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GURPS - Compendium 1..

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INVENTING NEW<br />

DISADVANTAGES<br />

Just as for advantages, there will be times when you need a disadvantage that<br />

you cannot find in the <strong>GURPS</strong> system. For the most part, the guidelines given<br />

under Inventing New Advantages (p. 16) can be easily adapted to the creation of<br />

new disadvantages, but beware - there is even more room for abuse with disadvantages.<br />

Once again, this advice is intended primarily for GMs, and players<br />

should obtain the GM's permission before creating any new disadvantages.<br />

In all cases, the creator should keep the golden rule for disadvantages in<br />

mind: A "disadvantage" that does not limit the character is not a disadvantage!<br />

Turning Old Problems Into New<br />

Existing disadvantages can be re-engineered into new ones using the same<br />

basic procedure recommended for advantages: rename, redefine, combine, modify<br />

and fine-tune. There are a few additional points to note.<br />

First and foremost, a great many supposedly-new disadvantages can be handled<br />

by existing "user-defined" disadvantages, the most useful of which are:<br />

Physical<br />

Mental<br />

Addiction (p. B30) Code of Honor (p. B31)<br />

Dependency (p. 81) Compulsive Behavior (p. B32)<br />

Unnatural Delusions (p. B32)<br />

Feature (p. 85) Fanaticism (p. B33)<br />

Vulnerability (p. 106) Intolerance (p. B34)<br />

Weakness (p. 106) Obsession (p. 93)<br />

Phobias (p. B35)<br />

Social Sense of Duty (p. B39)<br />

Dependents (p. B38) Vows (p. B37)<br />

Duties (p. B39)<br />

Enemies (p. B39)<br />

Supernatural<br />

Odious Personal Destiny (p. 97)<br />

Habits (p. B26) Dread (p. 97)<br />

Reputation (p. B17) Karmic Ties (p. 97)<br />

Social Stigma (p. B27) Wyrd (p. 100)<br />

Next, when combining multiple disadvantages to create new ones, remember<br />

that certain advantages can also be added to the mix, reducing the value of the<br />

composite disadvantage. For example, a positive Reputation can be associated<br />

with a "good" personality trait (such as Honesty or Sense of Duty) that is considered<br />

a disadvantage in <strong>GURPS</strong> because it restricts a character's choice of actions.<br />

Secret Disadvantages<br />

A character may have a disadvantage<br />

that neither he nor the player is aware of.<br />

The secret disadvantage is determined by<br />

the GM, from a point value picked by the<br />

player. The actual disadvantage should be<br />

worth 5 points less than the value of the<br />

Secret Disadvantage. (E.g., Berserk, normally<br />

-15 points, is worth -20 points as a<br />

Secret Disadvantage.)<br />

The GM must pick the disadvantage<br />

carefully - it should be something that the<br />

character would not have known about. If<br />

the disadvantage is a mental one, the conditions<br />

that trigger it should never have<br />

happened to the character.<br />

Most physical disadvantages are too<br />

obvious, although something like Hemophilia<br />

might have gone unnoticed. Secret<br />

Enemies are quite reasonable, as are various<br />

mental disadvantages like Berserk,<br />

Bloodlust, Combat Paralysis, some of the<br />

less-common Phobias, the -15-point version<br />

of Split Personality and Unluckiness.<br />

Evil Twins make excellent Secret Disadvantages.<br />

Secret Dependents might be<br />

amusing, though implausible ...<br />

A variation on this is the "Schrodinger's<br />

Disadvantage," which can be used<br />

to complicate the lives of the PCs when<br />

they're getting a little too lucky. See Secret<br />

Advantages (p. 16) for details.<br />

When the disadvantage is fully<br />

exposed, as determined by the GM, the<br />

extra -5 points for the secret must be<br />

bought off as soon as possible. To encourage<br />

characters to take Secret Disadvantages,<br />

the GM may allow an extra -5 points<br />

of disadvantages when the character is created<br />

with this disadvantage. This extra -5<br />

points is more of a loan than a permanent<br />

part of the character design - the<br />

"exposed" character will have only the<br />

usual number of disadvantage points.<br />

75

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