From: [3 ob 2] at [qlink.queensu.ca] (Billy The Kid)
Newsgroups: rec.games.frp.gurps
Subject: NEW GURPS ADV/DIS/SKILLS
Date: 14 Feb 1996 17:47:59 GMT

Over the time that I have played GURPS (which has not been that long) I 
have collected a lot of common advantages, disadvantages, skills and even 
some limitations which keep popping up in my characaters but are not in 
GURPS BASIC. So here is a list of them...If you don't like them, don't 
use them...If you don't like the cost, modify it for your own purposes...
Most of these are designed for normal 100 point campaigns and might have 
to be modified for super/devine levels GURPS. A cost of ?? means the cost 
is variable as described in the description.

                                                Puck & His Shadows
                                                (aka Billy The Kid)

------------------------
NON STANDARD ADVANTAGES:
------------------------

10 ACUTE MEASUREMENT
This advantage allows a character to measure dimensions and time
to 5% of the applicable unit with a glance and to 1% if careful
inspection is applied. The character does not need any instrument
to do this (excellent for mappers). "Applicable unit" means the
units that would most likely be used to measure the dimension,
for example a cave wall would be feet, a box might be inches,
closing a door might be seconds and travelling might be hours.

5 CUTE/PITY
This advantage can be bought in multiple levels. It gives a +1
reaction modifier from most people, +2 from caring people and +0
from uncaring people. The reaction modifier is due to the fact
that the character is not necessarily attractive but cute (or
really pitiful). A gully dwarf, for example, will most likely be
unattractive (if not ugly) but would have a few levels of CUTE or
PITIFUL to compensate for the apperance.

25 MANA STABILIZER
Opposite to MANA DAMPNER. Although MANA STABILIER can not raise
the level of mana in an area, it can prevent MANA DAMPENING or
MANA DRAIN (in any form) from lowering the mana level. Each level
of this advantage can protect against the lowering of 1 Mana
Level. Works within the character sight (or what would be the
character's sight if he/she could see).

?? PARTIAL MAGIC SUPPLY
This advantage allows a single mage to cast large spells by
allowing him/her to pay part of the spell cost at a time. Spells
that are partially paid for count as a spell on (-1) and can be
forgotten when the mage is hit (if will roll is failed). Spell
goes off after the total cost has been paid for. Time to cast for
adding to spells is 10 times the "time to cast" for the entire
spell. For example if a spells costs 50 and its time to cast is
10 seconds then a mage could cast 10 points of it (taking 10x10 =
100 seconds) then rest, cast another 10 points (again taking 100
seconds) and so on until the spell is full paid for. Then the
spell would go off. During the process the mage would be at a -1
to cast any other spells. The *10 cating time multiplier makes it
difficult to use this advantage to "delay" spells. Normally a
character could pay for all of the spell cost of a damaging spell
except for 1 fatigue and then, when in combat, could pay the last
point (and thus have a "delayed" spell that he/she could cast at
any time) but since the "time to add" is 10 times the time to
cast, this is very impractical. This advantage cost is based on
the number of colleges and spells the player has. One college
with fewer than 20 spells costs 40 points. Each additional
college costs 20 points and each set of 20 spells costs 20
points. Some college (such as Necromancy) can cost more, at the
GMs discression. For example Healing college with 25 spells and
the Light and Dark college with 15 spells would cost
40(healing)+20(more than 20 spells)+20(light & dark) = 80 points.

5 PROVOCATIVE BODY
This advantage is similar to apperance but is solemly based on
the body figure. If a character puchases this advantage instead
of apperance, the face of the character remains at the apperance
level but his/her bodily attractivness is more. Gives a +2
reaction modifier to opposite sex, none to same sex. For members
of the opposite sex, who are not specifically looking for
"provocative apperance", the modifier is reduced to +1 per level
once they get to know the character (ie. the +2 is the "shallow"
first impression and not true beauty).

5 PROVOCATIVE ACTIONS
This gives the same benefits as above (Provocative Body) but is
due to actions that the character performs (ie. a provocative
walk, an inviting smile, etc).

30 SUPER DANGER SENSE
Similar to the GURPS BASIC DANGER SENSE but better. Gives an 8
point compass driection (N,NE,E,SE,S,SW,W,NW). 

50 SUPER DUPER DANGER SENSE
Same as SUPER DANGE SENSE (above) but always gives the character
1.01 turns (or more) to react. Thus a character with SDDS can get
off a spell before "what ever it may be" happens. Note: Sometimes
this might be a little hard to play and the GM might have to go
back a bit to hive the character fair warning.

60 SUPER DUPER PLUS DANGER SENSE
Same as SUPER DUPER DANGER SENSE (above) but will also revive the
character from sleep if SDPDS goes off. The character will be
fully revived and ready to act (all effects of sleepiness will be
revoked until the situation is over).
 
?? REGENERATION: FATIGUE
This advanatage functions like the REGENERATION advantage except
it regenerate fatigue instead of hitpoints. In standard campaigns
not availabe to magic users. In super/devine campaigns available
to mages on "real" fatigue only (ie. not on EXTRA FATIGUE).
Available for 50 (1/H), 75 (1/m), 100 (1/s), 150 (instant,
supers/devine only).

---------------------------
NON STANDARD DISADVANTAGES:
---------------------------

15 ACTIONLUST:
This is the lust for action. Unlike GLORY HOUND the character
does not seek to be the centre of attension (ie. he/she does not
necessarily create all the actions) but the character's worst
fear is that somewhere some action is going down and he/she is
missing it. Actionlust character can still be shy (they might
like to watch the action, but not participate) but crippling
shyness and/or a phobia of crowds/people makes an actionlust
character difficult to play.

10 CALCULATING/HYPOTHESISING:
Opposite of the GURPS BASIC impulsiveness disadvantage. The
character will refuse to do anything without a plan, all actions
must be though out ahead of time, and will stay around to
contemplate a plan even if the party charges on ahead. The
character is at a -3 to IQ to improv and -5 to improv in combat.
In exchange, the character does get a +3 to IQ to generate plans
if not press for time.

15 COMBATLUST:
This is the lust for combat. Unlike BLOODLUST characters with
this disadvantage try to prolongue combat as long as possible, it
is not the kill they are searching for but the act of combat
itself. Character's with this disadvantage will throw a foe's
weapon back to him if the foe is disarmed and will not attempt to
run opponents through (ie. try for critical hits) even when the
oppertunity manifest itself. Usually Knights are found with this
disadvantage.

5 COMPULSIVE BEHAVIOUR: Rude Comments About Opposite Sex
The character makes rude comments about the opposite sex. These
comments usually manifest themselves in sexual comments but do
not have to be. The character may or may not know that he/she is
being rude. Example: "Hey Babe", "Nice Knockers", "Where 'd you
get 'em rags? [Refering to clothings]"

5 COMPULSIVE BEHAVIOUR: Ritual Magic Chants
The character must either chants or spews magical comments when
casting magic. This is in addition to any words and gestures the
mage must usually make (depending on skill level). For example a
mage casting lightning bolt might say "By the 12 demons-lords of
the Abyss and thier Master, I call forth the Ancient Element of
Lightning...Feel the Abyssmal wrath!" 

?? HIDDEN...
This is a prefix that can be added to many disadvantages,
especially social stigmas, odious personal habits and compulsive
behaviours. The prefix HIDDEN indicates that other characters are
not aware of the disadvantage (and thus the character does not
get negative reaction rolls from it) but if the disadvantage is
discovered its implications are worth twice as much becuase the
character was trying to hide them. For example: 10 Hidden Social
Stigma - Shapeshifter would mean that the character would suffer
no reaction modifiers until his Hidden Social Stigma was
discovered and the a -4 (instead of a -2) reaction modifier would
be applied. 

10 LECHEROUSNESS: MILD
Same as GURPS BASIC LECHEROUSNESS but either: the character makes
passes only towards a specific class of opposite sex members (ie.
Only people with Status 2+, Only merchants, Only Knigts) as long
as the group is not too small; or with a +5 Bonus on the will
roll.

05 LECHEROUSNESS: VERY MILD
The character suffers from a strong desire for romance. The
desire is not forced (ie. no will roll or make a pass) but the
character is always found involved with someone. This allows the
character to walk through placed with very attractive people of
the opposite sex, but as long as the character has "already found
someone" he/she does not need to make a pass at them.

?? MAGIC INCOMPETENCE
This disadvantage can only be applied to mages. Any spell with
this disadvantage will have the "strength" of its original skill,
but rolls will be made against the "incompetence" number. Thus a
mage can have very powerful spell, that are difficult to resist
or dispell, but his/her chance of casting them are much smaller.
This disadvantage is worth 1-(Incompetence Number/Spell Skill).
For example: Fizban has Fireball at 18, Deathtouch at 20 and
Shapeshifting (Snake) at 14. He chooses to use the incompetence
disadvanatge to get incompetence levels of 10,11 and 12. This
would be worth [1-(10/18)]+[1-(11/20)]+[1-(12/14)] = 1 point.
When Fizban casts Fireball he rolls against a skill of 10 but the
spell is resisted against the full 18 and costs as if it were at
a spell level of 18.

20 NO KNOWLEDGE OF CUSTOMS
A character with this disadvantage does not know any local
customs (and will not know any local customs where ever he/she
goes). A character with this disadvantage is likely to get into
trouble becuase he/she will be oblivious to any class system
(including titles, formalities, required gestures) and will
likely manifest powers that he/she should have kept secret.
Usually more applicable for Supers or Aliens. Example: Fenira
uses her matter absorb power to create a hole in the wall. She
looks back to see her comrads staring at her in puzzlement. One
asks "How did you do that?". Fenira looks confused and says
"Normally...with my power...why? Can't everyone else do that?"

20 PARTIAL SLAVE MENTALITY: Excluding Self Safety
This disadvanatge makes the character unable to act on his own
(as per SLAVE MENTALITY) unless instructed except when own safety
is involved. For example: If the character needs a map and find
the money to buy it, he/she will not buy it unless instructed to
do so but if the character is attacked he/she will be able to
defend him/herself without the need for instructions.

50 POOR IMMUNE SYSTEM
This disadvantage applies to Magic and Psionics. Characters with
this disadvantage automatically fail any resistance rolls made
against any spell or psionic power. In a supers campaign, this
disadvantage can include super powers but in such a case its
value should be increased (based on the number of starting
character points).

10 SELF PACIFISM: CAN NOT KILL/SELF DEFENCE
This is identical to the 15 point PACIFISM in GURPS BASIC but the
character does not have to impose his pacifism on others (as is
required by GURPS BASIC). Usually a character with this type of
disadvantage had his own set of believes but is tollerant of
others haveing their own believes.

20 SELF PACIFISM: FULL
This is identical to the 30 point PACIFISM in GURPS BASIC but the
character does not have to impose his pacifism on others. Also
see above.

20 (SENSE OF) DUTY: COMPANIONS
A character with this disadvantage has a suicidal (sense of) duty
to his/her companions. Example: Jane has this advantage, she just
managed to escape from acavern where she saw 12 professional
fighter so down against 5 dragons. She could escape, but she
didn't see Richard (her companion) fall. Becuase of her duty (or
sense of duty), Jane would have to return to the cave and seek
out Richard even if it would mean certain death.

10 STRANGE EFFECT: Sparkles After Use
This disadvantage is appropriate for Supers powers, but could be
used for magic if magic is uncommon. After the use of the super
power there is some harmless but obvious strange effect that
resides for 15 minutes. This is inconvenient becuase the super
can not use a power discreetly. For example, after Electra uses
her electrifying beam harmless crackles of electricity spark over
he body for 15 minutes.

05 SUPERSTITION (PHOBIA): Black Cat
A character with this disadvantage will be phobic (as per mild
phobia) of black cats.

05 SUPERSTITION (PHOBIA): Ladders, Mirror, Salt
A character with this disadvantage believes that walking under
ladders is bad luck, breaking Mirrors is 7 years of bad luck and
spilling salt is bad luck unless a pinch of it is not tossed over
the shoulder. The catch is...they are right! Walking under a
ladder or spilling salt gives the GM the right to use GURPS BASIC
UNLUCKINESS five times (any time...even 5 times in 1 session),
the the bad luck disappears. For breaking a mirror, the character
gains the GURPS BASIC UNLUCKINESS for 7 (character) years (years
which the character does not spend on adventure do not count
towards the seven, thus each year the character must go on
atleast a small adventure to reduce the 7 year unluckiness).

10 UNDERCONFIDENCE

The character is highly underconfident. Unless the action, the
character wishes to undertake, is something that he could do very
easily the character will be convince that he can not accomplish
it.

20 VOW: CAN NOT HARM DIRECTLY
Another modified pacifism. The character can not harm at all but
has no objections to having others do it for him. The character
can set traps as long as they are sprung by the foes (and not the
character). The character can summon elementals, undead or demons
to do his bidding but could not cast a rock slide (even though
the rocks are doing the damage, the character caused it
directly). The reason for the fairly high value of this
disadvanatge is becuase if the character gets into melee...he/she
is toast.

15 VOW: HEAL ALL OTHER BEFORE SELF
A characater with this vow will make sure that all other party
member have been healed before himself. Simple bandaging to
prevent bleeding to death is allowed, but oficial bandaging which
actually reduces hits after combat is not. If multiple party
member are wounded and there is not enough healing potions the
character will let the other have the potions and will "tough it
out".

20 VOW: NEVER USE ANY WEAPONS
A modified form of pacifism between the extreme of "full
pacifism" and "can not kill/self defence only". The character may
attack and even kill but is forbidden to use any weapons
(including improvised weapons) to do so.

15 VOW: USE NATURAL WEAPONS ONLY
The character can use only weapons that have been fitted together
from 100% natural things. A wooden quarterstaff is legal, a stone
axe is legal as long as it is attached to a wooden handle with by
vines but a sword or dagger are not allowed (unless it is a bone
dagger).

-----------
NEW SKILLS:
-----------

SEXUAL INTERCORSE; P/VH; DX-6; + Apperance Bonus
                              + 2(Provocative Body Bonus)
(apperance modifiers do not apply when in darkness)
The ability to perform sexually. Include actual performance and
sexual creative imagination.

BATTLE FIELD SURGERY; M/VH; IQ-6; + Double Jointed Bonus
As per GURPS BASIC surgery skill but with special application to
the battle field. Includes actual surgery skill and ability to
improv equipment and tools.

ADVANCED ...; ...+1 ; ...-1; ...
And advanced from of most scientific skills that give the more
specific details about the scientific field. Difficulty is one
level higher than the original skill unless the original skill is
already at the highest difficulty. Default is one less than the
original skill default unless difficulty has not changed. For
example: Chemistry; M/H; IQ-6 becomes Advanced Chemistry; M/VH;
IQ-7 but Biochemistry; M/VH; Chemistry-5 becuse Advanced
Biochemistry; M/VH; Biochemistry-5 (note that the default did not
decrease becuase difficulty didn't change, but it did switch from
Chemistry to Biochemistry). 

-----------------------
NEW SUPERS LIMITATIONS:
-----------------------

NEEDS BODY PART (!LH,!RH,!LL,!RL,!EYES)
This limitation allows a super power to function as long as the
mentioned body part has full hitpoints. The power and skill of a
super power (as a percentage) drops twice as fast as percentage
of damage done to the body part. Thus when 50% of the body part
hitpoints are gone, the power is temporarily lost. For example:
Jane has Flame Jet 18(20) with the limitation !RH (needs right
hand). Her right hand has 12 HT. She is hit for 3 points in her
right hand. Thus she looses 2(3/12)*100 = 2(25%) = 50% of her
power and skill, giving her a Flame Jet 9(10). Hands and legs are
worth 10% and eyes (both eyes although only one has to be hit) is
worth 5%.