GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Stress Atavism<br />
Variable<br />
You temporarily "regress" if you are frightened, angered,<br />
fatigued or injured. You must roll versus Will to avoid this. If<br />
the Will roll is failed, you behave like an animal, acting on<br />
impulse and instinct. If the Will roll is critically failed, the<br />
attack is one severity level (see below) higher than usual.<br />
Other effects: Stress atavism "spells" are very fatiguing.<br />
Characters who have regressed suffer a point of Fatigue for<br />
every minute of the attack.<br />
Recovery: A character suffering from stress atavism usually<br />
returns to normal a few minutes after the stressful situation<br />
which caused the attack has passed. Make a Will roll every<br />
minute to see if he recovers; allow a +2 bonus if he is comforted<br />
by friends. If someone with the Empathy or Animal<br />
Empathy advantage helps, allow a further +2 bonus!<br />
Characters who pass out from fatigue or injury recover when<br />
they wake up.<br />
Cost: The point value of Stress Atavism depends on the frequency<br />
of attacks, and how severe they are.<br />
Severity of Attacks<br />
Mild: When stress atavism strikes, the character has trouble<br />
speaking. He must roll vs. IQ to utter a sentence. "Stressed<br />
out" characters cannot operate complicated machinery, although<br />
they may fire weapons, shooting wildly (-4 to hit). -12 points.<br />
Moderate: The character suffers from the above problems,<br />
but in addition has trouble understanding commands from others.<br />
Roll vs. IQ after each sentence spoken to the victim to see he<br />
understands the command. If he is attacked or challenged, he must<br />
make a Will roll or act "on instinct." -16 points.<br />
Severe: The character cannot talk or understand commands,<br />
cannot use tools (except possibly as clubs), and automatically<br />
acts on instinct. The character acts like his primitive ancestors! -<br />
20 points.<br />
Frequency of Attacks<br />
Stress atavism may be set off by especially harrowing combat<br />
situations, exposures to phobia objects, fatigue, despair, and failed<br />
Fright Checks.<br />
Common: If the character suffers from stress atavism in<br />
almost any stressful situation, the disadvantage is worth the full<br />
value noted above.<br />
Uncommon: The value of the disadvantage is halved.<br />
Characters get a +3 bonus on Will rolls to avoid the onset of<br />
stress atavism.<br />
Rare: The disadvantage is worth 1/4 normal value. Will rolls<br />
to avoid the onset of attacks are made at +5.<br />
Special Effects of Atavism<br />
Sometimes atavism results in a particularly obnoxious behavior.<br />
Pick a mental disadvantage, halve its value, round up, and add<br />
the result to the above cost.<br />
Subjugation<br />
-20 points<br />
This can only be taken as a racial disadvantage.<br />
The race has been subjugated by a more powerful race. The<br />
race has no rights and only those privileges which the overlords<br />
choose to extend. It is possible for an individual member of the<br />
race to escape to freedom, but that individual will be wanted in<br />
the overlord race's territories. If caught in overlord territories, he<br />
is subject to re-enslavement or sterner penalties. Any member of<br />
the overlord race is considered an enemy, even outside of overlord<br />
territories (an individual can also take the Enemy dis advantage<br />
for the overlord race - this indicates that the overlords are<br />
actively seeking that individual).<br />
Note: A race with Slave Mentality cannot also take the<br />
Subjugated disadvantage - races with Slave Mentalities serve<br />
willingly.<br />
Uncontrolled Change<br />
Variable<br />
This disadvantage also has appeared under the name<br />
Unpredictable Change.<br />
You have another form, built on its own character sheet as<br />
for Transformation (p. 68). However, you have no control over<br />
your change to this form! You are usually in your "normal"<br />
form. Stress (physical danger, a failed Fright Check, etc.) will<br />
cause you to change to the alternate form. You cannot change<br />
back until, in the GM's opinion, the stress has been removed.<br />
Value of this disadvantage depends on the general reaction<br />
modifier of the form you change into. It is -10 points, plus -10<br />
points for each -1 of general reaction penalty possessed by the<br />
new form. Thus, if your transformed form is normal or goodlooking,<br />
this is a -10 point disadvantage due to the inconvenience.<br />
If the form is horrible enough to earn a -4 reaction,<br />
Uncontrolled Change is worth 50 points!<br />
If you are allowed a Will roll to attempt to control the<br />
change, halve the value of the disadvantage.<br />
Special Limitation: If your normal form is a metahuman one<br />
and stress causes you to lose your powers, this disadvantage is<br />
worth a flat -50 points regardless of reaction modifiers . . . but<br />
your survival chances will be low!<br />
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