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GURPS - Basic Set 3r..

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MENTAL DISADVANTAGESInsects (entomophobia): You are afraid of all "bugs." Large orpoisonous ones subtract 3 from the self-control roll. Very largeones, or large numbers, subtract 6. Avoid hills of giant ants. -10/-20points.Loud noises (brontophobia): You will avoid any situation whereloud noises are likely. A sudden loud noise will require a Will rollimmediately, or panic will ensue. Thunderstorms are traumaticexperiences. -10/-20 points.Machinery (technophobia): You can never learn to repair anysort of machine, and you will refuse to learn to use anything morecomplicated than a crossbow or bicycle. Any highly technologicalenvironment will call for a control roll; dealings with robots orcomputers will require a roll at -3, and hostility from intelligentmachines will require a roll at -6. -15/-30 points in a culture of TL5 orbetter; -5/-10 below TL5.Magic (manaphobia): You can never learn to use magic, and youreact badly to any user of magic. You must make a self-control rollwhenever you are in the presence of magic. This roll is at -3 if youare to be the target, of friendly magic, and -6 if you are the target ofhostile magic. (The magic does not have to be real, if YOU believe init!) -15/-30 points in a culture where magic is common, -10/-20 if it isknown but uncommon, -5/-10 if "real" magic is essentiallyunknown.Monsters (teratophobia): Any "unnatural" creature will set offthis fear - at a -1 to -4 penalty if the monster seems very large ordangerous, or if there are a lot of them. Note that the definition of"monster" depends on experience. An American Indian would consideran elephant monstrous, while an African pygmy would not! -15/-30 points.Squeamishness (no technical name): You areafraid of "yucky stuff." You are upset by little bugsand crawly things, blood and dead bodies, slimeand the like. But this is not just a combination of thestandard fears of insects, reptiles, dirt and the dead. Huge bugs orreptiles don't bother you unduly; neither does ordinary "clean" dirt;neither do ghosts. But nasty creepy things, filth, and bits of gruewill get to you. Mild squeamishness, as a "dislike," is a commonquirk that is fun to roleplay. -10/-20 points.Strange and unknown things (xenophobia): You are upset by anysort of strange circumstances, and particularly by strange people. Youmust make a Will roll when surrounded by people of another race ornationality; this roll will be at -3 if the people are not human. Axenophobe who loses control may very well attack strangers, simplyout of fear. -15/-30 points.Weapons (hoplophobia): Any sort of weaponry upsets you; thepresence of weaponry is stressful, and using any weapon, or beingthreatened with one, would require a Will roll at -2. -20/-40 points.DislikesTo give your character depth, you may take any of the abovephobias, in a very mild form, as "dislikes." These are quirks, worth -1 point each, and have no specific penalties; they are merely anopportunity for roleplaying. Or, if you suffer from a real phobia,you may try to pass it off as a mere dislike - until the crunch comesand you fail a Will roll! The GM may be requested to make yourrolls in secret, to help conceal your phobia as long as possible. SeeQuirks, p. 41.Number 13 (triskadekaphobia): You must make a self-controlroll in order to do anything with a 13 in it - visit the 13th floor, buysomething for $13.00, et cetera. This roll is at -5 if Friday the 13th isinvolved! -5/-10points.Oceans (thalassophobia): You are afraid of any large body ofwater. Ocean travel, or air travel over the ocean, will be basicallyimpossible, and encounters with aquatic monsters will also beupsetting. -10/-20 points.Open spaces (agoraphobia): You are uncomfortable wheneveryou are outside, and become actually frightened when there are nowalls within 50 feet. -10/-20 points.Reptiles (ophiophobia): You come unglued at the thought ofreptiles, amphibians and similar scaly-slimies. A very large reptile,or a poisonous one, would require a roll at -2; a horde of rep tiles(such as a snake pit) would require a roll at -4. -10/-20 points.Sharp things (aichmophobia): You are afraid of anything pointed.Swords, spears, knives and hypodermic needles all give you fits.Trying to use a sharp weapon, or being threatened with one, wouldrequire a Will roll at -2. -15/-30 points at TL5 and below; -10/-20points above TL5.Pyromania-5 pointsYou like fires! You like setting fires, too. For good roleplaying,you must never miss a chance to set a fire, or to appreciate one youencounter. When absolutely necessary, make a Will roll to overrideyour love of flame.Sadism-15 pointsYou delight in cruelty . . . mental, physical, or both. (This is aparticularly "evil" trait, more appropriate to NPC villains than toheroic characters.) The GM may completely prohibit this disadvantage(or any other advantage or disadvantage) if he does not wantanyone roleplaying it in his campaign.People react to a known sadist at -3, unless they are from culturesholding life in little esteem. When a sadistic character has anopportunity to indulge his desires, but knows he shouldn't (e.g.,because the prisoner is one that should be released unharmed), hemust make a successful Will roll to restrain himself. Note that it ispossible, though despicable, to be both a bully and a sadist.Sense of DutySee p. 39.-5, -10, -15, -20 points

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