02.11.2014 Views

GURPS - Compendium 1..

GURPS - Compendium 1..

GURPS - Compendium 1..

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

No Vitals<br />

5 points<br />

You have no particularly vital organs. The special effects for<br />

damage to the "Groin," "Kidneys" and "Vitals" hit locations are<br />

ignored and no bonus damage is scored.<br />

Insubstantiality<br />

80 points<br />

You can become insubstantial; perhaps you phase into a different<br />

dimension or actually become a "spirit." You can move at<br />

your normal rate, and pass through solid objects as though they<br />

weren't there. You are unaffected by gravity, and can move up<br />

or down at your normal Move. You cannot pick up normal<br />

objects or affect them in any way. The GM may rule that certain<br />

substances, energy barriers or magic spells (e.g., a pentagram)<br />

impede your progress, however.<br />

Physical and energy attacks cannot harm you, but you're still<br />

vulnerable to psionic and non-material magical attacks. Physical<br />

and energy attacks from an insubstantial individual will only<br />

affect insubstantial members of the same race, or creatures<br />

under a similar sort of insubstantiality (GM's determination).<br />

Your psi and magic skills can affect the physical world, but an<br />

insubstantial individual is at -3 on all spell-casting while in this<br />

form.<br />

Although you can pass through solids, you must still breathe.<br />

When moving through a solid object, treat this as if you were<br />

swimming underwater for purposes of suffocation. Insubstantial<br />

creatures can not materialize inside a solid object.<br />

Your appearance is set as a special effect; you may appear<br />

transparent, misty or completely normal. You can't be invisible<br />

without taking the Invisibility advantage (see below). Note that<br />

your "natural" form (physical or insubstantial) is also considered<br />

a special effect; this advantage must be taken by any character<br />

who can change between a physical and an insubstantial form.<br />

Special enhancement: Objects may be carried. They take on<br />

the changed form when they are picked up, and regain normal<br />

form when put down. This also applies to clothing or armor.<br />

Inanimate objects cannot be materialized inside of anything. +<br />

10% for No Encumbrance, +20% for Light, +50% for Medium or<br />

+100% for Heavy.<br />

Special enhancement: You may turn part of your body substantial<br />

while other parts remain insubstantial, or vice versa.<br />

Thus, you could reach through a wall and tap someone on the<br />

shoulder. +20%, or +100% if you can turn an item you are carrying<br />

substantial without dropping it. This requires turning your<br />

hand substantial, too.<br />

Special enhancement: You have abilities that can affect the<br />

substantial world even when you are insubstantial. +100%.<br />

Special limitation: You are always insubstantial and cannot<br />

become substantial. -50%. There is no penalty for spell-casting if<br />

you are always insubstantial.<br />

Invisibility<br />

40 points<br />

You are invisible. Unlike many advantages, the default condition<br />

is that you are permanently invisible. You still make<br />

noise, leave footprints and can be smelled, though. By default,<br />

anything you carry remains visible (but see below). If you are<br />

carrying nothing, you get a +9 to Stealth in any situation where<br />

being seen would matter.<br />

Invisibility works against only one sort of vision. Types<br />

include electromagnetic vision (which includes normal human<br />

vision, as well as Infravision, Radar Sense and Spectrum<br />

Vision), sonar, magnetic fields, and anything else the GM can<br />

invent.<br />

You cannot be visually detected by individuals using paranormal<br />

means such as magical scrying or ESP, but you can be<br />

seen by devices which possess such powers. If you are invisible to<br />

electromagnetic vision, you do not cast a shadow and don't show<br />

up in mirrors.<br />

Special enhancement: You are normally visible, but can<br />

become invisible at will. +10%.<br />

Special enhancement: Objects may be carried. They become<br />

invisible when they are picked up, and regain visibility when put<br />

down. This also applies to clothing or armour. +10% for No<br />

Encumbrance, +20% for Light, +50% for Medium or +100% for<br />

Heavy.<br />

Special enhancement: You are also invisible to other types of<br />

vision - sonar, magnetic fields, and whatever else the GM<br />

comes up with. +20% per added type.<br />

Special limitation: You can be seen in mirrors! -10%.<br />

Special limitation: You cast a shadow! -10%.<br />

Invisibility to Machines<br />

20 points<br />

Machines don't see you — you cannot be photographed, and<br />

you don't show up on cameras or other detectors. In some parts<br />

of the world, you might be mistaken for a vampire! Devices<br />

such as pressure plates will still notice you, but you can walk<br />

past a robot sentry with impunity. Electronically-targeted<br />

weapons don't get bonuses to hit you. This is always on unless<br />

you pay an extra 10%.<br />

Special enhancement: Objects may be carried. They become<br />

invisible to machines when picked up, and regain visibility<br />

when put down. +10% for No Encumbrance, or +20% for Light,<br />

or +50% for Medium, or +100% for Heavy.<br />

Special enhancement: You can become visible to machines<br />

at will. +10%.<br />

Invulnerability<br />

Variable<br />

You are completely resistant to damage from some attack<br />

form(s). Knockback can still occur, however. The cost varies<br />

according to how common the attack form is (see Absorption, p.<br />

49, for examples of attack rarity):<br />

Any kinetic damage: 300 points.<br />

Common: 150 points. Occasional:<br />

100 points. Rare: 75 points. Very<br />

rare: 50 points.<br />

Note that this is a powerful advantage and should not be<br />

used unless ordinary Damage Resistance truly would not<br />

suffice. Also note that this is an expensive advantage and<br />

that many attack forms have cheaper specific defenses<br />

(e.g., Immunity to Poison vs. poison, Doesn't Breathe vs.<br />

gases, etc.).<br />

Special enhancement: The attack does not cause knockback.<br />

+20%.<br />

59

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!