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GURPS - Compendium 1..

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The Much-Maligned Will:<br />

Optional Will Rules<br />

(Continued)<br />

Frequency of Submission<br />

Each time a character faces a situation<br />

in which a disadvantage indicates one<br />

course of action and the player wants to<br />

choose a different course of action, the<br />

player rolls 3 dice.<br />

If the character submits to the disadvantage<br />

almost all the time (roll of 15 or<br />

less): triple the listed value.<br />

If the character submits quite often (roll<br />

of 12 or less): double the listed value.<br />

If the character submits fairly often<br />

(roll of 9 or less): use the listed value.<br />

If the character submits quite rarely<br />

(roll of 6 or less): halve the listed value<br />

(round up).<br />

Using this system, characters still make<br />

standard Will rolls for Fright Checks,<br />

resisting magical attacks, avoiding the<br />

effects of Fast-Talk, Diplomacy, Interrogation<br />

and the like (unless they have a relevant<br />

disadvantage). The GM could also<br />

combine this method with one of the<br />

optional rules listed above.<br />

A list of affected disadvantages follows.<br />

The base cost is included if it differs<br />

from the cost given in the Basic Set.<br />

The following disadvantages use the<br />

optional rule as written: Bad Temper,<br />

Berserk, Bloodlust, Compulsive Behavior,<br />

Gluttony, Impulsiveness, Kleptomania,<br />

Lecherousness, Miserliness,<br />

Pyromania and Sadism.<br />

Absent-Mindedness: Uses the standard<br />

(IQ-based) Will rolls instead; unlike<br />

the rest of these disadvantages, this does<br />

not involve a choice for the character.<br />

Addiction: Use as listed; there are no<br />

standard Will rolls involved. Exception:<br />

Alcoholism does involve a Will roll to<br />

avoid hinging in the presence of alcohol.<br />

To handle Alcoholism, it is necessary to<br />

break its cost up into the normal cost for<br />

the addiction (-10, or -15 if illegal) and the<br />

cost for its insidiousness (-5). Apply the<br />

Frequency of Submission to the additional<br />

-5 points only. Thus, an alcoholic who<br />

binges almost all the time would get -25<br />

points for his addiction (-30 if illegal),<br />

while an alcoholic who binged quite rarely<br />

would only get -13 points (or -18 if illegal).<br />

Bully: Use the optional rule. Multiply<br />

the reaction penalty by the same factor.<br />

Basic Damage for ST Above 20<br />

The following table shows the basic thrust and swing damage for characters<br />

with ST above 20. Note that this deviates from the progression given on p. B74.<br />

ST Thrust Swing ST Thrust Swing<br />

21 2d 4d-l 39 4d+l 7d-l<br />

22 2d 4d 40 4d+l 7d-l<br />

23 2d+l 4d+l 45 5d 7d+l<br />

24 2d+l 4d+2 50 5d+2 8d-l<br />

25 2d+2 5d-l 55 6d 8d+l<br />

26 2d+2 5d 60 7d-l<br />

27 3d-l 5d+l 65 7d+l<br />

9d<br />

9d+2<br />

28 3d-l 5d+l 70 8d l0d<br />

29 3d 5d+2 75 8d+2 10d+2<br />

30 3d 5d+2 80 9d 11d<br />

31 3d+l 6d-l 85 9d+2 lld+2<br />

32 3d+l 6d-l 90 l0d 12d<br />

33 3d+2 6d 95 10d+2 12d+2<br />

34 3d+2 6d 100 11d 13d<br />

35 4d-l 6d+l 110 12d 14d<br />

36 4d-l 6d+l 120 13d 15d<br />

37 4d 6d+2<br />

38 4d 6d+2<br />

and so on: +ld for each full 10<br />

points of added ST.<br />

Throwing<br />

The rules for throwing objects on p. B90 do not adequately take into account the<br />

effects of super-high ST. The following system bases the distance you can throw<br />

an object (and the damage that it does when it hits) upon the relationship between<br />

your ST and the object's weight. It can be used for any ST value, not just scores<br />

above 20.<br />

Throwing Distance<br />

When you want to throw something, use the following procedure to determine<br />

the maximum distance you can throw it.<br />

<strong>1.</strong> Divide the weight (in pounds) of the thrown object by your ST to get the<br />

weight ratio.<br />

2. Look at the Ratio column (below) and find the nearest weight ratio,<br />

rounding the ratio from step 1 up.<br />

Continued on next page ...<br />

10

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