02.11.2014 Views

GURPS - Compendium 1..

GURPS - Compendium 1..

GURPS - Compendium 1..

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Pious<br />

5 points<br />

Some people have an innate sense of propriety, which allows<br />

them to show uncommon respect to the people and things that<br />

are considered sacred or worthy of respect in their culture. A<br />

Pious character can show respect in an encounter by making an<br />

IQ roll. This gives him a +1 on reaction rolls with superiors.<br />

This is not Savoir-Faire. Piety is a moral impulse, not a<br />

facade of etiquette. Pious characters also usually have Reputations<br />

for propriety, which give them reaction bonuses from<br />

almost everyone. The exact Reputation is up to the player.<br />

Pitiable<br />

5 Points<br />

There's something about you that makes people pity you and<br />

want to take care of you. You get a +3 to all reaction rolls from<br />

anyone who considers you to be in a position of helplessness,<br />

weakness or need.<br />

Plant Empathy<br />

5 points<br />

You have extraordinary succes s with growing things. You<br />

have a +4 on any skill roll relating to the care of living plants,<br />

+2 on skills related to the identification of plants and +2 on<br />

reaction from sentient plants.<br />

You may use and eat plants, but you may never destroy a plant<br />

unnecessarily, and should prevent others from doing so. A stronger<br />

version of Plant Empathy - Tree-Kin - is described on p. 31<br />

Rank<br />

5 to 10 points/level<br />

In a highly-stratified society, it is usually an advantage to hold a<br />

high-ranking position within one's profession. The types of Rank<br />

available will depend on the culture in question: Academic Rank<br />

exists in societies that put a high value on education,<br />

Administrative Rank (p. 19) in highly-bureaucratic societies,<br />

Merchant Rank in mercantile societies, Military Rank (see p. B22) in<br />

most nations with standing armies, and Religious Rank (p. 22) in<br />

any culture where organized religions have temporal power. It is<br />

possible for many different types of Rank to coexist within a given<br />

society, and one can often hold more than one kind of Rank.<br />

Rank may also coexist with Social Status, or may replace it<br />

altogether. When Rank and Status exist in the same society,<br />

high Rank usually gives some Status for free, at a ratio of one<br />

level of Status per one to three levels of Rank. Most forms of<br />

Rank are worth 5 points per level, and from 6 to 8 levels will<br />

exist. If Rank also grants wealth, or grants Status on a 1:1 basis,<br />

then it is worth 10 points per level.<br />

Rapier Wit<br />

5 points<br />

This advantage is only appropriate in a silly campaign!<br />

This advantage allows the character to use verbal attacks in<br />

combat. Roll a contest of Bard skill vs. the IQ of the opponent. A<br />

success causes the opponent to be mentally stunned (see p.<br />

B127). A critical success also causes 1 point of physical damage -<br />

the opponent injures himself accidentally (by dropping something<br />

on his foot, choking on his own tongue, etc.). A failure has no<br />

effect, and a critical failure enrages the opponent. (This may<br />

trigger disadvantages like Berserk or Bloodlust . . .) A Rapier<br />

Wit attack does not count as a combat action, since talking is a<br />

free action (p. B107).<br />

Rapier Wit may be used to affect a group, with a skill penalty<br />

of -1 for each additional opponent. The enemy group must have<br />

something in common which is known to the character using this<br />

advantage - e.g., they are all bodyguards of the Cardinal, flunkies of<br />

the same household or members of the same military unit.<br />

For PCs, the GM may assign a modifier based on the player's<br />

description of the verbal attack. There is a -2 penalty to skill if<br />

the target has the No Sense of Humor or Clueless disadvantages,<br />

and it does not work at all if the target is Unfazeable.<br />

Religious Rank<br />

See Clerical Investment, p. 22.<br />

Resistant to Poison<br />

5 points/level of Rank<br />

S points<br />

You are resistant to poison: +3 to HT to resist its effects.<br />

This is a lesser form of the more cinematic Immunity to Poison<br />

advantage (p. 58), and can be possessed by normal humans.<br />

Ridiculous Luck<br />

60 points<br />

The GM who enjoys a swashbuckling style of play may add<br />

this further level of Luck. It works just like "ordinary" Luck or<br />

Extraordinary Luck (p. B21), but is usable every ten minutes!<br />

Sanctity<br />

5 points<br />

For some reason, people find it very difficult to think ill of<br />

you. Unless confronted with direct evidence to the contrary,<br />

people will assume you're innocent and high-minded (although<br />

not necessarily naive). People tend to trust you and confide in<br />

you. This advantage has nothing whatsoever to do with how virtuous<br />

or trustworthy you really are, it's just the way you're perceived.<br />

Sanctity gives no bonuses to reaction rolls, but it will<br />

influence the actions of those who have a positive reaction to<br />

you.<br />

Security Clearance<br />

Variable<br />

You have a security clearance which allows you to access<br />

information classified as "secret" by a particular government or<br />

corporation. Cost is 2 points per level for most nations and corporations,<br />

and 5 points per level for megacorporations and<br />

world-power nations.<br />

No one can receive a Security Clearance without a thorough<br />

background check, so the GM should not allow characters who<br />

have Secrets or other suspicious disadvantages to take this<br />

advantage.<br />

Semi-Literacy<br />

0 or 5 points<br />

During certain historical eras, there were many people who<br />

were semi-literate. A semi-literate person requires three minutes to<br />

read this sentence, and an IQ-2 roll to understand the full<br />

meaning! In case of failure, the amount of understanding is<br />

based on how much the roll was missed by. The GM should<br />

make the roll in private, and convey totally false information on a<br />

critical failure. Many words are always unintelligible to a<br />

semi-literate person, including some in this paragraph.<br />

In a world where Semi-Literacy is the norm, it is worth 0<br />

points, and full Literacy is worth 5 points, while total Illiteracy is<br />

worth -5 points. If Illiteracy is the norm, however, then Semi-<br />

Literacy is a 5-point advantage.<br />

29

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!