GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Secret Advantages<br />
A character may have an advantage that<br />
he is unaware of. This could be a latent<br />
magical, psi or super ability, a secret<br />
Patron, resistance to magic or psi,<br />
Immunity to Disease or even secret social<br />
advantages (the character will inherit a<br />
million dollars from a distant aunt, or is the<br />
long-lost Princess of Upper Fnordia).<br />
In this case, the player sets a value for<br />
the secret advantage, and the GM picks an<br />
appropriate advantage worth 5 points more<br />
than the cost of the secret. The player<br />
should not be told the nature of the advantage.<br />
Example: A player designs a character<br />
with a 20-point secret advantage. The GM<br />
determines that the character is the halfbreed<br />
child of a human with an alien, and<br />
is being watched over by a TL 12 Artificial<br />
Intelligence - a secret 25-point Patron who<br />
will intervene indirectly if the character<br />
gets into serious trouble.<br />
When the advantage is revealed (usually<br />
determined by the GM's sense of dramatic<br />
timing), the extra 5 points for the<br />
advantage must be paid as soon as possible;<br />
these points were effectively "on loan"<br />
until the secret was revealed. The GM may<br />
assign more than one advantage to a single<br />
Secret Advantage, if desired.<br />
The GM may also wish to treat the<br />
Secret Advantage as a "Schrodinger's<br />
Advantage." Instead of choosing an advantage<br />
when the character is created, he waits<br />
for some critical juncture in an adventure,<br />
just when all seems lost. Then the character<br />
suddenly discovers a new ability, which just<br />
happens to be the ticket out of trouble. Of<br />
course, the advantage, once revealed, is<br />
"fixed."<br />
INVENTING NEW<br />
ADVANTAGES<br />
There are hundreds of advantages in the <strong>GURPS</strong> system, but there will<br />
come a time when you think of an advantage that doesn't seem to exist in the<br />
published material. Here are some guidelines for creating new advantages. This<br />
advice is intended chiefly for GMs; players may introduce new advantages only<br />
with the GM's permission.<br />
Lead Into Gold: New Advantages For Old<br />
Sometimes, existing advantages can be tweaked into new ones with minimal<br />
effort.<br />
Rename<br />
Sometimes, the advantage you're looking for exists, but it has a name you<br />
dislike. Inventing an entirely new advantage in this situation is a waste of time, so<br />
just rename it! For instance, exceptional bravery is called Fearlessness (p. 25) in<br />
<strong>GURPS</strong>, but you may be looking for an advantage called "Bravery." If you think<br />
that "Bravery" would be a better name for Fearlessness, then you can always call<br />
it that.<br />
Redefine<br />
A lot of "new" advantages are really just existing advantages with new "special<br />
effects." If an existing advantage would provide the ability you want, but the<br />
explanation of how the advantage works does not fit the character or the game<br />
world, then simply use the same game mechanics but come up with a different<br />
game-world explanation for the advantage. For instance, the ability to see well in<br />
partial darkness is called Night Vision (p. B22) when it's a natural advantage.<br />
When the same game effects are achieved through cybernetics, however, the<br />
advantage is called Light Intensification (p. CY35).<br />
Combine<br />
Other "new" advantages are simply combinations of existing advantages<br />
(and, sometimes, disadvantages). If several existing advantages would - together -<br />
cover the effects that you have in mind, then simply group them together, add the<br />
costs and give the whole thing an appropriate name. For example, the "IST<br />
Membership" advantage from <strong>GURPS</strong> Supers and International Super Teams is<br />
really just a combination of a Duty, Legal Enforcement Powers, a Patron, some<br />
Rank and several Reputations; however, IST members simply write "IST<br />
Membership" on their character sheets to save space.<br />
Modify<br />
Certain new advantages are just variations on a theme. Quite often, the game mechanics<br />
of an existing advantage are almost, but not quite, what you have in mind. In such a case,<br />
the new advantage can often be created by starting with the nearest existing advantage and<br />
applying the enhancements and limitations in Chapter 4 to achieve the desired effects.<br />
For example, suppose you want a "Fearless Leader" advantage that allows a character<br />
to inspire bravery in his allies. This effect can be achieved by taking Fearlessness +5 (for<br />
10 points), applying the Affects Others, Area Effect and Selective Effect enhancements<br />
(total +140%), and then charging 24 points for it. For simplicity's sake, though, just write<br />
"Fearless Leader (24 points)" on the character sheet.<br />
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