The material presented here is intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
Your eyes are sensitive to light. The higher disadvantage value applies if dark glasses are not available.
Bright sunlight or harsh artificial lighting gives you -4 on Vision rolls and -2 DX and IQ for constant discomfort. A shady area, cloudy day, or bright indoor lighting gives you -2 Vision and -1 DX and IQ. Ordinary indoor lighting gives no penalties. Anything dimmer than that, and you take normal penalties for darkness.
Lights that cause even normal folks penalties are a real problem. Quadruple any penalties for blinding light (though blindness is the worst you can suffer) and their duration. If any HT rolls are involved, you're at -4.
Heavy wrap-around dark goggles, welder's goggles, etc. negate the disadvantage, but you'll want to take them off in dark areas! Normal sunglasses reduce you to mild light sensitivity (below), but again are a hazard in the dark.
Limitation: You have mild light sensitivity. You suffer -2 Vision and -1 IQ and DX in bright light, and no penalties in normal light. You suffer only double, not quadruple, penalties and durations from blinding lights; related HT rolls are at -2. (Rewrite Albinism to include this if you like.) -50%.
This is a trait similar to Sadism, except that you don't necessarily want to see anyone get hurt. You enjoy "freaking people out", embarassing them, confusing them, annoying them, or similar motivations. You probably love practical jokes. If you are subtle about it, like a gas station attendant that enjoys giving lost motorists wrong directions, this is only a quirk. If your japes are more likely to get you an immediate reaction, like the shapeshifter who turns into a dog and walks down the street asking people for the time, this is worth -10 points.
In the latter case, people who are on the wrong end of your humor react to you at -2. If they have already previously rolled their reaction, the GM can either apply the -2 to the previous roll's results or reroll anew. Characters with Bad Temper, Bully, or No Sense of Humor (or similar disads) react at -4 instead. Characters with Unfazeable will not have a reaction penalty.
You find it very difficult to ignore even the smallest injury or offense given to you. This does not necessarily mean you are careful not to give offense to others, only that you are keenly aware when you are the victim. You must make a Will roll to resist retaliating when you feel you have been slighted, and good roleplayers will not attempt this roll often. How you are likely to respond determines the value of this disadvantage
At the -5 point level (Mild), you wish to repay all wrongs done to you in equal measure. If someone makes an obscene gesture at you, you will want to respond with one of your own. If someone kills one of your loved ones, you will want to see them suffer an equal loss. This may be because of a specific code of conduct that you abide by, or cultural tradition, or something similar, but it can be just an unusual personality trait.
At the -10 point level, you wish to see people who wrong you suffer more than you did. An obscene gesture might be met with a thrown rock, and losing a loved one may turn you into a multiple murderer. Even completely accidental wrongs should be punished "to make sure it doesn't happen again." This level of the disadvantage may indicate a fairly severe emotional instability on your part, or that you are subject to a particularly unforgiving cultural tradition. Fictional cultures prone to "blood feuds" often have many individuals with this level of the disadvantage. Many characters with the disadvantage at this level will tend to talk about "needing to teach so-and-so a lesson."
At the -15 point level (Severe), your need for revenge is obviously mentally unbalanced by most standards. Spilling a drink on your lap is a death sentence. Harming someone you hold dear is grounds for a years-long campaign to exterminate an entire family. Torture is not out of the question.
If, by some twist of fate, someone who has wronged you suffers an appropriate revenge that did not come at your hands, the GM may allow you to decide that person has suffered enough, and that you no longer need to take revenge on them personally.
The basic form of the disadvantage assumes you only really feel compelled to take revenge on wrongs done to yourself. If you feel compelled to take revenge on behalf of anyone at all that you see wronged (Any Victim), it is worth an additional -10 points. If you only feel compelled to take revenge on behalf of your family line (Large Group), or some other medium to large group, it is only worth an extra -5 points.
The disadvantage, regardless of severity, does not carry an automatic reaction penalty, as many people are quite adept at taking their revenge at a later time, in secret. Those whose behavior is obviously dangerous or deranged should also have a suitable Odious Personal Habit. In some societies, being known for exacting swift revenge on behalf of one's family, nation, or personal honor may even result in a positive Reputation!
Note that this disadvantage, since it deals with revenge and honor, will often overlap with a particular Code of Honor. If there is doubt as to which disadvantage is appropriate, bear in mind that this one often demands more extreme responses than those Codes listed in GURPS. If a character has this disadvantage in addition to a Code that demands revenge under certain circumstances, one of the two disadvantages should be reduced in value accordingly. Also, the medium level of this disadvantage is very similar to Bad Temper; characters with Bad Temper can take Mild Vengefulness as a quirk, Vengefulness as a -5 point disadvantage, or Severe Vengefulness as a -10 point advantage, plus modifiers for Any Victim or Large Group.