Advantages

  • Are mostly derived form the GURPS system.
  • Use Character Points system to “buy” advantages

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See Also: Disadvantages.

List of Advantages

Custom Advantages

PageDescription
Races: Shapeshifters CP Cost: Base Cost 15pt + 15pt/rpt If Rage Points > WILL => -1 to all social rolls. Maximum 1rpt/dex usable per round. Usage For base…
List of All Races: Trolls, Orcs, Goblins, Quillboar, Ogre Game Rules Cost: 20pt + 10pt / lvl (Max Lvl = END) Always On * Reckless Attack doesn't cost any …
BODYMIND“”SOUL 15/25/40/60/250pt To Devour the essence the victim must be reduced to Mortal (-5), then begin devouring before the victim dies. Then at the…
The character cannot permanently die (Persistant Soul). If reduced to Mortal and then killed, the character's physical form unsolves into nothingness and she be…
List of All Races: Demons Advantage 8 CP/lvl * Gain 1 Basic DEF per Lvl (up to max Lvl 5) Modifiers Modifier Description Cost FlexibleNo Armor Categ…
Advantage 10 / 50 / 100 / 150 pts (150pts of Unkillable, aka. “Unkillable 4” is in fact a separate addon => Undying.)
150 pts The character cannot ever permanently die. He can fall unconscious and be seemingly killed, but as long as the matter of his body doesn't cease to exi…
50pt/Lvl (Up to max of 6)

Other Advantages from GURPS.

All Advantages Listed

Unkillable Advantage 10 / 50 / 100 / 150 pts (150pts of Unkillable, aka. “Unkillable 4” is in fact a separate addon => Undying.)
Advantage 10 / 50 / 100 / 150 pts (150pts of Unkillable, aka. “Unkillable 4” is in fact a separate addon => Undying.)
150 pts The character cannot ever permanently die. He can fall unconscious and be seemingly killed, but as long as the matter of his body doesn't cease to exist, he can reform. The tiny particles left after a Disintegrate -spell will eventually gather around and for his body anew. A chopped and burned body is just smoke and ash, which will - again, eventually - reform. As long as that matter exists, the character will come back to life.
360° Vision (25 points) You have a 360° field of vision. You have NO penalty to defend against attack from the sides or the rear. You can attack foes to your sides or rear without making a WILD SWING, buy you are at -1 to hit due the clumsy angle of attack (note that some karate techniques do not suffer this penalty). Finally you are at +2 to detect Shadowing attempts, and are never surprised by a danger that comes from behind, unless it is also concealed from sight. Extra eyes are merely a special effect of this trai…
Absolute Direction (5 or 10 points) You have an excellent sense of direction. This ability comes in two levels: Absolute Direction: You always know witch way is north, and you can always retrace a path you have followed within the past month, no matter how faint or confusing. This ability does not work environments such as interstellar space or the limbo of the astral plane, but it DOES work underground, underwater, and on other planets. This gives +3 to body sense and navigation (Air, Land or sea). (Note: The navigational sense …
Absolute Timing (2 or 5 points) You have an accurate mental clock. This ability comes is two levels, both witch are somewhat conematic: Absolute Timing: You always know what time it is, with precision equal to the best personal timepieces widely available in your culture (but never than a few seconds). You can measure elapsed time with equal accuracy. Neither changes of time zone nor sleep interferes with this ability, and you can wake up at predetermined time if you choose. Being knocked unconscious, hypnotized, ETC may prev…
Acute Senses (2 points/ level) You have superior senses. Each Acute Sense is a separate advantage that gives +1 per level to all Sense rolls you make - or The GM makes for you - using that one Sense. Acute Hearing gives you bonus to hear something, or to notice a sound (for instance, some one taking the safety off a gun in the dark)
Arcane 50pt/Lvl (Up to max of 6)
Berserk List of All Races: Trolls, Orcs, Goblins, Quillboar, Ogre Game Rules Cost: 20pt + 10pt / lvl (Max Lvl = END) Always On * Reckless Attack doesn't cost any defence points. * For every Full Move right before an Reckless Attack, +1 to OFF. Use (effect last for one turn)
Enhanced Senses SNIFFF!
Essence Devourer BODYMIND“”SOUL 15/25/40/60/250pt To Devour the essence the victim must be reduced to Mortal (-5), then begin devouring before the victim dies. Then at the final moment roll resisted WILL, if the devourer wins, he has succeeded and reaps the benefits.
Rage Races: Shapeshifters CP Cost: Base Cost 15pt + 15pt/rpt If Rage Points > WILL => -1 to all social rolls. Maximum 1rpt/dex usable per round. Usage For base cost only (no Rage Points) you can: * Shapechange (see further for roll difficulty)
Tough Skin List of All Races: Demons Advantage 8 CP/lvl * Gain 1 Basic DEF per Lvl (up to max Lvl 5) Modifiers Modifier Description Cost FlexibleNo Armor Category modifiers +20% HardenMomentarily “paralyze” the user, but piercing damage doesn't apply pierce modifiers. +40% ResistantApply armor bonus normally even against Acid/Toxic damage. +20% ReflectiveApply armor bonus normally against Beam Weapons, Lightning- and Light-based attacks. +20% AddOn 5 CP/pt (up to max Main Advant…
Unbound The character cannot permanently die (Persistant Soul). If reduced to Mortal and then killed, the character's physical form unsolves into nothingness and she becomes a Tier-(lvl) spirit. Game Terms This advantage is similiar to Unkillable and Undying. Advantage: 1..6 lvls, 25 pt / lvl.
 
advantages.txt · Last modified: 2009/08/01 21:21 by antti
 
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