A self-control number is a number that indicates a character's susceptibility to some mental disadvantages. The lower the self-control number, the greater the likelihood that the character will give in to that particular temptation. However, in most cases a player simply choose to indulge in whatever behavior the disadvantage covers.
The self-control number (represented by "(value)" after the disadvantage) modifies the point value (rounded down) of the disadvantage:
- Cannot resist: 2.5 x listed cost (drop fractions)[1]
- Resist quite rarely (roll of 6 or less): 2 x listed cost.
- Resist fairly often (roll of 9 or less): 1.5 x listed cost.
- Resist quite often (roll of 12 or less): listed cost.
- Resist almost all the time (roll of 15 or less): 0.5 x listed cost
- Resist all the time except under extreme citations (roll of natural 17 or 18; limited to [-5] base): -1
Viable mental disadvantages (they tend to have their own names):- Compulsive Behavior (Carousing/Gambling/Generosity/Spending/Vowing)
- Curious
- Gluttony
- Incurious
- Loner
- Nightmares
- Overconfidence
- Pyromania
- Selfish
- Selfless
- Truthfulness
Kromm Quotes[]
References[]
- ↑ GURPS Powers pg 106 for Temporary Disadvantages; GURPS Zombies pg 60