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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

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