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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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