Ten-or-So Cool GURPS Advantages - dummies

Ten-or-So Cool GURPS Advantages

By Adam Griffith, Bjoern-Erik Hartsfvang, Stuart J. Stuple

Of course, no single character is likely to have all of these advantages, but most characters could have one or two from this list. Several of these advantages are not available in realistic campaigns, and two of them — Gadgeteer and Magery — would likely define the focus of your character if you took them. The others supplement any character concept that you may have.

Combat Reflexes (15)

As the name suggests, the Combat Reflexes advantage is most suited to campaigns that require a lot of combat. The improvement in your character’s active defenses makes this a very worthwhile investment.

Damage Resistance (5 per level)

Damage Resistance is not permitted in most campaigns, but when it is available, it is definitely a good investment — unless you can buy armor from TL5 or above. In lower TLs, armor is generally heavy, restrictive, and not that good. Having an innate DR is a tremendous advantage in those situations.

Extra Attack (25) or Weapon Master (25)

If an adventure involves a significant amount of combat, being able to strike extra blows (Extra Attack) or more damage (Weapon Master) is worthwhile. Either of these advantages tends to make your character more combat-focused, but neither of them is so expensive that combat has to be your character’s only interest. Weapon Master halves the penalty for rapid strike, so it gives you a portion of the advantage of Extra Attack.

Flight (40)

The ability to travel faster than average and to take the high ground in combat provides significant tactical advantage. And, besides, flying is a lot of fun. Of course, Flight is not available in most campaigns, but in a world where NPCs can fly, it’s a good idea to make sure you have at least one flying PC. When possible, take Flight as part of a racial template — the cost is usually balanced with some disadvantages that don’t count toward any campaign limits. If you want to have the ability to fly only in certain situations, consider an Alternate Form that has natural flight (such as a bird of bat).

Gadgeteer (50)/Gizmos (5)

Being a Gadgeteer is a full-time occupation. If you take this advantage, it needs to be the focus of your character. But if the campaign is suited to having a Gadgeteer, it’s one of the most enjoyable roles to play. Stick to the 50-point version because, otherwise, the time limitations may make it difficult to bring your inventions into play. The other aspect of the role that is particularly fun is the Gizmos advantage, which gives you the ability to pull what you need out of your pocket.

High Manual Dexterity (5 per level)

Any characters who intend to work with their hands (thieves, mechanics, or musicians, for example) benefit from this advantage. It is much more cost-effective than raising each individual skill.

Intuition (15)

No matter how carefully you gather information and try to plan, some decisions seem to come down to the toss of a coin. Intuition means that the GM has to give you some advice as to which is the better choice. The only difficulty with this advantage is remembering to use it. Unlike most of the others in this list (which are always available), Intuition is most useful if you remember to ask the GM the appropriate questions.

Luck (15)

Luck is useful at any level, but the 15-point version is the one that you are most likely to be able to afford. With Luck, you have the ultimate safety net — if you don’t like the outcome of a die roll, you may change it (the level of Luck you have purchased determines how frequently you are able to use this ability). Luck is particularly valuable in a high-risk campaign.

Magery (5 + 10 per level)

In the minds of many people, being able to wield magic is what role playing games are all about. That isn’t true of GURPS, but playing a mage is certainly fun and is a definite departure from anything you are likely to experience in your own life. When Magery is available as an advantage, at least one member of the party should have it.

Rapid Healing (5)/Very Rapid Healing (15)

Much of adventuring is about combat, and one of the consequences of combat is being injured. Unless magical healing is readily available, investing in Rapid Healing is a very wise decision and one we heartily recommend. Also consider High Pain Threshold for dealing with injuries during combat instead of after.

Talent (5, 10, 15, or 20 per level)

Creating a character is about knowing the interests of that character and having a concept of his role both within the party and in the society of the world. Talents represent an interest or a “natural gift” in collections of skills. Adding a Talent or two to a character provides a depth of personality that individual skills do not.