Cost: 5 points/level
Metabolism Control is an exotic physical Advantage where you can control normally-involuntary biological functions such as pulse, blood flow, digestion, and respiration.[1] This can be used to gain a bonus to HT (per level) to resist poisons, stop bleeding, and recover from diseases. You can also enter a deathlike trance.[1]
Trance[]
Each level of Metabolism Control reduces the amount of oxygen you need by 10%, and doubles the time you can go without food or water. A character in such a trance is unaware of their surroundings, but will awaken automatically if injured. You may also set a mental "alarm clock" to awaken after a certain amount of time has passed.
At Metabolism Control 10, a trancing character requires no oxygen!
Passing for Dead[]
Anyone unfamiliar with a character's Metabolism Control ability will need to roll a Quick Contest of Diagnosis vs the characters' HT + Metabolism Control level to discover that they aren't truly dead. This can be useful for playing dead, if need be!
Special Enhancements[]
- Mastery (+40%)
Special Limitations[]
- Hibernation (-60%) -- You can only use the "deathlike trance" ability, and get no bonus to HT. This limitation automatically activates during certain environmental conditions (for instance, great cold, drought, etc), and a character can use Will to avoid it. Likewise, a character can get themselves to hibernate voluntarily with Will-4, hourly until they succeed.[1]
- Specialized (-50%)
Alternatives[]
References[]
- GURPS Powers, p.60
- โ 1.0 1.1 1.2 Basic Set: Characters, p.68