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The Gift

The Biggest Disadvantages

       Sometimes when you're designing a GURPS character, you get a little carried away. After choosing attribute levels, skills, advantages, and a super power or two, the character-point value is higher than you expected. You can redesign the character, or you can use the list below. Just grab one or two of these disadvantages and bring that value down to earth in a hurry.
       Page references are for the Compendium I (unmarked numbers) or the Basic Set (marked with a B).
       The list is followed by three disadvantages that can't be reduced to a single point value: Dread, Vulnerability, and Supersensitive. If I listed every possible permutation of these three, this page would be ten times as long. So I just summarized them.

-30
points
   Addiction: Daily dose costs $21-$100, drug is incapacitating or hallucinogenic, totally addictive (p. B30)
   Addiction: Daily dose costs over $100, drug is not incapacitating or hallucinogenic, totally addictive (p. B30)
   Addiction: Daily dose costs over $100, drug is incapacitating or hallucinogenic, normally addictive (p. B30)
   Addiction: Daily dose costs over $100, drug is incapacitating or hallucinogenic, drug is highly addictive, the drug is legal (p. B30)
   Anaerobic (p. 101)
   Appearance: Horrific (p. 80)
   Body of Air: can't turn it off (p. 101)
   Cannot Learn (p. 86)
   Dependency: expensive, somewhat hard to find; illegal; lose 1 HT per six hrs after missing weekly dose (p. 81)
   Dependency: expensive, somewhat hard to find; legal; lose 1 HT per hour after missing daily dose (p. 81)
   Dependency: available almost anywhere; illegal; lose 1 HT per hour after missing daily dose (p. 81)
   Dependency: cannot be bought, must be found or made; legal; lose 1 HT per day after missing monthly dose (p. 81)
   Enemy: A single very formidable individual created with 100 points, or a group of 3 to 5 "normal" or "average" 25-point people; appear on 15 or less (p. B39)
   Enemy: A large group (20 to 1,000 people), or a medium-sized group which includes some formidable or superhuman individuals. Examples: FBI or Mafia. Appears on 9 or less. (p. B39)
   Epilepsy (p. B28)
   Evil Twin with same value as character, appears on 15 or less (p. 77)
   Evil Twin with higher skills levels or more abilities than the character, appears on a 12 or less (p. 77)
   Hemophilia (p. B28)
   Ignorance in six skills regarded as essential to know in the campaign world; -5/level (p. 78). This disad can be increased to a higher value by adding additional levels.
   Magic Susceptibility: casters get a +10 to cast spell on you; -3/level (p. 98). This disad can be increased to a higher value by adding additional levels.
   No Fine Manipulators (p. 103)
   Pacifism: total nonviolence (p. B35)
   Parasite: you can survive on one and only one host race (p. 103)
   Phobia: severe demophobia, fear of crowds (p. B35)
   Phobia: severe scotophobia, fear of darkness (p. B35)
   Phobia: severe claustrophobia, fear of enclosed spaces (p. B35)
   Phobia: severe technophobia (fear of machines) in a TL5+ culture (p. B36)
   Phobia: severe aichmophobia (fear of sharp things) in a TL5 or less culture (p. B36)
   Phobia: severe teraphobia, fear of monsters (p. B36)
   Phobia: severe xenophobia, fear of strange and unknown things (p. B36)
   Phobia: severe autophobia, fear of being alone (p. 93)
   Planetbound: can make short trips only, loses 1 HT per week after three months (p. 103)
   Primitive: 6 levels of TL below campaign TL (p. B26)
   Reduced Hit Points: -6 hits; -5/level (p. 83). This disad can be increased to a higher value by adding additional levels.
   Reduced Manual Dexterity: -10 (p. 83)
   Reduced Move: -6 to Move; -5/point of Move (p. 83). This disad can be increased to a higher value by adding additional levels.
   Secret: possible death if discovered (p. 78)
   Secret Identity: possible death if exposed (p. 79)
   Short Lifespan: maturity at 6 years, start aging at 20 (p. 104)
   Shrinking: permanent, 1/8th normal size (p. 65)
   Slow Healing: one HT roll per week; -5/level (p. 104). This disad can be increased to a higher value by adding additional levels.
   Slow Metabolism: cannot perceive normal creatures at all, and hard to tell you're even alive (p. 104)
   Timesickness: nightmarish severity, acute frequency (p. 84)
   Timesickness: very severe, acute frequency (p. 84)
   Timesickness: critical severity, very frequent (p. 84)
   Tourette's Syndrome: very severe (p. 85)
   Uncontrolled Change: change to Transformation form under stress, new form has a reaction penalty of -2; add -10 for each additional -1 reaction (p. 105). This disad can be increased to a higher value by adding additional levels.
   Unhealing: you can never heal naturally (p. 106)
   Weak Immune System (p. 85)
   Weakness: 1d per 5 minutes, very common substance such as sunlight or living plants (p. 106)
   Weakness: 1d Fatigue or Stun damage per min, very common substance such as sunlight or living plants (p. 106)



-32
points
   Dependent: built with 0 or fewer points, a friend, appears 12 or less. (p. B38)
   Dependent: built with 0 or fewer points, a loved one, appears 9 or less. (p. B38)
   Dependent: built with 1 to 25 points, a friend, appears on 15 or less (p. B38)



-35
points
   Addiction: Daily dose costs over $100, drug is incapacitating or hallucinogenic, highly addictive, (p. B30)
   Addiction: Daily dose costs over $100, drug is incapacitating or hallucinogenic, drug is totally addictive, the drug is legal (p. B30)
   Dependency: cannot be bought, must be found or made; legal; lose 1 HT per day after missing monthly dose (p. 81)
   Lame: legless or paraplegic (p. B29)
   Primitive: 7 levels of TL below campaign TL (p. B26)
   Sleepy 90% of the time (p. 104)
   Weak Will: -4 to Will rolls; -8/level (p. B37). This disad can be increased to a higher value by adding additional levels.



-36
points
   Dependent: built with 26 to 50 points, a loved one, 15 or less (p. B38)



-40
points
   Addiction: Daily dose costs over $100, drug is incapacitating or hallucinogenic, totally addictive (p. B30)
   Aquatic (p. 101)
   Delicate Metabolism: only appropriate for constructs and biological androids (p. 81)
   Dependency: very expensive, hard to find; legal; lose 1 HT per six hours after missing weekly dose (p. 81)
   Dependency: expensive, somewhat hard to find; legal; lose 1 HT per 10 min after missing hourly dose (p. 81)
   Dependency: available almost anywhere; illegal; lose 1 HT per 10 minutes after missing hourly dose (p. 81)
   Enemy: A medium-sized group (6 to 20 people), like a small gang of criminals or city police department; appear on 12 or less (p. B39)
   Enemy: An entire government, a whole guild of powerful wizards, the Space Patrol, or organization of supers, etc. Appears 9 or less. (p. B39)
   Evil Twin with higher skills levels and more abilities than the character, appears 12 or less (p. 77)
   Jinxed: -2 on all rolls for nearby characters (p. 98)
   Phobia: severe hoplophobia, fear of weapons (p. B36)
   Planetbound: can make all but long trips, loses 1 HT per day after one year (p. 103)
   Planetbound: cannot leave system safely, loses 1 HT per week after one month (p. 103)
   Primitive: 8 levels of TL below campaign TL (p. B26)
   Slave Mentality (p. 94)
   Short Lifespan: maturity at 4 years, start aging at 15 (p. 104)
   Shrinking: permanent, 1/16th normal size (p. 65)
   Timesickness: critical severity, acute frequency (p. 84)
   Weakness: 1d per minute, common substance such as smoke, nearby magic, horses, or loud noises (p. 106)



-45
points
   Dependency: expensive, somewhat hard to find; illegal; lose 1 HT per hour after missing daily dose (p. 81)
   Evil Twin with higher skills levels or more abilities than the character, appears on a 15 or less (p. 77)
   Primitive: 9 levels of TL below campaign TL (p. B26)



-48
points
   Dependent: built with 0 or fewer points, a friend, appears 15 or less (p. B38)
   Dependent: built with 1 to 25 points, a loved one, appears 12 or less (p. B38)



-50
points
   Blindness (p. B27)
   Dependency: expensive, somewhat hard to find; legal; lose 1 HT per minute without it (p. 81)
   Dependency: very expensive, hard to find; illegal; lose 1 HT per six hrs after missing weekly dose (p.81)
   Dependency: available almost anywhere; illegal; lose 1 HT per minute without it (p. 81)
   No Manipulators (p. 103)
   Primitive: 10 levels of TL below campaign TL (p. B26)
   Quadriplegic (p. 83)
   Sessile (p. 104)
   Short Lifespan: maturity at 3 years, start aging at 11 (p. 104)
   Terminally Ill: one to two years left (p. 84)
   Unliving (p. 100)
   Vampiric Dependency (p. 106)



-60
points
   Dependency: cannot be bought, must be found or made; legal; lose 1 HT per six hours after missing weekly dose (p. 81)
   Dependency: very expensive and hard to find; legal; lose 1 HT per hour after missing daily dose (p. 81)
   Dependency: expensive, somewhat hard to find; illegal; lose 1 HT per 10 min after missing hourly dose (p. 81)
   Enemy: A large group (20 to 1,000 people), or a medium-sized group which includes some formidable or superhuman individuals. Examples: FBI or Mafia. Appears on 12 or less. (p. B39)
   Enemy: A medium-sized group (6 to 20 people), like a small gang of criminals or city police department; appear on 15 or less. (p. B39)
   Evil Twin with higher skills levels and more abilities than the character, appears on a 15 or less (p. 77)
   Jinxed: -3 on all rolls for nearby characters (p. 98)
   Murder Addiction (p. 98)
   Planetbound: can make short trips only, loses 1 HT per day after three months (p. 103)
   Short Lifespan: maturity at 2 years, start aging at 8 (p. 104)
   Shrinking: permanent, 1/32nd normal size (p. 65)
   Weakness: 1d per minute, very common substance such as sunlight or living plants (p. 106)



-64
points
   Dependent: built with 0 or fewer points, a loved one, appears on a 12 or less; this is really worth -64 points (p. B38)



-70
points
   Dependency: cannot be bought, must be found or made; legal; lose 1 HT per six hours after missing weekly dose (p. 81)
   Short Lifespan: maturity at 1 year, start aging at 6 (p. 104)



-72
points
   Dependent: built with 1 to 25 points, a loved one, appears 15 or less (p. B38)



-75
points
   Cursed (p. 96)
   Dependency: expensive, somewhat hard to find; illegal; lose 1 HT per minute without it (p. 81)
   Dependency: very expensive and hard to find; illegal; lose 1 HT per hour after missing daily dose (p. 81)
   Terminally Ill: more than one month but less than one year left (p. 84)



-80
points
   Dependency: very expensive and hard to find; legal; lose 1 HT per 10 min after missing hourly dose (p. 81)
   Enemy: An entire government, a whole guild of powerful wizards, the Space Patrol, or organization of supers, etc. Appears 12 or less. (p. B39)
   Planetbound: cannot leave system safely, loses 1 HT per day after one month (p. 103)
   Shrinking: permanent, 1/64th normal size (p. 65)



-90
points
   Dependency: cannot be bought, must be found or made; legal; lose 1 HT per hour after missing daily dose (p. 81)
   Enemy: A large group (20 to 1,000 people), or a medium-sized group which includes some formidable or superhuman individuals. Examples: FBI or Mafia. Appears on 15 or less. (p. B39)



-96
points
   Dependent: built with 0 or fewer points, a loved one, appears on a 15 or less (p. B38)



-100
points
   Dependency: very expensive and hard to find; illegal; lose 1 HT per 10 min after missing hourly dose (p. 81)
   Dependency: very expensive and hard to find; legal; lose 1 HT per minute without it (p. 81)
   Disembodied Brain/No Physical Body (p. 83)
   Shrinking: permanent, 1/128th normal size (p. 65)
   Terminally Ill: one month or less until you're dead (p. 84)



-105
points
   Dependency: cannot be bought, must be found or made; illegal; lose 1 HT per hour after missing daily dose (p. 81)



-120
points
   Dependency: cannot be bought, must be found or made; legal; lose 1 HT per 10 minutes after missing hourly dose (p. 81)
   Enemy: An entire government, a whole guild of powerful wizards, the Space Patrol, or organization of supers, etc. Appears 15 or less. (p. B39)



-125
points
   Dependency: very expensive and hard to find; illegal; lose 1 HT per minute without it (p. 81)



-140
points
   Dependency: cannot be bought, must be found or made; illegal; lose 1 HT per 10 minutes after missing hourly dose (p. 81)



-150
points
   Dependency: cannot be bought, must be found or made; legal; lose 1 HT per minute without it (p. 81)



-175
points
   Dependency: cannot be bought, must be found or made; illegal; lose 1 HT per minute without it (p. 81)




Vulnerability
p. 106
   You take extra damage from certain attacks. Each level is an added die of damage per attack.

Type of Attack:
   Very rare (mud, citrus fruit, insects, cheese): 3 points per level
   Rare (alteration, darkness, vibration, weather, radiation, acid, poison): 5 points per level
   Occasional (air, cold/ice, fire/heat, light, earth, electricity, matter control, sonic, bullets, magic, plants): 10 points per level
   Common (crushing attacks, cutting/impaling attacks, any energy attack, any psionic attack, living things, metal): 15 points per level

   Just Being Near: add 10% to value for every hex of range
   Fatigue Instead of Hits: cut value in half

Example: Doc Cross takes an extra 4d of Fatigue damage when he's within 30 hexes of magic. This is four levels of an "occasional" attack type (40 points), times 300% (120 points), halved for Fatigue damage (final value: 60 points).




Dread
p. 97
   You have a magical or psychic aversion to a substance. You will not willingly go near it. If forced to approach it, you will try to escape as soon as possible.

Base Cost: -10 points
Add: -1 for each hex of radius

Modify for Rarity:
   Rare (exotic radiation or minerals): half value
   Occasional (microwave radiation, intense cold, airborne pollen): listed value
   Common (smoke, nearby magic, horses, loud noises): double value
   Very Common (sunlight, living plants): triple value

Example: The Undertroll dreads laughter and singing. The dread has a radius of 50 yards. The value is 10 points, plus 50 for the radius. Since the Undertroll lives under a bridge, laughter and singing are occasional (at best). The value is 60 points.




Super-
sensitive

p. 99
   This is for telepaths only. You can hear everyone within two-mile radius (30 points), four-mile radius (32 points), eight-mile radius (34 points), 15-mile radius (36 points), 30-mile radius (38 points), 60-mile radius (40 points), 125-mile radius (42 points), etc.



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