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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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