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GURPS - Compendium 1..

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In a campaign where there are different forms of travel with<br />

different effects, use the disadvantage value for the least harmful<br />

common method of travel. A character who gains access to a form<br />

of travel without side effects should be required to buy off his<br />

Timesickness disadvantage.<br />

For game purposes, the malady will be described in terms of a<br />

disadvantage. To find the point value of a given level of<br />

Timesickness, multiply the severity of the effect by the frequency<br />

with which it affects the victim, as follows:<br />

Severity<br />

Nuisance: The victim is mentally stunned, as per p. B111,<br />

and rolls for recovery at -5 with only one attempt allowed per<br />

ten seconds. This will have little effect unless the travelers<br />

arrive in the middle of a hostile situation. -2 points.<br />

Mild: The victim is mentally stunned and takes 2 dice of<br />

Fatigue (see p. Bl17). -5 points.<br />

Severe: The victim must make a HT roll. On a success, he is<br />

mentally Stunned for 1dxl0 minutes. On a failure, he is Stunned<br />

for 1d hours. Double this on a critical failure! -10 points.<br />

Very severe: As above, but the victim also takes damage: 1<br />

HT if the duration is under an hour, 2 if it is an hour or more. -<br />

15 points.<br />

Nightmare: This is a mental effect, most appropriate for<br />

psionic time travel. On a missed Will roll, the victim has monstrous<br />

visions. Go to the Fright Table and roll as though he had<br />

just missed a Fright Check by twice that amount. -15 points.<br />

Critical: The victim takes 1 die of damage, and makes a HT<br />

roll (even if the save was on Will); if failed, he takes another<br />

die. Shock and knockdown effects are exactly as normal injury<br />

(crippling is ignored, however). This can kill you. -20 points.<br />

Frequency<br />

Rare: Travelers are affected on a critical failure only. Half<br />

value.<br />

Frequent: Any failure affects a traveler. Normal value.<br />

Very frequent: A critical success is required to avoid effects.<br />

Multiply value by <strong>1.</strong>5 and round up.<br />

Acute: No saving roll allowed; all travelers are automatically<br />

affected unless they are immune. Double value.<br />

Generally, the more common Timesickness is, the less severe it<br />

should be. This disadvantage can only be taken in a campaign<br />

where time travel, dimension travel and the like are common<br />

occurrences.<br />

Tourette's Syndrome<br />

Variable<br />

You suffer from Tourette's Syndrome, a rare neurological<br />

disorder that causes your muscles to twitch and contort uncontrollably.<br />

It also causes you to make uncontrollable vocalizations,<br />

which can range from incoherent grunts and "barks" to<br />

foul language.<br />

At the -15-point level, your affliction is obvious to anybody<br />

who observes you for more than a few seconds. You are at a -2<br />

to all DX rolls, and any tasks requiring fine manipulation take<br />

twice the normal time for you to finish. Certain social skills<br />

(Acting, Bard, Leadership, Sex Appeal) will be negatively<br />

affected as well, in certain situations (GM's option).<br />

At -30 points you find it very difficult to function at all in<br />

normal society. You are at -5 to all DX rolls, your movement<br />

rate is halved, and tasks requiring fine manipulation take five<br />

times as long to complete. Social skills are affected as above,<br />

but to an even more extreme degree.<br />

Some skills (Stealth, Running, Acrobatics) will be completely<br />

impossible for you, and others will be practically useless. For<br />

example, certain combat skills could be studied in theory, and<br />

even practiced for conditioning purposes, but would be of little<br />

benefit in an actual fight.<br />

Sometimes, the symptoms of the disease are acutely embarrassing<br />

to the victim. They might be perversely comical, requiring<br />

anybody who's in his presence to make a Will roll to avoid<br />

bursting into helpless, uncontrollable laughter (individuals with<br />

the Unfazeable advantage get a +3 to this roll). Another embarrassing<br />

complication is when your involuntary vocalization<br />

takes the form of offensive profanity. If a character has either or<br />

both of these difficulties, it adds an extra -5 to the advantage.<br />

Unfit<br />

-5 points<br />

An Unfit character will lose Fatigue points at twice the normal<br />

rate, but will recover Fatigue points at the normal rate. (This<br />

applies only to Fatigue lost to exertion, heat, etc.; it has no effect<br />

on the Fatigue used to power psi or magic spells.) All HT rolls are<br />

made at -<strong>1.</strong><br />

Unnatural Feature<br />

-5 points per feature<br />

This is for characters who are essentially human-looking, but<br />

who possess one or more disturbing features - be they due to a<br />

magical curse, ultra-tech surgery or a strange disease. Examples<br />

include pointed ears, glowing red eyes and shiny metallic fangs.<br />

This does not have to be a physical feature; the sound of the<br />

voice or the intensity of the gaze could qualify, if intense<br />

enough to require concealment.<br />

Very Unfit<br />

-15 points<br />

A Very Unfit character will recover Fatigue points at only<br />

half the normal rate, as well as los ing Fatigue points at twice the<br />

normal rate. (This applies only to Fatigue lost to exertion, heat,<br />

etc.; it has no effect on the Fatigue used to power psi or magic<br />

spells.) All HT rolls are made at -2. A Very Unfit character cannot<br />

have the Immunity to Disease advantage, regardless of his actual<br />

HT score.<br />

Weak Immune System<br />

-30 points<br />

You have poor resistance to disease and infection. HT rolls to<br />

resist specific diseases or infections are at -3 to HT or against HT<br />

9, whichever is less. The first two levels of Panimmunity (see<br />

p. 28) have half their normal effect; you may not take the<br />

Disease-Resistant or Immunity to Disease advantages, or benefit<br />

from the third level of Panimmunity.<br />

Unless you take special precautions (for instance, remain in a<br />

sealed environment or wear air-tight clothing when you leave<br />

one), the GM should require an unmodified HT roll to avoid<br />

coming down with a potentially serious disease every month.<br />

Although not necessarily fatal (especially with high-tech medicine)<br />

this will take you out of the action and force you to spend<br />

additional money on drugs and hospital treatment.<br />

85

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