DISADVANTAGES


New and Modified Forms of GURPS Disdvantages used in the Adarian Campaign

List of the New Disadvantages detailed below

Alignment (-1/-5/-10/-15/-25)
Allergies (-1, -5, -10 or -15 points
Asthma (-30 points)
The Blues, or Having the Blues (-5 Points)
Dandy (-10 points)
Dependent: Infant Child (-50 or -100 points)
Depression, Chronic (-15 points)
Diabetes (Varies)
Dignity (-5 or -15 points)
Fop (-15 points)
Ham (-5 or -15 points)
Illness, Chronic Treatable (Variable)
Insomnia (-5 or -10 points)
Late Maturation - A Racial Disadvantage (5 points per level)
Loyalty (-5/-10/-15 points)
Moron (-10/-20 Points)
Night Blindness (-10 points)
Nuisance (Variable)
Old Age (-5, -10, or -20 points)
Poor Memory (-10 points)
Pregnant (Variable)
Racial Enemy(Cost: Variable)
Slow Healer (-15 points)
Small Town (-10 Points)
Trouble Magnet (-15 points)
Wanderlust (-5/-10 points)
Wanderlust, Seafaring (-10 points)


Alignment (-1/-5/-10/-15/-25)

Why have Alignment? In contrast to some other RPG games, GURPS does not have an Alignment system. However, since some players of other gaming systems that are either converting one of their favorite characters into GURPS terms, or who are making their first GURPS character may feel more confortable with an alignment for their character can use the following rules and choose how how committed to their alignment their PC is.
Alignment determines which side in the great cosmic struggles between the Light, and the Darkness, and/or the Order and the Chaos that the character prefers, as well as how the characters is influenced by the events that result out of that struggle. A character can be aligned towards either of the four major dividions (i.e.,Evil, or Good or Order (Law), or Chaos) or neutral (True Neutral) or a combination of the divisions (i.e., LG, LN, LE, NG, NE, CG, CN, or CE). Additionally, there are five levels (or ranks)of alignment. Also note that magical items can have their own alignment.

Neutral (0 points):

Perhaps the majority of people and certainly most of the lesser, common people are not oriented to any of the sides, caring only about themselves, their families and other things that concern them directly. Their actions are determined by their own relationships. Please note that it is possible for True Neutral characters to have a higher level or rank of Alignment.

Preference for Alignment (-1 point; quirk):

Basic interest towards one of the sides, although the character still prefers to keep out of the way of the great events. He will react with -1 towards anyone who is obviously aligned to the opposite Power, while his reaction to someone who openly shares his preference will be +1.

Aligned to Alignment (-5 points):

The character is obviously determined for one of the sides and will openly state his views and preferences. He will rarely turn down a request for aid from someone who is on the same side, reacting to him at +2, while his reaction for people of the opposite alignment will be -2. He also gets a +1 bonus when using the magical items that are aligned to the same side.

Devoted to Alignment (-10 points):

The character's alignment is extreme and very hard to hide. The reaction modifiers of a devoted character is +/-4, and he will also react at -1 towards those characters who state neutrality. He can also use the similarly aligned magic items with a +2 modifier. Devoted to Good (or to Chaotic Good) is the default alignment level for many Elves.

Obsessed with Alignment (-15 points):

This level of alignment is similar to the Fanaticism disadvantage (p. B33), although it also includes the +/-6 reaction towards other aligned people, and a -2 reaction towards the neutral ones. He can use magical items of same alignment at +3. A character Obsessed will be very active for the cause of his side, and will often (depending on his abilities) become some sort of a leader. Obsessed is the default alignment level for many clerics.

Incarnate of Alignment (-25 points):

As its name implies, this is the alignment of a person who has become one with the side he is aligned to. Since he puts his side before anything else, including his life, this alignment is extremely rare except in immortal beings such as Gandalf, Treebeard or Sauron. Such a character reacts towards other aligned people with +/-10, and with -4 towards the neutrals, while he can also use the magical items with a +4 modifier.

A couple of examples: A Paladin Lord might be Incarnate Lawful Good, while a illusionist may be Aligned Chaotic, while a thirf may only have a Preference for LE (he follows the rules and conduct expected by the local thieves guild), or a Master Druid who is Obsessed True Neutral. Additionally, using this system a backsliding character is possible, if that Paladin Lord is in danger of a fall from grace, perhaps a Preference for LG is all he really is.

Also Please note: Most converstions for D&D or AD&D characters should be at the Devoted to Alignment (-10 points) level, or the Obsessed with Alignment (-15 points) level. But as some players feel more strongly about their PC's alignments, while others may feel less strongly, the various levels are there. Back in my D&D and AD&D days, I certainly saw Player-character alignment fall from one end of the spectrim to the other. Enjoy.


Allergies (-1, -5, -10 or -15 points)

Many people, reguardless how strong or healthy they are, suffer from allergies. The main allergies come in three forms, by inhalation, skin contact, or ingestion. All three forms of allergy have the same point value.
Inhaled allergies are those that the substance is breathed into the lungs. This may cause sneezing, sniffles, watery eyes, wheezing, or a stuffed up head. Any character with the allergic disadvantage facing their allergy will have to make an HT roll or suffer these symptoms. Usually they will be insignificant; a few sneezes and a runny nose, but in certain situations it could be dangerous. All vision and olfactory rolls while having an allergic reaction are made at -4, and the character must make a Will roll every three turns or sneeze. Sneezing is loud, and the character will jolt, possibly disturbing any intricate work. These allergies usually manifest themselves either immediately or within a minute of contact. If the HT roll is missed critically, the character suffers a major sneezing episode, and is unable to stop themselves or do anything else for at least three minutes.
Skin contact allergies usually result in eczema or hives. This will rarely affect game play, but it does cause irritation. Allergic characters must make an HT roll or suffer a -2 DX until they scratch, and even that doesn't help unless they are well away from the source of their allergies. After a few moments, the person will break out in hives or a rash where the contact took place. Furthermore, the allergic person often has red splotches on their skin for a while afterwards, causing a loss of one level of attractiveness if on the face or hands. If the HT roll is missed critically, the character gets hives all over the hands and face, possibly puffing them up so badly that they cannot see. Skin allergies usually start itching directly after contact.
Allergies where a substance enters the body, like a food or medicine allergy, or insect venom. Unless the character makes their HT roll, they will vomit (treat as being stunned for 15 turns, then roll vs. HT to recover), followed by diarrhea and nausea. If the HT roll is missed critically, then the gag reflex doesn't trigger, and the person goes under poison symptoms. This can be fatal. Although ingested allergies are much more dangerous than other types, the point cost is the same due to the differences in contact. It is much easier to avoid eating eggs than it is to avoid cigarette smoke.
The extreme version of these can bring on anaphylaxis, an intense and potentially life-threatening reaction. Anaphylaxis is most often caused by insect venom, penicillin, or certain foods like fish, peanuts, or eggs. The character must roll HT-4 or suffer a major attack, possibly killing the character. Even if the HT-4 roll is made, the character will still be ill, most likely vomiting, breaking out in hives, and suffocating. If the character has a potentially fatal allergy, double the point value.

Very Common (Sunlight, fluoridated water) -15
Common (Hayfever, cigarette smoke, refined sugar) -10
Somewhat Common (Bee Stings, mold) -5
Rare (specific medications, specific animals) -1

For example, let's say that Throngar the Barbarian has a normal allergy to horses. This would be a common allergy in a medieval campaign so it would be worth -10 points.


Asthma (-30 points)

You suffer from asthma attacks. Attacks can be brought on by two things: Fatigue loss and stress. Anytime you lose fatigue (even from magic or psi), you must make a HT roll or suffer an attack. Anytime you are in a stressful situation (GM's ruling), you must make a Will roll or suffer an attack.
During an attack, you will wheeze and have a hard time speaking in complete sentences. You cannot cast spells that require verbal components, and you are at -3 to DX and IQ, as all your concentration is needed just to breathe.
Once an attack has started, roll vs. HT every 10 seconds. On a critical success, or three consecutive successes, you recover. A failure costs you one fatigue. On a critical failure you take 1d of fatigue and begin rolling every 5 seconds. If your ST reaches zero you will pass out and begin suffocating. You will die in HT minutes unless you receive first aid.
You can learn the Breath Control skill! A Successful Breath Control roll gives a +2 on your next roll vs. HT. A Critcial Breath Control roll gives a +5!
At TL7+, medication can prevent attacks. This reduces the point value of this disadvantage to -15 points. An inhaler (medsensor at TL9+) must be used to administer the medication as soon as the attack occurs, or up to 30 seconds in advance of an attack (e.g., if you are about to lift something heavy and know that it will fatigue you). The medication adds a bonus equal to its TL to the subsequent HT checks, but will not restore any fatigue already lost.


The Blues, or Having the Blues (-5 Points)

You tend to have "off days" due to depression. Frequently, you wake up feeling fatigued, uncoordinated, dull, and/or sluggish. Skills that you might normally use with confidence seem to elude you, and you become either apathetic or irritable.
At the beginning of every game-day, roll 3d. On a 6 or less, you will experience "the blues." While having the Blues, you gain either the Moron (10-point), Laziness or Bad Temper disadvantage (chosen at character creation - and some characters may have the potential to become any of the three, two of the three or even all three....decide on the pattern of your characters bouts with the Blues with the GM).
While having the Blues, a character also takes a -1 penalty to any Success Roll except for HT, ST, and Passive Defense rolls. This lasts for the entire day.
If a character with "the Blues" has to start a project on his own or do "work" without constant supervision there will be a (1d-1) penalty (instead of the normal -1) to any Success Roll due to lack of morivation.
The one positive trait this disadvantage gives is if the character is composing a "Blues" song, writing for the downtrodden masses, or playing "Blues" music. As the character has empathy with the hopeless, sad and depressed so his composes ring "true." Of course if the character is trying to compose a Blues piece while Having the Blues himself the (1d-1 penalty would apply, while likewiase singing or playing the Blues at such a time would be at the -1 to skill penalty.


Dandy (-10 points)

You are the height of fashion and good taste. Everything you own must cost at least 5% more than normal, especially clothing. Your clothing must at all times be very formal even when it would be restricting or absurd (a dandy would go dungeon diving in a frock coat and silk knee breaches). Though this does not adversely effect you in any way (see Fop below). You take and extra 5 minutes to prepare to do anything, as it takes you time to make sure your hair/wig and clothing are in proper order and that all your jewelry is polished. You must also bathe and change clothes/do laundry at lest once a week if at all possible.
This disadvantage is most suited for a Swashbucklers campaign but their are examples in other genres. Celtic warriors would be good candidates, they must always have a freshly pressed shirt and kilt/breaches, polished torcs and broaches, and properly braid their hair. Elves could have similar requirements. Modern day goths are also a good example of this.


Dependent: Infant Child (-50 or -100 points)

Actually, this one is just an extreme version of the Dependent disadvantage as described on page B38: built with zero or fewer points, loved one and appears almost all the time all add up to -96, and I added a -4 both to round it up and to make it for the constant fuss you have with a baby.
Note that you don't have to take the disadvantage automatically if your character ends up with a child unexpectingly, even if she is the child's mother: there is a long history of mothers who left their kids lying around or gave them to someone to care over it. However, if you wish to raise the child yourself, you must keep it with you; otherwise it won't recognize you as its parent later.
An infant requires constant care -- including breast feeding, washing, changing nappies etc. -- until the age of three; after that the cost of the disadvantage can be recalculated if the child is given to someone to care for it, although you still have to visit it regularly if you wish to count on the child later in your life. (It's all to the GM, but it would be realistic if you couldn't get the child to be your Ally when it grows up if you didn't pay your visits when it was needed; of course your characters might not know that when it counts.)
At the age of ten you can create a child as a character (although you could do it earlier, I don't recommend it: there are still too many personality traits yet to be learned). I suggest to do it with (5 times the child' age) points, and then recalculate its cost as a dependent accordingly.
When you lower the point cost of the disadvantage for any reason, the difference must be either paid for, or substituted with another disadvantage. Good candidates for the replacement -- which you can combine as desired -- are the following:
The -50 version is if the child is not your “loved one”, but you have to care about it nevertheless (for instance if you kidnapped it for ransom, or it might be the only one who could save the world -- a good example for the latter is the boy Erran from David Eddings' series Belgariad).


Depression, Chronic (-15 points)

You go through long periods of extreme sloth and depression. Chronically depressed people tend to spend their days unable to muster enough energy to do any more than they have to do to just get by. You must make a Will roll to do anything other than the most basic level of self-preservation (eating, etc.) If you fail this Will roll, you can still act, but all rolls will be at -4. If successful, you will be able to act normally for as long as things go your way. If any negative event or setback happens to you, you must make a Will roll to avoid immediately falling back into a depression.


Diabetes (Varies)

There are two types of Diabetes (actually three, but diabetes insipidus is an entirely different disease).

"An autoimmune disease in which the body does not produce any insulin, most often occurring in children and young adults. People with type 1 diabetes must take daily insulin injections to stay alive. Type 1 diabetes accounts for 5-10 percent of diabetes. A metabolic disorder resulting from the body's inability to make enough, or properly use, insulin. It is the most common form of the disease. Type 2 diabetes accounts for 90-95 percent of diabetes.

In game terms:

Prior to TL5, type 1 diabetes is a death sentence, you probably never made it past childhood.

Type 2 gives you HT-1 when checking for contagion (see sidebar on page B133, as well as "Illness" sidebar on page CI167 ff.), and also one level of Short Lifespan, limited to your aging rolls (you still reach maturity normally).

For a human character, that means that he starts aging at 37 (instead of 50), rolling each 9 months; at 52 your aging rolls become only 4 months apart, and at 67 start rolling each 2 months. -10 points.

At TL5 (medical) and later, type 1 diabetes becomes a disadvantage: you have a Dependency to insulin (a common drug), which you must take daily or lose 1 HT per hour after missing a daily dose. You also have HT-1 versus contagion, as described above. -20 points.

Type 2 diabetes at TL5+ becomes only a Dependency disadvantage, where you must take insulin daily. However, if you miss your dose you don't lose HT; instead, you receive a -1 penalty to HT versus contagion, as above.

By TL8 both types should be curable.


Fop (-15 points)

This is a more extreme and detrimental form of the Dandy disadvantage (see above). Your tastes often go beyond fashion into the gaudy and impractical. You are completely obsessed with looking good, even at the expense of safety and good judgment. For example you may spend the required extra money on a sword that is ornately decorated but made of inferior steal. Basically ascetics are the only thing that motivate your decisions. Also the absurdity of your actions never occur to you. You would pay hundreds of dollars to have servants carry a bathtub into the most hostile environments for your weekly bath. In addition you will refuse to do any activity that will get you dirty, or risk your “good looks”. This counts as an Odious Personal Habit with a -2 reaction to anyone but other Fops. This is the stereotypical disadvantage of British and French nobility, and Alicia Silverstone’s character in Clueless.


Dignity (-5 or -15 points)

You take life, and your own behavior, seriously. Too seriously to throw a pie, use silly voices, play hopscotch, or wear a chicken suit. You respect the rights of others to Ham it Up, and you might even envy them, but you will keep a polite distance from ``undignified'' behavior, even if it's necessary. If you honestly have no choice (matters of life and death, generally), any of your attempts to engage in Big Fun will proceed with obvious uncertainty, stiffness, and discomfort. Seizing the limelight is an occasional necessity when many people must be reached, but if you find it fun, you aren't letting on.
At the -5 point level, this is a ``quiet dignity'' that isn't always apparent. When it is, however, others will react to you at either +1 or -1, depending on the person and circumstances.
The more serious -15 point version of this is Insufferable Dignity: You are not simply dignified; you are a Behavior Snob, disgusted by silliness and peering down your nose at those who behave in an undignified manner. You find most children repellent. Others react to your attitude at -2, with the exception of other snobs, who (being snobs), will find something ELSE about you to react poorly to. Fortunately for yourself, you consider the opinions of the undignified to be inconsequential. You may never learn the Performance skill.


Ham (-5 or -15 points)

The world is too sad and too sober - but you see where the humor hides, and love to share it. You are unrestrained and "act up." In school you would be the class clown. You'll steer the party toward the most cinematic and ``fun'' solution even to serious problems. If the party must dress as chimney sweeps, you'll develop a Dick Van Dyke Cockney. If the party is dealing with Grim and Powerful NPCs (arresting officers, employers, Satan), you'll see the absurdity in it, and will have to make light of it in some way to vent your system (trying to hold it in will just make you laugh or giggle uncontrolably). You do not, however, find real pain or tragedy funny, and you'll try to comfort anyone who seems to be hurting, even if it means taking a minute or three out from Saving the World.

At the -5 point level, those in need of a smile react to you at +1; those trying to stay serious(who probably need a smile even more . . .) react to you at -1. You gain a +1 bonus when using Performance skill.
The -15 version is Sophomoric Ham: You're so wrapped up in your own private Laugh Parade that you're oblivious to the feelings of others. There's Big Laughs if you do your Starving Family skit at the soup kitchen, right? You are tiresome in your most endearing moments, and others react to you at -1 to -3, depending on the prevailing mood and how much you clash with it. That others might be offended by you simply doesn't cross your mind. You may never learn the Performance skill.
Extremely sober, serious, overly dignified and/or behavior snobs react to you at double the above penalities.


Illness, Chronic Treatable (Variable)

Some illness causes you to exhibit one or more of the disadvantages available to GURPS characters, but modern medicine is able to allevi ate this condition. Therefore, the value of the illness is reduced. Define an illness by totaling up its overall effects (reduced fatigue, reduction of attributes, Low Pain Threshold, Hemophilia, etc.) Values for some symptoms not listed in the Basic Set are given below. Then modify this value by the frequency and type of treatment needed to prevent its onset.

Hourly: Full Value
Daily: 3/4 Value
Weekly: 1/2 Value
Monthly: 1/4 Value
Yearly: No Value

If you go for your stated period of time without receiving treatment, you will be vulnerable to the effects of the illness. Move one position up on the table to determine the time until the full onset of the illness (illnesses requiring hourly treatment will take effect in five minutes). The symptoms will appear gradually until they are all in effect.
These values assume that the treatment necessary to stave off the illness is some type of medicine or therapy that requires one minute of time, can be self-administered, requires equipment and/or medicine that can be easily carried around (about one pound), and costs one- tenth of your monthly income, each month. Different types of treatment shift the fractional value up or down on the above table. The final value can never be greater than the full value for an untreatable illness. Note that the modifiers for expense are based on the cost per month, regardless of the actual frequency. Also note that if the therapy/medicine requires professional medical facilities, the weight of the equipment is not important.

Requires an additional, trained, person: Up 1 level
Requires professional medical facilities: Up 2 levels
Takes 10 minutes: Up 1 level
Takes 2 hours: Up 2 levels
Takes a full day: Up 3 levels
Takes 5 seconds: Down 1 level
Equipment weighs over 25 pounds (can be targeted in combat): Up 1 level
Equipment weighs over 100 points (effectively immobile): Up 2 levels
Equipment has negligible weight (-4 to Holdout): Down 1 level
No equipment necessary (therapy only): Down 2 levels
Expensive (1/2 monthly income): Up 1 level
Exorbitant (3/4 monthly income): Up 2 levels
Illegal: Up 1 level

Example: Sara has a form of Chronic Fatigue Syndrome. Its symptoms are extreme fatigue (Reduced Fatigue -4, -12 points) and a lack of motivation (Laziness, -10 points). Expensive medication, taken once a week, can prevent this. Weekly treatment is worth 1/2 value, but the medication costs Sara 1/2 of her monthly income each month, so this value shifts up one, to 3/4. The value of this disadvantage is 3/4 of -22 points, or -16 points.

Note: The disadvantages below, marked with a ***, are provided for the GM's and players' convenience when designing chronic illnesses. They should and are generally will not be allowed to characters as stand-alone dis advantages.

***Reduced Fatigue: -3 points/level

Your fatigue pool is lower than your ST; every level of this disadvantage lowers it by one. If this is part of a permanent disadvantage, you can never gain fatigue above this limit. If this is part of a chronic illness, the onset of this disadvantage will cause an immediate loss of fatigue equal to the level of this disadvantage (ST cannot go below 0) and the upper limit on fatigue will be adjusted, as above, until the illness ends. Note that you do not get the fatigue back once the illness subsides!

***Reduced Hit Points: -5 points/level

As Reduced Fatigue, above, with the exception that the onset of a chronic illness can cause HT to drop below 0, possibly killing the character.

***Reduced Skills: -5 or -10 points/level

For every level of this disadvantage, you have a -1 penalty to your skill rolls. For one type of skill (Mental or Physical), the penalty is worth -5 points/level. For all skills, it is worth -10 points/level.


Insomnia (-5 or -10 points)

You go through periods where falling asleep is very difficult. Each night during an insomnia episode you must make a Will roll. On a success, you fall asleep easily and this episode is over. On a failure, you only get half a night of sleep (costing 2 fatigue; see sidebar on p. B134) and the episode will continue for another night. On a critical failure, you get no sleep that night (costing 5 fatigue). Once an episode ends, the GM rolls 3d to determine how many days until the next episode begins (at the -10 point level, the GM rolls 2d-1). When you suffer prolonged stress, the GM may require a Will roll. A failure means an episode starts that night.


Late Maturation - A Racial Disadvantage (5 points per level)

Reverse of the Early Maturation advantage (p. A12, CI53), Late Maturation doubles (more or less) the age at which a member of the race is considered an adult (age 18 for humans). That age can't be higher than the age when the aging rolls (p. B83) begin, although it can be equal.
If a character with Late Maturation takes also the Youth disadvantage (p. B29), his current age is 10% -- per level of Youth -- lower than the “maturation” age. Limit of number of levels that can be taken for Youth (three for humans) is determined by the GM, and depends on the actual age when a member of the race reaches the race's average attribute values.
The perfect example for this disadvantage are the Hobbits from The Lord of the Rings, which have indeed inspired me to design it. They are considered adult at the age of 33, so they would have one level of Late Maturation. They probably reach their adult stat values at age of about twenty, so they could take up to four levels of Youth disadvantage, each worth three years.


Loyalty (-5/-10/-15 points)

Similar to Sense of Duty -- but focusing on a single entity (person, organization, idea etc.) instead of a group -- or Fanatisicm -- only less severe -- this disadvantage shows how much a character is loyal to someone or something. It is similar to the Loyalty check for Hirelings (see sidebar p. B195), but it should be roleplayed whenever possible. However, if the player for some reason can't decide on his character's actions, he should roll vs. the appropriate Loyalty number, as if the character was a Hireling. There are two levels of this disadvantage:

Loyalty (-5 points) means that the character will listen to the orders of the person or the organization he is loyal to, unless these involve dangerous and -- especially if he also has Honesty -- illegal situations. At this level, the character's Loyalty number is 10.

Strong Loyalty (-10 points) is somewhat more binding, forcing the character to follow his ideals or leader even in some dangerous situations, although not those which involve almost certain injuries and possible death. It can be considered a weaker version of Fanaticism, and the character rolls Loyalty at 15. Fanaticism, Loyalty (-15 points) is so binding that the character will carry out any order or course of action, even those which involve possible permanent injury and/or even certain death. The follower will do all in his power to carry out his master's will, having his own initiative to promote his leader's ideals or to serve his leader -- since this could be considered a Loyalty of 20 and more, which according to p. B195 doesn't even have to be rolled, as is covered by the Fanaticism disadvantage.


Moron (-10/-20 Points)

You are simply a moron. This disadvantage is independent of IQ; many of history's greatest scientists and authors have been morons.
When you (the player) have a clever plan for party action, or a solution to a mystery faced in the adventure, you must make an IQ roll in order for your character to have the same idea! If the roll is failed, the PC has a moronic idea, instead, and eagerly offers a suggestion that is either very obvious or obviously wrong. The 20-point version is Utter Moron. Utter Morons make their "idea rolls" against (IQ/2), rounded up.
If your idea could be justified by one of your skills, you may make a skill roll instead of IQ. Utter Morons may likewise roll against unmodified skill. Both versions have trouble with ideas based upon default skills. Morons take a -2 on all "idea" default rolls; Utter Morons take a -4.
While most morons are very obviously morons, some will seem smart! A Fighter Moron might talk tactics like Alexander, provided he never has to come up with an idea on his own. Get the same character in a mystery plot, and he's as likely to EAT the clues as put them together to form a solution. Scientist Morons are at a loss when faced with moral or social dilemmas, but have no trouble with physics. For such PCs, this serves as a "bite your tongue" disad, so when a Warrior Moron's player comes up with the solution to a mystery, his character won't suddenly turn into Conan the Detective. The 20-point version can be stifling . . .


Night Blindness (-10 points)

You have a difficult time seeing in poor lighting. All vision penalties for darkness are doubled for you (minimum -2, maximum -10). Any vision benefits from Acute Vision or Alertness are lost in darkness.


Nuisance (Variable)

A nuisance is someone who makes the character's life difficult in minor ways, but can occasionally be helpful.
This is a subclass of the "Enemy" disadvantage -- figure the cost of the Nuisance character normally (including modifiers for frequency of appearance), then halve the cost.
When the dice or the GM decide that the Nuisance appears in the adventure, (s)he shows up to cause minor problems for the PC. In a modern-day game, the Nuisance may have borrowed some equipment that the PC needs for the adventure, or visits the PC at an awkward time. A Nuisance in a Supers game may need to be rescued by the PC hero.
However, if the roll for the Nuisance character to appear is a natural 18, then the Nuisance actually provides some sort of minor benefit to the PC. In a modern-day game, the character may be able to act as a reliable Contact for one question the PC has, or can loan the PC a piece of needed equipment for the duration of the play session. In a Supers game, the character may be able to rescue the PC hero.

Fictional examples:
In "Seinfeld", Kramer is a Nuisance for Jerry.
In "The Simpsons", Homer Simpson is a Nuisance for Ned Flanders.
In "Sailor Moon", Chibi-Usa [Reenie] is a Nuisance for Usagi [Serena].


Old Age (-5/-10/-20 points)

You are old enough to begin making aging rolls (p. B83). For -5 points, you are over 50 years old, and must make aging rolls every year. For -10 points, you are over 70 years old, and must make aging rolls every six months. For -20 points, you are over 90 years old, and must make aging rolls every three months. You do not have to make any aging rolls until game play starts, regardless of how old you start off as.
Note that certain game worlds and races will follow different aging guidelines. If so, substitute the equivalent ages in place of those above.


Poor Memory (-10 points)

You can't remember details. This is not the same thing as Absent-Minded; you can concentrate on boring tasks and generally remember to do the minor day-to-day things that need doing, but you can never quite remember important facts when you have to. You can never take notes unless your character is physically taking notes in the game (in which case he should keep them on him, or he may forget where he put them). Anytime you need to remember a detail, roll versus IQ. If you learned the detail less than an hour ago, it's a straight IQ roll. Less than a day is at -2, less than three days is -4, less than a week is -6, and less than a month is -10! Any details you learned over a month ago will only be remembered on a critical success.
Remember that this is only a -10 points disadvantage; don't get too silly with it. If you get a new job, a roll will be needed to remember the address of the place (unless you have it written down), and another roll would be needed to remember the starting time, but you do not need to roll to remember than you got a job! This just affects the details, not the overall stuff.


Pregnant (Variable)

The character with this Disadvantage is, of course, pregnant. Unlike most Disadvantages, this one becomes more disabling (and worth more points) over time. For simplicity's sake, it has been divided into three sections. (Note that these are somewhat extreme, and represent the later portions of each trimester.)

First trimester: (0 points)

The game effects of very early pregnancy are minimal. The character may wish to change her behavior (trying to kick addictions, preparing to lead a more cautious lifestyle, getting a job, etc.), but there are no game effects.

Second trimester: (-15 points)

The pregnancy is beginning to affect the character's life, but she is not disabled by it. She needs to be more careful about fighting (see Miscarriage, below). Move is reduced by 1, and each point of Fatigue takes 15 minutes to recover instead of 10. The character is considered to have Light Encumbrance for carrying purposes. Skill use is not affected. Note that, depending on the character's circumstances and society, this may be an appropriate time to acquire a social stigma.

Third trimester: (-45 points)

The character's lifestyle may be radically altered by her condition. Speed (but not initiative) and Move scores are halved, and the character receives a -2 penalty to any active Physical Skill. In addition, all Fatigue costs are doubled, and the character is considered to be at Medium Encumbrance for carrying purposes (although this doesn't further affect move). Any active adventurer should be taking it easy by this point; if the penalties above aren't enough to dissuade her, the increased risk of miscarriage should.

Miscarriage:

A pregnant woman is especially vulnerable in hit location 10. A crushing or impaling blow there that does (HT/2) damage (round up) in the second trimester, or (HT/3) damage in the third, runs a risk of causing a miscarriage. The GM makes a HT roll for the character. There is a penalty for how advanced the pregnancy is; -2 in the second trimester, -3 in the third. Immediate medical attention gives a +1 to the health roll. A failed roll indicates a miscarriage; a critical failure indicates a miscarriage with severe medical complications. (The exact medical effects are left for the GM to determine, as they depend greatly on medical care and TL.)

Point costs for the disadvantage:

How should the GM handle a Disadvantage that increases in value over time? One option is to rule that the Disadvantage is simply handled as an acquired Disadvantage (like a hand or eye that is lost in play). If the points can't be applied to other things, it effectively discourages the characters from intentionally getting their characters pregnant.
Another option is to rule that the points from the Disadvantage replace other, related Disadvantages. The second trimester Pregnancy points could pay off, for example, a level of Poverty (the mother got a job to pay for the child); an Addiction (kicking smoking for the child's health); or a particularly negative Mental Disadvantage (learning to control her temper to stay out of fights). The points should not be added to Abilities or Skills (with the possible exception of domestic skills, at the GM's option), and should not be used to pay for a new Advantage or inappropriate Disadvantage. The GM is the final arbiter.
After the child is born, it may be taken as a Dependent: Infant Child (-50 or -100 points) disadvantage (see above). This can replace any changes made in the character using the points from this Disadvantage. If the child is not taken as a Dependent, the player should (at the GM's option) pay for anything replaced by Pregnancy.
If a character begins with a second or third trimester Pregnancy, it is handled as a normal Disadvantage. Players should be careful about taking this Disadvantage if they don't think they can pay it off!


Racial Enemy(Cost: Variable)

This disadvantage works in a similar fashion to "Enemy" in Gurps Basic. The race that possesses this disadvantage will suffer harassment, difficulties, and even violence at the hands of the members of the enemy race - often for no other reason than the PC is a racial enemy. Unlike the Normal enemy disadvantage, where a PC usually has to anger someone to gain an enemy, a Racial Enemy will hate you for your race - and thus, there are far more people who hate your character than normal..
For example, a human who has another human Enemy: Barco the Bully, only has Barco to fear - but an Elf who has Orcs in general as a Racial Enemy must fear ALL orcs! That's an awfully big difference!.

BASE COST:
If the Racial Enemy is 100pts or less, racially (Orcs, goblins) -5pts
If the Racial Enemy is 101pts to 200pts racially (Ogres, small Giants), Base Cost: -10pts
If the Racial Enemy is 201pts or more racially (Large Giants, Dragons), Base Cost: -20pts

Modifiers for Frequency:
Occurs on a 6 or less: ½ cost
Occurs on a 9 or less: Base Cost
Occurs on a 12 or less: 2x Base Cost
Occurs on a 15 or less: 3x Base Cost

Modifiers (Miscellaneous):
If the Enemy Race is especially numerous: -5pts
If the Feeling is Mutual (Mutual Hatred): -5pts


Slow Healer (-15 points)

Your body takes a long time to heal, and isn't particularly responsive to attempts to speed it up, either. When rolling to heal naturally, you roll half as often as a normal character (even when under the care of a physician). If you take a potion or an ultra-tech healing drug, make a (HT-2) roll. Failure means the drug has the minimum possible effect (a drug that restores 1d hits would restore only 1). Any attempts to heal you with magic, psionics, or other healing powers are at -3 to skill. This penalty is for ``generic healing'' only; it DOESN'T apply to attempts to remove your gall bladder, clean your teeth, or set your ankle. GM decides any unclear cases.


Small Town (-10 Points)

This is the disadvantage for the character that was born in a small town, and never left it. You have no first-hand knowledge of anything outside of a few hours walk out of town. You have no idea about customs within larger communities or cities, so often you either mistake another person's intentions, or offend them with your own small-town customs.
You get a -1 reaction from all citizens of a large city who realize that you are from a small town. Also, you get -3 on all social skill rolls made outside of your community. Also, the GM can disallow any skill or spell, simply by saying that there was no one in that town who could teach that skill.
Plus, in any social situation within a larger community than you are used to, you must make an IQ roll to keep from doing anything completely inappropriate. You may drink from the ladle in the punch bowl, or attempt to quiet everyone before a banquet so you can sing the ever favorite, "Now We Eat Our Very Good Food" song.
The character with the Small Town disadvantage may not take Area Knowledge for anyplace other than their home town. Od course as the character experiences the ways of the world, and learns more, this disadvantage could be bought off.


Trouble Magnet (-15 points)

No matter what you do, you always seem to be in the center of controversies you know nothing about. This makes your life very interesting.
When a thief needs to stash the loot from the diamond heist he hides it in your garage. The lady you stop to ask directions from is accompanied by a jealous bodybuilder boyfriend who automatically assumes that you were trying to seduce her. The Mafioso the FBI has been tracking looks just like you. Your appartment is right next to the CIA safehouse and you accidently get all their mail. The Illuminati want to talk to you. Your phones are tapped and the guy behind you at the supermarket wears dark sunglasses and talks into his lapel pin.
Unlike the Weirdness Magnet disadvantage, these problems are sightly more mundane. Instead of a talking dog who tells you his problems, you end up "adopted" by a dog that is the problem in the fact that he steals items and hides them at your house...and no matter how hard you try you cannot get rid of him.
These problems are not immediately harmful and could even work out to the character's advantage, but they will always make the character's life interesting, if not dangerous.


Wanderlust (-5/-10 points)

You have a difficult time staying in anyone place for a long time, the need to explore the world is too great to sit at home. After six months of living in one place you must make a will roll each week or begin your adventures again for at lest a month. You may have a permanent dwelling and even a family, but you can never totally give up your wanderings.
At the 5 point level this is just a desire to get out of the house. You may wander your favorite tracks, visit adjoining towns, or simply go stay with relations or friends who live somewhere else. At the 10 point level you must see something new. Go somewhere you have never been, or wander until you have experienced something new and exciting. This can become quite a dangerous disadvantage for adventurers.

Seafaring Wanderlust: Another version of the 10 point disadvantage is specific to sailors. The desire is to return to the sea. In addition to the limitations above, you must never leave sight of the ocean or you must start making will rolls after one week away from salt water.

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