Advantages/Disadvantages/Skills

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Advantages

available at normal cost
Advantage cost page
Absolute Direction 5 B19
Absolute Timing 5 B19
Acute Hearing 2 per +1 B19
Acute Taste & Smell 2 per +1 B19
Acute Vision 2 per +1 B19
Alertness 5 per +1 B19
Ambidexterity 10 B19
Animal Empathy 5 B19
Appearance 5/15/25 B15
Cast Iron Stomach 15 CI-51
Charisma 5 per +1 B19
Clerical Investment 5 or more B19
Combat Reflexes 5 per +2 see below
Composed CI-22
Common Sense 10 B20
Danger Sense 15 B20
Dark Vision 25 B235
Double-Jointed 5 B20
Eidetic Memory 30/60 B20
Empathy 15 B20
Extra Fatigue 3 per point B236
Extra Hit Points 3 per point B236
Fashion Sense 5 CI-24
Fearlessness 2 per level B236
Fit 5 CI-25
Hard to Kill 5 per level B236
Healing 25/20/15 B237
High Pain Threshold 10 B20
Immunity to Disease 10 B20
Infravision 15 B237
Intuition 15 B20
Language Talent 2 per +1 B20
Lightning Calculator 5 B21
Literacy 10(TL 4-) B21
Magical Aptitude 15/25/35 B21
Magical Resistance 2 per +1 B21
Manual Dexterity 3/+1 CI-27
Mathematical Ability 10 B22
Musical Ability 1 per +1 B22
Night Vision 10 B22
Perfect Balance 25 B237
Peripheral Vision 15 B22
Rapid Healing 5 B22
Status 5 per level "Color of Money"
Strong Will 4/+1 B23
Style Familiarity 1-25 CI-30
Toughness 10/25 B23
Unfazeable 15+ B237
Collected
Imperturbable
Unfazeable
5
10
15
CI-22
CI-26
CI-31
Very Fit CI-31
Voice 10 B23
available from GM
Advantage cost page
Allies variable B23
Ally Group variable B232
Bardic Immunity 10 CI-10
Blessed variable B233
Claim to Hospitality 1-10 CI-21
Contacts variable B234
Diplomatic Immunity 20 CI-24
Favor variable B236
Legal Enforcement Powers* 5/10/15 B21
Legal Immunity 5/10/15/20 B21
Military Rank* 5 per rank B22
Patrons variable B24
Reputation* 5 per +1 B17
Wealth* 5/+1 "Color of Money"
unavailable
Advantage cost page
Alternate Identity (Illegal)15 B233
Alternate Identity (Legal) 5/identity B233
Destiny variable B235
Longevity 5 B21
Psionic Resistance 2/+1 B22
Luck 15/30 B21
Sensitive 5 CI-30
Unusual Background* 10+ B23
Zeroed 10 B237
* Advantages marked with a asterick (*) are available at normal cost during character creation only.


Advantages

Combat Reflexes 5 per +2
your side gets +1 to initiative rolls to avoid a suprise attack, or +2 if you are the leader.
  • per 5pts
    • +2 on any IQ roll to wake up or recover from surprise or a mental "stun"
    • +2 to your 'Perception' rolls. see Perception

    and at ...

  • 5pts - +1 on any Fast-Draw skill
  • 10pt - +2 to any Fright Check (pB93)
  • 15pts - +1 to any Active Defense

Disadvantages

general

... use the "Frequency of Submission" optional rule as written on p. 10 GURPS Compendium I. Basically you can buy levels of a disadvantage depending upon your roll to resist acting upon that disadvantage, the harder it is to resist, the more points the disadvantage is worth...

Basically it works like this...

If the character submits to the disadvantage...

...almost all of the time (roll of 15 or less) - triple the listed value
...quite often (roll of 12 or less) - double the listed value
...fairly often (roll of 9 or less) - use the listed value
...quite rarely (roll of 6 or less) - halve the listed value

So say you want a Berserker character that almost always goes berserk, that would be a -45 point disadvantage and if you wanted the character to avoid going berserk for some reason, you would have to roll a 16 or higher for him to resist the urge to going berserk...

On the other hand, a Berserker might very rarely go off, perhaps only under extreme conditions, a Bersek character able to control himself most of the time would resist going Berserk on a roll of 6 or higher, of course this makes the Berserk disadvantage worth much less, in this case 7.5 points...

Odious Personal Habits -5/-10/-15
Arrogance - negative Charisma: -1 reaction per -5 disadvantage.
Comfort Level +/-1 / 5pts
Modifies your Survival roll...
Active - If you don't make your Survival by your comfort level, then you don't perform as well. Usually this will be hiking/walking and you won't go as far as you has planned because you are constantly stopping to rest, re-tie your shoes, adjust your pack, etc. As a rule-of-thumb, -1 move per pip you missed your comfort level by. Note: if you fail your Survival roll, you will actually hike farther than if you had made it be just a little: at the cost of injury.
Resting - directly modifies your Survival skill for recovering Long-term Fatigue (LTF).

Skills


Boating (PA) Defaults: IQ-5, DX-5, Powerboat-3 (pB68)
Use this skill for small unpowered watercraft. Modifiers:
unfamiliar -5
foul weather:wind calm -0
light breeze -1
moderate breeze (whitecaps) -2
strong wind -3
gale -4
foul weather:surf 0-1' -0
1-2' -2
2-3' -3
3-5' -4

Sailor (MA) Defaults: IQ-5 (pCI-154)
Use this skill for smalling sailing craft. see Modifiers under Boating.
Seamanship (ME) Defaults: IQ-4 (pB57)
Use this skill for crew and officers (including Captain) of large ships.

A failed roll by an individual during high seas results in equipment damage. On a critical failure roll again:
3-4 2d and a crippled limb
5-8 2d
9-12 1d
13-15 2d
17 2d and a crippled limb
18 overboard (almost certain death)

A failed roll by the aggregate Captain/Crew results in significant damage to the ship (e.g. broken mast); a critical failure indicates that the ship is sinking.


Shiphandling (MH) Defaults: IQ-6 (pCI-161)
Use this skill for maneuvering a large ship. Shiphandling skill rolls are required for berthing (-2), ramming (-1), grapppling (-3), etc. The environmental modifiers under Boating also apply.

A Pilot is someone that has area knowedge for the harbor/riverway; it is not shiphandling.


Navigation (MH) Defaults: Astronomy-5, Seamanship-5 (pB57)
circumstance mod notes
if you are on land (you have no currents to guide you) -3 no use of Seamanship default
if you are in a totally new part of the ocean (the currents are new to you) -3 must be at sea
if you do not have the proper instruments for your TL,
be they compass-and-sextant or naviscope-and-wristcomp
TL instrument lbs $ mod
1 Merkhet ~ $10 -3
2 Windrose 1 $25 -1
3 Sun Shadow Board (Viking) (with noon-day sun) 10 $20 -1
3 Sunstone (permits finding the sun through clouds) 1 $30
3 Compass (& Sextant) 5 $25 +0
4 Astrolabe 2 $500 +0
-4
if the weather is bad and the stars are hidden -5 no use of Astronomy default
on a brand new world (the stars are different) -5
if you have Absolute Direction. +3

22 Jan 2000 - created
08 Jul 2000 - add notes on disadvantages
18 Apr 2001 - add Survival
10 Jun 2001 - add disadvantages:Frequency of Submission