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GURPS - Compendium 1..

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No Physical Body<br />

-100 points<br />

You have no limbs, sense organs, cardiovascular or gastrointestinal<br />

systems, etc. You are a disembodied brain, and all sensory<br />

input must be provided through psi abilities or hard-wired in.<br />

Your brain tissue must be supported by an artificial nutrient<br />

system. This costs $250,000, plus $10,000/month in maintenance<br />

at TL8 (halve costs at TL9 and again at TL 10). Weight is<br />

200 pounds and volume 0.2 cubic yards. If such a system exists in<br />

a late TL7 world, increase space, cost and weight by a factor of<br />

ten or more.<br />

You have no Strength attribute; you do have a Dexterity<br />

attribute which comes into play if you learn a Physical skill,<br />

such as Driving, for exercise by remote control. Your physical<br />

brain has a HT attribute (for rolls against shock, etc.) but one<br />

point of actual damage will render you unconscious and two or<br />

more points will kill you. Your life support system may have<br />

armor, however.<br />

Although you have no Strength, you have Fatigue points<br />

equal to your IQ - these are used to calculate Fatigue loss from<br />

magic or psi abilities or attacks such as Mental Blow, and to<br />

measure psychic stress. Recovery rules apply normally.<br />

You have no glands, and therefore you feel no strong emotions.<br />

Lust, bloodlust, terror and excitement ... all are lost to<br />

you. You make all Fright Checks at +5, and ignore any physical<br />

result of a failed Fright Check (read down the chart to the first<br />

applicable mental result). You can still feel intellectual emotions,<br />

like reasonable fear, cold hatred, friendship and greed.<br />

Squeamish people and necrophobes<br />

must make Fright<br />

Checks when seeing you; they<br />

must check at +2 if they just talk to<br />

you on the telephone or via<br />

telepathy, if they know or guess<br />

what you are. Most strangers,<br />

except doctors, react to you at -1<br />

when meeting you in person.<br />

You may have any kind of psi<br />

abilities (making you a "psiborg"),<br />

and may be attached to<br />

any kind of psionic device that<br />

can use a psiberface system. Psi<br />

drugs may be rigged to drip into<br />

your nutrient fluid, wit h normal<br />

effects. Through telepathy, you<br />

could come to experience another's<br />

emotions or see through<br />

their minds. Astral Projection<br />

could give you a kind of mobility.<br />

It would be up to the GM<br />

whether your astral form is the<br />

body you had (if any) or that of a<br />

brain (with or without an image of<br />

the life support system).<br />

If the cybernetic technology is<br />

up to it, you may possess an<br />

interface jack that enables you to be<br />

hooked up to computers, voice<br />

synthesizers, sensors,<br />

communication systems, or the<br />

like - see <strong>GURPS</strong> Cyberpunk and<br />

Ultra-Tech.<br />

Prefrontal Lobotomy - 15<br />

points<br />

This is treated as a mental disadvantage; see p. 93.<br />

Quadriplegic<br />

-50 points<br />

You are paralyzed in both arms and both legs, or possibly<br />

you lack limbs entirely - you can't move without assistance. If<br />

you have cybernetic replacement limbs, you can't have this disadvantage!<br />

A quadriplegic may start with a DX and ST of 6<br />

without this counting against his disadvantage total - anything<br />

below this counts, however. (For instance, the point difference<br />

between DX 5 and DX 6 is 10 points, so DX 5 would count as -<br />

10 points of disadvantage.)<br />

Quadriplegics can be good netrunners (with the appropriate<br />

voice-controlled equipment), mages (with high enough skill) or<br />

psis. Such characters may have the Delusion that cyberspace,<br />

the astral plane or some other realm that their abilities allow<br />

them to visit is the only "reality," and will never willingly leave!<br />

Reduced Hit Points<br />

-5 points/level<br />

In a realistic campaign, the GM may wish to limit characters to<br />

a certain number of Reduced Hit Points; three or four levels are<br />

reasonable.<br />

You can take less damage than a normal human of your HT.<br />

Hit Points are initially equal to HT, so a character with HT 12<br />

could lower his Hit Point total to<br />

10 as a -10-point disadvantage.<br />

This would be written as HT<br />

12/10. All rolls versus HT are<br />

still made against his health of 12.<br />

Only damage is subtracted from 10.<br />

Very small races often have<br />

this disadvantage.<br />

If the Stun Damage optional<br />

rule is in effect, Stun is based on<br />

hit points, not basic HT.<br />

See <strong>Compendium</strong> II, pp.<br />

152-154, for special rules that<br />

apply to characters whose HT is<br />

not equal to their Hit Points.<br />

Reduced Manual<br />

Dexterity<br />

-3 points/level<br />

Each level of this disadvantage<br />

gives you a -1 to DX, or IQ in<br />

some cases, but only on tasks<br />

requiring fine motor skills. This<br />

skill would hinder an attempt to<br />

repair a watch, for example, but<br />

not Combat/Weapon skills or<br />

Dodge.<br />

Reduced Move<br />

-5 points/point of<br />

Move<br />

At the GM's option, this disadvantage<br />

may be permitted<br />

even in realistic campaigns to<br />

represent "generic" disorders<br />

that affect the legs. See p. 103.<br />

83

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