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GURPS - Compendium 1..

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This advantage is useful to shamans and those in meditative<br />

disciplines, and gives +2 on all rolls to use ritual magic, contact<br />

spirits and so forth while in a trance. People with this ability<br />

may find that they tend to slip out of awareness of their immediate<br />

surroundings quite easily. Netrunners with this advantage<br />

receive a +2 bonus on their Cyberdeck Operation skill (see p.<br />

153).<br />

Bardic Immunity<br />

10 points<br />

This advantage may only be taken by professional bards<br />

and minstrels, not dabblers in song, and only in medieval<br />

European or fantasy settings. For a PC to become a professional<br />

bard, he must spend at least 1 point on Bardic Lore skill (see p.<br />

146).<br />

Bardic Immunity represents the old laws and customs regarding<br />

bards. These customs give bards the right to sing what they<br />

please - or, in some cases, what they've been ordered to sing -<br />

without fear of serious consequences. If you have Bardic<br />

Immunity, you may even go as far as to sing a grossly insulting<br />

song to the king - you may get banished for it, but you can't be<br />

killed or imprisoned. You cannot even be whipped - harming a<br />

bard in any way is completely out of the question. The<br />

Immunity applies only to the content of your performances, not to<br />

anything else you might do.<br />

Proof of the bard is in the performance. True bards can prove<br />

their position by performing epics and poems beyond the ability of<br />

the amateur.<br />

Anyone who violates a bard's Immunity risks damage to his<br />

name and reputation. If the bard survives, or other bards hear<br />

about the offense, two things will happen. First, the offender<br />

will become known as a bad host, and will receive no more visits<br />

from traveling minstrels. Second, if the offense is severe<br />

enough, vicious satires about the offender will be composed<br />

and distributed. These will impose a bad Reputation of at least -<br />

1 (higher for more severe offenses) on the violator. If the violator<br />

has any Secrets, they are very likely to be found out and sung<br />

about.<br />

These penalties are meted out by the Bardic College, a loose<br />

guild-like organization of professional minstrels and bards.<br />

Beast-Kin<br />

15 points<br />

This is a more powerful form of Animal Empathy (p. B19). If<br />

you possess this advantage, you will never kill an animal<br />

unless it directly threatens your life or the life of another. This<br />

prohibition applies to anything above the intelligence of an<br />

insect! Should you kill an animal for any reason, you will be<br />

affected emotionally as described under Pacifism (Cannot Kill),<br />

on p. B35.<br />

You may fight normally against humans and other intelligent<br />

races. However, you must make a Will roll before offering violence<br />

to an intelligent creature that looks like a familiar sort of<br />

animal (GM's ruling).<br />

Those with Beast-Kin are always strict vegetarians, and get<br />

no extra points for this Vow. You may not kill an animal for<br />

food, even if you yourself are starving, or help others hunt for<br />

food. You may drink milk, and eat the eggs of tame fowl (but<br />

not wildfowl).<br />

Those with this advantage get a +4 reaction from any wild<br />

animal, or a +6 from a tame animal, and +4 on all Animal skill<br />

rolls.<br />

A mage with this advantage learns Animal spells more easily.<br />

Mental/Hard spells become Mental/Average, and<br />

Mental/Very Hard spells become Mental/Hard.<br />

Breath-Holding<br />

2 points/level<br />

Each level doubles the length of time you can hold your<br />

breath (see p. B91). This advantage can be combined with the<br />

Breath Control skill (p. B48). More than a level or two of this<br />

advantage is probably inappropriate, except in very cinematic<br />

campaigns.<br />

Chronolocation<br />

15 points<br />

Like Absolute Timing (p. B19) but better. Time travel does<br />

not upset the ability; you always know what time it is in an<br />

absolute sense. Note that you can still be confused by things like<br />

Daylight Savings Time and calendar reform. Your chronolocation<br />

ability is related to the "entropic charge" of the world<br />

around you. Thus, when you travel in time, the GM may tell<br />

you, "You have gone back exactly 92,876.3 days," and let you or<br />

your character - deal with questions like, "What about leap<br />

year?"<br />

Claim to Hospitality<br />

1 to 10 points<br />

The person belongs to a social group which encourages its<br />

members to assist one-another. When any member of the group is<br />

away from home, he or she may call on any other member for<br />

food, shelter and basic aid.<br />

The cost of this advantage varies with the extent and wealth of<br />

the group. A single friend with a house in another city might be<br />

worth 1 point; a small family, 2 points; a society of merchants<br />

along an important trade route, 5 points; a vast alliance of<br />

comfortably wealthy figures, such as "every merchant in the<br />

world," 10 points. In the appropriate situation, members of the<br />

group should be quite easy to find (roll 14 or less after ld-1<br />

hours looking), but the chance of meeting one at random should be<br />

fairly small (roll 6 or less to meet one in a small crowd in an<br />

appropriate place).<br />

This advantage mainly saves the cost and trouble of finding<br />

an inn while "on the road," but it can have other functions.<br />

Members of such a group are essentially friendly to each other<br />

(+3 reaction), and may provide advice, useful introductions, and<br />

small loans, if asked. However, GMs should not let this advantage<br />

be misused; if NPCs are to give more than a little aid, they<br />

should be paid for as Allies or Patrons. Wealthy characters may<br />

also be expected to give gifts to their hosts.<br />

The other restriction on this advantage is that it cuts both<br />

ways. Any character taking it can be asked, when at home (at the<br />

GM's whim), to provide NPCs with exactly the same sort of hospitality<br />

as he or she claims while away. PCs refusing such aid<br />

will soon get a bad name, and may lose the benefits of membership.<br />

Because the PC is expected to reciprocate in kind in this<br />

way, all members of such a group should generally be of approximately<br />

the same Wealth level as the PC taking the advantage.<br />

21

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