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Danger Sense Flexibility (Time) and Jumper (World) separately, at

full cost.
15 points 5 or 15 points To initiate a jump, you must visualize
You can’t depend on it, but sometimes Your body is unusually flexible. This your destination, concentrate for 10 sec-
you get this prickly feeling right at the back advantage comes in two levels: onds, and make an IQ roll. You may hurry
of your neck, and you know something’s the jump, but your roll will be at -1 per sec-
Flexibility: You get +3 on Climbing rolls;
wrong . . .The GM rolls once against your ond of concentration omitted. Regardless of
on Escape rolls to get free of ropes, hand-
Perception, secretly, in any situation involv- IQ, a roll of 14 or more always fails. On a
cuffs, and similar
ing an ambush, impending disaster, or sim- success, you appear at your target destina-
restraints. You
ilar hazard. On a success, you get enough of tion. On a failure, you go nowhere. On a
may ignore up to -3
a warning that you can take action. A roll of critical failure, you arrive at the wrong des-
in penalties for work-
3 or 4 means you get a little detail as to tination, which can be any time or world
ing in close quarters
the nature of the danger. the GM wishes!
(including many
Explosives and You appear at your destination at exact-
Daredevil Mechanic rolls). 5 ly the same place you left your previous
15 points points. time or world – or as close as possible.
Fortune seems to smile on you when you If there is no corresponding “safe” loca-
take risks! Any time you take an unneces- tion within 100 yards of your destination,
sary risk (in the GM’s opinion), you get a +1 the jump will fail and you will know why it
to all skill rolls. Furthermore, you may failed.
reroll any critical failure that occurs dur- This ability always costs at least 1
ing such high-risk behavior. Fatigue Point (see p. 31) to use, whether it
succeeds or fails. Particularly “distant”
Empathy Double-Jointed: times or worlds might cost more, perhaps
15 points As above, but more so. You cannot up to 10 FP, at the GM’s discretion.
You have a “feeling” for people. stretch or squeeze yourself abnor-
When you first meet someone – or are mally, but any part of your body Language Talent
reunited after an absence – you may ask the may bend any way. You get +5 on 10 points
GM to roll against your IQ. He will tell you Climbing, Escape rolls, and on You have a knack for languages. When
what you “feel” about that person. On a attempts to break free. You may ignore up to you learn a language at a comprehension
failed IQ roll, he will lie! -5 in penalties for close quarters. 15 points. level above None, you automatically
This talent is excellent for spotting function at the next higher level.
imposters, possession, etc., and for Hard to Kill
determining the true loyalties of NPCs. 2 points/level Luck
You are incredibly difficult to kill. Each Variable
Enhanced Defenses level of Hard to Kill gives +1 to HT rolls You were born lucky! There are three
Variable made for survival at -HP or below, and on progressively more “cinematic” levels of
You are unusually adept at evading any HT roll where failure means instant Luck:
attacks! This may be due to careful obser- death (due to heart failure, poison, etc.). If
this bonus makes the difference between Luck: Once per hour of play, you may
vation of your foe, focusing chi, or anything
success and failure, you collapse, apparent- reroll a single bad die roll twice and take the
else that fits your background. There are
ly dead (or disabled), but come to in the best of the three rolls! You must declare that
three versions:
usual amount of time – see Recovering from you are using your Luck immediately after
Enhanced Block: You have +1 to your Unconsciousness (p. 30). you roll the dice. 15 points.
Block score with Shield skill. 5 points. Extraordinary Luck: As above, but usable
Enhanced Dodge: You have +1 to your High Pain Threshold every 30 minutes. 30 points.
Dodge score. 15 points. Ridiculous Luck: As above, but usable
Enhanced Parry: You have +1 to your
10 points every 10 minutes! 60 points.
Parry score. You may take this advantage You are as susceptible to injury as any-
one else, but you don’t feel it as much. You Your Luck only applies to your own suc-
for bare hands (5 points), for any one Melee
never suffer a shock penalty when you are cess, damage, or reaction rolls, or on out-
Weapon skill (5 points), or for all parries (10
injured. In addition, you get +3 on all HT side events that affect you or your whole
points). 5 or 10 points.
rolls to avoid knockdown and stunning – party, or when you are being attacked (in
and if you are tortured physically, you get which case you may make the attacker roll
Fearlessness +3 to resist. The GM may let you roll at three times and take the worst roll!).
2 points/level Will+3 to ignore pain in other situations.
You are difficult to frighten or intimi- Night Vision
date! Add your level of Fearlessness to your Jumper 1 point/level
Will whenever you make a Fright Check or
must resist the Intimidation skill (p. 15) or
100 points Your eyes adapt rapidly to darkness.
You can travel through time or to paral- Each level of this ability (maximum nine
a supernatural power that induces fear. You
lel worlds (sometimes known as “time- levels) allows you to ignore -1 in combat or
also subtract your Fearlessness level from
lines”) merely by willing the “jump.” Decide vision penalties due to darkness, provided
all Intimidation rolls made against you.
whether you are a time-jumper or a world- there is at least some light.
jumper. To do both, you must buy Jumper

GURPS LITE 9

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