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GURPS

House Rules

You can also find numerous very good house rules over at Rev. Pee Kitty's site.  Check it out!
  • Beat: Setting up a Beat works as per MA100, that is, you must first successfully parry or be parried by your foe.  Thereafter, you may attempt a Beat on your turn by making a Feint maneuver.  Resolve the Beat as a Quick Contest between the Melee skills of the two combatants, with the initiator of the Beat using his ST-based combat skill, and his opponent using either his ST- or DX-based combat skill.  If the aggressor wins, the margin of victory is applied to both the target's next defense roll and attack roll with his weapon, as with a feint.  If the margin of victory is 5 or greater, then the target's weapon becomes Unready.  This effects only apply to the weapon struck in the beat.  While Beat follows many of the rules of Feint, it has a distinct technique apart from Feint (called Beat).  This technique also defends against Beats.
    • Reasoning: Beat as written was only useful to characters with higher ST than DX, but had numerous drawbacks.  Moreover, I couldn't make sense of what the mechanics were actually meant to simulate (if you're knocking a weapon out of line, why don't they suffer a penalty to their attack as well as their defense?).  This version makes Beat an attractive option for nearly any character (though still benefits strong characters), but is balanced by its drawbacks.
  • Rapier Wit: Kromm clarifies how it works here.  Specifically, you can use it whenever you know something very embarrassing about your target (or, IMO, when you have a really good zinger), and it only works once per fight (though I might allow more often if you hammer your opponent over and over again with different little secrets or really good zingers.  Maybe).
  • Riposte: RIpostes act as a "Deceptive Parry."  The player must apply a penalty to his parry for all parries against a single given opponent, and for the next turn, may apply that same margin as a penalty to all of that targetted opponent's parries for the turn (and 1/2 that margin to his dodges and blocks).
  • Affliction: Costs 10 for the first level, and 3 per level thereafter.
  • Lighting Levels: as created by AnthonyNighttime clouds reduce natural sky light by 1-3 steps; daytime clouds usually do not reduce light by enough to cause a penalty.
    • -1: 20-100 lux. Dim Indoor Lighting, brightly lit outdoor areas at night, twilight (10-20m after sunset)
    • -2: 5-20 lux. Major streets at night. Twilight (20-30m after sunset)
    • -3: 1-5 lux. Torch at 2 yards, typical street lights, twilight (30-40m)
    • -4: 0.2-1 lux. Full moon with clear skies.
    • -5: 0.05-0.2 lux. Partial moon, typical candle at 2 yards. Typical urban sky glow.
    • -6: 0.01-0.05 lux. Crescent moon. Typical suburban sky glow.
    • -7: 0.002-0.01 lux. Moonless clear night.
    • -8: 0.0005-0.002 lux. Moonless overcast night.
    • -9: <0.0005 lux. Wilderness nighttime with heavy clouds.

New Material

Perks

  • Rage!: You have Berserk as a controllable disadvantage.  To use it, you must first Concentrate and then succeed at a Will Roll.  Thereafter, you follow all rules for Berserk, including when you may snap out of it: Specifically, you may not attempt to end the disadvantage until you have defeated a foe, at which point, you may attempt to end Berserk with a Will Roll.  If you fail, you must continue on and attack another foe, and after you have defeated him, you may attempt another Will roll, and so on.  You may not attempt to end this disadvantage at any other time.
  • Hidden Weapons: You always carry hidden weapons somewhere on your person unless doing so would be problematic or impossible (in which case, the GM should inform you of such).  You never need to declare that you are hiding weapons on your person.
  • Combat Kimono: You may ignore any inconvenience a kimono might cause you.  Its long sleeves never get in your way, your opponent will never grab its loose folds and, for women, it never constrains movement.
  • Deceptive Warfare: You excel at laying ambushes.  Gain +1 on initiative rolls to determine who achieves partial surprise, and in Mass Combat, if you win a reconnaissance contest, add +2 to your margin of victory (Deceptive Warfare does nothing if your opponent bests you).
  • Lethal Luck: Whenever you gain a critical success in combat, you may roll 3 times on the critical table and choose the best result.

Setting Material


"The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games."