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Old 09-13-2014, 09:51 AM   #1
Otaku
 
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Default [Basic] Advantage of the Week (#10): Amphibious; Aquatic; Semi-Aquatic

Last Week: Ambidexterity
Next Week: Animal Empathy; Empathy; Empath Talent; Plant Empathy; Spirit Empathy

This week we look at Amphibious, a 10-point Advantage found on p.B40. In general terms, this represents having a form adept at operating underwater without any drawbacks on land. You get to ignore the penalties for working underwater with the added bonus of allowing you to swim at your full Basic Move.

Interestingly enough, there are actually two related Disadvantages, though both can be zero-point traits instead of actually giving points back. Listed under No Legs, you can be Aquatic and have all the benefits of Amphibious for no points, however you'll lack a Move score on land (a pretty serious problem in many settings). If your "in water" mobility depends on extremities you can't armor or you can't dive it, the value drops to -5 points and if both apply, it is worth -10. The other related option is Semi-Aquatic: you can move on land, however the usual Move relationship is inverted; in the water you have your full move and on land your Basic Move is 20% of that. Unlike Aquatic, you suffer the standard Skill penalties for being in the Water, so it still is a 0 point feature.

For amazing aquatic maneuvering you'll still need Aquabatics (p.B174), and in fact if you don't have the Swimming Skill at all you need Amphibious or one of the Disadvantages. Similarly Amphibious is a prerequisite for Enhanced Move (Water) (p.B52). Recommended Advantages will vary depending on exactly what one intends to do underwater. Doesn't Breathe (p.B49) in some form is pretty much necessary for doing anything underwater at length without the need of external aids. Pressure Support (p.B77-78) helps avoid hazards like the Bends (and flat out being crushed for extreme depths).

While less problematic than needing magic, technology etc. for air and pressure support, if a character is supposed to operate at extreme depths, Temperature Tolerance and sense based Advantages are in order, be it simply a few levels of Night Vision or something a little more exotic like Sonar (p.B81). At the same time, someone lacking any of these traits but still needing to regularly operate underwater (albeit it not at extreme depths) will still benefit from their improved underwater capacity; when your oxygen supply is based on simply holding your breath, it is good to be able to move faster and work without penalty underwater.

Things are a bit constrained when we stick with the mundane, especially real world examples (and not hypothetical future tech). Many animals and machines have functionality on par with either Amphibious, Aquatic or Semi-Aquatic. Otherwise, Amphibious is appropriate for quite a few Powers, though some are more obvious than others; perhaps owing to its usefulness in the real world, as a species we've had since pre-history to not only consider how nice it would be if we could function more freely underwater, but also the reasons why it would work.

So... how has Amphibious, Aquatic and/or Semi-Aquatic served your or other characters in campaigns or settings with which you are familiar? Did it seem like a steal, a waste, or spot on? Any interesting Modifiers or complimentary Advantages?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)

Last edited by Otaku; 11-03-2014 at 05:49 AM.
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