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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 />

105

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