GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Annoying voices: You hear them, but are reasonably sure that<br />
they are not real, and they do not harm you directly (although<br />
most people who see you reacting to unheard noises will have a -2<br />
reaction to you). -5 points.<br />
Disturbing voices: The voices can drown out normal sounds,<br />
and will startle and frighten you. -10 points.<br />
Diabolical voices: These are the typical "voices that tell you<br />
to kill" or perform other terrible deeds. People in extreme emotional<br />
situations or under the influence of some controlled substance<br />
may need to make a Will roll to avoid carrying out the<br />
"orders" (GM's discretion). -15 points.<br />
The voices can be either the result of mental problems, or a<br />
limited form of possession. In the second case, no amount of<br />
psychotherapy will find the causes of the voices, let alone cure<br />
them. Electroshock therapy might drive the evil spirits away<br />
(much as beating possessed people in medieval times was supposed<br />
to drive the "demons" off), although that particular treatment<br />
might also do as much harm as good. If Exorcism (p. 135)<br />
or a similar ritual is performed successfully (the GM determines<br />
how hard the spirits are to dislodge), you are cured and have to<br />
buy off the disadvantage.<br />
VR Addiction<br />
-25 points<br />
This disadvantage only exists in settings where virtual reality<br />
(VR) technology exists - typically, at TL8+.<br />
This is a special form of psychological addiction. You prefer<br />
artificial, controllable virtual-reality sessions to the experiences of<br />
your own life; therefore, you enter VR whenever you can, even<br />
if it will cause you to lose a job or alienate your friends. You<br />
must make a Will roll whenever you have an opportunity to<br />
enter VR. This addiction is legal, incapacitating, highly addictive<br />
and costs under $100 per day.<br />
Workaholic<br />
-5 points<br />
This is a form of Compulsive Behavior; the affected character<br />
drives himself past his limits, and finds it very hard to relax and<br />
turn away from his work. Victims of this problem risk burning out.<br />
A person with this disadvantage will work as long as he can<br />
(at least half again as much as a normal working day); he will<br />
rarely have any pastimes or hobbies unless they are in some way<br />
related to his job. Most people may regard him with respect at<br />
first (+1 to reaction rolls), but eventually a workaholic will meet<br />
with a -1 or -2 reaction, especially from friends and loved ones<br />
who rarely get to spend time with him. Workaholics will often<br />
miss a lot of sleep, especially if assigned to an important project<br />
(see p. B134 for Fatigue loss). After missing several hours<br />
worth of sleep, IQ-based skills have a -1 or worse penalty.<br />
Characters with the Overconfidence advantage, a common companion<br />
to Workaholic, would not notice this immediately.<br />
Xenophilia<br />
-5/-15 points<br />
You are instinctively fascinated and attracted by strangers<br />
and aliens.<br />
For -5 points, you have a +1 on reaction rolls and Fright<br />
Checks when meeting strange creatures.<br />
For -15 points, you are very fascinated and attracted by<br />
strangers and aliens, no matter how dangerous or frightening:<br />
+3 on reaction rolls and Fright Checks when meeting strange<br />
creatures. This can be fun to roleplay!<br />
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