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Pacifism Blood (Hemophobia): -10 points.

Acting skill is at -5 when your purpose is to


Darkness (Scotophobia): -15 points. deceive.
Variable Heights (Acrophobia): -10 points.
You are opposed to violence. This can Number 13 (Triskaidekaphobia): Roll at Unluckiness
take two forms. -5 if Friday the 13th is involved! -5 points. -10 points
Reluctant Killer: You get -4 to hit a person Spiders (Arachnophobia): -5 points. You have rotten luck. Things go wrong
(not a monster, machine, etc.) with a deadly for you – and usually at the worst possible
attack, or -2 if you can’t see his face. If you Sense of Duty time. Once per play session, the GM will
kill someone, roll 3d – you’re morose and -2 to -20 points arbitrarily and maliciously make some-
useless for that many days. -5 points. You feel a strong sense of commitment thing go wrong for you. You miss a vital die
Cannot Harm Innocents: You may fight – toward a particular class of people. You will roll, or the enemy (against all odds) shows
you may even start fights – but you may only never betray them, abandon them when up at the worst possible time. If the plot of
use deadly force on a foe that is attempting they’re in trouble, or let them suffer or go the adventure calls for something bad to
to do you serious harm. -10 points. hungry if you can help. happen to someone, it’s you. The GM may
The GM will assign a point value to your not kill you outright with “bad luck,” but
Phobias* Sense of Duty based on the size of the group anything less than that is fine.
Variable you feel compelled to aid:
A “phobia” is a fear of a specific item, Individual (the President, your wing-
Vow
creature, or circumstance. The more com- man, etc.): -2 points. -5 to -15 points
mon an object or situation, the greater the Small Group (e.g., your close friends, You have sworn an oath to do (or not to
point value of a fear of it. If you have a pho- adventuring companions, or squad): -5 do) something. Whatever the oath, you take it
bia, you may temporarily master it by mak- points. seriously; if you didn’t, it would not be a dis-
ing a successful self-control roll . . . but the Large Group (e.g., a nation or religion, or advantage. This trait is especially appropriate
fear persists. Even if you master a phobia, everyone you know personally): -10 points. for knights, holy men, and fanatics.
you will be at -2 to all IQ, DX, and skill rolls Entire Race (all humanity, all Elves, etc.): The point value of a Vow should be direct-
while the cause of your fear is present, and -15 points. ly related to the inconvenience it causes you.
you must roll again every 10 minutes to see Every Living Being: -20 points. The GM is the final judge. Some examples:
if the fear overcomes you. If you fail the
self-control roll, you will cringe, flee, panic, Minor Vow: Silence during daylight hours;
Truthfulness* vegetarianism; chastity (yes, for game pur-
or otherwise react in a manner that pre-
cludes sensible action. -5 points poses, this is minor). -5 points.
Even the mere threat of the feared object You hate to tell a lie – or you are just very Major Vow: Use no edged weapons; keep
requires a self-control roll at +4. If your bad at it. Make a self-control roll whenever silence at all times; never sleep indoors; own
enemies actually inflict the feared object on you must keep silent about an uncomfort- no more than your horse can carry. -10
you, you must make an unmodified self- able truth (lying by omission). Roll at -5 if points.
control roll. you actually have to tell a falsehood! If you Great Vow: Never refuse any request for
Some common phobias: fail, you blurt out the truth, or stumble so aid; always fight with the wrong hand; hunt
much that your lie is obvious. You have a a given foe until you destroy him; challenge
permanent -5 to Fast-Talk skill, and your every knight you meet to combat. -15 points.

QUIRKS
A “quirk” is a minor personality trait. It’s but as a rule, you shouldn’t do that. Quirks To qualify as a mental quirk, a personal-
not an advantage and it’s not necessarily a might have a small cost, but they are a big ity trait must meet one of two criteria: It
disadvantage – it’s just something unique part of what makes a character seem “real”! requires a specific action, behavior, or
about your character. For instance, a major Mental Quirks are minor personality choice on your part from time to time; or it
trait like Greed is a disadvantage. But if you traits. However, you must roleplay them. If gives you a small penalty very occasionally,
insist on being paid in gold, that’s a quirk. you take the quirk “Dislikes heights,” but or to a narrow set of actions.
You may take up to five quirks at -1 blithely climb trees and cliffs whenever you Physical Quirks are physical disadvan-
point apiece . . . and if you do, you will have need to, the GM will penalize you for bad tages that are only mildly or rarely limiting.
five more points to spend. You can also roleplaying. They do not require roleplaying, but they
“buy off” a quirk later on by paying 1 point, give specific, minor penalties in play.

SKILLS
A “skill” is a particular kind of knowl- A number called “skill level” measures that particular situation. If the number you
edge; for instance, karate, physics, auto your ability with each of your skills: the roll is less than or equal to your modified
mechanics, or a death spell. Every skill is higher the number, the greater your skill. score for that skill, you succeed! But a roll
separate, though some skills help you to For instance, “Shortsword-17” means a skill of 17 or 18 is an automatic failure. For
learn others. Just as in real life, you start level of 17 with the shortsword. When you more on skill rolls, modifiers, success, and
your career with some skills and can learn try to do something, you (or the GM) roll 3d failure, see p. 2.
more if you spend time training. against the appropriate skill, modified for

12 GURPS LITE

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