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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 />

82

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