GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Compulsive Gambling -5/-10/-15 points<br />
You cannot pass up an opportunity to gamble. If there is no<br />
game of chance or bet going, you will start one. You will play<br />
any gambling game proposed to you, whether you know it or<br />
not. Bets, wagers, games of chance and even lotteries hold an<br />
uncanny fascination for you. You do not have to have the<br />
Gambling skill, but you better have a steady source of wealth if<br />
you don't...<br />
A gambler who is prevented from gambling - for instance,<br />
by traveling with non-gamblers - will continue to earn his reaction<br />
penalty by developing the Odious Personal Habit of continually<br />
talking about gambling and trying to draw others into games<br />
or wagers. Really desperate cases will bet with themselves, then<br />
complain about losing.<br />
The point value of this disadvantage depends on the amount<br />
of time the person is compelled to gamble.<br />
Less than one hour a day: Requires monthly IQ roll to keep a<br />
steady job. -1 reaction roll. -5 points.<br />
One to six hours a day: Requires monthly HT and IQ rolls, at -<br />
2, to keep a steady job. -2 reaction roll. -10 points.<br />
More than six hours a day: Cannot keep a steady job - you<br />
are a "professional gambler"! -3 reaction roll. -15points.<br />
Unlike most disadvantages, this one may be profitable.<br />
Compulsive Generosity<br />
-5 points<br />
You are just too open-handed. If a beggar asks you for cash,<br />
you have to make a Will roll not to put your hand in your pocket;<br />
where others will give a copper, you'll give silver. You will<br />
always listen to larger requests for financial aid, if they are even<br />
remotely plausible, and you need a Will roll to avoid falling for a<br />
good hard-luck story. (If you are flat out of cash when you are<br />
asked, you will apologize profusely.) You aren't a complete<br />
sucker; you just feel guilty about being better off than others. In a<br />
society with a lot of beggars around - such as most medieval<br />
towns - your living expenses are increased by 10%.<br />
Note that this disadvantage is incompatible with Miserliness,<br />
but may earn you a +1 Reputation with pious Buddhists,<br />
Muslims and many varieties of Christian. If you yourself are<br />
poor, the reaction bonus will be even higher.<br />
Compulsive Spending<br />
-5, -10, or -15 points<br />
Cash just runs through your fingers! You enjoy being seen as a<br />
big spender, you like luxury too much, or you just find the<br />
experience of buying to be fun - or perhaps all three. You aren't<br />
necessarily inept at making money - you may, in fact, have<br />
become good at it from sheer necessity - but you don't keep it.<br />
Unlike Compulsive Generosity, you don't simply give your<br />
money to anyone who asks; you buy goods and services, usually<br />
for yourself. This advantage is not limited to rich characters in<br />
rich worlds... a poor farmer in a low-tech world can be a spendthrift,<br />
wasting all his money at the local excuse for a tavern.<br />
The point value varies with the intensity of your problem. At<br />
the -5-point ("Mild") level, you are simply careless about<br />
expenses. Your living costs are 10% above the standard for your<br />
social level, and any time you haggle over a purchase, your<br />
Merchant roll is at -1 for impatience.<br />
At the -10-point ("Serious") level, you are noticeably casual<br />
with cash; the local merchants probably love you. Your living<br />
expenses are increased by 40%, and your rolls to haggle over a<br />
purchase are at -2. Furthermore, any time anyone offers you<br />
some luxury for sale that matches any of your quirks or known<br />
interests, and the cash in your pocket is more than twice the asking<br />
price, you must make a Will roll not to buy.<br />
The -15-point ("Wastrel") version of this disadvantage really<br />
makes you a menace to yourself. Your living expenses are higher<br />
by one Status level or 80% - whichever is more. You haggle at -5<br />
to your Merchant roll, and you have to make a Will roll not to buy<br />
something you like and can find the cash for. You must roleplay<br />
all this to the hilt.<br />
Note that this disadvantage is incompatible with Miserliness<br />
(in fact, it's the opposite), but can be combined with Greed. You<br />
grab cash with one hand and spray it around with the other!<br />
Compulsive Vowing<br />
-5 points<br />
You never just decide to do anything; you have to make it an<br />
oath. Although the vows often will be trivial in nature, you will<br />
treat each one you take with the same solemnity and dedication.<br />
You may tack extraneous vows onto legitimate ones.<br />
Confused<br />
-10 points<br />
You are confused most of the time, and the world seems a<br />
strange and incomprehensible place. You are not necessarily<br />
stupid, but you are slow to pick up on new facts or methods.<br />
This disadvantage must be roleplayed.<br />
You also respond poorly to excessive stimulation. If you're<br />
alone in your home on a quiet night, you can use all your skills<br />
normally, but in a strange place or when there's a commotion<br />
going on, you must make a successful roll vs. Will to take decisive or<br />
appropriate action (exception: if you are directly and physically<br />
attacked, this disadvantage does not affect your ability to defend<br />
yourself or counterattack, although it might interfere with Tactics<br />
rolls or any other sort of long-range planning). The GM can assign<br />
penalties to this Will roll depending on the number of stimuli in<br />
the area. Resisting confusion from a pair of friends chatting quietly in<br />
a familiar room would require only an unmodified roll, but a<br />
dance club with flashing lights and loud, pounding music would be<br />
at least a -5, and a full-scale riot or battle would be -10.<br />
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