Duty

Disadvantage, Social, Variable Cost

If your occupation and social situation saddle you with a significant personal obligation toward others, and occasionally require you to obey hazardous orders, you have a “Duty.” Duty most often accompanies Rank (p. 29), a Patron (p. 72), or one of the traits discussed under Privilege (p. 30). A particularly arduous job might qualify as a Duty, but most ordinary jobs would not. A wholly self-imposed feeling of duty is not a Duty, either (but it can still be a disadvantage; see Sense of Duty, p. 153). Finally, you cannot claim points for a Duty toward Dependents (p. 131); the points you get for Dependents already reflect your obligations in this regard.

The GM may restrict the Duties allowed in a campaign, or even forbid them entirely, if he feels they would unduly disrupt the flow of the adventure.

If you have a Duty, the GM rolls at the beginning of each adventure to see whether it comes into play. Being “called to duty” could delay your plans . . . or be the reason for the adventure! Alternatively, your master might give you a secret agenda to pursue, or his associates might harass you while you are officially “on leave.” If you try to avoid your Duty, your GM is within his rights to penalize you for bad role- playing.

The basic point cost of a Duty depends on the frequency with which comes up in play:

This cost is for an occasionally hazardous Duty imposed through normal social means. If this does not describe your Duty, you should modify the cost:

Examples

Source: GURPS 4th - Basic Set - Combined, page 135