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GURPS - Basic Set 3r..

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Pacifism-15 or -30 pointsYou are opposed to violence. This opposition can take threeforms, each with its own point value.Total nonviolence is just that: you will not lift a hand againstanother intelligent creature, for any reason. You must do your nonviolentbest to discourage violent behavior in others, too. You arefree to defend yourself against attacks by animals, mosquitoes, etc. -30 points.Self-defense only means that you will only fight to defend yourselfor those in your care, using only as much force as may be necessary(no pre-emptive strikes allowed!). You must do your best todiscourage others from starting fights. -15 points.Cannot kill means that you may fight freely, and even start afight, but you may never do anything that seems likely to killanother. This includes abandoning a wounded foe to die "on hisown"! You must do your best to keep your companions fromkilling, too. If you do kill someone (or feel yourself responsible for adeath), you immediately suffer a nervous breakdown. Roll 3 dice andbe totally morose and useless (roleplay it!) for that many days.During this time, you must make a Will roll to offer any sort of violencetoward anyone, for any reason. -15 points.Paranoia-10 pointsYou are out of touch with reality. Specifically, you think thateveryone is plotting against you. You will never trust anyoneexcept old friends . . . and you keep an eye on them, too, just incase. Other characters, understandably, react to paranoids at -2. Aparanoid NPC has an automatic -4 reaction against any stranger,and any "legitimate" reaction penalty (e.g., unfriendly race ornationality) is doubled. This goes very well with Delusions, which ofcourse have their own disadvantage value!PhobiasVariableA "phobia" is a fear of a specific item, creature, orcircumstance. Many fears are reasonable, but a phobia is anunreasonable, unreasoning, morbid fear.The more common an object or situation, the greater the pointvalue of a phobia against it. Fear of darkness is far more troublesomethan fear of left-handed plumbers. Phobias may be mild orsevere; the severe version is worth twice as much.If you have a mild phobia, you may master it by a successfulWill roll. This is also called a "Fright Check" - see p. 93. Forexample, if you have acrophobia (fear of heights), you may still goonto the roof of a tall building if you can first make your Will roll.However, the fear persists. If you successfully master a mild phobia,you will be at -2 IQ and -2 DX while the cause of your fear persists,and you must roll again every ten minutes to see if the fear overcomesyou. If it does (that is, if you fail your Fright Check) you will reactbadly, rolling on the table on p. 94.If you suffer from a severe phobia (worth double points), youare deathly afraid. Under normal circumstances, you must simplyrefuse contact with the feared situation. If forced into contact withthe object of your fear, roll a Fright Check . .. at -4 to Will! Youwill be at -3 IQ and -3 DX while the cause of your fear persists,rolling again every 10 minutes.If a phobia victim is threatened with the feared object, he mustimmediately make a Fright Check at +4 to Will (whether the phobia ismild or severe). If enemies actually inflict the feared object on him.he must make the normal Fright Check (as above). If the roll is failed,the victim breaks down, but does not necessarily talk - see theInterrogation skill. Some people can panic and fall apart butMENTAL DISADVANTAGESwill still refuse to talk, just as some people will not talk under torture.A phobic situation is, by definition, stressful. Anyone who isprone to personality shifts, berserking, etc., is likely to have thesereactions when he encount ers something he fears and fails his FrightCheck.Some common phobias:Crowds (demophobia): Any group of over a dozen people setsoff this fear unless they are all well-known to you. Roll at -1 forover 25 people, -2 for a crowd of 100 or more, -3 for 1,000, -4 for10,000, and so on. -15/-30 points.Darkness (scotophobia): A common fear, but crippling. Youshould avoid being underground if possible; if something happens toyour flashlight or torch, you may well lose your mind before you canrelight it. -15/-30 points.Death and the dead (necrophobia): You are terrified by the idea ofdeath. A Will roll is required in the presence of any dead body(animals, etc., don't count, but portions of bodies do). This roll is at -4if the body is that of someone you know, or -6 if the body isunnaturally animated in some way. A ghost (or apparent ghost) willalso require a roll at -6. -10/-20 points.Dirt (rupophobia): You are deathly afraid of infection, or just ofdirt and filth. You must make a Will roll before you can do anythingthat might get you dirty; you must roll at -5 to eat any unaccustomedfood. You should act as "finicky" as possible. -10/-20 points.Enclosed spaces (claustrophobia): Another common, cripplingfear. You are uncomfortable any time you can't see the sky - or atleast a very high ceiling. In a small room or vehicle, you feel thewalls closing in on you . . . You need air! A dangerous fear forsomeone who plans to go underground. -15/-30 points.Heights (acrophobia): You may not voluntarily go more than 15feet above ground, unless you are inside a building and away fromwindows. If there is some chance of an actual fall, all Will rolls are atan extra -5. -10/-20 points.

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