GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Obnoxious Drunk<br />
-1 point<br />
As you drink you become really uninhibited. At each<br />
Intoxication Level you must make a Will roll minus your current<br />
Intoxication Level, or do something that will embarrass<br />
yourself, your host, other witnesses or all of the above. You<br />
aren't deliberately malicious or destructive, but hurt feelings<br />
and damaged property often follow your drinking.<br />
The details will depend on the circumstances - at a formal<br />
dinner it might be as simple as commenting out loud on the<br />
Duchess's weight, while at an already-wild party you might be<br />
the one who tries to swim in the aquarium - whatever it takes to<br />
get you remembered as a drunken idiot.<br />
Personality Change<br />
-1 point<br />
There are many possibilities here. For instance, if you're a<br />
vicious drunk, when intoxicated your mood is almost always<br />
foul. Someone might also be a friendly drunk, a singing drunk, a<br />
silly drunk, and so on. Most of these require no die rolls - just<br />
roleplaying.<br />
Many mental disadvantages may be taken with the caveat<br />
"only while drunk," as quirks. These include Bully, Berserk,<br />
Intolerance, Jealous, Stubbornness, all kinds of Odious Personal<br />
Habits, and many more.<br />
Sleepy Drinker<br />
-1 point<br />
Alcohol makes you drowsy. Beginning at Intoxication Level 6,<br />
you must make a HT roll at each new Intoxication Level or<br />
become too sleepy to drink. You have 1dxl0 minutes to find a<br />
place to curl up before you drift off.<br />
If you manage to stay awake long enough to reach<br />
Intoxication Levels where everybody must roll to stay awake,<br />
you are at an additional -3 to those rolls.<br />
More Serious Disadvantages<br />
Variable<br />
Characters with the disadvantages Alcoholism or Compulsive<br />
Behavior: Hard Drinker can take mental disadvantages<br />
which are active "only when drunk." These will be worth -3 to -5<br />
points, or even more - depending on the circumstances, and<br />
with the GM's permission.<br />
Less severe drinking quirks - for example, "never drinks<br />
alone," or "thinks he's a comedian when drunk" - are possible,<br />
but can only be taken as quirks.<br />
Appearance: Horrific<br />
-30 points<br />
The character with Horrific Appearance has little hope of<br />
interacting with normal mortals without some supernatural aid.<br />
He is not only inhumanly monstrous, but obviously unnatural.<br />
All humans encountering someone with this disadvantage not<br />
only react at -6, but also must automatically make Fright<br />
Checks.<br />
It is extremely unusual for normal beings to have<br />
Appearances this terrifying. In general, it is reserved for unnatural<br />
monsters, or for alien races that happen to match another's<br />
legends.<br />
Appearance: Monstrous<br />
-25 points<br />
The character's Appearance is beyond Hideous. This is not<br />
just ugliness; the character is clearly inhuman. This not only<br />
causes a -5 reaction penalty, but causes most humans to react to<br />
the character as a monster rather than another sentient being.<br />
Bad Back<br />
-15/-25 points<br />
You have suffered an accident that has somehow hurt your<br />
spine. During strenuous physical labor, you may "throw your<br />
back" and suffer crippling, intense pain or even further injury.<br />
Every time the character needs to make a ST roll, he must<br />
roll against his HT. Modifiers: any ST modifiers applied to the<br />
roll, including those for Extra Effort; +2 if the character makes<br />
an IQ-2 roll to try to put the least strain on his back. In combat, if<br />
the character rolls a 17 or 18 on any attack or defense rolls he<br />
must also make a HT roll in addition to any other Critical Miss<br />
results.<br />
On a failed roll, the character has thrown his back. If he has a<br />
light condition (-15 points), he will be at -3 DX until he rests or<br />
someone helps him (a First Aid-2 roll will reset his back); IQ is<br />
reduced by 3 for the next round only. On a critical failure he is at<br />
-5 DX and must make a Will roll to perform any physical<br />
action.<br />
A severe back problem (-25 points) is more serious. All HT<br />
rolls are at -2. On a failed roll, DX and IQ are at -4 until rest or<br />
help are provided; the victim is in constant agony. A critical<br />
failure causes ld-3 damage and the character is at -6 DX and -4<br />
IQ.<br />
High Pain Threshold halves all DX and IQ penalties, rounding<br />
down.<br />
Characters can acquire this condition during play. If a natural 18<br />
is rolled on a ST roll, check against HT. A miss indicates the<br />
character has strained his back; if the roll is missed by 4 or<br />
more, the condition is severe. Recovery is as per any crippling<br />
injury (see p. B129).<br />
Bad Smell<br />
-10 points<br />
You exude an appalling odor that cannot be removed, such as<br />
the stench of death and decay. It causes a -2 reaction from most<br />
people and animals. The smell may be masked with heavy<br />
colognes or perfumes, but the overpowering amount that must<br />
be used still causes the negative reaction modifier with most<br />
humans.<br />
Pests or carrion-eating scavengers may also be unusually<br />
attracted to you.<br />
Bowlegged<br />
-1 point<br />
You are bowlegged. This doesn't normally affect Move, but<br />
Jumping skill is at -<strong>1.</strong> It may also elicit a -1 reaction from those<br />
who think it looks funny.<br />
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