GURPS, House Rules, In Effect Oct 17, 2006 13:20:14 GMT -6
Post by Gigermann on Oct 17, 2006 13:20:14 GMT -6
House Traits and Maneuvers:
- Pre-Rolls: Each Player will record 10 (or more, if called for) unmodified checks on 3d6 prior to the start of the session (preferably the week before), to be used for secret GM checks on the Characters' behalf. Unused rolls will be carried over to the next session.
- Alignment: Players may optionally assign their Characters a D&D “Alignment,” treated as a Quirk (for no point gain).
- Permitted "Cinematic" Techniques: Backbreaker, Dual-Weapon Attack, Piledriver, Roll with Blow, Pressure Point Strike
- Permitted Exotic Traits: True Faith
- Take the Clock: When conditions allow for subsequent attempts at a failed check, rather than re-rolling, one may use the Time Spent mechanics, as written, to boost the already-rolled result until available time is spent or the result becomes a success. Example: Check missed by 1 becomes a success after taking 2x time. Obviously, a failure by more than 5 can't benefit fully from this rule.
- Partial Fatigue: FP loss will be treated as for Partial Injuries, MA 136, "torso" location, replacing ST with DX (Probationary)
- Player Combat Narrative: In combat, on an success by 5+, the Player may dictate some "minor" effects of his success, with GM approval; reference: Player Guidance
House Traits and Maneuvers:
- New Maneuvers: Move & Ready (DX-2 to avoid tossing the readied item; subject to other conditions); All-Out Ready (standard AoA rules, no DX check req.); Reference
- New Perk: Ready & Aim; Allows a "free" Aim (doesn't count against limited rounds of Aim vs ST; Pyramid 3/33, "The Deadly Spring") during the final Ready maneuver before firing a bow; Reference
- An unspecified target is always "Torso."
- A miss on a specific target location may hit a "parent" location if the roll would have been good enough to hit the new location. For example, a miss against (torso) Vitals by two is still good enough to have hit the Torso itself, and should be counted as such, @gmd.
- Breakfall Technique may default from Parachuting Skill, applicable only to "appropriate" falls
- Acrobatic Stand Technique may default from Soldier Skill (at TL7-8); in this case, a rifle, or similar gear, is considered standard equipment
- Visiblity/Cover in wooded areas is -1/5yds in dense vegetation, or -1/50yds in light vegetation. Over "vegetation vis penalty" on 1d6=Clear LoS; Ref: Vehicles 3e
- Deceptive Attacks and Feints are more effective when the attacker is "off-handed" (FREX, left-handed, when you're right-handed; "natural" or via Ambidexterity or Off-Hand Training), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as a "Familiarity", B169. Precedent: "Reverse Grip," MA112
- Deceptive Attacks and Feints are more effective when originating from a "non-standard" attack type (FREX, kicking or pummeling when using a broadsword), and the defender is unfamiliar or inexperienced; if either succeeds, add an extra -1 to the target’s defense penalty. Treat as "Familiarity", B169. This bonus does not stack with the above "off-hand" effect (essentially, the same thing). An appropriate Style Familiarity Perk grants familiarity with all such ruses normally associated with that style, in addition to providing its listed bonus, as described. Precedent: "Reverse Grip," MA112
- If you use the same Deceptive Attacks/Feints twice on a foe in a fight, he defends at +1 against your third and later uses, unless it is "changed" (by description, @gmd) Precedent: "Targeted Attacks," MA68/"Combinations," MA80
- A Beat (MA100) applies to opponent's Defense and Attacks; if you win by 5 or more the weapon is unready and you may immediately attempt to Disarm as a free action.; Reference
- Attacks to limbs or extremities that do not successfully Cripple that location may still cause the listed effects for Crippling (B421) on a failed DX check (@gmd)
- On the first Turn of an Aim Maneuver with a ranged weapon of Acc 0 (or less, if that's possible), it benefits from its +1 "Round 2" bonus, to the normal maximum of +2 (essentially, it starts its progression one Round earlier)
- Will checks for Extra Effort (B354) may use a Will-based related-Skill instead
- Cutting or impaling non-"pick" weapons that have inflicted more than half their basic damage are considered "Unbalanced" (cannot also Parry; from having to be forcibly removed from the target), and become "Stuck" (as for picks; B405) when doing more than full basic damage; picks (or similar weapons) follow RAW. Influenced by this thread
- Knockdown: failure by 0 means you are stunned but stay standing, a failure by 1 means you drop to your knees, 2-3 you drop to crawling or sitting, and 4+ you fall all the way to lying down, either face-up or down; Reference
- Guns Unfamiliarity from -1 to -3 (Reference)