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GURPS - Basic Set 3r..

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MENTAL DISADVANTAGESIntolerance-5/-10 pointsYou dislike and distrust some (or all) people who are differentfrom you. A thoroughly intolerant character (-10 points) has a -<strong>3r</strong>eaction against anyone not of his own race and/or class. On a"good" reaction, he will tolerate the person and be as civil as possible(but will be stiff and cold toward him); on a "neutral" reaction hewill still tolerate him, but make it plain in words and deeds hedoesn't care to be around him and considers him inferior and/oroffensive; on a worse reaction, he may attack or refuse to associatewith the victim at all.Intolerance directed at only one specific race or class is worthfrom -5 for a commonly-encountered victim, to -1 (just a nastyquirk) for a rare victim.Members of a disliked group will sense intolerance, and willnormally react to the intolerant person at -1 to -5.Intolerance may manifest itself in other ways as well. Religiousintolerance may take the form of a -3 reaction against those of aparticular faith (-5 points) or to anyone not of your own faith (-10points). On a "neutral" reaction or better, an intolerant person willattempt to convert unbelievers to his own faith.Jealousy-10 pointsYou have an automatic bad reaction toward anyone who seemssmarter, more attractive, or better-off than you! You will resist anyplan proposed by a "rival," and will hate it if someone else is in thelimelight. (This disadvantage goes well with Megalomania.) If anNPC is Jealous, the GM will subtract 2 to 4 points from his reaction tothe victim(s) of his jealousy.Kleptomania-15 pointsYou are compelled to steal - not necessarily things of value, butanything you can get away with. Whenever you are presented with achance to steal, you must make a Wi ll roll, at up to -3 if the item isespecially interesting to you (not necessarily valuable unless you arepoor or Greedy, just "interesting"). If you fail the roll, you must try tosteal it. Stolen items may be kept or sold, but not returned ordiscarded.Laziness-10 pointsYou are violently averse to physical labor. Your chances of get tinga raise or promotion in any job are halved. If you are selfemployed,your weekly income is halved. You must avoid work -especially hard work - at all costs. Roleplay it!Lecherousness- 15 pointsYou suffer from an unusually strong desire for romance.Whenever in more than the briefest contact with an attractive memberof the opposite sex, you must roll vs. Will (at a -5 if the otherperson is Beautiful, or a -10 if Very Beautiful). A failed roll meansyou must make a "pass," using whatever wiles or skills you canbring to bear. You must then suffer the consequences of youractions, successful or not. . . physical retribution, jail, communicabledisease, or (possibly) an adoring new friend.Unless the object of your affection is Very Handsome orBeautiful, you need not roll more than once a day to avoid making apass. If a specific character turns you down very firmly (e.g., ablack eye, or an arrest for sexual harassment) the GM may allowyou a bonus on further rolls . . .Note also that a Lecherous person may change his or her standardsof attractiveness if no truly attractive members of the oppositesex are available!Megalomania-10 pointsYou believe that you are a superman, or that you have been chosenfor some great task, or that you are destined to conquer. You muststart by taking the Fanatic disadvantage - but you are fanatic foryourself! You must choose some great goal - usually either conquestor the completion of some fantastic task. You may let nothing standbetween you and this goal. You may attract followers who are alsoFanatics; nobody else will enjoy hearing you talk about yourbrilliance and your great plans. Young or naive characters, andFanatics looking for a new cause, will react to you at +2. Otherswill have a -2. This is a better disadvantage for NPCs than it is forplayer characters.Miserliness-10 pointsLike Greed (p. 33), except that you are more concerned withholding on to what you already have. You may be both greedy andmiserly! You must make a Will roll any time you are called on tospend money, and you must always hunt for the best deal possible. Ifthe expenditure is large, the Will roll may be at a -5 (or evengreater) penalty. A failed roll means you will refuse to spend themoney — or, if the money absolutely must be spent, you should haggleand complain interminably.Overconfidence-10 pointsYou feel yourself to be far more powerful, intelligent and/orcompetent than you really are, and you should behave that way.Any time (in the GM's opinion) you show an unreasonable degree ofcaution, you must roll against your IQ. A failed roll means you maynot be cautious, but must go ahead as though you were able to handlethe situation. An overconfident character will receive +2 on allreaction rolls from young or naive individuals (they believe he is asgood as he says he is), but -2 on reactions from experiencedNPCs.This is like Megalomania (above) but on a smaller scale. RobinHood was overconfident - he challenged strangers to quarterstaffduels. Hitler was a megalomaniac - he invaded Russia! Heroes arerarely megalomaniacal but often overconfident.This characteristic requires roleplaying. An overconfident charactermay be proud and boastful, or just quietly determined - butplay it up!

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