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 unreliable.
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.
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 roentgen.
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 person :)
Your body is composed of diamond. You get PD 1 for 3 levels (maximum 12) and DR 3per 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).
Your brain functions like a computer, so you can store informations, do calculations, etc. The memory of the computer brain is 1 megabyte per level.
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.
This advantage increases your effective IQ by 50% if you use logical based IQ skills like Mathmatics, Computer Programming etc(GM decision)
Limitation: -25% if the second brain is visible (larger head than normal), -1 reaction
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.
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.
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.
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!
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.
This is exactly the same as Mutant Healing Factor except, the character heals 3 HT/turn
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.
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.