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.

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

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

Saved successfully!

Ooh no, something went wrong!