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GURPS - Basic Set 3r..

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The player may choose the Ally Group when the character iscreated. With the GM's approval, a character may also acquire anAlly Group later. Either way, the GM may fill in the details of thegroup, including the circumstances under which the Ally Groupmay be available. The GM may also require the UnusualBackground advantage to explain the ties between the character andthe Ally Group.If members of the Ally Group are lost during an adventure, theywill be replaced . . . though, perhaps, not immediately. The detailsare up to the GM, and may be based on the circumstances in whichthe leader "acquired" the group.A PC should get not character points for any game session inwhich he betrays or attacks his Ally Group. Leading a group intodanger is all right - as long as the PC is a responsible leader.Any prolonged or severe mistreatment of the group, though, willbreak the ties; the Ally Group and points are lost.If a PC and his Ally Group part waysamicably, the PC should not be penalized.The point cost of the Ally Group may buyanother Ally Group met during roleplaying,or individual members of the group maycontinue as Allies (see p. 23). At the GM'sdiscretion, remaining points may be tradedin for money (see sidebar, p. 16),reflecting parting gifts.Alternate Identity15 or 5 pointsper identityYou have an extra identity, which to allappearances is legally established. Yourfingerprints (and retina prints, if this is acommon method of ID) are registered undertwo different names, you have two sets oflicenses, passports, birth certificates, and soon. This can be extremely useful for anyoneinvolved in illegal activities, or for anyonetrying to conceal a super identity. Thisadvantage may be purchased as many times asdesired, giving another set of papers each time.While the new identity may includecredit cards and bank accounts, all money inthese accounts must be supplied from the"real" character's bank account - it isn'tincluded in the package.If a law enforcement agency attempts toidentify you from your prints, with no cluesas to your name, there is an equal chance foreach of your identities to come up. The searchwill stop at that point . . . unless they alreadyhave reason to believe you are a ringer. If thesearch continues, the second identity will, ofcourse, surface, and you will be unmasked. Atthat point, once the agency determines who youreally are, the alternate identity(s) are lost.Alternate identities are illegal for ordinarypeople. If you are caught, you will face a stifffine and possibly a jail sentence. An alternateidentity can also be a "secret " identity, but itdoesn't have to be!Legal Alternate Identities: Certain PCs might have access to an AlternateIdentity legally. An undercover FBI agent, for example, could have acomplete set of papers, history, etc., in a fake name. Or a super-hero mighthave government help in creating a secret identity! A character musthave at least 10 points of Legal Enforcement Powers (p. 21) to have alegal identity such as this but the point cost of the Alternate Identitydrops from 15 to 5 points. If a super has official permission to concealhis original name (to protect his family, etc.) and to hold property, etc., inhis "super" name, that is a Legal Alternate Identity combined with a SecretIdentity - see <strong>GURPS</strong> Supers (his real name is hidden)."Weak" Identities: In many countries, including the U.S., it is legal touse false names for privacy, as long as you do not attempt to defraud orinterfere with "public records." You can usually rent an apartment as "Mr.Smith," paying cash, without problems. Butyou can't get a driver's license, etc., legally.This sort of weak identity is worth nopoints.Temporary IdentityYou have obtained a set of identity papers,and had the appropriate records altered, to setup an Alternate Identity. However, the qualityof the work is poor. The new identity willeventually be noticed and eliminated (and the usersought after!). Therefore, a Temporary Identity isnot considered an "advantage," and costsno points. It is a convenience to be boughtwith cash.A standard Temporary Identity is guaranteedto be good for one week. At the end of thatweek, a roll is made. On an 8 or less, the falserecords have been discovered. Each week anadditional roll is made at a cumulative +1 (e.g.,the discrepancies are discovered at the end ofweek 2 on a 9 or less, and at the end of week 3on a 10 or less).Cost of a temporary identity is negotiable,and depends entirely on the background.The cheaper the identity, the more often theGM will roll: a really cheap one might begood only for a day. with rolls every day!More expensive identities, lasting longer orstarting at a lower number, might also beavailable.In a high-tech background, where a temporaryidentity is a matter of tamperingwith computer files, the netrunner whobuilds the identity can put a "daemon" inthe file. This will automatically place awarning phone call when the identity isblown! This will often be as expensive asthe Temporary Identity itself.Someone who has been Zeroed (p. 237)can use a Temporary Identity.Blessed VariableYou are in tune with some specifichigher power. The simplest version of thisadvantage costs 10 points and grants theability to use any one Divination spell at IQlevel (see <strong>GURPS</strong> Magic, p. 55). The type

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