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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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