New or Modified Advantages

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Random new advantages and stuff.

Injury Tolerance: Unbreakable Skin

30 points[1]
Your skin, or some other covering, is soft and flexible but impenetrable. All Cutting, Piercing, and Impaling attacks are treated as Crushing for all purposes (including which locations can be targeted.)
You do not Bleed, but are still vulnerable to blood born pathogens and blood chokes, etc. You are also immune to complete Dismemberment or decapitation, but crippling injury effects you normally. Permanent crippling injuries that might otherwise be dismembered are treated as "normal" permanent crippling injuries.
Note that this does not include the benefits of No Brain or No Vitals, but many people will buy those as well.

Upgrading to the full No Blood costs only 3 points for you, not 5, as you already enjoy some of the benefits.



Chameleon now gives a penalty to Vision rolls to see the character rather than a bonus to Stealth. The character is harder to see even if they're not actively sneaky.

Commentary: another level of the Stealth skill costs 4 points (not 5), gives bonuses to avoid being seen (Chameleon), heard (Silence), and is relevant even if you're wearing clothing and moving. It does not make sense to take Chameleon (Dynamic +40; Forcefield, +20%) [8/lvl] if it simply gives +2 to Stealth/level but only to avoid being seen (not heard etc), when you could just buy +2 Stealth for the same price.

New Modifier: Shadowmeld, -20%
Your bonus to Chameleon is limited to the lighting penalty; if you have Chameleon 9 but the local light level is only -3, Chameleon can only grant you an extra -3 when moving or still. Similar versions exist that cap Chameleon to the penalties from specific kinds of Concealment (Greenward for leaves and undergrowth, Dustwalker for atmospheric particles). Generally you don't need many levels of Chameleon if you have one of these limitations.
This is a variation on Environmental.


Silence now gives a penalty to Hearing rolls to hear the character rather than a bonus to Stealth. The character is harder to hear even if they're not actively sneaky. The character may still speak at a normal volume if they choose, but they can speak quietly (using Silence) effortlessly; they do not sound like they're whispering or muffled.

Commentary: See Chameleon, above.

Shapeshifting: Alternate Form

Alternate Form has a base cost of 25 points not 15. Modifiers apply to the base 25 points, and then afterwards you add the 90% of the base form cost. It takes a single Concentrate action to transform (not 10 Concentrates), and you do not automatically come with a weakness that forces you back into your native form. You still revert upon unconsciousness or death - pick what form counts as your "base" that you revert to at character creation.
If you want a slower transformation, take Takes Extra Time. If you want something that can force a shape reversion, take a "reverse Uncontrollable Trigger" which turns off your power instead of turning it on; See Powers pp. 106-107.

Commentary: This makes it slightly cheaper to take an Alternate Form with a 1 second transformation time, a very popular option. It also gives more points back for other common limitations, like a Power modifier, Trigger, Maximum Duration, Costs FP, etc.

Multiple Alternate Forms, and "Groups" of Alternate Forms

Do not use the Basic Set's pricing scheme for multiple alternate forms. Each Alternate Form is a separate advantage, calculated as 25 points +90% of template cost. Since you can't use different Alternate Forms at the same time, you usually make them part of an Alternate Ability for the usual cost savings, but this is not a requirement. If you have sets of Alternate Forms from different sources, where one set could be disabled leaving the other intact, the Alternate Forms should not be part of an Alternate Ability - they are separate powers.

You should set up your Alternate Forms so that you buy them relative to your cheapest form - since which form you revert to is a 0 point feature, it doesn't matter much which everything is priced against. The cheapest is used for mathematical consistency, and a little generosity for the player.


Warren the werewolf can turn into a furry wolf man (100 point template), and a smart wolf (40 point template). He can only transform to or from these forms at night, a -20% Accessibility.
He pays 25 -20% = 20 points for the base to change into the wolf man, plus 90 points for the template, for a total cost of 110 points - this costs more than being the wolfman all the time because he can choose to not be a wolfman sometimes.
Warren can also change into a wolf. The base cost is 20 points, like the wolfman form, plus 36 points for the template, for a total cost of 56 points. This is an Alternate Ability of the wolfman form, so Warren only pays 12 points for it.
In total, Warren pays 122 points.

Modifiers and Alternate Form

Valid modifiers on the 25 point base price are those which modify the Transformation Condition - "I can only transform when..." or "I must do X (spend FP, concentrate...) to transform". Modifiers apply "both ways" - when you transform and when you change back by default. Modifiers that only apply "in one direction" are half value. Conditions that force a reversion, including time limits, should be phrased as one-sided Uncontrollable Triggers or similar. Maximum Duration and Minimum Duration are not valid.

Limitations that drastically restrict when an Alternate Form is available should be discussed with the GM; "On the night of the mid-winter solstice" with a forced reversion condition of "at Dawn of the first day after the mid-winter solstice" sounds like a -80% (or higher) limitation, but where a 1000 point Innate Attack would be 'only' 200 points with this limitation, a 1000 point template Alternate Form costs 905 points instead of 925 points.
Tentatively, the GM should consider allowing a limitation that applies conditions entirely out of the player and characters control that affect change into and out of the form to be applied to the template cost, along with the -10% for "in an Alternate Form". Do not apply other modifiers to the base cost, add the base and the template together, and then apply the "uber" modifier to the total! The math gets funny.
For example, the 1000 point template would get Alternate Form, -10%, and Winter Solstice Night Only, -80%; since GURPS caps net limitation discount to -80%, the cost of the template is only reduced to 200; the base cost is also reduced, to 5 points. Total point cost would be 205 points.
I am not responsible for any damage to your campaign that may result from this suggestion.

Shapeshifting: Powered Form

This is a variation on the regular Alternate Form and otherwise follows all the rules for that advantage. It is generally only appropriate for supers-style games. Powered Form is even more complex than Alternate Form; GMs should examine characters with Powered Form closely to make sure they and the player both understand what the character's abilities and limitations are.

Instead of a simple "racial" template change, you change out or add a set of traits that is not "racial". Super-heroes who "power up" have this version of Shapeshifting - for example The Hulk or Shazaam. Write down the "powered up" set of traits like you would a racial template; this is a "powered template". If the "base" character swaps out some of their traits for better or conflicting abilities in the Powered Form, then write down those traits as a "powered template" as well; otherwise it has a 0-point "powered template" with nothing in it. These "powered templates" may include normal racial templates. Using Powered Form exchanges your "powered templates", like Alternate Form exchanges your racial templates.

Other than "who designs the template", the biggest difference between Powered Form and Alternate Form is that the powered template is not fixed. It can, with the GMs permission, be advanced after character creation by spending character points on it just like "normal" traits. The Powered Form can also lose powers or traits through misadventure, like "normal" traits. Many characters with Powered Form may be only able to buy new advantages or super-powers for their powered template(s).

Repricing the Crippling Complex

Technically, this is "Modified" but it's a clump that goes together. Vis-a-vis Regrowth is overpriced, but there's a few other advantages that interact with the price of Regrowth which should also be adjusted. See the original writeups for these advantages for full information. Where that writeup and these notes conflict, these notes take precedent. These notes mostly explain the cost change, clarify some things, but they also make a few tweaks.

  • Regrowth, 5/8/12 points.
You can still be crippled, but you can never be Permanently crippled, and even dismembered bits grow back. You also never scar! At level 1, treat all Permanent crippling injuries (including severed body parts) as Lasting - when you recover from crippling, severed body parts have grown back! At level 2, you can reattach severed body parts by holding them to the stump for a minute. Lost or destroyed body parts can still be regrown as per level 1. At level 3, you can reattach the severed body part by holding them to the stump for a second. Otherwise as per level 2.
  • Never Scars, 1 point
This is a perk. You just never heal with scars, even from acid damage, critical HT failures, targeted attacks to the face, or etc.
  • Injury Tolerance: Independent Body Part costs 25 points.
You can't take injury from hits to your limbs at all! Your limbs can be severed as usual, crippling you as usual, but they become handy allies too! See the original writeup for details.
Regeneration greater than Fast speeds reattachment as it does for Regrowth.
Detachable Head becomes a +30% enhancement.
  • Injury Tolerance: Unbreakable Bones, 5 points.
Your crippling threshold is doubled, as per the RAW. You can still suffer permanent crippling injury as muscles and nerves can still be severed, but you can only be dismembered by very determined people who have you helpless, and make appropriate Surgery or Professional Skill: Butcher rolls. This does not include the benefits of No Brain or No Vitals, but they can often be found together.
  • Injury Tolerance: Unbreakable, 20 points.
You simply cannot suffer temporary, lasting or permanent crippling to your limbs, and you cannot be dismembered. You still take damage to your limbs as normal.