GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Obsession<br />
-5 to - 15 points<br />
Your will is fixed upon a single goal. Everything you do is<br />
intended to further this goal. This differs from Compulsive<br />
Behavior in that it is not a daily habit, but an overpowering fixation<br />
which motivates all your actions. It differs from Fanaticism in that<br />
it does not necessarily imply a single belief or system of beliefs.<br />
To play an obsessed character, you must be able to rationalize<br />
all of his actions as an attempt to reach his goal. A Will roll is<br />
required any time the character is requested (or forced) to do<br />
something that does not further the goal.<br />
The point cost depends on how short-term or long-term the<br />
goal is. Assassinating someone or successfully seducing a particular<br />
person would be -5 points, while larger goals like getting to<br />
a hard-to-reach place or becoming President would merit higher<br />
point values. Some<br />
obsessions may cause<br />
others to react badly; if so,<br />
an Odious Personal Habit or<br />
Delusion may also be required<br />
(the Obsession cost only<br />
covers the obsessive<br />
behavior).<br />
If and when the goal is<br />
reached, the character<br />
must substitute a new goal<br />
or buy off the Obsession.<br />
On the Edge -15<br />
points<br />
Sometimes you don't care whether you live or die. You are<br />
not actively suicidal, but you will take unreasonable risks in the<br />
face of mortal danger. When you face a life-threatening situation<br />
(piloting a burning vehicle, staring down an entire street gang<br />
while armed only with a toothbrush), you must make a<br />
successful IQ roll before you can retreat (attempt once per turn;<br />
14 or higher fails automatically).<br />
Each turn that you are in combat, make an IQ roll (again, 14+<br />
fails) to avoid making an All-Out attack (or the near-insane, suicidal<br />
behavior of your choice). Most sensible people avoid you (-<br />
2 reaction from anyone who realizes that you're crazy).<br />
Primitives and low-lifes will mistake your disregard for your<br />
own life for bravery, giving +2 reactions.<br />
Parthenomania<br />
-10/-20 points<br />
In essence, this is fear of loss of virginity. You are terrified<br />
by the idea of sexual relations and the loss of your virginity.<br />
Treat this using the Phobia rules (p. B35). The mild form is<br />
worth -10 points, while the severe form is worth -20 points.<br />
Note: Great care must be taken by the GM to ensure that this is<br />
not used to harass players. Roleplaying should be an enjoyable<br />
recreational activity - not a source of trauma. If players feel<br />
uncomfortable with the way the GM or other players are<br />
handling this or any other sensitive subject, they should immediately<br />
find a new group. Adult subjects should be handled tastefully,<br />
not viciously!<br />
Phobias<br />
Variable<br />
Some more things to be afraid of:<br />
Being Alone (Autophobia): You cannot stand to be alone, and<br />
will do anything in your power to avoid it. -15/-30 points.<br />
Blood (Hemophobia): The sight of blood gives you the<br />
screaming willies! You'll need a Fright Check during most<br />
combats . . . -10/-20 points.<br />
Cats (Ailurophobia): -5/-10 points.<br />
Dogs (Cynophobia): This includes all canines: foxes, wolves,<br />
coyotes and wild dogs. -5/-10 points.<br />
Fire (Pyrophobia): Even a burning cigarette will bother you if<br />
it comes within five yards of you. -5/-10 points.<br />
Psionic powers (Psionophobia): You are very afraid of anyone<br />
or anything exhibiting supernormal powers. Any actual<br />
exhibition of power in your sight will require a Fright Check.<br />
You will not voluntarily allow any psionic power to be used on<br />
you. -10/-20 points.<br />
Spiders (Arachnophobia): -5/-10 points.<br />
Post-Combat Shakes<br />
-5 points<br />
You are shaken and sickened by combat, but only after it's<br />
over. As soon as all your enemies are dead or incapacitated,<br />
your character must make a Fright Check, and you must roleplay<br />
the results. The GM may put penalties on your Fright<br />
Check roll if the combat was particularly dangerous or gruesome.<br />
This disadvantage goes well with the Berserk and<br />
Flashbacks disadvantages.<br />
Prefrontal Lobotomy<br />
-15 points<br />
This radical procedure involves destroying the prefrontal<br />
lobe of the brain, where certain aggressive tendencies are generated.<br />
The subject loses (or, if he starts with this disadvantage,<br />
may not possess) any advantage or disadvantage that would tend<br />
toward aggression, such as Combat Reflexes or Berserk. On the<br />
other hand, there are many deleterious side effects. IQ drops by 2<br />
(for which the points are not included in the -15 cost of this<br />
disadvantage), and anything beyond the most simple, routine<br />
tasks requires an IQ roll in addition to the normal skill roll!<br />
Proud<br />
-1 point<br />
Individual success, wealth and/or social standing concern<br />
you greatly. You feel a need for individual importance.<br />
Reclusive<br />
-10 points<br />
Reclusive individuals find the mere presenc e of other beings<br />
extremely annoying. They react at -4 to almost anybody.<br />
Responsive<br />
-1 point<br />
You are able to imagine the feelings and motivations of<br />
others, although whether you care about them depends on<br />
other factors.<br />
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