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GURPS - Compendium 1..

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Minor Advantage: 5 points. The character is fated to play a<br />

small part in a larger story, but this part will reflect to his credit. In<br />

game terms, he is guaranteed one significant victory.<br />

Minor disadvantage: -5 points. Again the character is fated to<br />

play a small part in a larger story, but this time he will not<br />

come off so well. He is guaranteed one tragic experience or one<br />

embarrassing failure. These things should not cause the fated<br />

character's death except in the most desperate and heroic of circumstances.<br />

Major disadvantage: -10 points. The character is fated to<br />

play a key role in a sorry turn of events. For instance, he might<br />

be late with a message which could have saved the day . . . but he<br />

blew it. Or he might have executed the only competent general in<br />

a threatened province, causing its loss to barbarian invaders.<br />

Still, the character will survive.<br />

Great Disadvantage: -15 points. Death stalks the character.<br />

Something out there has his name on it, and it knows where he<br />

is, and it's getting closer all the time. He will either die, or be<br />

ruined, and his fall will have terrible repercussions for others.<br />

This level of Destiny is not suitable for every campaign! The<br />

GM does not have to allow it, and if he does, he should plan on<br />

letting the campaign take a radical turn, or simply end, when the<br />

Destiny is fulfilled.<br />

Working out a good Destiny - and making sure it comes to<br />

pass - requires considerable ingenuity on the part of the GM.<br />

Before you decide on a Destiny, be sure that it won't drag the<br />

campaign off the rails.<br />

If someone fulfills his Destiny and still lives, it is over -<br />

although its repercussions might haunt him for years to come. A<br />

disadvantageous Destiny must be bought off as soon as it is fulfilled<br />

. . . although this may be automatic, if the outcome of the<br />

Destiny costs the character riches or Allies worth equivalent<br />

points.<br />

If the character does not have enough points to buy off his<br />

Destiny at the time it is fulfilled, he gains the Unluckiness disadvantage,<br />

regardless of the level of the Destiny disadvantage<br />

(or, the GM might assign a new bad Destiny to the PC). The<br />

Unluckiness can then be bought off in the normal way. No extra<br />

character points are earned for fulfilling an advantageous<br />

Destiny.<br />

Divination Talent<br />

5 points<br />

Characters with this advantage are able to learn a single divination<br />

spell (pp. M55-57, G59-60) as if they were mages. This<br />

advantage does not add to effective IQ for any purpose, nor does it<br />

replace prerequisites, which must still be learned (but may not be<br />

cast unless the diviner is in a high-mana area or is a mage). This<br />

advantage may be purchased more than once, allowing the<br />

character to be proficient with several methods of divination.<br />

Divine Favor<br />

Variable<br />

You are a Holy Person, capable of petitioning your god for<br />

miracles. This advantage has nothing to do with Clerical<br />

Investment (p. 22), and must be bought separately if an ordained<br />

priest wishes to have miraculous powers.<br />

The cost of Divine Favor depends on the power of the deity<br />

and the level of favor you have in the god's eyes. The base cost is<br />

found by treating the deity as a Patron. Most gods will be 25-<br />

point Patrons, while lesser deities will cost 20 points. Modify<br />

this by the Frequency of Appearance multipliers (p. B23) to<br />

reflect how capable the deity is of coming to the Holy Person's<br />

aid.<br />

The cost is modified again for higher or lower favor in the<br />

god's eyes. For every +1 to affect the Reaction roll, add 5 points<br />

to the cost of the advantage, up to a maximum of +25 points.<br />

For every -1 to the Reaction roll, subtract 5 points from the cost of<br />

the advantage.<br />

Extra Life<br />

25 points per life<br />

For each Extra Life you purchase, you may come back from<br />

death (see Resurrection, p. 64) once. In a cinematic campaign, an<br />

Extra Life may be purchased with earned points, whether you had<br />

this advantage initially or not. No matter how sure your foes were<br />

that they killed you, you didn't really die! The details are<br />

between the player and the GM.<br />

You may not have both Extra Lives and Resurrection.<br />

Faerie Empathy<br />

10 points<br />

The faerie folk do not find you threatening. In fact, they are<br />

attracted to you (+3 reaction). You, in turn, are naturally in tune<br />

with their customs and moods. This advantage does not prevent<br />

mischievous or evil-minded faerie creatures from seeking to do<br />

you harm, but it might (at the GM's option) make it easier for you to<br />

detect and counter their plots. Compare Spirit Empathy, p. 46.<br />

Note: This advantage is a modified form of the Faerie<br />

Affinity advantage that originally appeared in <strong>GURPS</strong> Vampire<br />

Companion.<br />

Faith Healing<br />

30 points<br />

You can heal people without resorting to any kind of spell or<br />

ritual, using your mystical influence to channel spiritual energy<br />

into the body of a patient. You can heal up to HT/2 points of<br />

damage on a successful Will roll. Each use of this power costs 5<br />

Fatigue points. If you exceed your limits or are reduced to 0<br />

Fatigue, you pass out. If you attempt to spend more Fatigue than<br />

you have, you fall into a coma that lasts 1d hours for every<br />

Fatigue point over your capacity that you spent.<br />

Faith healing can cure disease and repair crippled limbs. You<br />

cannot, however, replace missing limbs; you can restore a lame<br />

leg to full use, but cannot regrow a severed one from thin air.<br />

The roll to cure a disease is up to the GM; it could range from<br />

+1 to cure the common cold to -15 to heal an AIDS sufferer.<br />

The Fatigue cost to heal disease is equal to twice the penalty<br />

applied to the Will roll (minimum of 1). Crippled limbs are<br />

restored on a Will-5 roll, at the cost of 10 Fatigue. Halve this if<br />

the crippling was not permanent (see p. B129).<br />

These healing powers do not come directly from you, but<br />

from spiritual entities such as angels, daemons, demons, and so<br />

on. If you somehow alienate these supernatural allies, you will<br />

temporarily lose your powers. Under some circumstances (if<br />

you behave in a manner contrary to the spirits' interests or<br />

moral codes, for example), the GM may require a reaction roll<br />

before you can attempt a healing act. For instance, attempting to<br />

heal an "unbeliever" or enemy of the mystical order may require a<br />

Good or better reaction. If you have the Spirit Empathy advantage<br />

(p. 46), your reaction rolls get a +3 bonus; friendly spirits are<br />

more likely to overlook transgressions.<br />

36

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