GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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points of Temperature Tolerance (p. 30). Your hair and skin<br />
change color to protect against ultraviolet solar radiation, and<br />
can turn a deep black.<br />
This advantage is most useful when combined with the<br />
Oxygen Storage advantage.<br />
Note that this advantage is cheaper than, but not as effective<br />
as, the Vacuum Support advantage (below).<br />
Vacuum Support<br />
40 points<br />
You can survive in the hostile environment of space. This<br />
advantage maintains your internal pressure and temperature, and<br />
allows you to "breathe vacuum." It does not confer protection<br />
from attacks or damage of any kind unless the attack makes use<br />
of a vacuum. You can also survive underwater, or anywhere else<br />
that there is no normal air to breathe. This includes the Doesn't<br />
Breathe advantage (p. 53) and the 15-point version of the<br />
Pressure Support advantage (p. 63).<br />
Vampiric Dominance<br />
5 points<br />
+ 15 points/100 pts. controlled<br />
See Dominance, p. 53.<br />
Vampiric Immortality<br />
60 points<br />
You will never die of natural causes and are tough to kill<br />
unnaturally! This is the form of immortality typical of undead<br />
and non-human spirits. This advantage includes Doesn't<br />
Breathe, Immunity to Disease (p. B20), Immunity to Poison,<br />
and Unaging.<br />
Vampiric Invulnerability<br />
15O points<br />
In general, vampires (and certain other undead) can only be<br />
killed by some specific type(s) of damage. They can be hurt by<br />
other types of damage - they just can't be killed by them.<br />
Knockback is still caused by physical attacks.<br />
This kind of Invulnerability does not protect against any<br />
Vulnerability or Weakness the character has. Characters with<br />
this advantage can only be truly "killed" by damage from their<br />
Vulnerabilities. They take damage from weapons, and may be<br />
incapacitated by their wounds, but they will not die unless they<br />
receive the actual death blow from one of their Vulnerabilities<br />
(which negate this advantage).<br />
Characters with Vampiric Invulnerability suffer none of the<br />
debilitating effects of injury (negative modifiers, reduced Move,<br />
etc.); they can simply "shake off most wounds until they reach 0<br />
HT. Below 0 HT, they are at half Move and suffer from crippling<br />
injuries.<br />
Fire is the one universal method of disposing of the undead.<br />
All beings with Vampiric Invulnerability are assumed to be vulnerable<br />
to flame.<br />
This advantage protects the vampire from all physical attacks<br />
except fire and extreme heat. Magic, psionics (except those<br />
skills that can be used to launch physical attacks, such as TK)<br />
and most energy attacks still cause full damage.<br />
The cost of this advantage may be reduced by taking<br />
Vulnerabilities (see p. 106). One level of Vulnerability is<br />
assumed to negate this advantage for that particular form of<br />
attack; additional levels may be purchased for extra damage.<br />
Vampiric Resurrection 150 points; see p. 64<br />
Certain undead characters can "die," but some of them get<br />
better. If the character dies from any means other than one prescribed<br />
by a Vulnerability or a limitation of this advantage, he<br />
will come back to life. Starting one hour after death, he begins<br />
regaining HT at the normal rate (note that Unhealing characters<br />
must have a HT source or purchase Regeneration as well). This<br />
power will restore him, even if he has been hacked to pieces<br />
(unless beheading or the destruction of his heart were prescribed as<br />
a limitation). If any parts are destroyed, they regrow spontaneously.<br />
He remains unconscious until he has regained full HT.<br />
(See also Resurrection, p. 64.)<br />
If parts are kept separate, they do not grow multiple copies.<br />
Instead, the largest existing pieces reassemble, and the rest will<br />
melt into goo.<br />
If the entire body is destroyed (burned entirely, disintegrated,<br />
etc.), the character is permanently dead (unless capable of existing<br />
as a non-corporeal being).<br />
Each time he dies, the character loses 25 points. These may<br />
be taken off anything. If his point total is brought down to 0, he<br />
dies permanently.<br />
Special limitation: One type of damage (e.g., wood, heart<br />
shots) prevents resurrection for as long as the damaging substance<br />
remains in the body. -10% for rare or very rare materials (a<br />
stake of new hawthorn wood, a blessed bullet), -30% for<br />
more common materials (any wooden weapon, any shot to the<br />
heart).<br />
Special limitation: If killed by damage from a source he has a<br />
Vulnerability to, the character dies permanently. This is worth<br />
-5% on a rare or very rare form, -15% for occasional and -25%<br />
for common.<br />
Special limitation: The character requires exposure to some<br />
substance to effect his resurrection. -30% for rare substances<br />
(Transylvanian soil), -20% for occasional (human blood), and<br />
-10% for common (the light of the moon).<br />
70