GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Low Self-Image<br />
-10 points<br />
You lack self-confidence and underrate your abilities to a<br />
degree that actually interferes with your performance. You are at<br />
an additional -3 to all skill rolls in situations where you<br />
believe the odds are against you, when success requires a bit of<br />
luck, or when you believe that others expect you to fail (GM's<br />
option). For example, if you're a mechanic, and you're working to<br />
repair an engine in your shop, your skill roll will be normal... but if<br />
you were trying to make the same repairs on the road, in the<br />
rain, with only a portable tool kit and some enemy hot on your<br />
trail, your Low Self-image would give you a -3 to your skill<br />
roll, in addition to any other situational modifiers that may apply.<br />
Lunacy<br />
-10 points<br />
The moon has a dramatic and inconvenient effect on your<br />
personality. During the full moon you are extremely emotional<br />
and volatile (-2 to all Will Rolls), but on nights of the new moon<br />
you are very passive (you have the Laziness disadvantage).<br />
While the moon is waxing you are more pleasant and focused<br />
on your goals and duties, but while it is waning you are more<br />
apathetic and a little touchy. This disadvantage must be roleplayed,<br />
over and above the game mechanical penalties attached.<br />
Manic-Depressive<br />
-20 points<br />
Your moods are on a see-saw - you bounce back and forth<br />
between bubbling enthusiasm and morose withdrawal. At the<br />
beginning of each play session, roll one die. On a 1-3, you are in<br />
your manic phase; a 4-6 indicates depression. Every five hours of<br />
game-time thereafter, roll 3d. A 10 or less indicates that you<br />
begin a mood swing. Over the next hour, you will shift from<br />
your current phase into its opposite. You will remain in the new<br />
phase for at least five hours (after which you again roll 3d).<br />
In the Manic phase, you suffer from Overconfidence (see p.<br />
B34). You will be friendly, outgoing and excited about whatever it<br />
is you're doing. In the Depressive phase, the Overconfidence<br />
is replaced with Absent-Mindedness (p. B30) and Laziness (p.<br />
B34). You will not be interested in doing anything other than<br />
lying in bed, sitting in a dark room and moping, or other,<br />
equally exciting pastimes. If your companions force you to do<br />
something, you will be at a -5 on all skills.<br />
A mood swing may also be caused by an emergency; in that<br />
case, the switch is immediate. On a roll of 10 or less on 3d, you<br />
change phases. This can be good (an emergency jars you into<br />
action) or bad (a problem triggers depression and you become<br />
worthless).<br />
Nightmares<br />
-5 points<br />
You are tormented each night by horrible nightmares. These<br />
dreams come to you every time you sleep, and they haunt you<br />
while you're awake. Sometimes they're so harrowing they<br />
actually affect your efficiency during waking hours. A character<br />
with this disadvantage must make a roll vs. Will every<br />
morning upon awakening. If this roll is critically failed, the<br />
character is at -1 to all skill and perception rolls for the rest of<br />
the day.<br />
Some of the nightmares are so vivid they're indistinguishable<br />
from reality. This means that the GM can actually roleplay a<br />
nightmare. The nightmare starts out like a normal scenario, and<br />
steadily becomes more horrible. The PC should only gradually<br />
come to suspect he's dreaming. Such dreams can have a dramatic<br />
effect on the victim's waking activities, such as temporary<br />
Phobias or Compulsive Behaviors, or even a psychosomatic loss of<br />
Hit Points or a penalty to some attribute.<br />
If the other players are involved in roleplaying the nightmare,<br />
they're completely unaffected by anything that occurs in the<br />
dream (although if the nightmare takes a long time to play out,<br />
the GM may wish to reward the other players with a bonus character<br />
point as a token of appreciation for their time - maybe two<br />
character points if they roleplayed the dream-situation particularly<br />
well). It's the GM's option whether to let the other players<br />
know in advance that the nightmare scenario is a dream. Either<br />
way can lead to unique and fascinating roleplaying.<br />
No Sense of Humor<br />
-10 points<br />
You never get any jokes - you think everyone is earnestly<br />
serious at all times. Likewise, you never joke, and you are<br />
earnestly serious at all times. Others react at -2 to you in any situation<br />
where this disadvantage becomes evident.<br />
Non-Iconographic<br />
-10 points<br />
Your brain is incapable of processing abstract images or<br />
symbols. Graphical computer interfaces, maps, heraldic devices<br />
and even magical runes are completely meaningless to you. You<br />
may not learn Cartography, Heraldry, Rune-Lore or any other<br />
skill that involves the interpretation of patterns or symbols. You<br />
also cannot use any computer interface except for text interfaces or<br />
full, environmental virtual reality. Finally, since you cannot<br />
comprehend magical symbols, you cannot normally learn magic<br />
except through oral tradition.<br />
This is not the same as Illiteracy: ordinary linear text can be<br />
read normally by Literate individuals with this disadvantage.<br />
Like Dyslexia, this is a structural shortcoming of your brain,<br />
and cannot normally be bought off.<br />
Nosy<br />
-1 point<br />
Nosy characters are very curious, poking their noses into corners<br />
and everyone's business.<br />
Obdurate<br />
-10 points<br />
You actually dislike novelty, and usually ignore it. You react<br />
at -3 to new things; roll vs. IQ-3 to bother to investigate something<br />
new.<br />
Oblivious<br />
-3 points<br />
You have a hard time "figuring out" the behavior of others.<br />
You tend to be out of touch in social situations - a classic<br />
"nerd." You have a -1 penalty when using (or resisting) Fast-<br />
Talk or any social skill.<br />
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