Cows
Main GURPS Page
Spells

Advantages, Disadvantages, and Skills

Advantages   |   Disadvantages   |   Skills  |   Quirks  |   Etcetera



Advantages
Plummet Survival
45 points
      You always survive a fall — any fall. The GM has to come up with the most plausible deus ex machina to explain each miraculous stroke of luck. Sometimes, this will be easy. The character might topple out of a window and land on an awning, for example.
      What happens when the character falls out of a plane without a parachute over the desert? If that happens, the GM has to be much more creative. (Remember the scene in The Life of Brian where Brian falls into the spaceship? That's an extreme case.)
      Note that the character can be injured from a fall. Only his survival is guaranteed.



Very Thick Skull
2 points
      Normally, a skull provides DR 2 against attacks that strike the head. A character with a Very Thick Skull, however, has DR 10.



Sniper Sense
1 point/level
      The longer you aim your gun (or bow), the more likely you will hit your target. As you keep your target in the crosshairs, your concentration gets better and better, eventually reaching superhuman levels.
      Normally, the maximum Aim bonus is +3 (see p. B116). Every level of Sniper Sense increases this bonus by +1. For example, 10 points raises the limit to +13.
      With that kind of bonus, the sniper is likely to aim for a specific body part. In some cases, the target is not entirely visible, so the sniper has to aim for a body part.
      Normally, Sniper Sense is limited to a single type of hand-held ranged weapon — a rifle, pistol, bow, crossbow, etc. If you want it to work for all ranged weapons, the value is 3 points per level.
     
Weyland has this advantage.



Leaper
5 points
      You are unusually good at jumping. With proper training, this special gift could make you an Olympic gold medallist. And it comes in handy when you need to jump over a fence while being chased by aliens.
      See p. B88 and make the following adjustments: Your high jump is five times your ST score, minus 10, in inches. With a strength of 10, your high jump is three feet, four inches. (With a running start, add two feet.) Your standing broad jump is equal to your ST, in feet. Your maximum running broad jump is twice as far.



Sense Evil
10 points
      You can sense evil creatures. If you concentrate (p. B97) for one minute, roll against Will+5. Use the distance modifiers on p. B201. For every doubling of the time spent concentrating, add +1. For example, if you concentrate for 32 minutes, you get a +5. Adjust the roll by -3 to +3 for the degree of evil.
      If you make the roll, you sense the creature and you have a good idea how far away it is. If you make the roll by 3 or more, the GM gives you a one-word description of it. With a critical success, he gives you a one-sentence description.
      In some horror campaigns, this advantage is as useful as Danger Sense. In that case, raise the value to 15 points.



Harmony with the Tao
(Variations on an Advantage)
      Harmony with the Tao allows a character to use a skill he doesn't know once per gaming session. He rolls against the attribute on which the skill is based. This includes psi skills and spells, but does not give the character the necessary psi powers or Magery. See p. 38 of the Compendium I. It is worth 20 points.
      Here are a few enhancements and limitations.
      Skill Bonus. Every +1 to the skill roll is a +25% enhancement. Limit +5.
      Frequency. If you can use it twice per session, add 50%. Three times is +100%.
      Daily. Change the frequency to daily use instead of gaming sessions. +50%
      After Contemplation. If the character must meditate first for a significant period of time, that's a -20% limitation.
      No Psi or Magic. He can't use psionic skills or spells. -50%.
      Vows. If the character breaks a Vow (or any other monastic or religious commandment), he loses his harmony for at least one game session. -20%.



Immune to Death
      This special advantage could be the result of a spell or magic ritual.
      In certain situations, you can't die. The particulars determine the value. For example: you can't die if you are alone (40 points), you can't die from poisoning (10 points), you can't die while fasting (15 points), you can't die on Thursday (15 points). These values are guesses. Adjust them as you see fit.
      A few versions of this advantage will make the character effectively immortal, with a limitless character point value. If the character is twenty years old, for example, and he can't die before the age of sixty . . .
      You can be harmed by these conditions, but not killed. You might be crippled, comatose, or sick for months and still survive.
      The invulnerable character may not know he has this advantage. He might be the subject of a protective enchantment that was secretly cast by a guardian. If he does know, the advantage could be a Secret (worth -10 points).
     
Malthus Nails has this advantage.



Temporal Resurrection
      The moment you die, you are instantly transported back in time exactly one hour. You get to start again in the same place (and in the same personal condition) you were in an hour before. You are fully aware of what has happened. If you do the same things in the next hour, you will die again.
      This power could be unknown to the character until he dies. At that point, you'll have to decide if it is a one-shot power or something he can use over and over. If it is a one-shot, he might be able to do something to regain it. You can also alter the amount of time. Maybe he comes back ten minutes before his death instead of an hour. Or a day before.
      This special power could be the result of an enchantment, a curse, or a spell. It could also be an advantage available for character design, a racial advantage, or the effect of a superscience (TL15+) implant.
      This is particularly useful in deadly campaigns that are full of magic or ultra-tech gadgets. It would not be out of place, for example, in a Black Ops, Time Travel or CthulhuPunk campaign.
      What is the character-point value of this advantage? I have no idea.



Sense Crime
10 points
      By concentrating for one second and making a Will roll, you can detect the most recent crime committed by the person you are touching. If the target is out of arm's reach, add a second of concentration for every yard of distance.
      To determine the exact crime, you must roll against the Law skill (p. B58). Outside of your native society, Law is at an extreme penalty — would a Canadian cop know the law in China? (The Law skill should have a required specialization, I think.)
      If you don't have Law, don't worry. This advantage has another use. You can concentrate and sense the closest crime currently being committed. The GM determines the range and secretly notes the required seconds to sense it (still one second per yard). In this case, the crime is detected as long as the perpetrator knows it is a crime — his guilty conscience is sending out detectable vibrations. Reduce the concentration time for felonies and for crimes that take hours of steady effort to commit. With enough concentration and successful Will roll, the crime is detected.



DR for Fat Characters
An Optional Rule
      Characters who are Overweight or Fat (p. B28) have built-in padding. Against crushing attacks, Overweight characters have DR 1, 10-point Fat characters have DR 2, and 20-point Fat characters have DR 4. (Just divide the disadvantage points by 5.)
      This also applies to the 30-point version of Fat described on p. 78 of Creatures of the Night.



Illuminati Invisibility
0 or 100 points
      With this advantage, you can successfully hide from the Illuminati. If you don't make the effort, they can spot you and track you just like any other person. But if you get under a blanket, wear a ski mask, or just stay home with the lights off, they will think you disappeared.
      If the Illuminati exist in the campaign, this advantage is worth 100 points. If they don't, it's worth zero points.



Alcoholic Intuition
5 points
      Some characters don't develop their sixth sense until after they've had a few drinks . . .
      When you reach level 3 of intoxication, you can use the Intuition advantage (see pp. 162-168 of the Compendium II). For every level after that, add +1 to your rolls to guess right.
      The drunker you get, the harder it is to stay awake, concentrate, or avoid brawling. By the time you have a major Intuition bonus, you'll probably be lying in a pool of your own filth.
      If you are an alcoholic, this is worth 10 points.
      Feel free to make alcoholic versions of other advantages.



Appearance: Unremarkable
5 points
      You are just a face in the crowd. This is a drawback if you want to be famous. But if you want to blend in, it is an asset.
      If someone wants to remember what you look like, they have to make an IQ roll. Penalize the roll by -1 for every twelve hours since they saw you. If you want to raise the penalty to -1 for every four hours since they saw you, the advantage is worth 10 points. (Compare this advantage to the Insignificance spell on page 20 of the Grimoire.)
     
William James Osterling has this advantage.



Photographic Memory
25 points
      This is just like Eidetic Memory, but without the bonus for mental skills. I've never been comfortable with the character-point reduction listed in the rules for EM (see p. B20). Instead of demanding a change in the rules, I just created this new advantage — with it, the character can remember anything that has ever happened to him. In extreme cases (like tiny details from years ago), make an IQ roll.
     
Conrad Swibel has this advantage.



Mesmerize
35 points
      This advantage makes your Hypnosis skill cinematic. After making eye contact with another character, roll a Contest of Will vs. your Hypnosis skill level. If you succeed, you can make a single suggestion, which the victim will obey. Use the guidelines for the Suggestion spell on page 68 of GURPS Magic. (You'll find more elaborate guidelines on page 24 of GURPS Psionics.)
      If you use this advantage more than once in a five minute period, each use costs 1 Fatigue point.



Deus ex Machina
100 points
      This is an extremely cinematic advantage. Once per gaming session, you can call on "the god in the machine": a miracle that saves the day . . . and your character's life.
      There are four versions, each with the same 100-point value. You can buy more than one. You can also buy the same version several times to use it more than once per session.
      This advantage can be
conditional (see below) to reduce the cost.
      The Great Escape. When you are caught in the jaws of Certain Doom, you discover a way to escape. For example, you are hiding in a closet while being hunted by gun-toting thugs. They approach the door and cock their guns. But when they turn the knob, it triggers a trapdoor that drops you out of sight and then snaps back into place.
      Cheat the Reaper. You thought you died but, instead, you wake up in a different place. You're not in very good shape, but at least you aren't dead. The classic example of this Deus ex Machina is the hero who dies at sea and then wakes up on the beach of a deserted island.
      Incredible Intuition. You suddenly understand something that leads you to the next big point in the adventure's plot. You discover a clue that answers a lot of questions.
      The Perfect Shot. You make the one-in-a-million shot with a gun, arrow, punch, etc. Normally, the advantage is used to make one skill roll an automatic critical success. But there's always an additional, unexpected effect. For example, you leap from the cliff and hit the one spot in the river deep enough to cushion your fall, but you get pushed downstream into enemy territory.



Conditional Advantages
      You can reduce the value of an advantage by restricting the number of times it can be used, by requiring the character to perform a particular act first, by limiting the number of targets, or by adding a negative side effect.

Reduce the Value by 10%   if the advantage cannot be used more than twice per game session, if the character has to perform a minor but significant act first, or if there is a small but significant group of targets he can't affect. For example, if a character with Danger Sense in a typical fantasy campaign cannot sense elves, reduce the value by 10%. Another example: the character has to meditate for one minute before using the advantage.

Reduce the Value by 25%   if the advantage cannot be used more than once per session (or once per day), if the character has to perform a major act first, if the use causes a minor negative side effect, or if a large and significant group of targets cannot be affected. Examples: a special agent that has Legal Immunity except with the FBI, a starship pilot whose Vacuum Support works only if he's been awake for more than 24 hours, a detective whose Wealth is limited to buying inside information from Contacts.

Reduce the Value by 50%   if the advantage can only be used once a week (or once every other gaming session), if the majority of the potential targets are unaffected, if the character has to perform an expensive or elaborate act first, or if the use causes a major negative side effect. Examples: a gunslinger whose Combat Reflexes do not function during gunfights, a knight who spends so much time in the wilderness that his Status or Reputation almost never come into play, a vampire-killer whose Fearlessness allows the undead to detect him more easily, a spellcaster who has to perform an hour-long ritual to activate his Magery.

Reduce the Value by 75% (or more)   if the advantage is used so rarely that you wonder why it's listed on the character sheet. Examples: a pirate whose Alertness does not work at sea, or a druid whose Passive Defense does not work in the presence of living things.






Disadvantages
Short
-5 points
      This disadvantage is just like Dwarfism (p. B28) except that the character is not a genetic dwarf. His Move score is reduced by -1, and he jumps as if his ST is 4 levels less. There are no restrictions on his Appearance and he can grow out of the disadvantage naturally, so the value is -5 instead of -15.
     
Billy Dawson has this disadvantage. It is also part of the kid template.



The Samson Effect
      Pick a body part and link it to one of your character's major advantages. This will reduce the advantage's value by half. There are two reasons for the value adjustment. First, if you lose or cripple the body part, the advantage is gone until the part is healed or replaced. Second, once someone learns about this vulnerability, they can exploit it.
      No fair linking an advantage to an obviously necessary body part. You can't reduce the value of Night Vision by linking it to your eyes!
      The character might not be aware of the link.



Weathermaker
-20 points
      Your moods alter the weather. Your happiness, sadness, anger, confusion, and other emotions create or preempt rain, drought, wind, temperature changes, tornadoes, and cloud cover. The stronger the emotions, the greater the influence. Major events are less likely to be affected.
      Normally, a weathermaker doesn't know he can do this. Even if he does, he can't control it. It can be a lot of fun, however, if he finds out during the course of the campaign. (This alters the value to either a low negative or even a low positive value.)
      Imagine a weathermaker on a ship in a pirate campaign or fantasy campaign. A deep depression could result in a storm. Or, suppose the wind fades away to a dead calm. If the crew knows about the weathermaker's power, they might try to make him happy, throwing a party for him, to bring strong breezes and sunshine.



Discriminator
-5 points
      You have a habit of stereotyping people into groups. This is like bigotry, except you don't necessarily hate anyone. Nevertheless, even if you don't have a mean bone in your body, you do shortchange people by assuming that they will think and act like other people in their group.
      You can group people by age, gender, race, profession, religion, economic status, education level, nationality, height, and weight. You are uncomfortable with anyone they can't easily categorize.



Homebody
-15 points
      You want to stay home. You have an emotional attachment to a specific place (nothing larger than an estate). You have to make a Will roll to leave, and another roll every hour to resist returning.
      Why does the character feel this way? He is afraid of the outside world, he feels that his home is sacred, or he might be afraid that someone will destroy his home if he isn't there to protect it.
      If he is forced away, he will become depressed, hysterical, or he'll have a breakdown. If his home is destroyed, he will have the same reaction — and he'll replace his Homebody disadvantage with an Obsession to rebuild it.
      Note that this disadvantage does not apply to characters who can't leave. You can't take this disadvantage if you are physically rooted to the ground or in prison.
      You can alter the value if the character is never needed away from home (change it to -5 points) or if the home is no larger than a room (-20 points).





Skills
International Finance
Mental/Hard
      This skill is required to take a high-level position at the US Treasury, the International Monetary Fund, any central bank, or the World Bank.
      This is a Mental/Hard skill. There is no default. The prerequisites are Economics and Administration at 14 or more. Characters with International Finance typically have a point or more invested in Politics, Accounting, Computer Operation, Savoir-Faire, and Law — and a couple of levels of Status and Wealth.



Remember
Mental/Hard
      This skill represents all of the methods people use to remember things. The character must be trained in a specific technique. When the character tries to remember something, roll against the skill. If it succeeds, he remembers. If it fails, he can't. A critical failure gives him false information, and a critical success causes him to remember additional useful facts.
      Character with Eidetic Memory have no need for this skill. The default is IQ-3 (if the character has practiced some sort of memory technique, without formal training) or IQ-5 (if he hasn't). Note that it is possible for the player to remember something that his character cannot.





Ideas for Quirks
      Base a quirk on one of the character's skills, advantages, or disadvantages. For example, if the character has the Broadsword skill, you could give him the quirk "wears sword across his back." If the character has the Nightmares disadvantage, you could give him the quirk "tells people about his latest nightmares" or "tries to analyze his nightmares."
      You can create a quirk by reducing a disadvantage to a one-point value. Just write a short sentence that sums up the disadvantage in its most benign form. For example, Lecherousness becomes "hits on members of the opposite sex." As a quirk, the trait is resistible — ignore it at will, but roleplay it as often as possible. Some of these reduced-disadvantage quirks could be worth 2 or 3 points, instead of the usual 1.
      You can also make a quirk based on the character's combat tactics or use of spells. List the order in which he uses his weapons or combat skills, what he does when he is wounded, etc. Mages can have quirks like "casts Haste as soon as a potential combat situation comes up" or "he is superstitious about casting Wither Limb on the same day as Major Healing."





Skill-Modifying Quirks


      If a special situation modifies a character's skill, list it on his character sheet. He might perform better or worse when he's wearing his lucky hat, using certain tools, working in the dark, etc. If he uses the skill every day, the character point value is equal to twice the modifier. Otherwise, the value is half that (the same value as the modifier).
     Example. Doctor Zinn has trouble performing surgery when people are watching. This is a -3 to his Surgery skill, worth -6 points.
     Example. Black Bart rides better when his horse is running. This is a +2 to his Riding skill, worth 4 points.
     These modifiers are equal to one level in most mental skills. You're better off adjusting the skill than adding the quirk. With physical and M/VH skills, the value of a skill-modifying quirk is more cost-effective. (However, many players will use a small, colorful trait like this even if it isn't cost-effective. It adds something to the character, which is more important than squeezing the most out of every character point.)





Two-Skill Tasks


      When a character attempts an action that requires two of his skills, modify the second roll by the degree of success (or failure) of the first roll. Randomly determine which roll comes first. (Just roll in alphabetical order every time.) The maximum modifier is plus/minus 5. If he makes the second skill roll, he succeeds at the task.
      Example. A thief tries to disarm a trap using his stiletto. He has to use his Knife-13 skill and his Traps-10. He rolls a 15 against Knife. His Traps roll is now 8 or less. He rolls a 10 and fails to disarm the trap.
      Example. A con-artist disguised as a priest meets a visiting bishop. Suspecting that something funny is going on, the bishop asks the con-artist a few questions about his religion. The con-artist has Fast-Talk at 12. He doesn't have Theology, so he's forced to use his default value, which is 5. He rolls an 8 against Fast-Talk, a success of 4. That makes his Theology roll a 9 or less. He rolls an 8 and successfully bullshits the bishop.
      If you want to give the character a break, roll against the highest skill first. Reverse the order to make the task more difficult.





Older and Wiser
An Optional Rule

      If you've been playing the same character for a full year, you can drop all of your IQ-based skills by one level in exchange for a one-level increase in your IQ score.
      This gives your character the same skill levels and a slight increase in his intelligence. This seems reasonable, considering the fact that a long-running character should be getting wiser over the years.
      (Why not just raise the IQ level by one? Because that costs more. Suppose the character has seven mental skills, each worth 2 points. He lowers them all one level, lowering their value to 1 point each. Now he raises his IQ from 12 to 13. The IQ cost is 10 points, minus 7, for a total character-point change of 3.)





Simplified Fright Checks
An Optional Rule

      If you fail a Fright Check, ignore the big chart on p. B94. Instead, just use the shock rules on p. B126-127. The shock penalty is equal to the amount by which the Fright Check failed. This is also the number of seconds the shock lasts. Miss the roll by 5, for instance, and your DX, IQ, and skills are at -5 for five seconds.
      A critical failure gives the character a temporary new mental disadvantage, maybe a Delusion or OPH: gibbers and drools. This lasts as long as it enhances the adventure. The moment it stops being fun, it fades into a quirk. All quirks acquired in this way are gone at the start of the next gaming session.





Generic Psionic Power
An Optional Rule

      In GURPS Psionics, there are nine psionic powers. Five of them cost 3 character points per level. The other four cost 5 per level.
      You can simplify this by replacing the nine powers with a single, generic power. If you have at least one level of generic psi power, you can buy any psi skill. There are no groups.
      This change presents a few problems. One of them is cost. A first, the cost seems simple — it's the average of 3 and 5, or 4 character points per level. But there are more 3-per-level powers, so the average is really 3.88. The "star" values for one-skill powers add another layer of complexity.
      After playing with the numbers for a few hours, I came up with this:

The cost for generic psi power is 6 points per level, multiplied by one-tenth the number of psi skills the character knows. Always round up.

      For example, if you know three psi skills, the cost for generic psi power is 2 points per level (6 x 0.3). If you know sixteen psi skills, the cost is 10 points per level (6 x 1.6). And if you know all fifty-four psi skills, your generic psi power costs 33 points per level (6 x 5.4).
      (If you don't think these results are quite right, see if it will work by adjusting the base value. My calculations are probably off a little bit. If 6 points per level isn't the right number to start with, 7 probably is.)
      The other problems are easier to deal with. One is the prerequisite of ESP power to have PK shield. The solution: Ignore the prerequisite.
      Another problem is the addition of new psi skills. What if, during the campaign, the character learns a new psi skill? Doesn't this alter his power cost? There's a 50% chance that it does. If the new skill changes the cost per level for his psi power, the character is worth a few more points. Recalculate his generic psi power cost. Think of it as a small additional cost for acquiring a new skill.
      Enhancements and limitations are treated differently. Using the official rules, you can apply them to a single power, effecting all the psi skills in that group. With generic psi power, just add up the value of the psi skills that are effected, apply the percentage modifier, and list this as an advantage or disadvantage. For example, if the character has three Fickle psi skills (at -30%) and their total value is 10 points, that's a 3-point disadvantage.
      Finally, without the groups, you've lost the "spell college effect." It's fun to restrict psionic characters to particular sets of skills. It forces them to develop their particular psi talents. Novice ESPers gradually become grand masters as they learn every ESP skill. If ESPers can branch out into telekinesis and psychic vampirism, they lose their distinctive appeal.
      The solution is to group the psi skills anyway, regardless of the fact that the rules do not require them. Players should work with the GM to regroup the psi skills.
      This gives you the chance to reorganize the groups. For example, if teleporters traverse distances by passing through astral space, you can group teleportation skills with astral skills. And you can split the telepathy skills into two groups: senses and mind-manipulation.






back to top