GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Cyber-Rejection<br />
-10/-25 points<br />
Your immune system resists any bionic or cybernetic implant -<br />
your body automatically rejects such things as foreign. This<br />
includes chip sockets, interface jacks, etc. If you lose any part of<br />
your body, it must be replaced with a strap-on prosthesis or a<br />
vat-grown clone from your own tissue - otherwise you're out of<br />
luck!<br />
If implants are relatively uncommon in the campaign (GM's<br />
option), this is only a -10 point disadvantage. If the technology is<br />
common or necessary to the daily routine, then this is a -25<br />
point disadvantage.<br />
Delicate Metabolism<br />
-20/-40 points<br />
At the -20-point level, this represents a severe, chronic gastrointestinal<br />
disorder. Your metabolism is more delicate than<br />
that of a normal human - you require a special diet and filtered<br />
water. If you consume normal food and drink, it will sustain<br />
you, but you must make a HT roll. Failure means loss of 1 HT<br />
due to nausea, cramps and illness. Critical failure means loss of<br />
1d HT. The cost of your special diet is twice that of normal<br />
food, and may be unavailable in some areas (especially in<br />
regions with TLs below 7).<br />
The -40-point level is only appropriate for constructs or biological<br />
androids. You cannot survive on normal food at all.<br />
Special nutrients are only available from your creator, generally at<br />
a cost of 100 times the cost of feeding a normal human. For<br />
someone else to synthesize it will be a difficult task requiring<br />
Biochemistry skill - see Reinventing Invention, p. 125). Most<br />
normal foods make you ill as described above.<br />
Dependency<br />
Variable<br />
This disadvantage isn't as unusual as it may first appear.<br />
With the GM's permission, characters who suffer from chronic<br />
illnesses may take this disadvantage to indicate that they depend<br />
upon a drug for survival.<br />
You require some special substance to survive. Without it,<br />
you weaken and die! The value of a Dependency depends on<br />
how common the substance is:<br />
Rare (cannot be bought; must be found or made): -30 points.<br />
Infrequent (very expensive and hard to find): -20 points.<br />
Occasional (expensive, somewhat hard to find): -10 points.<br />
Common (available almost anywhere): -5 points.<br />
Illegal: adds -5 to any of the above.<br />
This value is modified by the frequency with which you must<br />
receive the item:<br />
Constantly: Five times listed value. You must carry and use<br />
the substance at all times - for example, an exotic atmosphere.<br />
Lose 1 HT per minute without the substance.<br />
Hourly: Four times listed value. Lose 1 HT per ten minutes<br />
after missing an hourly dose.<br />
Daily: Three times listed value. Lose 1 HT per hour after<br />
missing a daily dose.<br />
Weekly: Twice listed value. Lose 1 HT per six hours after<br />
missing a weekly dose.<br />
Monthly: Listed value. Lose 1 HT per day after missing a<br />
monthly dose.<br />
If lack of the item merely causes you to lose your metahuman<br />
powers as soon as you miss a dose, regaining those powers<br />
when you get the substance again, cut the value of the disadvantage<br />
by half.<br />
Special limitation: You age unnaturally as well as losing HT.<br />
For each HT point lost, you age two years (even if you are normally<br />
Unaging). -10 points.<br />
Disembodied Brain<br />
See No Physical Body, p. 83.<br />
Disturbing Voice<br />
-100 points<br />
-10 points<br />
Your voice is naturally unpleasant, or (for robots and those<br />
using speech aids to compensate for the Mute disadvantage)<br />
perhaps it just sounds obviously artificial. You may choose any<br />
explanation for this (your voice may be raspy, hollow, or high<br />
and squeaky, or your speech may simply be monotonous and<br />
lack inflection), but in game terms, the effects are the same as<br />
the Stuttering disadvantage (p. B29), although you do not necessarily<br />
stutter.<br />
This disadvantage is the opposite of the Voice advantage -<br />
you cannot take both.<br />
Extra Sleep<br />
-3 points/level<br />
You need more sleep than most people: one additional hour<br />
per day per level of this disadvantage. Thus, you must go to bed<br />
early, or sleep in, for a few hours each day. The GM should<br />
remember that these characters have less time each day to work<br />
on their projects or to study. A character can take a maximum of<br />
four levels of Extra Sleep.<br />
Note: This disadvantage should be used only if the advanced<br />
rules for sleep and sleeplessness (pp. CII173-174) are being<br />
used.<br />
Free Sick<br />
-10 points<br />
This disadvantage is only available in campaigns where inertialess<br />
drives are used as a common means of travel.<br />
You are miserable under "free" (inertialess) conditions. This<br />
disadvantage is handled identically to Space Sickness (p. 84),<br />
substituting "inertialess" for "weightless".<br />
G-Intolerance<br />
-10/-20 points<br />
This disadvantage means that a character (or race!) can function<br />
well under a narrower range of gravities than a normal<br />
human being. Normal human G-tolerance is measured in increments<br />
of 0.2 G. For an increment of 0.1 G, pay -10 points. For<br />
an increment of 0.05 G, pay -20 points.<br />
Hunchback<br />
-10 points<br />
This spinal deformity is not crippling, but it is restrictive.<br />
The hunchback cannot hide his deformity, and will usually be<br />
noticeable in a crowd; he is also likely to be considered physically<br />
unappealing. A person with this disadvantage must pay<br />
double (10 points) for Attractive appearance (and that means a<br />
remarkably pleasant face and manner), and cannot take better<br />
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