GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Frequency of Assistance<br />
Frequency refers to the chance that the Contact can be found<br />
when needed. When creating the character, the player must<br />
define the way the Contact is normally contacted! Regardless of<br />
the chosen frequency, a Contact cannot be reached if the PCs<br />
could not reasonably speak to him.<br />
Available almost all of the time (roll of 15 or less): triple cost.<br />
Available quite often (roll of 12 or less): double cost.<br />
Available fairly often (roll of 9 or less): listed cost.<br />
Available rarely (roll of 6 or less): half cost (round up; minimum<br />
cost is always 1).<br />
During the adventure, if a PC wants to talk with his Contact,<br />
the GM rolls against the availability number for that Contact. A<br />
failed roll means the Contact is busy or cannot be located that<br />
day. If the Contact is available, then the GM must roll against<br />
the Contact's effective skill for each general piece of information<br />
the PC requests.<br />
No Contact may be reached more than once per day, even if<br />
several PCs share the same Contact. If the PC has several questions<br />
to ask, he should have them all in mind when he first<br />
reaches his Contact. The Contact will answer the first question at<br />
his full effective skill, and each subsequent question at a<br />
cumulative -2. Don't overuse your Contacts!<br />
A Contact can never supply information outside his particular<br />
area of knowledge. Use common sense. Likewise, the GM must<br />
not allow a Contact to give information that short-circuits the<br />
adventure or part of it!<br />
If a PC gets a critical failure when trying to reach his Contact,<br />
that Contact can't be reached during that entire adventure.<br />
Reliability of Information<br />
Contacts are not guaranteed to know anything useful, and are<br />
not guaranteed to be truthful. Use the following modifiers<br />
(cumulative with frequency modifiers).<br />
Completely reliable: Even on a critical failure, the worst<br />
response will be "I don't know." On an ordinary failure he can<br />
find information in 1d days. Triple cost.<br />
Usually reliable: On a critical failure, the Contact will lie; on<br />
any other failure he doesn't know now, "but check back in (1d)<br />
days." Roll again at that time; a failure then means he can't find<br />
out at all. Double cost.<br />
Somewhat reliable: On a failure, the Contact doesn't know<br />
and can't find out; on a critical failure he will lie; on a natural<br />
18 he will let the opposition or authorities (whichever is appropriate)<br />
know who is asking questions. Listed cost.<br />
Unreliable: Reduce effective skill by 2. On any failure he<br />
will lie; on a critical failure he will notify the enemy. Half cost<br />
(round up; minimum cost is always 1).<br />
Money Talks<br />
Bribery, whether cash or favors, motivates the Contact and<br />
increases his reliability level. Once reliability reaches "usually<br />
reliable," further levels of increase go to effective skill; bribery<br />
cannot make anyone totally reliable!<br />
A cash bribe should be about equivalent to one day's<br />
income for a +1 bonus, one week's income for +2, one<br />
month's for +3 and one year's for +4. Favors should be of<br />
equivalent worth. The favor should always be something that<br />
the character actually performs in the game. The GM must<br />
maintain proper roleplaying - a diplomat might be insulted by a<br />
cash bribe, but welcome an introduction into the right social<br />
circle. A criminal may ask for cash, but settle for favors that<br />
will get the PCs in trouble. A police detective or wealthy executive<br />
might simply want the party to "owe him one" for later . .<br />
. which could set off a whole new adventure, somewhere down<br />
the road.<br />
Cool<br />
1 point<br />
You hate histrionics and keep calm under pressure. Roleplay<br />
it! You also have a +1 bonus on Fright Checks.<br />
Courtesy Rank<br />
1 point/level<br />
Characters who have formerly held Military Rank may retain<br />
their Rank as a "courtesy rank," for a point cost of 1 per level of<br />
Rank. Courtesy rank is for social situations only - it entitles the<br />
character to a fancier title. Some military men have the quirk of<br />
insisting on being addressed by their courtesy rank, regardless of<br />
their active Rank.<br />
Cultural Adaptability<br />
Daredevil<br />
25 points<br />
You have an instinctive knack for getting along<br />
with everybody, no matter how culturally, physically<br />
or psychologically alien. This advantage includes one<br />
level of Charisma, two levels of Language Talent<br />
and a +1 skill bonus with all Social Skills. When<br />
confronted with a completely alien concept or<br />
custom, you get an IQ roll to understand what's<br />
going on and respond correctly. Finally, you get an<br />
IQ roll when confronted with a Odious Racial Habit. If<br />
successful, you avoid the reaction penalty. Note that<br />
this does not apply to Odious Personal Habits, only<br />
Odious Racial Habits.<br />
15 points<br />
This is a specialized and very potent variation on Luck.<br />
Fortune seems to smile on you when you take risks. Any time<br />
you take an unnecessary risk (GM's option) you get a +1 to all<br />
skill rolls. Furthermore, you may reroll any critical failure that<br />
occurs while you are engaged in high-risk behavior.<br />
Example: If you're attacked by gang members with Uzis, you<br />
don't get this bonus if you crouch down behind a wall and return<br />
fire from cover, but you do get it if you vault over the wall and<br />
charge the gang members, screaming. (Of course, the +1 bonus<br />
will only go so far to offset the loss of range and concealment<br />
modifiers.)<br />
Deep Sleeper<br />
5 points<br />
You can quickly fall asleep in all but the worst conditions,<br />
and continue sleeping through most disturbances. You always<br />
wake up in the morning feeling great. Deep sleepers never suffer<br />
any ill effects due to the quality of their sleep.<br />
23