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GURPS - Basic Set 3r..

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These are problems acquired before the character first comesinto play. As a rule, a character may only be given disadvantageswhen he is first created.You are probably wondering, "Why would I want to give mycharacter disadvantages?" There's a reason. Each disadvantage hasa negative cost in character points - the worse the disadvantage, thehigher this cost. Thus, disadvantages give you extra characterpoints, which will let you improve your character in other ways.Besides, an imperfection or two makes your character moreinteresting and realistic, and adds to the fun of roleplaying.It is possible to "buy off certain disadvantages and get rid ofthem. But if a character eliminates a disadvantage without spendingthe points to "buy off that disadvantage, the GM may assign areplacement disadvantage. Example: You kill your blood-enemy.Unless you spend the points to buy off the Enemy disadvantage, theGM will give you a new foe!"Good" DisadvantagesIt may seem strange that virtues such as Truthfulness and Sense ofDuty are listed as "disadvantages." In most senses, such traits areadvantages! Nevertheless, these virtues limit your freedom ofaction. For instance, a Truthful person will have trouble lying, evenfor a good cause.SOCIAL DISADVANTAGESOdious Personal Habits -5,-10, -15 pointsYou behave, some or all of the time, in a fashion repugnant toothers. The worse your behavior, the more bonus points. You mayspecify the behavior when the character is first created, and workthe bonus out with the GM. Some samples: Body odor, constantscratching or tuneless humming might be worth -5 points apiece.Constant bad puns or spitting on the floor would be worth -10points apiece. -15-point habits are possible, but are left to the imaginationof those depraved enough to want them.For each -5 points your habit is worth, subtract 1 from all reactionrolls made by someone in a position to notice your problem.Example: Ragnar Foulbreath, who has halitosis worth -10 characterpoints, suffers an automatic -2 on reaction from anyone who comesface-to-face with him.Therefore, within the framework of the game, several virtues aretreated as "disadvantages." This has one very worthwhile benefit; ifyou want to create a wholly heroic character, you don't have to takeany "character flaws" at all. You can get points by choosing onlythose disadvantages that are actually virtuous!Limiting DisadvantagesGame Masters should be careful how many disadvantages theyallow players to take. This problem is often self-correcting; someonewho spends a couple of hours playing a one-eyed, berserk, deafhunchback who is afraid of the dark will either (a) kill the poor fellowoff to be rid of him, or (b) have so much fun that nobody else willmind. But too many disadvantages can turn your game into a circus.A suggested limit: Disadvantages should not total more than -40points. However, if only a single severe disadvantage (e.g., blindness)is taken, it may have any cost. Poverty, ugliness, bad reputationand attributes of 7 or less count as disadvantages.In a campaign where all characters, or at least all PCs, have acertain disadvantage, it does count for points, but should not countagainst the 40-point limit. In an espionage campaign, for instance,all the PCs could have 40 points of disadvantages in addition totheir "required" Duty to the Agency.But GMs should set their own limits and guidelines, as appropriatefor each campaign. Keep it fun.Note that certain sorts of disgusting behavior will notbother non-humans. A person with a constant drool willirritate other humans, but a Martian would not evennotice, and a troll might think it was cute. The reactionpenalty for an odious personal habit is for members of your ownrace; it is up to the GM to handle differing reactions from other races.PovertyVariableYou were born poor, relative to the norm of your culture, or lostyour money somehow. You start with only a fraction of the moneynormal for a beginning character, and your income is limited. Thevarious degrees of poverty are discussed under Wealth (p. 16).Primitive-5 points per tech levelYou are from a culture with a lower TL than that of the campaign.You have no knowledge (or default skill) relating to equipmentabove your own tech level. You can start only with skills orequipment from your local culture. (To play a character of a primi tiverace without this disadvantage, assume he is from an area near"civilization.")The value of this disadvantage is 5 points for each TL by whichyour native TL is less than that of the campaign. If the ruling raceor culture looks down on your people, that is a separate SocialStigma disadvantage.You may not acquire Mental skills relating to high-tech equipmentuntil you buy off this disadvantage. Physical skills (driving,weaponry, etc.) may be acquired at no penalty if you find a teacher.

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