GURPS - Compendium 1..
GURPS - Compendium 1..
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 />
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