GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Radio Hearing<br />
10 points<br />
This ability allows you to listen in on radio traffic of all kinds -<br />
AM, FM, police band, shortwave, CB, marine band and many<br />
others. Make an IQ roll to "tune" to a particular frequency (one<br />
try per turn).<br />
Radio Speech<br />
25 points<br />
This is a racial advantage. For supers and other characters<br />
with radio speech, see Broadcast, p. 5<strong>1.</strong><br />
The species talks by radio! This advantage includes the<br />
Radio Hearing advantage (above). Individuals can talk amidst<br />
even the loudest noises, but static from lightning storms and<br />
unshielded electronics drown out their speech.<br />
Individuals trying to tune into Radio Speech conversations<br />
with a radio must make an Electronics Operation (Communications)<br />
roll.<br />
Regnancy<br />
15 points/100 pts. controlled<br />
Use the Dominance rules, p. 53. This is a special form of<br />
Dominance, used in the <strong>GURPS</strong> Vampire: The Masquerade<br />
setting.<br />
Regrowth<br />
40 points<br />
You can regrow lost limbs and organs! A lost ear, finger or<br />
toe (claw, pseudopod, tentacle tip, etc.) will regrow in 1d weeks, a<br />
lost hand or foot in ld+1 months, and a lost eye, arm or leg in<br />
2d+2 months.<br />
Special limitation: You cannot regrow hands, feet or limbs,<br />
only small extremities. -50%.<br />
Recovery<br />
10 points<br />
You recover from unconsciousness very quickly. Instead of<br />
staying unconscious for hours, recovery time is measured in<br />
minutes. In any situation where unconsciousness is measured in<br />
minutes, recovery time is measured in seconds.<br />
Reduced Sleep<br />
10 points<br />
Normal human characters should use the Less Sleep advantage<br />
instead. See p. 27.<br />
You operate efficiently without much sleep. All Fatigue losses<br />
due to missed sleep (see sidebar, p. B134) accumulate weekly<br />
rather than daily - so one week without sleep costs you 5<br />
Fatigue rather than 35.<br />
If using the advanced sleep rules (pp. CII173-174), multiply<br />
your "day length" and the intervals at which fatigue is assessed<br />
or Will rolls are required by 7 to reflect this advantage.<br />
Reflection<br />
Variable<br />
Not only is your body resistant to certain types of damage,<br />
but some of any such attack will actually "bounce back" at<br />
the attacker! Every level of Reflection bounces 1d of<br />
appropriate damage (+4 damage equals 1d, +7 damage<br />
equals 2d) back to hit the attacker. The remaining damage<br />
affects you normally. The first time an attack is reflected, the<br />
attacker doesn't get an active defense against the reflected<br />
attack, but may roll versus PD. On subsequent reflected<br />
attacks, he gets a normal active defense. See the Defense<br />
Table on p. 49 for the costs of Reflection against various<br />
types of attack.<br />
Regeneration<br />
10/25/50/100 points<br />
You recover from damage much faster than normal people.<br />
This does not allow you to regrow lost limbs (but see Regrowth,<br />
below). You automatically have the Rapid Healing advantage<br />
(p. B22) at no extra cost. Cost of this advantage depends on the<br />
speed of the regeneration:<br />
Slow regeneration: You recover 1 HT (or Hit Point) every 12<br />
hours, in addition to normal healing. 10 points.<br />
Regular regeneration: You recover 1 HT per hour. 25 points.<br />
Fast regeneration: You recover 1 HT per minute. 50 points.<br />
Instant regeneration: You recover 1 HT per turn. 100 points.<br />
Note: A character may not take both Unhealing (p. 106) and<br />
Regeneration. Characters with the Draining disadvantage (p. 97)<br />
will not recover daily HT loss, only Hit Points lost to injury.<br />
Resurrection<br />
150 points<br />
You can die, but you get better. Any time you succumb to<br />
wounds, poison, or any other means of death other than old age<br />
(which is permanent), you come back to life. Starting one hour<br />
after your death, you will begin regaining HT at your usual rate -<br />
normally I/day, although Regeneration (above) speeds this up.<br />
Even if you have been hacked to pieces, those pieces will slither<br />
together and rejoin. If any parts were destroyed, they regrow<br />
spontaneously (heads and brains come back with full memories<br />
and personality). You will remain unconscious until you regain<br />
your full HT. Players should feel free to alter the special effects of<br />
this advantage (e.g., instead of slithering back together, your<br />
body parts teleport to each other, or are re-created by cloning) as<br />
long as the basic time doesn't change.<br />
If parts of you are kept separate, they do not grow multiple<br />
copies! Instead, the largest existing pieces bec omes you, while<br />
the rest melt into goo.<br />
If your entire body is destroyed (disintegrated, engulfed in a<br />
nova, etc.), triple the time required to heal, as widely-scattered<br />
atoms drift together.<br />
Each time you die, you lose 25 points! You may take these<br />
off of anything you wish. If your point total is brought down to 0,<br />
you die permanently!<br />
Special limitation: One class of damage - poison, wood,<br />
metal, etc. - prevents resurrection for as long as the damaging<br />
substance remains in the body. -10% for rare or very rare materials<br />
(uranium, diamond), -30% for occasional or common substances<br />
(wood, metal) or substances that are difficult to remove (poison,<br />
radiation).<br />
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