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GURPS - Compendium 1..

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"wrong" with the image (not necessarily that it is an image, just<br />

that there is something strange about it).<br />

The image is non-magical in nature - if the race can cast one of<br />

the Illusion spells, it should purchase it using the Racial Magic<br />

rules (p. 179). The image is strictly visual. It has no smell, taste,<br />

feel or sound. It cannot be "disbelieved" (but it can be ignored!),<br />

and the Dispel Illusion spell has no effect upon it.<br />

Range: 3 hexes.<br />

Duration: While concentrating.<br />

Laser<br />

Ranged, DX, 25 points<br />

Members of the species have a powerful organic laser. It may<br />

be used to start fires or as a weapon. Lasers cannot penetrate<br />

smoke or dense mists.<br />

Damage: ld-1 impaling.<br />

Range: 12 hexes.<br />

Special enhancement: For +25%, the laser can be defocused<br />

and used to "Flash" victims in a single hex.<br />

Limitation: For -10%, each use as a weapon costs 2 Fatigue.<br />

Lightning<br />

Missile, DX, 20 points<br />

Members of the race can shoot bolts of lightning through the<br />

air, frying opponents. A bolt cannot be fired through a metal grid<br />

(bars, a chain-link fence, etc.) as it will ground out and disappear,<br />

and metal armor doesn't protect much - treat it as PD 0, DR <strong>1.</strong><br />

Damage: 1d.<br />

Range: 6 hexes.<br />

Shock<br />

Close Combat, DX, 20 points<br />

Members of the race can generate a powerful electrical<br />

charge. The charge can fry electrical equipment, or stun and<br />

burn living creatures. The individual must contact the target<br />

with its bare skin, or a metal implement held in a bare hand. The<br />

target must be hit on bare skin, or on ungrounded metal in contact<br />

with its skin.<br />

Against a living target, a hit does Fatigue damage; a critical<br />

hit does actual injury. In either case, the target must make a Will<br />

roll to avoid being Stunned (see p. B99). Against a machine, for<br />

every 2 points by which the DX roll is made, there is a cumulative<br />

1 in 6 chance that the machine will short-circuit. On a critical<br />

success, it catches fire!<br />

Damage: 1d.<br />

Range: Close combat only.<br />

Smoke<br />

Area, 15 points<br />

The race can cause an area to fill with thick smoke (the creator<br />

of the race chooses the color). For line of sight and vision<br />

purposes treat this as 3 hexes of the Darkness spell (p. B163).<br />

Anyone inside this cloud must roll against HT or be temporarily<br />

blinded for ld-3 turns after leaving the smoke.<br />

Individuals with the Nictating Membrane advantage are immune to<br />

the blinding effects of the smoke cloud. The smoke disperses<br />

normally outside.<br />

Special enhancement: The race can see through its own<br />

smoke and is unharmed by it. +20%.<br />

Area affected: 3 hexes, all of which must be adjacent to each<br />

other and one of which must be adjacent to the individual.<br />

Sonic Blast<br />

Ranged, DX, 20 points<br />

Members of the race can emit a burst of focused, high-frequency<br />

sound that can pummel flesh and shatter brittle objects.<br />

Crystalline objects (and most metals are crystalline unless<br />

specifically alloyed to be amorphous) are vulnerable to Sonic<br />

Blasts; treat them as an armor-piercing attack which bypasses<br />

1/4 of the target's DR.<br />

Damage: 1d.<br />

Range: 6 hexes.<br />

Strikers see p. 66<br />

Surge<br />

Ranged, IQ, 15 points<br />

The race can cause a power surge in an electrical device. For<br />

every two points by which the individual makes his IQ roll,<br />

there is a cumulative 1 in 6 chance that the item will shortcircuit.<br />

If the individual makes the IQ roll by more than 10, it<br />

automatically shorts. On a critical success, the equip ment<br />

catches fire.<br />

Range: 3 hexes.<br />

Venom see p. 71<br />

Warm<br />

Area, 15 points<br />

Members of the race automatically raise the temperature of<br />

an area by up to 10°. This cannot be done repeatedly in the<br />

same area by the same individuals. Multiple individuals can<br />

raise the temperature an additional 1° for each individual past<br />

the first.<br />

The temperature will rise at a rate of 10° per turn.<br />

Special enhancement: The race can turn Warm on and off at<br />

will. +10%.<br />

Area affected: 3-hex radius.<br />

Webbing see p. 71<br />

73

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