GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Edgy<br />
-5 points<br />
This is a mild form of Paranoia: you are nervous and timid.<br />
You assume that all unexpected events are dangerous, and that<br />
the universe is a hostile place! An Edgy character is at -1 on all<br />
Fright Checks.<br />
Extravagance<br />
-10 points<br />
Extravagant individuals spend more money and wear<br />
showier clothes than their social class entitles them to. They<br />
often give gifts that upstage their "betters." While the objects of<br />
this extravagance are grateful, higher-Status individuals will<br />
react to this inappropriate show of wealth at -2, which may lead to<br />
legal difficulties. This is the classic "nouveau riche" disadvantage.<br />
Extreme Fanaticism<br />
-15 points<br />
Some cultists have Extreme Fanaticism. The fanatic has +3<br />
on Will rolls to resist Interrogation when the answers would<br />
betray his cult or organization. On the other hand, the Extremely<br />
Fanatic character will not hesitate to die if a prominent member of<br />
his cult orders him to. Suicide missions are taken "matter-offactly."<br />
This attitude is not appropriate for most PCs!<br />
See Fanaticism, p. B33, for more information.<br />
Flashbacks<br />
Variable<br />
In a stressful situation, you may experience a flashback.<br />
These are vivid hallucinations, full-participation replays of<br />
memories, or any other similar phenomena. The player may<br />
choose, at the time of character creation, what type of flashback<br />
will be experienced, but the content of each episode is up to the<br />
GM. Point value is determined according to the severity of the<br />
flashback.<br />
Flashbacks are very appropriate as the result of a failed<br />
Fright Check; if you have this disadvantage, roll for a Flashback<br />
whenever you miss a Fright Check, or make the Fright roll<br />
exactly, regardless of other results. In any other situation which<br />
the GM feels is stressful, he may roll 3 dice; on a 6 or less, you<br />
get a flashback.<br />
-5 points: The flashback lasts only 2d seconds; attendant hallucinations<br />
do not seriously impair skills (-2 on all skill rolls),<br />
and accompanying delusions are minor - the victim realizes that<br />
he's having a flashback.<br />
-10 points: Duration is 1d minutes; hallucinations seriously<br />
impair skills (-5 to all skills); the delusions seem real.<br />
-20 points: Duration is 3d minutes; hallucinations are so<br />
severe that they preclude all skill use; the flashback seems completely,<br />
100% real, and can be potentially fatal, as you are<br />
receiving no input from the real world.<br />
Glory Hound<br />
-15 points<br />
This is an advanced case of Overconfidence (p. B34); a character<br />
may not have both Glory Hound and Overconfidence. You<br />
will always take time to talk to the press, pose for photographs or<br />
sign an autograph. You insist on being in the limelight - you will<br />
always take the greatest risks, create complex plans that feature<br />
your abilities, lead the charge, etc.<br />
You get a +1 reaction (at least publicly) from the press, small<br />
children, teenagers, etc., and a -1 reaction from co-workers, fellow<br />
heroes, etc. If the glory-hounding is successful, it can lead to an<br />
improved Reputation with the general public; buy this separately<br />
during character creation, or earn it during the course of a<br />
campaign.<br />
Gregarious<br />
-10 points<br />
Company, preferably lots of it, is a necessity. You react at +4 to<br />
others of the same species. You are miserable (roleplay it!)<br />
when alone and suffer a -2 penalty when using Mental skills, or -1<br />
when in a group of four or less.<br />
Guilt Complex<br />
-5 points<br />
This disadvantage is similar to Sense of Duty and can be<br />
taken in addition to a standard Sense of Duty. The difference<br />
lies in the fact that someone with a Guilt Complex is ready to<br />
assume responsibility if anything happens to people or institutions<br />
to which he feels an obligation, even if there was no reasonable<br />
way he could have averted it. If anything goes wrong,<br />
the sufferer behaves as if the occurrence were his fault, and will<br />
be morose and depressed for (15-Will) days (minimum one<br />
day). During that time, he will have to make Will rolls to<br />
undertake any actions, as he will be wracked by anxiety and<br />
guilt; even if he succeeds, he will be at -1 to all rolls. If he is<br />
actually to blame for the mishap, the depression will last for<br />
(20-Will) days (minimum two days), and Will rolls to perform<br />
any activity are at -3.<br />
Others who make successful Psychology or Fast-Talk rolls<br />
can - perhaps - help the victim overcome the guilt feelings.<br />
This should be roleplayed, with bonuses or penalties to the rolls<br />
depending on how convincing they sounded!<br />
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