GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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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 />
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