From: [3 ob 2] at [qlink.queensu.ca] (Billy The Kid) Newsgroups: rec.games.frp.gurps Subject: NEW GURPS ADV/DIS/SKILLS Date: 14 Feb 1996 17:47:59 GMT Over the time that I have played GURPS (which has not been that long) I have collected a lot of common advantages, disadvantages, skills and even some limitations which keep popping up in my characaters but are not in GURPS BASIC. So here is a list of them...If you don't like them, don't use them...If you don't like the cost, modify it for your own purposes... Most of these are designed for normal 100 point campaigns and might have to be modified for super/devine levels GURPS. A cost of ?? means the cost is variable as described in the description. Puck & His Shadows (aka Billy The Kid) ------------------------ NON STANDARD ADVANTAGES: ------------------------ 10 ACUTE MEASUREMENT This advantage allows a character to measure dimensions and time to 5% of the applicable unit with a glance and to 1% if careful inspection is applied. The character does not need any instrument to do this (excellent for mappers). "Applicable unit" means the units that would most likely be used to measure the dimension, for example a cave wall would be feet, a box might be inches, closing a door might be seconds and travelling might be hours. 5 CUTE/PITY This advantage can be bought in multiple levels. It gives a +1 reaction modifier from most people, +2 from caring people and +0 from uncaring people. The reaction modifier is due to the fact that the character is not necessarily attractive but cute (or really pitiful). A gully dwarf, for example, will most likely be unattractive (if not ugly) but would have a few levels of CUTE or PITIFUL to compensate for the apperance. 25 MANA STABILIZER Opposite to MANA DAMPNER. Although MANA STABILIER can not raise the level of mana in an area, it can prevent MANA DAMPENING or MANA DRAIN (in any form) from lowering the mana level. Each level of this advantage can protect against the lowering of 1 Mana Level. Works within the character sight (or what would be the character's sight if he/she could see). ?? PARTIAL MAGIC SUPPLY This advantage allows a single mage to cast large spells by allowing him/her to pay part of the spell cost at a time. Spells that are partially paid for count as a spell on (-1) and can be forgotten when the mage is hit (if will roll is failed). Spell goes off after the total cost has been paid for. Time to cast for adding to spells is 10 times the "time to cast" for the entire spell. For example if a spells costs 50 and its time to cast is 10 seconds then a mage could cast 10 points of it (taking 10x10 = 100 seconds) then rest, cast another 10 points (again taking 100 seconds) and so on until the spell is full paid for. Then the spell would go off. During the process the mage would be at a -1 to cast any other spells. The *10 cating time multiplier makes it difficult to use this advantage to "delay" spells. Normally a character could pay for all of the spell cost of a damaging spell except for 1 fatigue and then, when in combat, could pay the last point (and thus have a "delayed" spell that he/she could cast at any time) but since the "time to add" is 10 times the time to cast, this is very impractical. This advantage cost is based on the number of colleges and spells the player has. One college with fewer than 20 spells costs 40 points. Each additional college costs 20 points and each set of 20 spells costs 20 points. Some college (such as Necromancy) can cost more, at the GMs discression. For example Healing college with 25 spells and the Light and Dark college with 15 spells would cost 40(healing)+20(more than 20 spells)+20(light & dark) = 80 points. 5 PROVOCATIVE BODY This advantage is similar to apperance but is solemly based on the body figure. If a character puchases this advantage instead of apperance, the face of the character remains at the apperance level but his/her bodily attractivness is more. Gives a +2 reaction modifier to opposite sex, none to same sex. For members of the opposite sex, who are not specifically looking for "provocative apperance", the modifier is reduced to +1 per level once they get to know the character (ie. the +2 is the "shallow" first impression and not true beauty). 5 PROVOCATIVE ACTIONS This gives the same benefits as above (Provocative Body) but is due to actions that the character performs (ie. a provocative walk, an inviting smile, etc). 30 SUPER DANGER SENSE Similar to the GURPS BASIC DANGER SENSE but better. Gives an 8 point compass driection (N,NE,E,SE,S,SW,W,NW). 50 SUPER DUPER DANGER SENSE Same as SUPER DANGE SENSE (above) but always gives the character 1.01 turns (or more) to react. Thus a character with SDDS can get off a spell before "what ever it may be" happens. Note: Sometimes this might be a little hard to play and the GM might have to go back a bit to hive the character fair warning. 60 SUPER DUPER PLUS DANGER SENSE Same as SUPER DUPER DANGER SENSE (above) but will also revive the character from sleep if SDPDS goes off. The character will be fully revived and ready to act (all effects of sleepiness will be revoked until the situation is over). ?? REGENERATION: FATIGUE This advanatage functions like the REGENERATION advantage except it regenerate fatigue instead of hitpoints. In standard campaigns not availabe to magic users. In super/devine campaigns available to mages on "real" fatigue only (ie. not on EXTRA FATIGUE). Available for 50 (1/H), 75 (1/m), 100 (1/s), 150 (instant, supers/devine only). --------------------------- NON STANDARD DISADVANTAGES: --------------------------- 15 ACTIONLUST: This is the lust for action. Unlike GLORY HOUND the character does not seek to be the centre of attension (ie. he/she does not necessarily create all the actions) but the character's worst fear is that somewhere some action is going down and he/she is missing it. Actionlust character can still be shy (they might like to watch the action, but not participate) but crippling shyness and/or a phobia of crowds/people makes an actionlust character difficult to play. 10 CALCULATING/HYPOTHESISING: Opposite of the GURPS BASIC impulsiveness disadvantage. The character will refuse to do anything without a plan, all actions must be though out ahead of time, and will stay around to contemplate a plan even if the party charges on ahead. The character is at a -3 to IQ to improv and -5 to improv in combat. In exchange, the character does get a +3 to IQ to generate plans if not press for time. 15 COMBATLUST: This is the lust for combat. Unlike BLOODLUST characters with this disadvantage try to prolongue combat as long as possible, it is not the kill they are searching for but the act of combat itself. Character's with this disadvantage will throw a foe's weapon back to him if the foe is disarmed and will not attempt to run opponents through (ie. try for critical hits) even when the oppertunity manifest itself. Usually Knights are found with this disadvantage. 5 COMPULSIVE BEHAVIOUR: Rude Comments About Opposite Sex The character makes rude comments about the opposite sex. These comments usually manifest themselves in sexual comments but do not have to be. The character may or may not know that he/she is being rude. Example: "Hey Babe", "Nice Knockers", "Where 'd you get 'em rags? [Refering to clothings]" 5 COMPULSIVE BEHAVIOUR: Ritual Magic Chants The character must either chants or spews magical comments when casting magic. This is in addition to any words and gestures the mage must usually make (depending on skill level). For example a mage casting lightning bolt might say "By the 12 demons-lords of the Abyss and thier Master, I call forth the Ancient Element of Lightning...Feel the Abyssmal wrath!" ?? HIDDEN... This is a prefix that can be added to many disadvantages, especially social stigmas, odious personal habits and compulsive behaviours. The prefix HIDDEN indicates that other characters are not aware of the disadvantage (and thus the character does not get negative reaction rolls from it) but if the disadvantage is discovered its implications are worth twice as much becuase the character was trying to hide them. For example: 10 Hidden Social Stigma - Shapeshifter would mean that the character would suffer no reaction modifiers until his Hidden Social Stigma was discovered and the a -4 (instead of a -2) reaction modifier would be applied. 10 LECHEROUSNESS: MILD Same as GURPS BASIC LECHEROUSNESS but either: the character makes passes only towards a specific class of opposite sex members (ie. Only people with Status 2+, Only merchants, Only Knigts) as long as the group is not too small; or with a +5 Bonus on the will roll. 05 LECHEROUSNESS: VERY MILD The character suffers from a strong desire for romance. The desire is not forced (ie. no will roll or make a pass) but the character is always found involved with someone. This allows the character to walk through placed with very attractive people of the opposite sex, but as long as the character has "already found someone" he/she does not need to make a pass at them. ?? MAGIC INCOMPETENCE This disadvantage can only be applied to mages. Any spell with this disadvantage will have the "strength" of its original skill, but rolls will be made against the "incompetence" number. Thus a mage can have very powerful spell, that are difficult to resist or dispell, but his/her chance of casting them are much smaller. This disadvantage is worth 1-(Incompetence Number/Spell Skill). For example: Fizban has Fireball at 18, Deathtouch at 20 and Shapeshifting (Snake) at 14. He chooses to use the incompetence disadvanatge to get incompetence levels of 10,11 and 12. This would be worth [1-(10/18)]+[1-(11/20)]+[1-(12/14)] = 1 point. When Fizban casts Fireball he rolls against a skill of 10 but the spell is resisted against the full 18 and costs as if it were at a spell level of 18. 20 NO KNOWLEDGE OF CUSTOMS A character with this disadvantage does not know any local customs (and will not know any local customs where ever he/she goes). A character with this disadvantage is likely to get into trouble becuase he/she will be oblivious to any class system (including titles, formalities, required gestures) and will likely manifest powers that he/she should have kept secret. Usually more applicable for Supers or Aliens. Example: Fenira uses her matter absorb power to create a hole in the wall. She looks back to see her comrads staring at her in puzzlement. One asks "How did you do that?". Fenira looks confused and says "Normally...with my power...why? Can't everyone else do that?" 20 PARTIAL SLAVE MENTALITY: Excluding Self Safety This disadvanatge makes the character unable to act on his own (as per SLAVE MENTALITY) unless instructed except when own safety is involved. For example: If the character needs a map and find the money to buy it, he/she will not buy it unless instructed to do so but if the character is attacked he/she will be able to defend him/herself without the need for instructions. 50 POOR IMMUNE SYSTEM This disadvantage applies to Magic and Psionics. Characters with this disadvantage automatically fail any resistance rolls made against any spell or psionic power. In a supers campaign, this disadvantage can include super powers but in such a case its value should be increased (based on the number of starting character points). 10 SELF PACIFISM: CAN NOT KILL/SELF DEFENCE This is identical to the 15 point PACIFISM in GURPS BASIC but the character does not have to impose his pacifism on others (as is required by GURPS BASIC). Usually a character with this type of disadvantage had his own set of believes but is tollerant of others haveing their own believes. 20 SELF PACIFISM: FULL This is identical to the 30 point PACIFISM in GURPS BASIC but the character does not have to impose his pacifism on others. Also see above. 20 (SENSE OF) DUTY: COMPANIONS A character with this disadvantage has a suicidal (sense of) duty to his/her companions. Example: Jane has this advantage, she just managed to escape from acavern where she saw 12 professional fighter so down against 5 dragons. She could escape, but she didn't see Richard (her companion) fall. Becuase of her duty (or sense of duty), Jane would have to return to the cave and seek out Richard even if it would mean certain death. 10 STRANGE EFFECT: Sparkles After Use This disadvantage is appropriate for Supers powers, but could be used for magic if magic is uncommon. After the use of the super power there is some harmless but obvious strange effect that resides for 15 minutes. This is inconvenient becuase the super can not use a power discreetly. For example, after Electra uses her electrifying beam harmless crackles of electricity spark over he body for 15 minutes. 05 SUPERSTITION (PHOBIA): Black Cat A character with this disadvantage will be phobic (as per mild phobia) of black cats. 05 SUPERSTITION (PHOBIA): Ladders, Mirror, Salt A character with this disadvantage believes that walking under ladders is bad luck, breaking Mirrors is 7 years of bad luck and spilling salt is bad luck unless a pinch of it is not tossed over the shoulder. The catch is...they are right! Walking under a ladder or spilling salt gives the GM the right to use GURPS BASIC UNLUCKINESS five times (any time...even 5 times in 1 session), the the bad luck disappears. For breaking a mirror, the character gains the GURPS BASIC UNLUCKINESS for 7 (character) years (years which the character does not spend on adventure do not count towards the seven, thus each year the character must go on atleast a small adventure to reduce the 7 year unluckiness). 10 UNDERCONFIDENCE The character is highly underconfident. Unless the action, the character wishes to undertake, is something that he could do very easily the character will be convince that he can not accomplish it. 20 VOW: CAN NOT HARM DIRECTLY Another modified pacifism. The character can not harm at all but has no objections to having others do it for him. The character can set traps as long as they are sprung by the foes (and not the character). The character can summon elementals, undead or demons to do his bidding but could not cast a rock slide (even though the rocks are doing the damage, the character caused it directly). The reason for the fairly high value of this disadvanatge is becuase if the character gets into melee...he/she is toast. 15 VOW: HEAL ALL OTHER BEFORE SELF A characater with this vow will make sure that all other party member have been healed before himself. Simple bandaging to prevent bleeding to death is allowed, but oficial bandaging which actually reduces hits after combat is not. If multiple party member are wounded and there is not enough healing potions the character will let the other have the potions and will "tough it out". 20 VOW: NEVER USE ANY WEAPONS A modified form of pacifism between the extreme of "full pacifism" and "can not kill/self defence only". The character may attack and even kill but is forbidden to use any weapons (including improvised weapons) to do so. 15 VOW: USE NATURAL WEAPONS ONLY The character can use only weapons that have been fitted together from 100% natural things. A wooden quarterstaff is legal, a stone axe is legal as long as it is attached to a wooden handle with by vines but a sword or dagger are not allowed (unless it is a bone dagger). ----------- NEW SKILLS: ----------- SEXUAL INTERCORSE; P/VH; DX-6; + Apperance Bonus + 2(Provocative Body Bonus) (apperance modifiers do not apply when in darkness) The ability to perform sexually. Include actual performance and sexual creative imagination. BATTLE FIELD SURGERY; M/VH; IQ-6; + Double Jointed Bonus As per GURPS BASIC surgery skill but with special application to the battle field. Includes actual surgery skill and ability to improv equipment and tools. ADVANCED ...; ...+1 ; ...-1; ... And advanced from of most scientific skills that give the more specific details about the scientific field. Difficulty is one level higher than the original skill unless the original skill is already at the highest difficulty. Default is one less than the original skill default unless difficulty has not changed. For example: Chemistry; M/H; IQ-6 becomes Advanced Chemistry; M/VH; IQ-7 but Biochemistry; M/VH; Chemistry-5 becuse Advanced Biochemistry; M/VH; Biochemistry-5 (note that the default did not decrease becuase difficulty didn't change, but it did switch from Chemistry to Biochemistry). ----------------------- NEW SUPERS LIMITATIONS: ----------------------- NEEDS BODY PART (!LH,!RH,!LL,!RL,!EYES) This limitation allows a super power to function as long as the mentioned body part has full hitpoints. The power and skill of a super power (as a percentage) drops twice as fast as percentage of damage done to the body part. Thus when 50% of the body part hitpoints are gone, the power is temporarily lost. For example: Jane has Flame Jet 18(20) with the limitation !RH (needs right hand). Her right hand has 12 HT. She is hit for 3 points in her right hand. Thus she looses 2(3/12)*100 = 2(25%) = 50% of her power and skill, giving her a Flame Jet 9(10). Hands and legs are worth 10% and eyes (both eyes although only one has to be hit) is worth 5%.