Tag: Advantages

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  • Advantages

    An “advantage” is a useful trait that gives you a mental, physical, or social “edge” over someone else who otherwise has the same abilities as you. Each advantage has a cost in character points. This is fixed for some advantages; others can be bought in …

  • Absolute Timing

    You have an accurate mental clock. This ability comes in two levels, both of which are somewhat cinematic: _Absolute Timing_: You always know what time it is, with a precision equal to the best personal timepieces widely available in your culture (but …

  • Ambidexterity

    5 points You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the “off” hand (see p. 14). Note that this does not allow you to take extra actions in combat – that’s Extra Attack (p. 53). Should some …

  • Common Sense

    10 points Any time you start to do something the GM feels is STUPID, he will roll against your IQ. A successful roll means he must warn you: “Hadn’t you better think about that?” This advantage lets an impulsive player take the part of a thoughtful …

  • Daredevil

    15 points Fortune seems to smile on you when you take risks! Any time you take an unnecessary risk (in the GM’s opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high-risk behavior. …

  • Empathy

    5 or 15 points You have a “feeling” for people. When you first meet someone – or are reunited after an absence – you may ask the GM to roll against your IQ. He will tell you what you “feel” about that person. On a failed IQ roll, he will lie! This …

  • Extra Attack

    25 points/attack You can attack more than once per turn. The “default” assumption in GURPS is that you can make one attack per turn, no matter how many limbs you have. Each Extra Attack allows one additional attack per turn. You may not have more …

  • Favor

    Variable You saved someone’s life, kept silent at the right time, or otherwise did someone a good turn. Now he owes you one. A Favor is a one-shot Ally, Contact, Contact Group, or Patron. Work out the point cost of the parent advantage, and then …

  • Fearlessness

    2 points/level You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you make a Fright Check or must resist the Intimidation skill (p. 202) or a supernatural power that induces fear. You also subtract …

  • Fit

    5 or 15 points You have better cardiovascular health than your HT alone would indicate. This comes in two levels: _Fit_: You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT …

  • Flexibility

    5 or 15 points Your body is unusually flexible. This advantage comes in two levels: _Flexibility:_ You get +3 on Climbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints; on Erotic Art skill; and on all attempts to …

  • Gadgeteer

    25 or 50 points You are a natural inventor. You can modify existing equipment and – given sufficient time and money – invent entirely new gadgets as described under Gadgeteering (p. 475). This lets you design gadgets quickly, and makes it easy to …

  • Gizmos

    5 points/gizmo You always seem to have just the piece of gear you need. Once per game session per level of this advantage, you may pull out one small item of equipment that you could have been carrying. This “Gizmo” remains undefined until you reveal …

  • Hard to Subdue

    2 points/level You are hard to knock out. Each level of Hard to Subdue gives +1 to any HT roll to avoid unconsciousness – whether as a result of injury, drugs, or ultra-tech weapons – and to resist supernatural abilities that cause unconsciousness. In …

  • High Manual Dexterity

    5 points/level You have remarkably fine motor skills. Each level (to a maximum of four) gives +1 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, …

  • High Pain Threshold

    10 points You are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured. In addition, you get +3 on all HT rolls to avoid knockdown and stunning – and if you are tortured …

  • Language Talent

    10 points You have a knack for languages. When you learn a language at a comprehension level above None, you automatically function at the next-highest level; thus, you can purchase a language at Accented level for 2 points or at Native level for 4 …

  • Less Sleep

    2 points/level You need less sleep than most people. A normal human requires 8 hours of sleep per night. Each level of this advantage – to a maximum of four levels – lets you get by with one hour less than this, giving you a few extra hours each day in …

  • Lightning Calculator

    2 or 5 points You have the ability to do math in your head, instantly. This talent comes in two levels: _Lightning Calculator_: You, the player, may use a calculator at any time, to figure anything you want – even if your character is fleeing for …

  • Mimicry

    10 points You can duplicate any simple sound (alarm, gunshot, etc.) by listening to it for one second and making a successful IQ roll. You can also imitate voices by spending at least 10 seconds listening to them – live, recorded, or remotely – and …

  • NIght Vision

    1 point/level Your eyes adapt rapidly to darkness. Each level of this ability (maximum nine levels) allows you to ignore -1 in combat or vision penalties due to darkness, provided there is at least some light. _Example: Night Vision 4 would …

  • Perfect Balance

    15 points You can always keep your footing, no matter how narrow the walking surface, under normal conditions. This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, …

  • Rapid Healing

    5 or 15 points Your wounds heal quickly. This trait comes in two levels: _Rapid Healing_: Whenever you roll to recover lost HP or to see if you can get over a crippling injury, you get +5 to your effective HT. Prerequisite: HT 10+. *5 points.* …

  • Rapier Wit

    5 points You can use witty repartee to stun your foes in combat. This does not require a combat maneuver – talking is a free action (p. 363). Roll a Quick Contest of Public Speaking skill vs. your opponent’s Will. _Modifiers: -2 if your target has …

  • Recovery

    10 points You recover from unconsciousness very quickly. When determining the length of time you remain unconscious for any reason, divide by all times by 60: hours become minutes, minutes become seconds . . . even a month-long coma becomes a mere 12- …

  • Security Clearance

    Variable A government agency or corporation trusts you with access to sensitive information that would otherwise be “off limits” to someone of your Rank or Status. For instance, a general “cleared” for military secrets commen- surate with his Military …

  • Serendipity

    15 points/level You have the knack of being in the right place at the right time. Each level of this trait entitles you to one fortuitous but plausible coincidence per game session. The details are up to the GM. For instance, the GM might declare that …

  • Single-Minded

    5 points You can really concentrate! You get +3 to success rolls for any lengthy mental task you concentrate on to the exclusion of other activities, if the GM feels such focus would be beneficial. You tend to ignore everything else while obsessed ( …

  • Social Chameleon

    5 points You have the knack of knowing exactly what to say – and when to say it – around your social “betters.” You are exempt from reaction penalties due to differences in Rank or Status. In situations where there would be no such penalty, you get +1 …

  • Unfazeable

    15 points Nothing surprises you – at least, nothing that’s not obviously a threat. The world is full of strange things, and as long as they don’t bother you, you don’t bother them. You are exempt from Fright Checks, and reaction modifiers rarely …

  • Voice

    10 points You have a naturally clear, resonant, and attractive voice. This gives you +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll …

  • Zeroed

    10 points You do not officially exist. Even the highest authorities in the land know nothing about you. In a fantasy setting, you are a “mysterious wanderer”; magical divination cannot discover conclusive details about your past or true identity. In a …

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