

by the Reduced Fatigue Cost enhancement.<br />

Hyper-Strength<br />

30 points<br />

You can perform feats of hysterical strength. You may<br />

increase ST (but not Fatigue) by 50% at a cost of 1 Fatigue per<br />

turn. This fatigue cost may not be reduced by the Reduced<br />

Fatigue Cost enhancement.<br />

Ice Skates<br />

5 points<br />

You can move normally on ice - no DX penalties are<br />

incurred for bad or slippery footing. Note that if you can move<br />

normally on ice but not on land, the resulting Reduced Move<br />

disadvantage will probably more than cancel the Ice Skates cost.<br />

Similar advantages can be invented for characters who are<br />

unaffected by snow ("Snow Shoes") or other difficult terrain.<br />

Immortality<br />

140 points<br />

You will never die of natural causes and are tough to kill<br />

unnaturally! This is simply a combination of Instant<br />

Regeneration (p. 64), Immunity to Disease (p. B20), Immunity to<br />

Poison (below) and Unaging (p. 69).<br />

Immunity to Poison<br />

15 points<br />

You are immune to the effect of any toxins. This doesn't<br />

confer immunity to a corrosive substance such as hydrochloric<br />

acid - just to bona fide biological or chemical poisons. If there is<br />

a question, the GM's decision (as always) rules.<br />

Independently Focusable Eyes 15 points<br />

You can focus in two separate directions, allowing you to<br />

aim two weapons at once, for instance, or to take full advantage of<br />

extra limbs. Characters with more than two eyes can buy this<br />

advantage again for each additional eye to be focused independently:<br />

three Independently Focusable Eyes would cost 30<br />

points, four would cost 45 points and so on.<br />

Increased Density 5 points/100-lb.<br />

increase<br />

Your body is made of much denser stuff than a normal man's.<br />

For every 100-lb. increase, you get an extra DR 1 against crushing<br />

damage (see p. 52), and any knockback done to you is decreased<br />

by 1 hex. The extra weight will count as encumbrance if you aren't<br />

strong enough to carry it, though! Any body weight over 15 x ST<br />

counts as encumbrance.<br />

The first doubling of weight reduces Swimming skill by 5;<br />

after a second doubling, you cannot swim at all, but can walk<br />

along the bottom of a body of water.<br />

Each level of Increased Density also gives you a +1 bonus to<br />

slam another character, and a -1 penalty to another character's<br />

attempt to slam you.<br />

Infravision<br />

15 points<br />

Your vision extends into the infrared portion of the spectrum,<br />

allowing you to see varying degrees of heat. You can even see in<br />

absolut e darkness if the temperature is above 70°. No matter what<br />

the temperature, you suffer only a -1 when fighting at night, as<br />

long as your foe is someone or something that emits heat! You<br />

get +2 to see any living beings during daylight if you are scanning<br />

an area visually.<br />

This advantage also allows you to follow a heat trail when<br />

tracking. Add +3 to any Tracking rolls if the trail is no more<br />

than an hour old. A sudden flash of heat, such as an explosion,<br />

acts as a Flash spell (see p. B163) to anyone with<br />

Infravision.<br />

Note: Infravision can be taken in conjunction with the<br />

Blindness disadvantage. Blind creatures with Infravision always<br />

operate as though at night. They can only track if the trail is less<br />

than one hour old. They may not normally read or distinguish<br />

colors.<br />

Injury Tolerance<br />

Variable<br />

You do not suffer certain effects of injury that are normally<br />

suffered by most living beings. The cost depends on the precise<br />

weaknesses eliminated:<br />

No Blood<br />

5 points<br />

You do not rely upon a vital bodily fluid (like blood) for survival.<br />

You never have to make Bleeding rolls (see sidebar, p.<br />

B130) and are unaffected by blood-borne poisons or drugs.<br />

No Brain<br />

5 points<br />

While you may still have a head, your brain is distributed, or is<br />

not the true seat of consciousness. You can ignore the knockout<br />

and stunning effects of "Brain," "Head" and "Jaw" hits, and blows<br />

to the Brain (including thrusts to the eyes) do not score<br />

quadruple damage on you.<br />

No Cutting/Impaling Bonus 20/30 points<br />

You have a physiology that is resistant to the shock and<br />

bleeding normally caused by Cutting or Impaling weapons. For<br />

20 points, you can treat either Cutting or Impaling injury as<br />

Crushing damage. For 30 points, you can treat both Cutting and<br />

Impaling attacks as Crushing damage.<br />

No Neck<br />

5 points<br />

You have no appreciable neck. You cannot be strangled or<br />

choked, and blows to the "Neck" or "Throat" hit location have<br />

no special effects upon you, and score no bonus damage.<br />

58

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