This category contains articles with advice on GURPS advantages.
See also List of Advantages and Category:Depreciated Advantages
To add an article, image or category to this category, append [[Category:Advantages]] to the end of that page.
All items (446)
A
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Absolute Direction
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Absolute Timing
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Accelerated Casting
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Acute Hearing
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Acute Senses
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Acute Taste and Smell
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Acute Touch
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Acute Vision
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Administrative Rank
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Category:Advantageous meta-traits
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List of Advantages
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Template:Advperksum
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Affliction (advantage)
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Affliction examples
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Allies
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Altered Time Rate
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Alternate Form
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Alternate Identity
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Ambidexterity
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Amphibious
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Animal Empathy
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Animal Friend
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Animate The Angry Dead
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Appearance
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Arm DX
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Arm ST
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Armor of Faith
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Armored Eyes
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Armored Shell
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Astral Entity (advantage)
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Augmented Pinnae
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Awe
B
C
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Cancel Spells
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Catfall
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Celerity
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Celestial Rank
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Chameleon
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Channeling
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Charisma
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Claim to Hospitality
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Clairsentience (advantage)
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Claws
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Clerical Investment
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Clinging
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Combat Reflexes
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Common Sense
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Compartmentalized Mind
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Confusion
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Constriction Attack
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Consumable Signature Gear
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Contact Group
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Contacts
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Control
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Control Psi
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Control Resistance
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Controls
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Corrosion Attack
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Cosmic Power
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Category:Counteradvantages
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Create
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Create Door
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Creation Pool
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Cultural Adaptability
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Cultural Familiarity
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Cutaneous Chemical Sense
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Cutting Attack
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Cybernetics
D
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Damage Resistance
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Danger Sense
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Daredevil
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Dark Vision
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Daughter of the God of Magic
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Death Possession
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Dedicated Controls
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Category:Depreciated Advantages
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Destiny
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Detect
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Diffuse
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Digital Mind
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Discriminatory Hearing
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Discriminatory Senses
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Discriminatory Smell
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Discriminatory Taste
- Divine Favor
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Doesn't Eat or Drink
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Doesn't Fatigue
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Doesn't Sleep
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Doesn’t Breathe
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Dominance
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Double-Jointed
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Dual-Weapon Fighting
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Dungeon Fantasy Adventure 2: Tomb of the Dragon King
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Duplication
E
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Easy to Subdue
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Eidetic Memory
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Elastic Skin
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Empathy
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Energy
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Energy Magery
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Energy Reserve
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Engulf
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Enhanced Block
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Enhanced Defenses
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Enhanced Dodge
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Enhanced Dodge (Dive for Cover)
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Enhanced Parry
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Enhanced Time Sense
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Enhanced Tracking
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Category:Enhancements
- Power-Ups 4: Enhancements
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Essence Control
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Exempt from all involuntary FP drains
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Category:Exotic advantages
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Category:Exotic Traits
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Extended Lifespan
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Extra Action Points
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Extra Arms
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Extra Attack
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Extra Effort Costs HT
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Extra Encumbrance
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Extra Flexible
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Extra Head
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Extra Legs
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Extra Life
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Extra Mouth
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Extra Ready
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Extra Stun
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Extra Stun Points
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Extra-Flexible Foot Manipulators
F
G
H
I
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Illuminated
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Illusion
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Imbue
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Immortality
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Immune to Knockback
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Immune to Trauma
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Immunity (All mind control)
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Immunity (Disease)
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Immunity to Magic
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Immunity to Mental Stun
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Immunity to Metabolic Hazards
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Immunity to Mind-Affecting Magic
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Immunity to Pain
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Immunity to Poison
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Immunity to Sickness
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Immunity to Unconsciousness
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Improved Extra Effort
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Improved G-Tolerance
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Increased Strength
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Independent Body Parts