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GURPS - Basic Set 3r..

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Minor disadvantage: -5 points. Again, the character is fated toplay a small part in a larger story, but this time he will not come off sowell. He is guaranteed one tragic experience or one embarrassingfailure. These things should not cause the fated character's deathexcept in the most desperate and heroic of circumstances.Major disadvantage: -10 points. The character is fated to play akey role in a sorry turn of events. For instance, he might arrive with amessage which could have saved the day . .. but he came too late. Orhe might have executed the only competent general in a threatenedprovince, causing its loss to barbarian invaders. Still, the character willsurvive.Great Disadvantage: -15 points. Death stalks the character.Something out there has his name on it, and it knows where he is,and it's getting closer all the time. He will either die, or be ruined,and his fall will have terrible repercussions for others. This level ofDestiny is not suitable for every campaign! The GM does not have toallow it, and if he does, he should plan on letting the campaign takea radical turn, or simply end, when destiny is fulfilled.Working out a good Destiny - and making sure it comes to pass -requires considerable ingenuity on the part of the GM. Before youdecide on a Destiny, be sure that it won't drag the campaign off therails.If someone fulfills his Destiny and still lives, it is over -although its repercussions might haunt him for years to come. Adisadvantageous Destiny must be bought off as soon as it is fulfilled. . . although this may be automatic, if the working-out of theDestiny costs the character riches or allies worth equivalent points.If the character does not have enough points to buy off hisDestiny at the time it is fulfilled, he gains the Unluckiness disadvantage,regardless of the level of the Destiny disadvantage (or, theGM might assign a new bad Destiny to the PC). The Unluckinesscan then be bought off in the normal way. No extra character pointsare earned for fulfilling an advantageous Destiny.Extra Fatigue3/pointYour fatigue is higher than normal for your ST. You can run fartherand fight longer than others, and you have more power available forpowering magical spells. Extra fatigue goes into a separate pool thatcan be used to power super-powers, psionics, extra effort or magicalspells. This pool recharges at the same rate as normal fatigue, butwill only begin to regain points if regular fatigue (based on ST) hasbeen completely regained first.Extra Hit Points5/pointYou can take more damagethan a normal human of yourHT. Hit points are initiallyequal to HT, so a character withHT 14 could buy his hit pointtotal up to 20 for 30 points. Thiswould be written as HT 14/20. Allrolls versus HT, Contests of HT,resis tances, calculation ofunconsciousness and survivalrolls, and anything elseinvolving HT would still bemade against his health of 14.Only damage is subtracted from20.If the Stun Damage Only optional rule from <strong>GURPS</strong> Supers is ineffect, stun is based on hit points, not basic HT.Example: If a character has HT 14/20, he would have to roll tostay alive at -14 HT (and every -5 thereafter) rather than at -20.FavorVariableYou saved someone's life, kept silent at the right time, or otherwisedid someone a good turn. Now they owe you one.Think of a favor as a one-shot version of the Ally, Patron, orContact advantages. You have one of these for one time only, foreach time you buy the advantage. Work out the point cost for Favorexactly as you would the parent advantage, and divide the cost by5. Round up to the nearest full point. Any time that you wish to"collect" on the Favor, the GM rolls against the "frequency" of theadvantage. If it is successful, you get what you want, within thelimits of the advantage. Remove the advantage from your charactersheet unless you rolled a critical success; on a critical success, your"friend" still feels indebted to you.If the roll is failed, you couldn't reach them in time, or theycouldn't comply. You still have your favor coming. You may tryagain in another adventure.Favors gained in play are treated as all other advantages, andshould be paid for, but the GM may also wish to include a favor aspart of the general reward for a successful adventure, in addition toearned points.Fearlessness2 points/levelFearlessness is a special case of Strong Will (p. 23) that onlyapplies to Fright Checks and attempts to intimidate (see p. 246).Example: A PC has an IQ of 13, plus 2 levels of Strong Will and 3levels of Fearlessness. He would make regular Will rolls at 15 (13 plus2), but his Fright Checks would be at 18(13 plus 3 plus 2). Any attempt tointimidate him would be at a -3 - if the intimidation is handled as aContest of Wills, both his Will and Fearlessness would help him.Hard to Kill5 points/levelThis is a "cinematic" advantage, and the GM is free to forbid it in arealistic campaign. On the other hand, the life expectancy of anadventurer in a fully realistic campaign can be depressingly short. . .You are incredibly difficult to kill. Each level of this advantageconfers a +1 on all HT rolls made for survival. If you miss your normalHT roll, but make it with your Hard to Kill bonus added in, youappear dead (a successful Diagnosis roll will reveal signs of life), butwill come to in the normal 1 hour per point of negative HT.Example: Bruno has HT 12 and 4levels of Hard to Kill. He is hit bya LAW rocket doing 30 pointsdamage, reducing his HT to -18.This will require him to make twoHT rolls to stay alive (one at -12, then one at -17).He rolls an 11 for the first one - noproblem, still alive. On the second roll, hegets a 14. This is above his regular HT(12), but below his modified HT (12 + 4levels of Hard to Kill). He passes out, andis left for dead by his foes. Roughly aday later, he'll regain consciousness stillinjured, but not dead!

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