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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 />

65

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