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GURPS - Compendium 1..

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Move Through Ice<br />

10 points<br />

Ice and snow present no obstacle to you! You can walk<br />

through the thickest iceberg and the deepest snow drift as if they<br />

didn't exist. No passage is opened behind you; observers just see<br />

you "melt" into the ice and disappear. You will need<br />

Penetrating Vision (see p. 63) to see where you're going for any<br />

extended trips, though, and you will need an oxygen supply if<br />

you plan on staying inside an iceberg for more than a few minutes.<br />

Special enhancement: You may leave a tunnel behind you if<br />

you choose. +40%.<br />

Multiple Forms 5 points per form<br />

+ special limitations<br />

Some of the most interesting character conceptions from fiction<br />

involve beings who have more than one form, each with a<br />

different set of abilities. There is a 5-point cost per additional<br />

form. This cost must be paid by the form with the highest point<br />

total.<br />

The points must be fairly evenly spread out over the individual<br />

characters - no more than a 20% difference from the average.<br />

Each form can have separate advantages, disadvantages (up to the<br />

campaign limit) and quirks in addition to any unique powers.<br />

Example: If a normal starting character for the campaign has<br />

500 points, a PC with five forms could have, on the average,<br />

100 points per form (500/5). This could vary by 20% (giving a<br />

range of 80-120 points) as long as the total adds up to 500. So<br />

the player could choose one form with 85 points, one with 115<br />

points, two with 90 points, and one with 120 points.<br />

In some cases, one form will not be aware that the other<br />

forms exist! A character with Multiple Forms is a perfect candidate<br />

for the Split Personality disadvantage (see p. B37). This<br />

Split Personality disadvantage is bought by each form. Also, a<br />

character with both Duplication (p. 53) and Multiple Forms<br />

could be two different characters at the same time! (Unlike Split<br />

Personality, Duplication only has to be bought by one of the<br />

forms.)<br />

Special limitations: Depending on how fast a PC can switch<br />

between forms, special limitations apply. If it takes less than one<br />

minute to switch, there is no point break. If it takes 1d minutes<br />

to switch, this is a -20% limitation; 1d hours brings a -40% limitation.<br />

If the GM prefers not to have variable switching times,<br />

anything from one minute to 59 minutes is worth -20%; one<br />

hour or more is worth -40%.<br />

Shared Points: The above example assumes that you wish to<br />

have several separate, unique forms. What if all your forms<br />

share some of the same base skills, attributes, etc., and just have a<br />

few different abilities? This limits the variety of abilities the<br />

character can have, so it allows a point break.<br />

You may declare a certain number of points to be "shared."<br />

For example, all your forms have IQ 12 (20 points), DX 14 (45<br />

points) and 8 points in the Lockpicking skill (total 73 points). In a<br />

500-point campaign, this leaves you with 427 points. These 427<br />

could then be divided among your Multiple Forms - but all of the<br />

forms would start with IQ 12, DX 14 and 8 points in<br />

Lockpicking before any of the 427 points were spent. This is<br />

cheaper than buying those abilities separately for each form.<br />

You may declare a maximum of 20% of your available point<br />

total as shared points (e.g., in a 500-point campaign a maximum of<br />

100 points can be shared). Only attributes and "normal"<br />

advantages and skills can be shared. Nothing that requires an<br />

Unusual Background can be shared.<br />

Special enhancement: Absorptive Change. Normally, unless<br />

both forms are identical in size and shape, clothing and equipment<br />

must be removed before a change, or be destroyed by the change.<br />

Even if the clothing isn't destroyed (a very tiny form might just<br />

walk out of the undamaged clothing), it will probably have to be<br />

abandoned or hidden after the change. Changing in armor or very<br />

tough clothing can be harmful, or even fatal (the exact extent of<br />

the damage taken, if any, must be determined by the GM based<br />

on the strength of the armor and the size of the form's body).<br />

This enhancement allows clothing and equipment to be<br />

absorbed by the new form during a shape change. Thus, the clothing<br />

worn by one form at the time of the change would simply vanish<br />

when the other form manifested, and would return intact and in<br />

place when the first form returned. +10% for No Encumbrance,<br />

+20% for Light, +50% for Medium, or +100% for Heavy. If you<br />

want it to apply to changes both ways, double the cost.<br />

Note that items absorbed in an Absorptive Change are completely<br />

inaccessible until the character changes back to the form<br />

which was originally carrying them.<br />

See also Transformation, p. 68.<br />

Nictating Membrane<br />

10 points/level<br />

Your eyes are covered by a transparent lens. This allows you<br />

to see normally under water, and helps protect your eyes from<br />

sand, irritants and so on. Any time you are hit in the eyes with a<br />

gaseous or liquid attack, the lens provides the eyes (only) PD 2,<br />

DR 1 per level (maximum PD 6). The lens also adds +3 per<br />

level to all HT rolls concerned with eye damage, and can be<br />

opened and closed just like an eyelid.<br />

Oxygen Storage<br />

14 points<br />

You can store oxygen (up to an hour's worth) like a whale or<br />

other marine mammal. You never get "the bends" when diving<br />

using your internally-stored oxygen. This is functionally equivalent<br />

to Doesn't Breathe, but with a limited duration. See also Breath<br />

Holding (p. 21).<br />

Parabolic Hearing<br />

4 points/level<br />

This is the auditory equivalent of Telescopic Vision. You can<br />

"zoom in" on a particular sound or area, and you have a filter to<br />

sort out background noise from the desired sounds.<br />

The table below shows how far away a normal human listener<br />

must be from various sounds for them to have the same volume as<br />

normal conversation at 1 hex (3 feet). Each level of Parabolic<br />

Hearing doubles the distance at which you can clearly hear any<br />

given sound.<br />

Decibels Example Range (yards)<br />

10 Leaves rustling 1/4<br />

20 Quiet conversation 1/2<br />

30 Normal conversation 1<br />

40 Light traffic 2<br />

50 Loud conversation 4<br />

60 Noisy office 8<br />

70 Normal traffic 16<br />

80 "Quiet" rock band 32<br />

90 Thunder; heavy traffic 64<br />

100 Jet takeoff 128<br />

110 Very loud rock band 256<br />

120 Metallica 512<br />

Example: A super with two levels of Parabolic Hearing could<br />

hear normal conversation at 4 hexes, or leaves rustling at 1 hex.<br />

62

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