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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 />

92

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