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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 />

95

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