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GURPS - Compendium 1..

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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 />

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