Adamantium Bones 10 points
With this power the bones have been overlayed with adamantium, a very
hard material. These bones can no cripple or break. The Adamantium Bones
increase the DR by 1 and two more at the skull.
Heightened Vision 5 points
You can double the usual distance a human can see.
See GURPS Basic Set.
Heightened Hearing 5 points
You are able to hear very faint sounds, +1 initiative.
Sonar 5 points
Any negative modification due to darkness is reduced by one.
Heightened Smell 10 points
Tracking skill +2, sense extreme emotions at IQ, but this might be
Heightened Touch 5 points
You may recognize very slight differences in texture and you get +1 to
perform delicate actions like picking locks and sleight of hands.
Bend Light 50 points
- May Parry Laser with any Parry-skill
- Infrared and Ultraviolet Vision
- Separate the color bands of light to produce a colored beam or radiate
about 70 watts of light (enough to light up a 10x10ft room). Possible colors
are red, yellow, blue, green, purple, orange, as well as ultraviolet and
infrared. Beam range is 35 yards. Does no damage
Body Cache 5 points/level
Body Cache advantage enables a character to store things in his body
up to a weight of 5lbs*level.. A characters body cache level cannot be
higher than HT/3 and he must be able to carry the weight, too. There is
no way to see the hidden objects via natural/mechanical vision powers except
Body of Demon 50/100/150/200 points
- Lesser Demon (50 points):
Fire and Heat do no damage.
Magic does tripple damage
+20 points for Wings - flight - glide
Horror: others have to do a fright-check
+10 points for +1 attack
16+5 feet tall, cannot use bows and long range weapons
- Demon (100 points): like lesser demon except:
Fright check -3
Claws II at level 2
- Greater Demon (200 points): like demon except:
Magic does normal damage
PD 3, HT +8, ST+4, DX+2, Appearance -5
Horror: -5/-7 under 10' tall
No damage from modern weapons
Claws II at level 4
Teeth II at level 2
3d6+6 feet tall
- Demon Lord (200 points): like greater demon except:
Magic does half damage
PD 4, HT+8, ST+5,DX+3, Appearance -5, DR 36
Breathe Fire at level 2
May take 3 Necromancer spells at 18
Body of Diamond 12 points/level
Your body is composed of diamond. You get PD 1 for 3 levels (maximum
8) and DR 2 per level. With a regrowth advantage you can be a very rich
Body of Obzidean 15 points/level
Body of Undead
Claws II (Adamantium Claws) 10/40+10/15 per level
This power is only available to characters who also have adamantium
bones. These claws may be purchased doing crush thrust damage at 10 points plus
a +1 damage bonus for 10 points each (eg +2 cost 20 etc). Or they may be purchased doing
cut/swing, impale/thrust damage at 40 points plus a +1 damage bonus for 15
points each (eg +2 cost 30 etc).
Computer Brain 15points/level
Your brain functions like a computer, so you can store informations,
do calculations, etc. The memory of the computer brain is 1 megabyte per
Control Hell 175/275/350/450 points
You are able to summon a lesser/normal/greater/lord demon who is build
upon 100+lesser demon advantage/150+normal demon/200+greater/250+lord points.
You can call the demon HT/3 times a day and it stays for 10 minutes.You
lose HT/5 hit points per call.
Dual Brain 20 points
This advantage increases your effective IQ by 50 0f you use logical
based IQ skills like Mathmatics, Computer Programming etc(GM decision)
Limitation: -25 0f the second brain is visible (larger head than normal),
Exhibition 15 points
You are able to use your fighting skills in a very impressive way. Opponents
see you doing your show must make a IQ roll. If they fail, they avoid
confrontation with you, they run away on a critical failure. Regardless of
the outcome of the dice roll, your side always has initiative.
Homing Ability 15 points per person
You are able to sense a person you want to find. You have to roll below
Will minus the range in miles divided by 100 rounded down.
Example: You want to sense your body, who is 10 miles away. So the range
is 10 miles divided by 100 equals 0.1 or 0, so you have to roll below Will,
at a range of 100 miles Will -1, range 200 miles Will -2 and so on.
Mass Variation: Other
Mass Variation: Self
Mental Duplication 15 + 3 for each
You must take 3 turns to analyze mental skills of another character.
After that you may temprarily copy these skills for 1 minute (additional
minutes cost 3 points each). You may copy one or more of these skill
permanently if you pay one unused skill point each.
Mutant Healing Factor 200pts
You regain lost HT extremely fast at a rate of 2HT/turn. Your are not
dead unless you have reached -5*HT. If you are below 0 HT you do not have
to roll if you die!
Photographic Reflexes 15 + 3 for each
You must take 3 turns to analyze physical skills when seen in use by
other people. After that you may temprarily copy these skills for 1 minute
(additional minutes cost 3 points each).You may copy one or more
of these skill permanently if you pay one unused skill point each.
Super Healing Factor 300 points
Teleport 5 points/level
This advantage is actually the Teleport PSI power. You have to buy the
teleport mental heavy skill also. Look at the table in the PSI-section
to find out how far you can teleport and how much you can carry.
Unstoppable 200/250 points
A character with the Unstoppable Advantage is completely unstoppable,
which means no physical force or object can stop the character while running.
The power takes a 20 yard running distance to activate for 200 points and
10 yards cost 250 points.
If the character runs into a physical object, he completely breaks through
it without taking damage! Some forces of course may stop the character
- but even then he takes no damage.