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GURPS - Basic Set 3r..

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Bad Temper-10 pointsYou are not in full control of your emotions. In any stressful situation,you must make a Will roll. A failed roll means you loseyour temper, and must insult, attack or otherwise act against thecause of the stress.Berserk-15 pointsLike Bad Temper, but worse. You tend to lose control of yourselfunder stress, making frenzied attacks against whoever or whatever yousee as the cause of the trouble. (You cannot take both Bad Temperand Berserk.)Any time you take more than 3 hits in one turn, you must roll vs.Will. A failed roll means you go berserk. Other conditions ofextreme stress (GM's option) may also require a Will roll to avoidberserking. A berserker may deliberately go berserk by taking the"Concentrate" maneuver and making a successful Will roll.While berserk, you must make an All-Out Attack each turn a foeis in range, and Move as close as possible to a foe if none is in range.Or, if the enemy is more than 20 yards away, a berserker mayattack with ranged weapons - but he may not take time to aim.High-tech berserk: If an experienced gunman goes berserk, hewill fire as many shots as he can every turn, until his gun is empty.He will not reload unless he has a Fast-Draw skill for reloading, let tinghim reload "without thought." When his gun is empty, he will attackwith his hands or another weapon. He may never aim.While berserk, you cannot be stunned, and injuries cause nopenalty to your Move score or attack rolls. All rolls to remain consciousor alive are made at a +4 bonus to HT; if you don't fail anyrolls, you remain alive and madly attacking until your HT reaches (-5xHT). Then you fall dead!When a berserker downs his foe, he may (at the player's discretion)roll vs. Will to snap out of the berserk state. If he fails the roll (ordoes not roll), he continues berserk and attacks the next foe. Anyfriend attempting to restrain the berserker will be treated as a foe!The berserker gets one Will roll each time he downs a foe, and oneextra roll when the last foe is downed. If he is still berserk, he willstart attacking his friends . . .If you snap out of the berserk state, all your wounds immediatelyaffect you; roll at normal HT, to see whether you remain consciousand alive.Bloodlust-10 pointsYou want to see your foes dead. You will go for killing blows in abattle, put in an extra shot to make sure of a downed foe, attackguards you could have avoided, and so on. A Will roll is necessaryto accept a surrender, or even to take a prisoner under orders. Evenin a non-combat situation, you will never forget that a foe is a foe.MENTAL DISADVANTAGESThis may seem a truly evil trait, but many fictional heroes sufferfrom it. The character is not a fiend or sadist; his animosity is limitedto "legitimate" enemies, whether they are criminals, enemy soldiers,feuding clansmen, or tavern scum. Often he has a very good reasonfor feeling as he does. And, in an ordinary tavern brawl, he woulduse his fists like anyone else.On the other hand, a gladiator or duellist with this disadvantagewould be very unpopular, and a policeman would soon be up oncharges.Bully-10 pointsYou like to push people around whenever you can get away with it.Depending on your personality and position, this may take the formof physical attacks, intellectual harassment or social "cutting." Make aWill roll to avoid gross bullying when you know you shouldn't - butto roleplay your character properly, you should bully anybody youcan. Since nobody likes a bully, others react to you at a -2.Code of Honor-5 to -15 pointsYou take pride in a set of principles which you follow at alltimes. Codes of honor differ, but all require (by their own standards)"brave," "manly," and "honorable" behavior. A Code ofHonor may also be called "pride," "machismo," or "face." Underany name, it is the willingness to risk death rather than be thoughtdishonorable . . . whatever that means.In any culture, there are those who pretend to have honor buthave none, and those who truly try to follow the code but often failto live up to it. But only one who truly follows the code may getpoints for it as a disadvantage.A Code of Honor is a disadvantage because it will often requiredangerous (if not reckless) behavior. Furthermore, an honorableperson can often be forced into unfair situations, because his foesknow he is honorable.This is not the same as a Duty or Sense of Duty. A samurai orBritish grenadier will march into battle against fearful odds out ofduty, not for his personal honor (though of course he would losehonor by fleeing). The risks a person takes for his honor are solely onhis own account.The point value of a specific Code varies, depending on justhow much trouble it gets its followers into, and how arbitrary andirrational its requirements are. Some examples:Pirate's Code of Honor: Always avenge an insult, regardless ofthe danger; your buddy's foe is your own; never attack a fellowcrewmanor buddy except in a fair, open duel. Anything else goes.This code of honor is also suitable for brigands, motorcycle gangs,and so on. -5 points.Gentleman's Code of Honor: Never break your word. Neverignore an insult to yourself, to a lady, or to your flag; insults mayonly be wiped out by apology or a duel (not necessarily to thedeath!). Never take advantage of an opponent in any way; weaponsand circumstances must be equal (except, of course, in open war).This code of honor is especially appropriate for the swashbucklingperiod, whether British, European or Colonial. Note that it onlyapplies between gentlemen; a discourtesy from anyone of SocialStatus 0 or less calls for a whipping, not a duel! - 10 points.Chivalric Code of Honor: As above, except that flags haven'tbeen invented; you must resent any insult to your liege-lord or toyour faith. In addition, you must protect any lady and anyone weakerthan yourself. You must accept any challenge to arms from any one ofgreater or equal rank. Even in open war, sides and weapons must beequal if the foe is also noble and Chivalric. -15 points.

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