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==== Can't Wear Armor ====
 
==== Can't Wear Armor ====
Replace this modifier with a new modifier and two new disadvantages:  
+
Replace this modifier with a new modifier and two new advantages:  
  
 
''Doesn't Stack'' (-40%), a modifier for Damage Resistance. Your DR doesn't stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.)  
 
''Doesn't Stack'' (-40%), a modifier for Damage Resistance. Your DR doesn't stack with any other source of DR. (This could be thought of as Accessibility: Not While Wearing Armor.)  
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''Cannot Wear Armor'' [-20]: You cannot wear normal armor or protective suits, due to alien body shape, supernatural emissions, or genre conventions. You can still wear breathing masks, eyewears, light clothing with pockets, etc. Custom-made equipment costs ''at least'' +100%, probably much, much more. Use this for animals and monsters.  
 
''Cannot Wear Armor'' [-20]: You cannot wear normal armor or protective suits, due to alien body shape, supernatural emissions, or genre conventions. You can still wear breathing masks, eyewears, light clothing with pockets, etc. Custom-made equipment costs ''at least'' +100%, probably much, much more. Use this for animals and monsters.  
  
''Cannot Wear Anything'' [-40]: You cannot wear ''anything'' – not only armor, but clothing, jewelry, etc. This could be do incorporeality, extremely alien shape or size, or genre conventions. Use this for vehicles and beings without dimension or form.
+
''Cannot Wear Anything'' [-40]: You cannot wear ''anything'' – not only armor, but clothing, jewelry, etc. This could be do incorporeality, extremely alien shape or size, or genre conventions. Use this for vehicles and beings without dimension or form.  
  
 
==== Cartography ====
 
==== Cartography ====
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==== Children ====
 
==== Children ====
If your character has children, only take them as Dependents if you want frequent "rescue the baby" plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require.  
+
If your character has children, only take them as Dependents if you want frequency "rescue the baby" plots. Otherwise, consider a Nonhazardous Duty to represent the time and attention they require.  
  
 
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them.  
 
If another player character is your child, this is Ward [-1], a quirk to represent the legal obligation you hold toward them.  
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We can expand the Chronic Pain rules to cover a huge variety of chronic disorders:  
 
We can expand the Chronic Pain rules to cover a huge variety of chronic disorders:  
  
'''Affliction:'''
+
** ''Choking'', for severe asthma: -25 points, interval measured in seconds.
* ''Choking'', for severe asthma: -25 points, interval measured in seconds.
+
** ''Coughing/Sneezing'': -5 points, interval measured in hours.
* ''Coughing/Sneezing'': -5 points, interval measured in hours.
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** ''Daze'', for petit mal seizures: -12 points, interval measured in minutes.
* ''Daze'', for petit mal seizures: -12 points, interval measured in minutes.
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** ''Drowsiness'', for narcolepsy: -25 points, interval measured in hours.
* ''Drowsiness'', for narcolepsy: -25 points, interval measured in hours.
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** ''Drunkenness'', for certain neural disorders: -5 points, interval measured in hours.
* ''Drunkenness'', for certain neural disorders: -5 points, interval measured in hours.
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** ''Ecstacy'': -25 points, interval measured in minutes.
* ''Ecstacy'': -25 points, interval measured in minutes.
+
** ''Euphoria'': -8 points, interval measured in hours.
* ''Euphoria'': -8 points, interval measured in hours.
+
** ''Hallucinations'': -12 points, interval measured in minutes.
* ''Hallucinations'': -12 points, interval measured in minutes.
+
** ''Heart Attack'': -75 points. Always use the x1 interval cost.
* ''Heart Attack'': -75 points. Always use the x1 interval cost.
+
** ''Itching'': -2 points, interval measured in hours.
* ''Itching'': -2 points, interval measured in hours.
+
** ''Nausea'': -8 points, interval measured in hours.
* ''Nausea'': -8 points, interval measured in hours.
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** ''Pain, Moderate'': -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)
* ''Pain, Moderate'': -5 points, interval measured in hours. (This replaces Mild Chronic Pain.)
+
** ''Pain, Severe'': -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)
* ''Pain, Severe'': -10 points, interval measured in hours. (This replaces Severe Chronic Pain.)
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** ''Pain, Terrible'': -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)
* ''Pain, Terrible'': -15 points, interval measured in hours. (This replaces Agonizing Chronic Pain.)
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** ''Pain, Agonizing'': -25 points, interval measured in minutes.
* ''Pain, Agonizing'': -25 points, interval measured in minutes.
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** ''Paralysis'': -40 points, interval measured in hours.
* ''Paralysis'': -40 points, interval measured in hours.
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** ''Retching'': -12 points, interval measured in minutes.
* ''Retching'': -12 points, interval measured in minutes.
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** ''Seizures'': -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.
* ''Seizures'': -25 points, interval measured in minutes. This is another way to represent Epilepsy, but you can still take that trait instead.
+
** ''Tipsiness'', for certain neural disorders: -3 points, interval measured in hours.
* ''Tipsiness'', for certain neural disorders: -3 points, interval measured in hours.
+
** ''Unconsciousness'': -50 points. Always use the x1 interval cost.
* ''Unconsciousness'': -50 points. Always use the x1 interval cost.
 
 
 
'''Interval:'''
 
* ''1 second/minute/hour:'' cost x0.5
 
* ''2 seconds/minutes/hours:'' cost x1
 
* ''4 seconds/minutes/hours:'' cost x1.5
 
* ''8 seconds/minutes/hours:'' cost x2
 
 
 
'''Frequency:'''
 
* ''Roll of 6 or less:'' cost x0.5
 
* ''Roll of 9 or less:'' cost x1
 
* ''Roll of 12 or less:'' cost x1.5
 
* ''Roll of 15 or less:'' cost x2
 
  
 
==== Chronic Depression ====
 
==== Chronic Depression ====
 
This disadvantage has a self-control number. The reaction penalty is based on the self-control number:  
 
This disadvantage has a self-control number. The reaction penalty is based on the self-control number:  
  
* sc15-: -1
+
** sc15-: -1
* sc12-: -2
+
** sc12-: -2
* sc9-: -3
+
** sc9-: -3
* sc6-: -4
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** sc6-: -4
  
 
==== Circus Performance ====
 
==== Circus Performance ====
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Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often:  
 
Under the Abstract Wealth rules, reflect the cost of donating to beggars by making an extra purchase every so often:  
  
* sc16- (Quirk): a Cheap purchase every four weeks
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** sc16- (Quirk): a Cheap purchase every four weeks
* sc15-: a Normal purchase every four weeks
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** sc15-: a Normal purchase every four weeks
* sc12-: a Normal purchase every three weeks
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** sc12-: a Normal purchase every three weeks
* sc9-: a Normal purchase every two weeks
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** sc9-: a Normal purchase every two weeks
* sc6-: a Normal purchase every week
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** sc6-: a Normal purchase every week
  
 
==== Compulsive Spending ====
 
==== Compulsive Spending ====
 
Under the Abstract Wealth rules, you always suffer a "tapped out" penalty based on your self-control number:  
 
Under the Abstract Wealth rules, you always suffer a "tapped out" penalty based on your self-control number:  
  
* sc16-: none
+
** sc16-: none
* sc15-: -1
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** sc15-: -1
* sc12-: -2
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** sc12-: -2
* sc9-: -3
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** sc9-: -3
* sc6-: -4
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** sc6-: -4
  
 
==== Computer Operation ====
 
==== Computer Operation ====
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Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month:  
 
Under the Abstract Wealth rules, the cost depends on the type of purchase you must make each month:  
  
* ''Cheap'' [-1]
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** ''Cheap'' [-1]
* ''Normal'' [-5]
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** ''Normal'' [-5]
* ''Expensive 1'' [-10]
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** ''Expensive 1'' [-10]
* ''Expensive 2'' [-15]
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** ''Expensive 2'' [-15]
* ''Expensive 3'' [-20]
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** ''Expensive 3'' [-20]
  
For another way to represent a character who's paying off debts, consider simply increasing Time Worked.
+
For another way to represent a character who's paying off debts, consider simply increasing Time Worked.  
 
 
==== Default Skills ====
 
When calculating skill defaults off of an attribute, the Rule of 14 applies, i.e. if the attribute is higher than 14, treat it as 14 for the purposes of calculating the default.
 
 
 
Skill defaults off of another skill are calculated normally.
 
  
 
==== Ditz ====
 
==== Ditz ====
A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.
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A new disadvantage, based on Klutz. Same costs, but applies to IQ instead of DX.  
  
 
==== Doesn't Breathe ====
 
==== Doesn't Breathe ====
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==== Enemies ====
 
==== Enemies ====
Remember that Enemies are after you ''specifically''; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. (i.e. Status 8: President comes with paparazzi and lone gunmen, and Social Stigma: Outlaw comes with police and bounty hunters.) The exception is if you are ''especially'' notorious (e.g. Most Wanted), or if one of them is after you for personal reasons.
+
Remember that Enemies are after you ''specifically''; those acquired due to your job or social standing are just part of the territory, and go away if you change careers. The exception is if you are ''especially'' notorious (e.g. Most Wanted), or if one of them is after you for personal reasons.  
  
 
==== Erotic Art ====
 
==== Erotic Art ====
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==== Household Management ====
 
==== Household Management ====
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or guest quarters provisioned and maintained.
+
This is the Professional Skill of a butler, hotelier, steward, or family matriarch: the ability to keep a household or ship supplied throughout the year, to keep track of all the necessary maintenance chores, and to properly welcome guests.
  
 
==== Hydrosuit ====
 
==== Hydrosuit ====
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New disadvantage [-10 points], requiring a self-control number. Check self-control whenever you deal with those of higher Rank or Status to resist the urge to mouth off, ''doubling'' any penalty for having lower Rank or Status.  
 
New disadvantage [-10 points], requiring a self-control number. Check self-control whenever you deal with those of higher Rank or Status to resist the urge to mouth off, ''doubling'' any penalty for having lower Rank or Status.  
  
==== Interrogation ====
+
==== Interrogation ===
 
This skill is cinematic. For realistic interrogations, use good reactions or an Influence skill to convince the subject to talk to you, Interviewing to conduct the actual interrogation(s), and Criminology or Intelligence Analysis to figure out whether you learned anything useful. Torture assists Intimidation for inducing someone to talk, but it gives a ''penalty'' to the subsequent Interviewing roll due to the victim's distress.
 
This skill is cinematic. For realistic interrogations, use good reactions or an Influence skill to convince the subject to talk to you, Interviewing to conduct the actual interrogation(s), and Criminology or Intelligence Analysis to figure out whether you learned anything useful. Torture assists Intimidation for inducing someone to talk, but it gives a ''penalty'' to the subsequent Interviewing roll due to the victim's distress.
  
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Kinship (+0%), a new modifier for Claim to Hospitality. A normal claim to hospitality is no more than a friendly professional relationship, but kin relations can be very strong, and so include a reciprocal Sense of Duty. "Blood is thicker than water."
 
Kinship (+0%), a new modifier for Claim to Hospitality. A normal claim to hospitality is no more than a friendly professional relationship, but kin relations can be very strong, and so include a reciprocal Sense of Duty. "Blood is thicker than water."
  
==== Languages ====
+
==== Languages ===
 
The level names have been renamed for better clarity.  
 
The level names have been renamed for better clarity.  
  
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This disadvantage has a self-control number. The job penalty is based on the self-control number:  
 
This disadvantage has a self-control number. The job penalty is based on the self-control number:  
  
* sc16- (Quirk): -1
+
** sc16- (Quirk): -1
* sc15-: -1
+
** sc15-: -1
* sc12-: -2
+
** sc12-: -2
* sc9-: -3
+
** sc9-: -3
* sc6-: -4
+
** sc6-: -4
  
 
==== Lifestyle ====
 
==== Lifestyle ====
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==== Literature ====
 
==== Literature ====
This skill requires specialization by period, culture, and/or subject, akin to History or Law. There are also similar variant skills for other artistic media: Art History, Cinema, Folklore, Ludology, Musicology, etc.
+
This skill requires specialization by period, culture, and/or subject, akin to History or Law. There are also similar variant skills for other artistic media: Art History, Cinema, Folklore, Ludology, Musicology.  
  
 
==== Logistics/TL ====
 
==== Logistics/TL ====
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==== Lunacy ====
 
==== Lunacy ====
This disadvantage has a self-control number. The self-control penalty is based on the self-control number:  
+
This disadvantage has a self-control number. The self-cntrol penalty is based on the self-control number:  
  
* sc15-: -1
+
** sc15-: -1
* sc12-: -2
+
** sc12-: -2
* sc9-: -3
+
** sc9-: -3
* sc6-: -4
+
** sc6-: -4
  
 
==== Manic-Depressive ====
 
==== Manic-Depressive ====
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This disadvantage has a self-control number. The reaction modifier is based on the self-control number:  
 
This disadvantage has a self-control number. The reaction modifier is based on the self-control number:  
  
* sc15-: -1
+
** sc15-: -1
* sc12-: -2
+
** sc12-: -2
* sc9-: -3
+
** sc9-: -3
* sc6-: -4
+
** sc6-: -4
  
 
==== Miserliness ====
 
==== Miserliness ====
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==== Patron ====
 
==== Patron ====
There is a 5-point level, for an ordinary person or small organization, intended mainly for juvenile adventures. While in the grand scheme of things your parents or school club are trivial, in your day-to-day life they can have tremendous impact.
+
There is a 5-point level, for an ordinary person or small organization, intended mainly for juvenile adventures. While in the grand scheme of things your parents or school club are trivial, in your day-to-day life that can have tremendous impact.  
  
 
==== Place of Power ====
 
==== Place of Power ====
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Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level.  
 
Reluctant Killer has been split off from the other forms of Pacifism. Most people have this at base level.  
  
* ''Hardened Killer'' [10]: No penalties or rolls needed; you may kill freely.
+
** ''Hardened Killer'' [10]: No penalties or rolls needed; you may kill freely.
* ''Desperate Killer'' [5]: self-control 15, -2 penalty.
+
** ''Desperate Killer'' [5]: self-control 15, -2 penalty.
* ''Reluctant Killer'' [0]: self-control 12, -4 penalty.
+
** ''Reluctant Killer'' [0]: self-control 12, -4 penalty.
* ''Very Reluctant Killer'' [-5]: self-control 9, -6 penalty.
+
** ''Very Reluctant Killer'' [-5]: self-control 9, -6 penalty.
* ''Extremely Reluctant Killer'' [-10]: self-control 6, -8 penalty.
+
** ''Extremely Reluctant Killer'' [-10]: self-control 6, -8 penalty.
  
You may buy off the attack penalty as a technique, ''Combat Training'', but the self-control roll and Fright Check rules remain. If you eliminate the penalty entirely, then you may Aim at the target normally.
+
You may buy off the attack penalty as a technique, Combat Training, but the self-control roll and Fright Check rules remain. If you eliminate the penalty entirely, then you may Aim at the target normally.  
  
 
==== Roping ====
 
==== Roping ====
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==== Soothsaying ====
 
==== Soothsaying ====
This skill ''does'' require specialization by method of divination.
+
This skill ''does''' require specialization by method of divination.
  
 
==== Sophantology ====
 
==== Sophantology ====
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This disadvantage has a self-control number. The reaction penalty is based on the self-control number:  
 
This disadvantage has a self-control number. The reaction penalty is based on the self-control number:  
  
* sc15-: -1
+
** sc15-: -1
* sc12-: -2
+
** sc12-: -2
* sc9-: -3
+
** sc9-: -3
* sc6-: -4
+
** sc6-: -4
  
 
==== Student of the Arcane ====
 
==== Student of the Arcane ====
 
This is Occultist Talent, renamed to avoid confusion with Occultism skill.  
 
This is Occultist Talent, renamed to avoid confusion with Occultism skill.  
 
==== Talents ====
 
Just making this explicit: Talents add to ''attributes'' for the purposes of calculating skill levels and defaults, they do not add to the skill directly. Basically, it's extra IQ or DX or whatever, but only for those skills.
 
  
 
==== Techniques ====
 
==== Techniques ====
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==== Workaholic ====
 
==== Workaholic ====
This disadvantage has a self-control number. The added work time and the reaction penalty are based on the self-control number:  
+
This disadvantage has self-control number. The added work time and the reaction penalty are based on the self-control number:  
  
* sc15-: -1 penalty, +25% time
+
** sc15-: -1 penalty, +25% time
* sc12-: -2 penalty, +50% time
+
** sc12-: -2 penalty, +50% time
* sc9-: -3 penalty, +75% time
+
** sc9-: -3 penalty, +75% time
* sc6-: -4 penalty, +100% time
+
** sc6-: -4 penalty, +100% time
  
 
==== Xenolinguistics ====
 
==== Xenolinguistics ====

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