Immune to Trauma

Immune to Trauma [20] is an advantage found on page 32 of GURPS In Nomine.
:"This is a 100% enhancement of Recovery (p. CI64) [10],
:with an even greater time effect (days become seconds),
:but affecting recovery from death, not unconsciousness.
The description is "recovers from corporeal death almost immediately, instead of taking days"
It is not literal immunity to it, just reducing the duration
==Pricing==
This could actually be severely underpriced for a +100% ability.
Recovery gives 1/60 so if a GM allowed someone to buy two levels of it, you would expect 1/3600 recovery time (hours become minutes become seconds).
Jumping from DAYS to seconds is like giving a free 1/24 divisor on top of this.
*This isn't without precedent though, as seen with Injury Tolerance: Damage Reduction there are geometric returns on higher prices: although it begins linear (divisor 2 is 50, divisor 4 is 100) it quickly eclipses that on P118: 150 points gives divisor 10 (not 8) and 300 points gives divisor 100 (not 64 or 80) and so on.
==Examples==
Examples of things which have ITT include:
*Malakim per 53
==Function==
Pg 145 mentions what Trauma refers to, something which results from the vessel-kill process:
:Celestials and ethereals, when they’re vessel-killed, go into a psychological state where they are unaware of anything: Trauma.
Ethereals go to a Domain in the Marches
"once per (Corporeal Power) weeks" is a minimum of 1 week (minimum 7 days) normally. This is why "instead of taking days" is used.
*"once per (7 times Corporeal Power) days" could be another way to phrase that
"once per (7 times Corporeal Power) seconds" would be how that was modified if days become seconds.
This should in theory mean making the Will roll to recover sooner and more often. This could mean quicker death, since Soul hits are taken equal to MoF on failed will rolls, and Soul damage can result in Celestial Injury and Death rules.
==Descending==
Malakite description:
:"may immediately descend to his last point of corporeal existence"
This seems to overlook the description on pg 32 which is supposed to be speedier recovery, not guaranteed recovery. It should not be immediate: the fastest possible (at CP 1) would be 7 seconds.
It might be that 32/145 were written at different times with different inspirations: it's possible (given the phrasing) that ITT was intended as a form of Resistant, which makes sense since 20 points is the cost of being Immune to a Common threat.
That actually would still not give instant recovery though: it should still mean waiting the standard CP weeks and instead of getting a bonus to the Will roll, the will roll automatically passes.
Unlike standard Knockdown rules in 4E (you can pass a HT roll to avoid being knocked down) there is no way to avoid standard Trauma: it is AUTOMATIC (no save) and a save is only made when you're trying to end it.
==Parenthesis==
"Someone with a high level of Corporeal Power suffers more when forcibly removed from the corporeal plane.)"
This explains why it takes longer to recover the higher your CP is.
Category:Advantages
Category:Depreciated Advantages