GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Passive Defense 25 points/level up to 6<br />
It is much harder to hit you. This might be related to some<br />
kind of force shield, a "s ixth sense" that warns against upcoming<br />
attacks, or simply natural armor. Each level of Passive<br />
Defense adds 1 to PD, up to PD 6.<br />
Note: If your PD is due to "natural armor" and external<br />
armor is worn, the usual rules for layering armor apply (see p.<br />
B72): you use the PD of the outer layer. This means that a character<br />
with natural PD can actually lose PD by donning armor.<br />
This is realistic! For example, chain mail worn over a hard carapace<br />
will tend to catch sword points that would slide off of the<br />
carapace alone.<br />
Penetrating Call<br />
5 points<br />
You can produce a loud and distinctive call like a lion's roar, a<br />
wolfs howl - or a banshee's wail. This call can be used to<br />
command attention or to signal from a distance. A penetrating<br />
call can be heard for at least 1 d miles on a quiet night.<br />
In addition, if you sound your call within 30 hexes of anyone<br />
who is unaware of your presence, the listener must make a<br />
Fright Check. This is non-magical fright, and may have no<br />
effect whatsoever upon characters with little or no fear of wild<br />
animals or strange monsters (GM's option).<br />
Modifiers to Fright Check: -1 at night, -1 if the area is very<br />
quiet (GM's option), -1 if the area is physically isolated (GM's<br />
option), -2 if the victim is (or believes himself to be) alone, -2 if<br />
the call is sounded within 10 hexes of the victim, or -5 if the call is<br />
sounded within 1 hex of the victim.<br />
Penetrating Vision<br />
10 points/level<br />
Penetrating Vision (also known as X-Ray Vision) allows<br />
you to see through solid objects. One level of this advantage<br />
allows you to see through up to six inches of normal matter.<br />
Each additional level adds six more inches to the thickness<br />
through which you can peer. You can just barely see an outline<br />
of the substance you are looking through - not enough to<br />
impair vision in any way.<br />
Penetrating Vision works in conjunction with other normal<br />
and super visual abilities without the need of a Link (p. 109).<br />
Special limitation: Some substance completely blocks the<br />
power. -30% for common substances such as wood, rock or<br />
plastic. -20% for less common ones such as brick or asphalt.<br />
-10% for specific materials such as lead.<br />
Special limitation: The ability only works through one partic ular<br />
substance. -40% for common materials such as wood, metal, brick,<br />
etc. -60% for uncommon materials such as ice, adobe, etc.<br />
-80% for absurd materials such as chocolate, silk, etc.<br />
Perfect Balance<br />
15 points<br />
You have no problem keeping your footing, no matter how<br />
narrow the walking surface, under normal conditions. You can<br />
walk on tightropes, ledges, tree limbs or any other anchored surface<br />
without having to make a DX roll. If the surface is wet,<br />
slippery or otherwise unstable, you are at +6 on all rolls to keep<br />
your feet. In combat, you get +4 to DX on any rolls to keep your<br />
feet or avoid being knocked down. This advantage adds +1 to<br />
the Acrobatics, Climbing, Flight and Piloting skills.<br />
Pheromone Control<br />
25 points<br />
You can release powerful sex pheromones. Any member of<br />
your own species or a very similar one within four yards (more if<br />
down wind) may breathe them in, unless wearing an airtight suit,<br />
etc.<br />
Anyone breathing your pheromones will find you one level<br />
more attractive (add an extra +2 reaction bonus if you are<br />
already Very Beautiful) and will break into a sweat and become<br />
aroused: he must roll vs. HT-3 or suffer from Lecherousness for<br />
the next ten minutes.<br />
The fact that you are using sex pheromones may not be<br />
immediately apparent: when a PC is affected, the GM may wish to<br />
describe the encounter in such a way that the character<br />
believes the attraction is "natural" rather than a chemical attack.<br />
Characters who have previously experienced pheromone control<br />
(and know what it is) can get an IQ-3 roll to realize their reac -<br />
tions are being artificially stimulated; however, they still suffer<br />
the effects.<br />
Polarized Eyes<br />
5 points<br />
Your eyes adjust instantaneously to changing light conditions. If<br />
you have Dark Vision or Night Vision, you can instantly adjust<br />
from bright light to darkness. If you are caught in a bright flash of<br />
light, your eyes will automatically adjust so that the maximum<br />
time you will be blinded or stunned by the flash is two turns.<br />
Pressure Support<br />
Variable<br />
For 5 points, you can survive at pressures up to 10 times the<br />
normal atmospheric pressure of your home world.<br />
For 10 points, you can withstand up to 100 times normal<br />
pressure.<br />
For 15 points, you are effectively immune to pressure: you<br />
can survive the crushing pressure of the ocean depths, or the<br />
core of a gas giant.<br />
This advantage keeps your entire body at a constant internal<br />
pressure with respect to a uniform external pressure. This means<br />
that while it confers resistance to any damage that may result<br />
from attacks which employ extreme barometric pressure or<br />
which crush the entire body, it provides no defense against<br />
localized pressure changes such as a weapon blow or a vise<br />
applied to the head.<br />
Radar Sense<br />
50 points<br />
+ 1 point/hex radius<br />
You perceive a complete radar "picture" of everything going<br />
on around you, with a resolution that rivals the best, ultra-tech<br />
"imaging radar." You can sense shapes and objects, but not colors.<br />
Normally, the denser an object is, the easier it is to see; you must<br />
make a Vision roll to make out details about less-dense<br />
objects. On the other hand, radar can look right through water,<br />
clouds, leaves, and so on. GMs may give bonuses to certain<br />
skills, as listed under Sonar Vision, p. 66.<br />
Radar Sense may be true radar, or it may be some more<br />
unusual sense (probably magical or psionic); Sonar Vision is a<br />
separate advantage (see p. 66).<br />
Special enhancement: You can "see" inside any object within<br />
your radius. +40%.<br />
Special enhancement: You can see colors. +20%.<br />
Low-res radar: Alternatively, your radar can have a very low<br />
resolution. In this case, each point buys a mile of radius, but all<br />
you can detect are large (human-sized or larger), dense objects.<br />
On an IQ roll, you get a general idea of the relative size of the<br />
object, and whether it is moving, but nothing more precise than<br />
that. Notably, you cannot "image" with this sort of radar, and it<br />
cannot be used to aim attacks.<br />
Special enhancement: You have both an "imaging" and a<br />
"low-res" mode. +50%.<br />
63