GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Special limitation: One class of damage - acid, fire, etc. -<br />
causes damage which cannot be completely healed by<br />
Resurrection, and which must be healed by medical, magical or<br />
psionic efforts. A person with this limitation comes back from<br />
the dead in a coma, with his HT equal to what it was when he<br />
died or -HTx5, whichever is greater. -10% for a rare or very rare<br />
attack form, -20% for occasional forms, -30% for common<br />
forms.<br />
Special limitation: If you are killed by a blow from a substance<br />
you have a Vulnerability to, you die permanently! This is<br />
worth -5% on a rare or very rare form, -15% for occasional and<br />
-25% for common.<br />
Special limitation: Reincarnation. You are reborn into a new<br />
body with new abilities and super skills - but you always retain<br />
the Resurrection advantage. Your attributes may also change.<br />
(The GM creates the new form, or may allow the player to do<br />
so.) -20%.<br />
Sanitized Metabolism<br />
5 points<br />
You are totally clean. Your native intestinal enzymes and<br />
symbiotic bacteria eliminate your body odor and make efficient<br />
use of food and drink, leaving minimal, sanitized waste products.<br />
You never suffer from bad breath, excessive perspiration<br />
or unsightly skin problems. Your abilities give a +1 on all rolls<br />
where Appearance or Sex Appeal are a factor.<br />
Secret Communication<br />
20 points<br />
This advantage can only be taken as a racial advantage.<br />
The race has a method of communication that cannot be perceived<br />
by other races - telepathy on a weird band, speech<br />
beyond anyone else's range of hearing or just race-specific<br />
empathy. The only telepathic race in a non-telepathic universe<br />
would have this advantage, for instance. Note that the shared<br />
consciousness of a race with Mindshare is already secret - do<br />
not buy this advantage for such a race.<br />
The GM may allow an individual to buy the ability to comprehend<br />
another race's private communication as an advantage.<br />
Cost would depend on the importance of that advantage to the<br />
campaign.<br />
Special enhancement: Other races cannot even perceive<br />
when communication is taking place. +40%.<br />
Special limitation: Only general concepts and emotions can<br />
be sent. -50%.<br />
See Invisible<br />
15 points<br />
You can see objects or individuals that are normally invisible.<br />
Buy this advantage separately for each kind of invisibility.<br />
Sense of Perception<br />
100 points<br />
You have a sense that gives you "a practically perfect threedimensional<br />
view of the entire circumambient sphere," including<br />
inside objects. You perceive shapes and colors (if you have color<br />
vision; blind characters do not perceive colors). Make an IQ roll,<br />
minus the range in hundreds of miles (so 1,000 miles is<br />
-10), to make out details.<br />
Sensitive Touch<br />
10 points<br />
Your fingertips (or equivalent organs) are extremely sensitive.<br />
For instance, you can use touch to sense residual heat in a chair,<br />
faint vibrations in the floor as someone approaches, similarities or<br />
differences between two pieces of fabric, etc. You must roll vs.<br />
IQ to use this advantage successfully (note that the "Rule of 12"<br />
does not apply when using this as a racial advantage).<br />
Shadow Form<br />
50 points<br />
You can become a two-dimensional shadow. You slip along<br />
walls or floors at your normal Move; you cannot walk through<br />
three-dimensional space, but must slide along an object. You<br />
can slide through the smallest crack (as long as it is long enough<br />
for you to fit your shoulders through). You can defy gravity,<br />
creeping up walls and onto ceilings at half your normal Move.<br />
You may not carry normal items, or affect them in any way,<br />
except by affecting their appearance as your shadowy body falls<br />
on them.<br />
Physical attacks do half damage to you in this form; energy<br />
attacks do normal damage, except for light-based attacks, which<br />
do 50% extra damage. Mental attacks will do normal damage.<br />
You can use magic, psi and other metahuman abilities in this<br />
form, but cannot perform any purely physical attacks or actions.<br />
Special enhancement: Objects may be carried. They take<br />
Shadow Form when picked up, and return to normal when put<br />
down. You still may not affect non-shadow objects. +10% for<br />
No Encumbrance, +20% for Light, +50% for Medium, or<br />
+100% for Heavy.<br />
Special limitation: You cannot switch out of Shadow Form,<br />
making it very hard for you to interact with others. This is not a<br />
percentage limitation; treat an unswitchable Shadow Form as a<br />
disadvantage worth -20 points. If objects may be carried, use the<br />
percentage value of the enhancements to lower the cost of the<br />
disadvantage, as described for Body of Air (p. 50).<br />
Shrinking<br />
Variable<br />
You can decrease your size at will. Your minimum size<br />
depends on how many levels of Shrinking you purchase. Figure<br />
your size as normal, then each level of Shrinking halves it. E.g.,<br />
1/2 normal at level 1, 1/4 normal at level 2, 1/8 normal at level 3,<br />
1/16 normal at level 4, 1/32 at level 5, etc. Thus, an average<br />
(5'10") man would need six levels of Shrinking (1/64) to reduce his<br />
size to 1".<br />
When you shrink, you cannot carry any equipment, and all<br />
your clothes fall off. If you wish to carry equipment while<br />
shrunk, it is a special enhancement (see below).<br />
Movement is reduced proportionately; shrunken weapons,<br />
punches and super-powered attacks do proportionately less<br />
damage; magical or psi attacks from a shrunken character are<br />
resisted at +1 per level of Shrinking that the character is using.<br />
DR and hit points (not HT!) are reduced proportionately as well.<br />
Example: Aristonious, the Minuscule Mage, has shrunk to a<br />
mere 1/2" (seven levels of Shrinking). He casts a Sleep spell on a<br />
guard. The guard resists at +7.<br />
The cost of Shrinking depends on the number of levels<br />
bought.<br />
Level Cost Permanent<br />
(Disadvantage)<br />
1 20 -15<br />
2 40 -20<br />
3 60 -30<br />
4 80 -40<br />
5 100 -60<br />
6 200 -80<br />
7+ 100/level -100 (doesn't increase)<br />
Special enhancement: The Affects Others enhancement is<br />
worth +50% per person that can be affected. For example, a PC<br />
who bought this enhancement once could only shrink one companion.<br />
To shrink a different friend, the original one must return to<br />
normal size.<br />
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