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... 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...
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Odious Personal Habits
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-5/-10/-15
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Arrogance - negative Charisma: -1 reaction per -5 disadvantage.
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Comfort Level
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+/-1 / 5pts
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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).
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