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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 />

69

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