Self-Control Number

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)GURPS Powers pg 106 for Temporary Disadvantages; GURPS Zombies pg 60
* 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): -1Viable 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==
* On rolling against a self-control number versus rolling against Will
==References==
ja:自制値
Category:Concepts