GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Type of Drone<br />
Mindless: -10 points.<br />
Maintenance: 5 points.<br />
Defense: 15 points.<br />
Intelligent: 25 points.<br />
The first three types are only appropriate to a hive mind.<br />
A mindless drone is just that - if cut off from the controlling<br />
brain, it cannot do anything at all. It will quickly die, as it won't<br />
eat, drink or defend itself.<br />
A maintenance drone will only take the most rudimentary<br />
actions when out of touch with the brain - eating, drinking,<br />
seeking shelter, etc. It is not capable of any true thought or<br />
activity, and will not defend itself if attacked.<br />
A defense drone will act as above, but will also protect itself if<br />
attacked. A group of defense drones that have been isolated<br />
from the central mind will act together to protect their existence.<br />
Other than self-preservation, however, the drones won't initiate<br />
any independent actions.<br />
An intelligent drone is a bit of an oxymoron. It is fully cognitive,<br />
and can continue to function as a PC or NPC even when<br />
isolated from the brain. A race of intelligent drones might just<br />
be telepathic individuals sharing a mass mind, or perhaps there is<br />
a central figure that is the repository of the "memory banks" (see<br />
above).<br />
Mindshare Distance<br />
The range at which Mindshare is maintained varies from<br />
species to species.<br />
Touch only: -15 points.<br />
1 mile: 0 points.<br />
100 miles: 10 points.<br />
1,000 miles: 20 points.<br />
Planet-wide: 30 points.<br />
System-wide: 40 points.<br />
Galaxy-wide: 50 points.<br />
Universal (a single plane only): 60 points<br />
Multi-universal (any plane, any time): 75 points<br />
Number of Drones<br />
2-9: -10 points. 70-99: 0<br />
points. 100-999: 10 points.<br />
1,000-9999: 20 points.<br />
Cost increases by a further 10 points for each power of 10.<br />
If the number of drones is large enough, it is possible for the<br />
whole race to be a single individual. If the number of drones is<br />
small, the race will be made up of a large number of individuals,<br />
each of whom owns several bodies.<br />
Modifiers<br />
Several options are available to customize a particular mindsharing<br />
race. Any species that Mindshares in a way that can be<br />
detected by non-telepathic means receives a -20% limitation on<br />
total cost. If the communication can be blocked or jammed, this is<br />
an additional -10% limitation. If racial communication is limited<br />
by the speed of light, this is a -10% limitation. This will cause<br />
a serious time lag when communicating over interplanetary or<br />
intergalactic distances. Finally, if the communication is<br />
implemented by normal telepathic means (and can therefore be<br />
blocked by a psi shield, for instance), this adds a further -10%<br />
limitation.<br />
If replacement drones are exceptionally easy or exceptionally<br />
hard to acquire, the GM may define an appropriate enhancement<br />
or limitation.<br />
Modified Arm DX<br />
Variable<br />
A character may purchase extra DX (relative to normal DX)<br />
for some or all of his arms. This DX applies to anything done<br />
with that arm or hand. If a task requires more than one hand,<br />
and they don't have the same DX, use the lower DX. Arm DX is<br />
bought up (or down) as follows:<br />
For one arm: 60% of cost for overall body DX.<br />
For a set of two arms: 80% of cost for overall body DX.<br />
If a character is to have more than two arms, all with high<br />
DX, then he must buy the appropriate high DX for his whole<br />
body.<br />
Modified Arm ST<br />
Variable<br />
A character may buy extra strength (relative to normal body<br />
strength) for some or all of his arms. This ST applies only to<br />
efforts to lift, throw, punch, or use weapons. Arm ST is bought<br />
up (or down) as follows:<br />
For one arm: 30% of cost for overall body strength.<br />
For a set of two arms: 50% of cost for overall body strength.<br />
This is additive.<br />
Example: All Huks have four arms (20 points; see Extra<br />
Arms, p. 54). Purple Huks have two arms with 2 points of<br />
extra ST; this costs them 50% of the normal cost for +2 ST, or<br />
50% of 20 points, or an extra 10 points. Blue Huks have three<br />
strong arms; this costs them 80% of 20, or 16 points. Green<br />
Huks have four strong arms; this costs them 100% of 20, or 20<br />
points.<br />
Morph<br />
40 points<br />
You can assume the form of any creature. The creature being<br />
duplicated must be physically present (although some forms of<br />
remote viewing may suffice, at the GM's discretion) or memorized.<br />
You can memorize a number of forms equal to your IQ. A<br />
memorized form can be "overwritten" with a new one.<br />
Mass does not change, although you can still take the appearance<br />
of a much larger or smaller creature by increasing or<br />
decreasing your body density.<br />
You gain the physical appearance of your target (including<br />
its voice), but not the knowledge, skills or memories. You retain<br />
all your own skills, and your attributes remain unchanged.<br />
It takes one full turn for morphing to finish, and the same<br />
amount of time to change back into your original form. Normal<br />
clothing can be mimicked (GM's determination when clothing is<br />
"abnormal"), but cannot be removed because it's part of your<br />
body.<br />
When impersonating someone, there is a chance that you will<br />
be discovered by his associates, friends or family. Every time<br />
you encounter someone who is familiar with the person being<br />
imitated, that person gets an IQ roll to spot the difference, modified<br />
as follows:<br />
Casual acquaintance: -4.<br />
Daily acquaintance: -2.<br />
Friend: +2. Close friend:<br />
+4. Close family: +6.<br />
Empathy advantage: +3.<br />
If you have the Acting skill at 12+, this roll is at -2; if you<br />
have Fast-Talk at 12+, this roll is at -<strong>1.</strong><br />
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