GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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than that (in fact, he is more likely to be Unattractive). As well,<br />
his physical attributes cannot be better than ST 15, DX 14, or<br />
HT 16, reflecting the problems of a slightly deformed physique.<br />
His height should be reduced by 6" if rolled randomly. He can<br />
wear normal clothing or armor, but it will fit badly; to look<br />
well-dressed, specially-made garb is a necessity.<br />
Superstitious NPCs will react to a hunchback at -1, as the<br />
affliction is often regarded as sinister. However, a hunchback<br />
acting as an entertainer - especially telling jokes, juggling, etc. -<br />
gets a +2 reaction from most audiences (a mixture of sympathy<br />
and comic effect).<br />
Increased Life Support<br />
-10 points/level<br />
See p. 102. Like Dependency (p. 81), this disadvantage may<br />
be used to represent the special requirements of those with cer tain<br />
chronic illnesses. Under these conditions, it may be taken by<br />
normal humans with the GM's permission.<br />
Insomniac<br />
-10 or -15 points<br />
You go through periods where falling asleep is very difficult.<br />
Each night during an insomnia episode, the character<br />
must make a Will roll. If he succeeds, he falls asleep easily,<br />
and this episode is over. If he misses the roll, he loses two<br />
hours of sleep that night, and the episode will continue another<br />
night. On a critical failure, the victim gets no sleep that night.<br />
Once an episode ends, the GM secretly rolls 3d to determine<br />
how many days until the start of the next episode (at the -15<br />
point level, he rolls 2d-l). However, whenever the insomniac<br />
suffers prolonged stress, the GM can require a Will roll; a failure<br />
means an episode starts immediately. ("Ever since we entered<br />
the Dark Lord's realm, Galgar has been having trouble sleeping.")<br />
Killjoy<br />
This is treated as a mental disadvantage; see p. 9<strong>1.</strong><br />
Klutz<br />
-15 points<br />
-5/-15 points<br />
This is a silly disadvantage . . . maybe. Some GMs may wish to<br />
limit it to "silly" campaigns. Still, we all know people who are<br />
like this.<br />
This disadvantage has two levels. A regular Klutz (-5 points)<br />
must make a DX roll to get through the day without doing a<br />
pratfall, dropping books or knocking over shelves filled with<br />
fragile items. Regular klutziness is rarely life-threatening, but is<br />
very inconvenient, and often expensive. The GM should be creative<br />
in inventing minor torments. Klutzes should especially<br />
avoid laboratories, explosives, china shops, etc.<br />
At the -15-point level, the character is a Total Klutz. Besides<br />
the daily DX roll to avoid minor hazards, a failure on any DX or<br />
DX-based skill roll is automatically a critical failure. Total<br />
Klutzes usually have very high auto insurance rates . . .<br />
A character with either level of this disadvantage may not<br />
have a DX above 13.<br />
Light Sleeper<br />
-5 points<br />
You do not tend to sleep as soundly, or as easily, as normal<br />
people do. When you are sleeping in an uncomfortable place,<br />
or if there is more then the slightest noise, a Will roll is<br />
required in order to fall asleep. If the roll is failed, another<br />
attempt can be made after an hour of trying to fall asleep. Light<br />
sleepers usually wake up if there is activity going on around<br />
them. The GM should require a Will roll, minus any Alertness, in<br />
order for the light sleeper to continue sleeping when people<br />
are moving around them. In some cases this can actually be to<br />
the character's advantage, but usually he will be waking up<br />
each time an inconsiderate companion changes the watch, or<br />
comes home from a night on the town. Light sleepers will often<br />
suffer temporary penalties due to the quality of their sleep.<br />
Migraine<br />
-5 to -20 points<br />
You are plagued by severe headaches that hamper your<br />
life. They can happen as often as once a day, and while they<br />
last your abilities are reduced and you are not a fun person to<br />
be with. A bad case is a serious condition; it can be truly<br />
crippling.<br />
Once a day, roll against the Migraine's frequency of appear -<br />
ance number (see below). If you roll below the number, your<br />
character suffers a migraine attack. DX and IQ are reduced by<br />
1d; Will rolls to resist Bad Temper, Berserk and similar disadvantages<br />
are reduced by the same amount - someone in pain is<br />
more likely to lose his cool. After the onset of the headache, the<br />
GM rolls against the character's HT: if the roll is made by 3 or<br />
more, the attack lasts 2d minutes; a roll made by less than three<br />
results on the headache lasting one hour. On a failed HT roll, the<br />
migraine lasts an hour; at the end of the hour a new roll is made as<br />
above. On a critical failure, the headache lasts ld+2 hours!<br />
Cost of the disadvantage is based on the Migraine's frequency<br />
of appearance:<br />
Infrequent: The Migraine appears on a roll of 6 or less. -5<br />
points.<br />
Common: The Migraine appears on a roll of 8 or less. -10<br />
points.<br />
Frequent: The Migraine appears on a roll of 11 or less.<br />
-15 points.<br />
Constant: The Migraine appears on a roll of 13 or less.<br />
-20 points.<br />
Missing Digit<br />
-2/-5 points<br />
You are missing a finger or thumb. The loss of a finger<br />
decreases DX in that hand (only) by 1 point; the loss of a thumb<br />
decreases DX by 5 points.<br />
Motion Sickness<br />
-10 points<br />
You are miserable whenever you are in a moving vehicle, be it<br />
an automobile, train, airplane, balloon, ship or spacecraft. You<br />
may never learn any Vehicle skills.<br />
A character with Motion Sickness must roll vs. HT as soon<br />
as he is aboard a moving vehicle. He vomits on a failure and is<br />
incapacitated for the rest of the journey; all die rolls are at -5.<br />
On a successful roll, he is merely miserably queasy and suffers a<br />
-2 penalty to DX and IQ. On long journeys, the roll must be<br />
made once per day.<br />
Night Blindness<br />
-10 points<br />
You are unable to see well in the dark, and you are at a disadvantage<br />
in a fight in dim lighting. Double all combat penalties<br />
for poor lighting (to a maximum of -10, minimum penalty -3). If<br />
you also possess Acute Vision, it is only effective in daylight.<br />
You may not possess Night Vision or Dark Vision.<br />
No Depth Perception<br />
-10 points<br />
You lack effective binocular vision and cannot visually judge<br />
distances - perhaps because you have only a single, cyclopean<br />
eye, or perhaps just because you suffer from an exotic vision<br />
disorder. This is the same as the One Eye disadvantage (p. B29),<br />
but without the reaction penalty.<br />
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