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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 />

81

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