GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Lycanthropic Dominance 5 points +<br />
15 points/100 pts. controlled<br />
See Dominance, p. 53. Note that this advantage has been<br />
altered slightly from its original form in <strong>GURPS</strong> Bestiary.<br />
Magnetic Sense<br />
5 points/level<br />
You are able to sense magnetic fields around you. The first<br />
level of this power gives you a range of 1 hex; each additional<br />
level doubles your range. You can determine polarity, strength<br />
and field contour. If no magnetic object more powerful than a<br />
kitchen magnet is within 1 hex of you, you can automatically<br />
determine magnetic north. If at least ten levels of the<br />
Microscopic Vision advantage (below) are linked to this advantage<br />
(+10% to both advantage costs), you are able to directly<br />
read computer disks and other magnetic media, although you<br />
must posses a Mental/Hard Language Skill for the particular<br />
format you are attempting to read (e.g., Language (DOS floppy),<br />
Language (Amiga floppy), etc.).<br />
Matter Surfing<br />
30 points<br />
This is a special variation of Flight, and follows Flight rules<br />
except where specified otherwise. You can create a 1-hex-wide, 2"<br />
thick sheet of ice, earth, fire, baby turtles ... or whatever . . . that<br />
moves you along. The material is created slightly in front of your<br />
feet as you move, and vanishes behind you, leaving no permanent<br />
effect unless you buy it as an enhancement. You cannot travel<br />
more than five feet above the ground. You will not fall off unless<br />
knocked unconscious.<br />
The duration of the material left behind is ten turns unless<br />
enhanced. You may use Surfboard or Skateboard skill (both<br />
P/A) instead of Flight, but you must buy these skills at regular<br />
cost, not "hobby skill" cost.<br />
Special limitation: The track you leave does not vanish immediately,<br />
but can be removed by normal means: ice melts, sand<br />
must be swept away, and so on. Fire lasts ten minutes unless<br />
smothered (but doesn't ignite other things or cause damage, unless<br />
this is bought separately). Usually, this is a nuisance. -10%.<br />
Special enhancement: The track you leave does 1 die damage<br />
every other turn, until it vanishes or is removed, of a type appropriate<br />
to its nature: fire burns, turtles bite, and so on. Won't<br />
affect a person unless you slam him and run over him. Never<br />
affects you. +40%.<br />
Special enhancement: You can fly at any height. +33%. If<br />
the "surfboard" will land you automatically from any height if<br />
you are unconscious, +50%.<br />
Metabolism Control<br />
5 points/level<br />
You can control normally involuntary biological functions<br />
such as pulse, blood flow, digestion and respiration.<br />
This allows you to enter a deathlike trance; a physician unfamiliar<br />
with your unusual metabolism must win a Quick Contest<br />
of Skills (Physician-2 vs. HT) to realize that you aren't dead.<br />
While in this state, you are unaware of your surroundings. You<br />
may set a mental "alarm clock" that will awaken you after a certain<br />
amount of time has passed. You will automatically awaken if you<br />
take any damage.<br />
Each level of Metabolism Control reduces by 10% the<br />
amount of oxygen you normally need to stay alive, and doubles<br />
the amount of time you can safely go without food or water.<br />
Special limitation: Hibernation. Hibernation is a form of<br />
Metabolism Control. Hibernation sets in automatically when<br />
you are exposed to certain environmental conditions (usually<br />
great cold or during droughts). Roll vs. Will to avoid falling<br />
asleep and hibernating if in a wild setting in such conditions.<br />
Hibernation can be induced voluntarily (roll vs. Will-4 every<br />
hour to start), but it is difficult to set a definite "wake up" time<br />
(set a time, then multiply by 2d+3/10). -50%.<br />
Microscopic Vision<br />
4 points/level<br />
Your eyes can magnify tiny details that might otherwise only<br />
be revealed by a magnifying glass or microscope. Each level<br />
doubles your magnification factor.<br />
With ten levels of this advantage, you can read an optical<br />
disk directly, but you must also know a Hard Language skill for<br />
each format you attempt to read (as per Magnetic Sense, above).<br />
Example: 4 points = 2x, 8 points = 4x, 24 points = 64x, and<br />
so on.<br />
Mimicry<br />
15 points<br />
You can duplicate any familiar sound. A new sound becomes<br />
familiar if you spend five minutes listening to it and make a successful<br />
roll versus IQ.<br />
This ability can also be used to imitate voices. To memorize<br />
someone's voice, you must spend at least one hour listening to<br />
that person talk - either live, recorded, or through magical or<br />
psionic means - and make a successful roll versus IQ.<br />
Mindshare<br />
Variable<br />
This advantage can only be taken as a racial advantage.<br />
Members of a race may each "share" consciousness between<br />
several bodies. A personality may be shared by several telepathic<br />
bodies who seem like individuals, or each individual may be a<br />
central mind-unit controlling many "drones." In an extreme<br />
case, a whole species is, mentally, a single individual.<br />
Cost for the race's mental characteristics is based on personality.<br />
Cost for physical characteristics is based on the cost for an<br />
average "drone" - the central body, if any, is disregarded.<br />
Several options are available when building a Mindshare<br />
race. First, the GM must decide what type of link the race has.<br />
Type of Link<br />
Hive Mind: 20 points. Racial<br />
Memory: 40 points. Global<br />
Consciousness: 60 points.<br />
A hive mind creature consists of a single central organism<br />
that controls the actions of many individual bodies. The central<br />
mind is usually large and well-protected; if the brain dies, the<br />
drones - and the character - perish with it. The drones (see<br />
below) of a hive mind can never be intelligent - by definition all its<br />
bodies are controlled by the central brain.<br />
PCs or NPCs that are members of a hive cannot always have<br />
the full attention of the central mind. Instead, the drone must<br />
purchase the hive mind as a Patron - roll each time a significant<br />
decision must be made by the drone.<br />
A creature with a racial memory has access to the accumulated<br />
memories of every individual body. There must be some sort of<br />
physical act to transfer memories between bodies - direct<br />
contact, a pilgrimage to the character's home, an hour of meditation,<br />
or something else non-trivial. Otherwise the link is really a<br />
global consciousness (see below).<br />
A global consciousness link means that the bodies are sharing<br />
knowledge in real-time. Whenever something happens to one of<br />
a character's bodies, all other bodies are aware of it. All<br />
memories and experiences of one body are available to all. If<br />
there is a range factor involved (see below), any intelligent<br />
drone must make a Fright Check at +4 any time he moves out of<br />
contact range with the rest of his "self."<br />
60