GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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d) The transformation is not instant, and you have a limited<br />
number of transformations per day. Apply both Takes Extra<br />
Time and Limited Use limitations to the 15-point Instant<br />
Transformation cost.<br />
Tunnel<br />
40 points<br />
+ 10 points/hex of Tunnelling speed<br />
You can dig through the ground like a worm, spewing earth<br />
and stone behind. This ability lets you dig a passage, sized for<br />
your race, through earth or stone. Movement through rock or<br />
stone is half normal tunnelling speed.<br />
The GM may wish to assess a chance that the tunnel collapses<br />
behind you. Roll each minute vs. the higher of Engineering<br />
(Mining), Prospecting-3 or IQ-4 to dig a stable tunnel. This can<br />
be modified upward for hard rock and downward for soft rock<br />
or loose earth. Each halving of your tunnelling speed gives you a<br />
+1 on this roll.<br />
Ultrahearing<br />
0/5 points<br />
You can hear sounds in the frequencies above the normal<br />
range of human hearing (20 kHz). Dog whistles, sonar, motion<br />
detectors and even many household appliances may emit sounds<br />
audible to you.<br />
As a creature's sole form of hearing, this is worth no points.<br />
As an adjunct to normal hearing, it is worth 5 points.<br />
Ultrasonic Speech<br />
0/25 points<br />
This advantage can only be taken as a racial advantage.<br />
This advantage is essentially just a combination of the Secret<br />
Communication and Ultrahearing advantages. The race can converse<br />
in the ultrasonic range. Note that many species of terrestrial<br />
animals find it intensely annoying, or even painful, to be in<br />
within earshot of sustained ultrasonic pitches.<br />
There is no cost if Ultrasonic Speech is the race's only form of<br />
communication.<br />
Unaging<br />
15 points<br />
You never grow old naturally and cannot be aged unnaturaly.<br />
Your age is fixed at any point you choose and will never<br />
change. You never have to make aging rolls. A character with<br />
this advantage cannot get any points by taking the Age disadvantage!<br />
If the player wishes to play a very old member of an Unaging<br />
race, with a wealth of useful memories and experiences, the GM<br />
may charge an appropriate Unusual Background and waive the<br />
usual 2 x Age limit on points spent on skills.<br />
Special enhancement: You can "age" in either direction at<br />
will, at up to ten times normal rate. +20%.<br />
Undying<br />
175 points<br />
This is a variation on Immortality (see p. 58), taken from<br />
Robert Adams' Horseclans setting; however, it could also be<br />
used for immortals in other settings.<br />
The Undying are a very rare breed, and appear to be sterile,<br />
but their long lifespans and incredible hardiness make them a<br />
force to be reckoned with. They have the singular ability to<br />
rapidly regenerate injury. When conscious or sleeping, they<br />
recover 1 HT every other turn until fully healed. When unconscious,<br />
the Undying recover 1 HT every turn until reaching HT 0<br />
and consciousness.<br />
The Undying can be killed if deprived of air through strangulation,<br />
drowning, smothering, prolonged crushing of the lungs<br />
and chest, etc. Each ten seconds without oxygen costs the<br />
Undying 1 HT, which does not regenerate unless he gets air<br />
again. When (-HT) is reached, the usual rolls must be made to<br />
survive, and at (-5 x HT), he dies. The Undying can also be<br />
killed by a very great amount of damage (HT x 10) of any type,<br />
coming too fast for the body to regenerate. Once an Undying<br />
dies, he stays dead.<br />
A HT roll is still made for each crippling injury, and produces<br />
the same results - temporary, lasting, and permanent<br />
injuries - but speed of recovery is altered dramatically.<br />
Temporary injuries regenerate at the same rate as normal<br />
physical damage and disappear when HT is restored. The injury<br />
heals without scarring.<br />
Lasting injuries disappear after 1d days. The injury will heal<br />
without scarring if the character makes a successful HT+5 roll.<br />
Critical failure causes a scar equivalent to a -5 point Appearance<br />
disadvantage; additional scars increase this by -5 points each<br />
time, up to a maximum of -20 points for Hideous appearance (p.<br />
B15). These scars may be healed, but must be bought off as if<br />
they were starting disadvantages.<br />
Permanent injuries heal fully in 1d weeks. The injury will<br />
heal without scarring if the Undying makes a successful HT roll.<br />
Critical failure results in Appearance disadvantages, as<br />
described above.<br />
However, if an Undying is struck a critical blow to the head,<br />
he must roll his HT immediately or lose his memory - not his<br />
skills, but his conscious knowledge of his past. The sheer<br />
weight of an Undying's memories can make them fragile.<br />
Undying are also immune to such annoyances as boils,<br />
bronchial infections, disease, flu, hangovers, intestinal viruses,<br />
scabies, sore throats and vermin.<br />
Universal Digestion<br />
15 points<br />
You possess remarkably adaptable intestinal processes which<br />
allow you to derive nutrition from any non-toxic animal or vegetable<br />
protein, no matter how alien (or fantastic) the biochemistry.<br />
This allows you to derive nutrition from things that would<br />
normally be harmless but utterly innutritious. It does not confer<br />
any advantage against normal poisons - a poisonous alien plant<br />
or animal would still be inedible.<br />
Compare Cast Iron Stomach, p. 5<strong>1.</strong><br />
Vacuum Adaptation<br />
27 points<br />
For whatever reason, you are adapted to life in outer space.<br />
This may be appropriate for certain alien species. You have<br />
stronger skin (DR 1) to resist pressure drops, new muscles to<br />
close off your gut and lungs, and transparent membranes to protect<br />
your eyes. You suffer no damage from explosive decompression<br />
(p. S75) and are not mentally stunned by rapid decompression (p.<br />
S75). An extra layer of adipose tissue gives you 10<br />
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