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GURPS - Compendium 1..

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NEW ADVANTAGES<br />

The following are all the new advantages that have been published<br />

for <strong>GURPS</strong>, with the exception of some very world-specific<br />

ones, such as the vampiric Disciplines from <strong>GURPS</strong><br />

Vampire: The Masquerade, or those that would force us to<br />

excerpt most of an entire book to be of any value, such as the<br />

psionic powers from <strong>GURPS</strong> Psionics.<br />

MUNDANE ADVANTAGES<br />

Not all of these advantages are "mundane" in the sense that<br />

they are commonplace and realistic - indeed, some are downright<br />

cinematic - but they do not automatically make a character supernatural,<br />

superhuman or nonhuman either. Unless the GM rules<br />

otherwise, these advantages should normally be available to any<br />

character, as long as they would make sense in the first place (e.g.,<br />

Interface Jacks won't exist in most fantasy campaigns, and no one<br />

can be Trained By A Master in a highly-realistic campaign).<br />

Acceleration Tolerance<br />

10 points<br />

This is the ability to withstand the sudden high-G forces of<br />

extreme acceleration for short periods. It is most useful for<br />

fighter and starfighter pilots at TLs where it can sometimes be<br />

possible (for instance) to dodge a missile. This advantage gives a<br />

+5 to HT on any roll to avoid the effects of acceleration. It is not<br />

the same as Improved G-Tolerance (p. 26).<br />

Administrative Rank<br />

5 points/level<br />

This advantage represents a character's position within a<br />

governmental bureaucracy. When dealing with other administrators,<br />

the difference between Ranks is applied as a reaction bonus<br />

or penalty. Starting characters should probably be limited to<br />

Rank 3 or less. The exact meaning of each Rank will depend on<br />

the society in question; there will rarely be more than six levels of<br />

Administrative Rank.<br />

Alcohol Tolerance<br />

5 points<br />

Your body metabolizes alcohol with remarkable efficiency.<br />

You can drink steadily for an indefinite time with no major<br />

detrimental effects. If the detailed drinking rules on pp. CII162-<br />

168 are being used, the following benefits are gained.<br />

While drinking normally, you will never go beyond Intoxication<br />

Level 5 on the Intoxication Table (see pp. CII163-165). A normal<br />

pace of drinking is about one Tolerance level per half-hour.<br />

If a character with the Alcohol Tolerance advantage is distraught,<br />

or wants to get drunk for any other reason, he may consciously<br />

decide to push himself beyond his limits, drinking very<br />

rapidly and heavily (about one Tolerance level every 15 minutes,<br />

or even more). In such a case, the character progresses normally<br />

on the Intoxication Chart, except he gets a +5 to his<br />

Tolerance value, and +2 to all HT-related drinking rolls.<br />

Ally (Unwilling)<br />

Variable<br />

It is possible to obtain an Unwilling Ally through blackmail or<br />

other forms of coercion. Such allies work differently than the<br />

"reliable" allies described in the Basic Set. An Unwilling Ally<br />

does not have the PC as an Ally, and the character isn't<br />

required to treat the Ally as well as he would a "normal" Ally.<br />

However, if the PC endangers the Ally, or attempts to get him to<br />

do something sufficiently unpleasant, the "Ally" may rebel, and<br />

the hold on the Ally is lost. (In game terms, the PC loses the<br />

Ally advantage, permanently.) Naturally, betraying the Ally will<br />

also terminate the relationship. (This happens if the PC reveals<br />

the Ally's Secret, or otherwise loses the "hold" through<br />

exposure.)<br />

Because Unwilling Allies are less reliable - and probably<br />

hate your guts - they are cheaper than regular Allies of the same<br />

power. An Unwilling Ally has 25 more character points than a<br />

willing Ally of the same point cost.<br />

Example: A "standard" Ally of 100 points costs the PC 5<br />

points, while the same 5 points buys a 125-point unwilling Ally.<br />

Ally Group<br />

Variable<br />

You have a loyal group of followers. None of them has as<br />

high a point value as a normal PC, but together they are significant<br />

support for you. Noblemen, mercenary or bandit leaders,<br />

and similar characters are reasonable candidates to have Ally<br />

Groups.<br />

Ally Groups are composed of NPCs, controlled by the GM.<br />

The point value of the Ally Group depends on its strength, modified<br />

by how frequently the group appears.<br />

A small group (two to five people) costs 10 points. Examples<br />

include an infantry squad or a small gang.<br />

A medium-sized group (six to 20 people) costs 20 points.<br />

Examples include a large gang, a small army of bodyguards or a<br />

cavalry unit.<br />

A large group (20 to 100 people) or a medium-sized group<br />

with some formidable individuals costs 30 points. Examples<br />

might include a whole barbarian army or a small cadre of<br />

trained warriors with good equipment.<br />

An entire government, a national army, or similar group may<br />

be purchased as a Patron, but cannot be an Ally Group.<br />

19

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