Rules Modifications

We've made a lot of changes to the basic GURPS rules in this campaign.

Will

Will now has three components Mental, Physical and Emotional Will as per pg. 9 CI

Senses

All sense rolls will have two components: the notice roll and the recognition roll. The notice roll will have a base of 12 +/-Sense advantages. The recognition roll will be based of IQ +/- Sense advantages.

To Die rolls based off HT... -HT, -HT*1.5,-HT*2, etc

Stun Damage

Unarmed attacks will do Stun damage. Unarmed means bare fists, feet or other body part, not using gauntlets, claws, horns or any other unarmed enhancer. 25%, rounded down, of Stun damage will translate to real damage. Stun Points will equal HTx2. Booted feet do normal damage, so once you pummel your opponent into the ground a few well placed kicks will finish him off.

Reaction Speed

This will take the place of basic speed to determine how fast you react to things, move and dodge will remain the same. Reaction speed will be calculated by (IQ+DX)/4. Combat Reflexes adds +1 to reaction speed. 1/8th of Tactics skill adds to reaction speed.

Current Reaction Speeds

Elshon 7.25

Malus 5.75

Giovanni 5.75

Kailin 5.75

Block

Block will now be 2/3 of Shield or Buckler skill.

Head Blows

Consciousness checks resulting from head blows will suffer a -1 penalty for every HT/4 points of damage that gets through armor. Blows from a sap to the back of an unprotected head causes full damage penalties. Examples: Bob gets hit in the head for 8 points of damage, he has no DR on his head and a HT of 10. The HT roll to remain conscious is at -3. Fred, HT 12, gets hit in the head for 5 points of damage and he has DR 2 on his head. Fred's HT roll will be at -1.

Turns, Combat or Otherwise

Each turn is now a "universal turn". What this means is that the turn has no true time definition, they may range from 1 second to one minute. Players will not need to concern themselves with keeping track of this, the GM will inform you if it is important.

All-Out Defense

The option to take the defensive skill to the next level may be chosen when taking an all-out defense. Skills that normally roll at 1/2 skill would roll against 2/3 skill, 2/3 skill goes to full skill.

Bleeding from Wounds

Superficial and Light wounds will stop bleeding on their own after a few minutes and will not cause any further damage.

Serious wounds will not stop bleeding without medical attention and may result in death. If left untreated the character must begin making HT rolls after a number of minutes equal to their HT have passed with a new HT roll every minute with a cummulative

-1 penalty. If the HT roll is failed the character will lose the number of hit points by which the roll was failed.

Critical wounds will bleed profusely and will definitely result in death.

If left untreated the character must begin making HT rolls after a number of minutes equal to their HT/2 have passed with a new HT roll every 30 seconds with a cummulative

-1 penalty. If the HT roll is failed the character will lose the number of hit points by which the roll was failed.

 

Ranged Attack Tables

DISTANCE MODIFIERS SIZE MODIFIERS

>2 +1 >1/10" -15

>4 0 >1/5" -12

>6 -1 >1/3" -10

>10 -2 >1/2" -8

>15 -3 >2/3" -6

>20 -4 >1" -4

>30 -5 >2" -3

>50 -6 >3" -2

>75 -7 >6" -1

>100 -8 >6' 0

>150 -9 >9' +1

>200 -10 >12' +2

>300 -12 >15' +3

>500 -15 >20' +4

>750 -18 >30 +5

>1000 -20 >50 +6

  • Home-Cooked Advantages
  • Added Skills
  • New and Unusual Weapons