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GURPS - Basic Set 3r..

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ADVANTAGESCreating an AllyAn Ally character is created just as though he were a PC. AnNPC Ally can have disadvantages totaling no more than 40 points, orone disadvantage of any value. A GM may allow occasionalexceptions to this guideline, however, just as he might for a PC.NPC Allies must all pay the points to have their PC as an Ally.For a normal, 100-point PC, this will cost 5 points.When selecting skills, advantages and disadvantages for an Ally,remember that most Allies share a common background with theirPCs. Soldiers will usually have fighters for Allies, thieves will haveother underworld types, priests will have clerics or holy knights,etc. A player should come up with an excellent rationale if he wantshis PC to have an Ally from a wildly different background.Neither an NPC Ally or his PC may receive points for a disadvantagesuch as Sense of Duty or Oath to his comrade. The pointcost to have an Ally already takes this bond into account.GMing the AllyAn Ally is a non-player character, and should be played as such.While Allies are usually agreeable to the suggestions of their PCs,they are not puppets. They will disagree with their friends fromPATRONSA Patron is a non-player character, created initially by the playerbut controlled by the GM. A Patron can be a big help, as friend,advisor, protector or employer. (You can have a job without having aPatron - see Jobs, p. 192. A Patron is more than an ordinary boss.)The GM may limit or prohibit Patrons if they would disrupt theflow of the campaign.The point cost of a Patron is determined (a) by his/her/its power,and (b) by the frequency with which that Patron appears to helpyou. Power is a GM determination; the scales below are examples,and some Patrons won't fit neatly on them.Power of PatronIf the Patron is a single powerful individual (created with at least150 points), and/or a group with assets of at least 1,000 times startingwealth for the world: 10 points.If the Patron is an extremely powerful individual (created with atleast 200 points) or a reasonably powerful organization (assetsequivalent to at least 10,000 times starting wealth): 15 points.Example: The Los Angeles police department.If the Patron is a very powerful organization (assets equivalentto at least a million times starting wealth): 25 points. Example: alarge corporation or very small nation.If the Patron is a national government or giant multi-nationalorganization (net worth basically incalculable): 30 points.Equipment and PatronsIf a Patron supplies useful equipment, that increases its pointvalue only if the character can use the equipment for his own purposes,while other characters in the same campaign have to buy it.So, in an Illuminati campaign, the Network is a costly Patronbecause it supplies computer equipment. But a soldier in a militarycampaign doesn't pay character points for his weapons; if he goesoff duty, he can't take them along.In most cases, this adds 5 points to a Patron's cost. If the equipmentis worth more than the standard starting wealth of the campaign,it adds 10 points.time to time. An Ally may try to dissuade a PC from a plan thatseems foolish to him; if he can't talk his friend out of the plan, hemay refuse to cooperate. An Ally may even cause problems for hisPC, picking fights, landing in jail, insulting a high noble ... Ofcourse, the Ally will also try to bail his friend out when he makessimilar mistakes.A PC should receive no character points for any play session inwhich he betrays, attacks or unnecessarily endangers his NPC Ally. Ifthe betrayal is particularly blatant, prolonged or severe, the trustbetween the PC and his Ally will be broken; the Ally is lost, but thepoints are not recovered.If, on the other hand, an Ally dies through no fault of his PCfriend, the PC should not be penalized. Let the PC form a relationshipwith another Ally. This relationship should develop gradually - noone gains a true Ally overnight.Since Allies are NPCs, they don't automatically earn characterpoints. However, the GM may choose to give them more pointsover a period of time, as they gain experience. The GM, not theplayer, decides how these points are spent. (If the Ally increases invalue - e.g., from 100 to 101 points - the PC must pay more for theadvantage of the more powerful Ally.)Special Qualities of PatronReferees may adapt point values if necessary. For example, if aplayer's Patron is an extra-dimensional creature with demonic powers,or a super, or the Governor of New York, the Patron should cost20 to 25 points - because, even though the Patron is a singleindividual, he wields great power.Extra-special abilities should add 5 or 10 points - GM's discretion.Some examples:Patron can use magic in a generally non-magical world.Patron has technology much better than the world's norm.Patron has unusual reach in time or space.Frequency of Patron's AppearanceThe point cost of a Patron is modified by the frequency withwhich he appears. Use the Frequency of Appearance modifiersdescribed for Ally, above.The GM rolls at the beginning of each adventure. If severalplayers have the same Patron, they only get one roll! If the numberrolled is within the range for the Patron, then the GM may designthe adventure to include an assignment, or just aid, from the Patron.He may also choose to leave them out. However, if the GM determinedthat the Patron could have appeared, and if you try to contactthem during the adventure (for help, advice or whatever), then thecontact is likely to be successful, and help may be offered. (Be reasonable.If you're locked in a dungeon without a radio or othermeans of communication, you're not likely to be contacting anybody.)You will not know whether your Patron is "available" on agiven adventure until you try to reach him, and, as a rule, youshould only be able to reach your Patron for help once per adventure.Some possible Patron/character relationships for a continuingcampaign:A powerful wizard as Patron to warriors (or young wizards)whom he sends to find magical items or slay foes.A crimelord as Patron to freelance thieves or assassins.

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