New Advantages
I think this post is going to be mostly useless for anyone not personally playing in my campaign, since the costs of these advantages don't 100% follow the guidelines for gurps. Still they maybe useful as ideas. Universal Dual Wielding is the best example as it should cost a lot more to do what it does.
New Advantages
Unarmed Master [15]: Your unarmed attacks are considered weapons for striking and parrying. The restrictions in Hurting Yourself (Exploits, p. 40) don’t apply to you – enemies don’t get free attacks on you when they parry your limbs and can’t shift attacks to your limbs when you fail a parry, and you won’t injure yourself against high DR. Attacks targeting your limbs can still injure them normally. In addition, all your unarmed attacks deal Crushing or Piercing Damage, and they deal damage equal to your Swing damage not your Thrust.
Luck [0, +3 per level]
Luck Points allows a player to reroll a single dice roll related to you. You must declare that you’re using your Luck immediately after you roll the dice – once you or anyone else has made another roll, it’s too late. When the GM rolls in secret (e.g., to see if you notice something), you may state that you’re using your Luck ahead of time, in which case the GM will roll twice and give you the best result. Each player character starts with 1 Luck Point. This costs nothing, because it's offset by Chaotic Influence (see below). Any further Luck may be bought for 3 points, up to a maximum of 3 Luck Points. You recover 1 Luck Point at the end of each encounter.
- Pushing your Luck: You may spend more Luck Points than you have, but for each one you spend beyond your limit, the GM gains 1 more Chaotic Influence. Both of these are only usable once, and go away after use. Note that the GM may bank these out of forgetfulness.
- Playing to the Audience: You may acquire extra Luck Points beyond your maximum by willingly failing a self control roll at a narratively appropriate moment, or by willingly failing an active defense roll that puts the character at risk. These Luck Points are temporary and disappear if not used until the end of the next encounter.
Chaotic Influence [0, -3 per level]
Chaotic Influence allow the GM to reroll a single dice roll, in the same circumstances as a Luck Point. They are used by the GM to benefit the player character’s antagonists. The total Chaotic Influence the GM has is equal to the number of players characters in the campaign. Any player may choose to give the GM more Chaotic Influence as a disadvantage on their Character Sheet, each Chaotic Influence level giving -3 points to the player. The GM recovers 1 Chaotic Influence per player at the end of each encounter.
- Chaos Stirs: The GM may spend more Chaotic Influence than he has, but for each one spent beyond his limit, he must give one player an extra Luck Point.
Consistency Points [5 for the first point, 1 per extra point, max 5]
You have trained hard to be able to consistently achieve the exact same result regardless of the vagaries of luck. Whenever you fail a roll, you may spend a Consistency point to replace the result with 12 (3+4+5). Consistency points recharge at a rate of 1 per encounter.
Dungeon Survivor [5 points/level max 4]
+1 per level to each of these skills: Acrobatics, Jump, Climbing, Stealth, Observation.
Melee Talent [10 points/level max 4]
+1 per level to any melee combat skill.
Guide [5 points /level max 4]
+1 per level to each of these skills: Navigation, Hiking, Survival, Naturalist, Weather Sense.
Universal Dual Wielding [16]
You can use two weapons at no penalties in either hand, and you can use the Dual Wield Rapid Strike option you ignore any penalties as if you had trained in the Dual Weapon Attack Technique.
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