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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

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