Unfazeable
Nothing surprises you – at least, nothing that's not obviously a threat. The world is full of strange things, and as long as they don't bother you, you don't bother them.
You are exempt from Fright Checks, and reaction modifiers rarely affect you either way. You treat strangers with distant courtesy, no matter how strange they are, as long as they're well-behaved. You have the normal reaction penalty toward anyone who does something rude or rowdy, but you remain civil even if forced to violence. Intimidation just does not work on you. You are not emotionless – you just never display strong feelings. The stereotypical aged kung fu master or English butler has this trait.
You must roleplay this advantage fully, or the GM can declare that it has been lost. In a campaign where Fright Checks are an hourly occurrence, the GM can charge 20 points – or more! – or disallow Unfazeable altogether. This advantage is incompatible with all Phobias.
Unfazeable and GURPS Horror
Like Fearlessness, this advantage can work against the mood of some horror campaigns – if only because players who truly roleplay it may well wind up with dead characters! If the GM allows it in a full-bore horror game, he should require at least a 5-point Unusual Background. It is, however, especially appropriate for monsters-as-characters campaigns; the GM might choose to call for Fright Checks against torch-wielding mobs or angry FBI agents armed with activated-charcoal bullets, and the Unfazeable vampire is the one who doesn't flinch or duck behind the sarcophagus. If Unfazeable is allowed in a game of thoroughgoing cosmic horror, it merely grants +8 to Sanity-Blasting Fright Checks (see Stress and Derangement). Otherwise, it works normally.