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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 />

80

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