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GURPS - Compendium 1..

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Chauvinistic<br />

-1 point<br />

You are always aware of racial differences, even if you do<br />

not actually react poorly to other races.<br />

Chronic Depression<br />

-15 points<br />

+ -2 points/level<br />

You've lost your will to live. You'd commit suicide, only it<br />

seems like so much trouble.<br />

A chronically-depressed character needs to make a Will roll to<br />

do anything except acquire and consume the minimum necessities<br />

for survival. A Will roll would be required, for instance, to take a<br />

shower, go to a movie, attend a scheduled job interview or keep<br />

a date. If forced to make a choice between two or more actions,<br />

you must make a Will roll to make any choice other than the<br />

path of least resistance.<br />

Chronically-depressed characters tend to spend a lot of time in<br />

cheap, un-air-conditioned efficiency apartments, eating government<br />

cheese and drinking cheap beer while listening to fundamentalist<br />

stations on AM radio and memorizing the stains on<br />

the ceiling.<br />

Each additional level of this disadvantage reduces the Will<br />

roll necessary to take any sort of action by -1 (maximum -5). It is<br />

quite possible to be so depressed that it is all but impossible for<br />

you to do anything at all for yourself, unless you're physically<br />

picked up and hauled out of your lair by some independent<br />

party. (If somebody does show up and demand you go out and<br />

do something with him, though, you have to make a Will roll to<br />

refuse or resist.)<br />

If a character breaks a Vow, violates a Code of Honor, Duty or<br />

Sense of Duty, or loses a Dependent, the GM can replace that<br />

disadvantage with this.<br />

A chronically-depressed character may also replace his<br />

depression with a new disadvantage of equivalent level that is<br />

more conducive to self-esteem, if it seems appropriate. There is<br />

no point penalty for replacing Chronic Depression with another<br />

disadvantage of identical cost. However, the reason for the<br />

switch must be (in the GM's estimation) convincingly roleplayed,<br />

and the GM may require the character to roleplay both<br />

disadvantages for a time (the new one constantly, and the<br />

Chronic Depression whenever the GM decides to bring it into<br />

play), as a transition period.<br />

Chummy<br />

-5 points<br />

Chummy creatures work well together and seek out company.<br />

They react at +2 to others of the same species - and possibly other<br />

species, if they're not chauvinists. When alone, they are very<br />

unhappy and distracted, and suffer a -1 penalty when using Mental<br />

skills under such circumstances.<br />

advantage differs from Gullibility in that the character is normally<br />

aware that someone is trying to take advantage of him,<br />

except in social situations. The PC is no more susceptible to<br />

Fast-Talk than normal, unless someone is trying to convince<br />

him that an attractive character of the appropriate gender is<br />

interested in him.<br />

Clueless people also have many minor habits that annoy others,<br />

like leaving the turn signals on while driving from Chicago to<br />

Albuquerque.<br />

Compulsive Carousing<br />

-5 or -10 points<br />

You cannot resist the urge to party! You will try almost any<br />

mind-altering substance without a second thought, and aren't<br />

particularly picky about your romantic partners - you like your<br />

music loud and your women (and/or men) hot! You are likely to<br />

start the day with beer and cornflakes.<br />

Tavern owners know you by name; taxi drivers have<br />

helped you home so many times they can do it blindfolded.<br />

No offer of a social drink can be refused. This is not<br />

Alcoholism, though. You don't need to drink, really, as much as<br />

you need to be convivial. You must go in search of a social<br />

gathering at least once per day, and lounge around, feasting,<br />

drinking, singing and joking, for at least an hour. The number<br />

of drinks you have is determined by economics - the more<br />

money you have, the more you'll spend. This disadvantage<br />

does not go well with Miserliness, Demophobia or any introverted<br />

tendencies.<br />

If a bar you enter is empty or nearly so, you'll seek out<br />

another. If the last tavern in town has only quiet folks present,<br />

you'll attempt to liven things up. If there's a party going that<br />

you should avoid for some reason, you must make an IQ roll<br />

to keep from joining in. Roll against IQ+2 if you would have to<br />

"crash" the party (a private party - you're not invited). Once<br />

you're in, though, you'll stay at least an hour - you may make<br />

an IQ roll every hour to be able to leave. If you keep failing<br />

the roll, you stay until forcibly evicted or the party drags to an<br />

end.<br />

You get a +1 reaction (or more if you're very entertaining see<br />

Carousing, p. B63) from like-minded extroverts, and a -1 or worse<br />

from sober -minded citizens. Puritans and other extreme<br />

Calvinists react at -4! This disadvantage is worth -10 points in<br />

campaigns set entirely in areas where such religions are in<br />

power. This includes England, 1650-1659, and the early<br />

Massachusetts colony. Otherwise, it is -5 points.<br />

This disadvantage combines aspects of Alcoholism,<br />

Addiction and Lecherousness - without being as extreme as any of<br />

the three. Certainly, it could lead to any or all of them, however!<br />

Clueless<br />

-10 points<br />

Clueless characters totally miss the point of any wit<br />

aimed at them, any attempts to seduce them (+4 to<br />

Will rolls vs. Sex Appeal), or the meanings of colloquial<br />

expressions. Sophisticated manners are also<br />

beyond them - apply a -4 modifier to all Savoir-Faire<br />

rolls. This disadvantage is most appropriate to ivorytower<br />

geniuses, aliens from Mars and so on. Most people<br />

react to Clueless individuals at -2.<br />

Unlike the No Sense of Humor disadvantage, the<br />

character may make jokes (often lame ones), and<br />

enjoy slapstick and written humor, but he doesn't normally<br />

"get" verbal humor, especially if he is the target<br />

(IQ-4 roll to realize he's the butt of the joke). This dis-<br />

87

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