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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 />

93

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