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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 />

64

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