Daniverse House Rules
Daniverse House Rules in Effect
For all current campaigns, unless otherwise specified.
|
|
|
|
- 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; others, per campaign.
- Permitted Exotic Traits:
- True Faith (Campaign-dependent).
- Take the Clock:
- As described in Section IV.
- Alternative Character Point Usage:
- As described in Section II.
- No “Cross-Dressing”:
- I normally will not allow a male Player to play a female Character, or vice versa. Too damned confusing.
- 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.
|
|
|
|
|
|
|
Miscellaneous GURPS GM Rulings & Precedents
For all current campaigns, unless otherwise specified.
|
|
|
|
Miscellaneous rulings:
- Damage to limbs or other locations is to be tracked separately, and not totalled. Listed effects for HP loss are assessed according to the worst location-based total, @GMD.
- An unspecified target is always “Torso.”
- A miss on a specific body target 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.
- Splitting attention between 2 targets is a -4 penalty; Characters with Enhanced Time Sense are not subject to this condition.
- Forward Observer Skill may “assist” Guns or Gunner when able to observe the strike of the round(s).
- Bullets doing less than “blow-through” damage remain in the body.
- 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
- The “Head” may be targeted at -4; on 1d6, hits to the “Head” = “Face” (1-4, from the front) or “Skull” (5-6, from front)
- When fighting an off-handed fighter (FREX, left-handed, when you're right-handed; “natural” or otherwise), penalties resulting from that opponent's Deceptive Attacks and Feints are increased by -1, providing you have had no prior experience fighting off-handed fighters (treat as “Familiarity”; B169)
- Visiblity/Cover in wooded areas is -1/5yds in dense vegetation, or -1/50yds in light vegetation. Over “vegetation vis penalty” on 1d6=Clear Line-of-sight; 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; for example, dropping held items or falling down) 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 penalties may range from -1 to -3; Reference
House Traits & Maneuvers:
- New Maneuver: Move & Ready; DX-2 to avoid tossing the readied item; subject to other conditions; Reference
- New Maneuver: 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
|
|
|
|
|
|
|
Power Ups 5: Impulse Buys
In my 3e days, I developed a system for spending CPs for re-rolls and such after playing Deadlands, which uses poker chips for this purpose. I have had, in the past, the tendency to have nights when I am forsaken by Lady Luck, and I liked the idea of having a backup plan, allowing the use of points/chips/whatever to make up for Lady Luck's inattention. As a GM, allowing CP usage in this manner also means that the Players will never truly be “stuck” by a situation where their failure, due to die-rolls (or lack of creativity), has left them unable to pick the lock, find the clue, charm the girl, etc. Using this system means that a bad dice night never has to ruin your game.
After a number of iterations of my own rules to this end, GURPS published Power Ups 5: Impulse Buys, which made nearly all the effects I wanted into “official optional rules.” What follows is an accounting of the Impulse Buys that I allow in my campaign(s).
Paying Fate's Price:
- Plot Points
- Bonus Points, Starting Points, Sacrifice, Friends, Debt
- Karma Points
- Paragon (only for Impulse Buys for “paragon” actions or against “renegade” actions) vs Renegade (only for Impulse Buys for “renegade” actions or against “paragon” actions)
- Luck Points
- Replaces standard Luck Trait at 2 per Level
Note: These points are now considered to be persistent and/or cumulative across Sessions; no longer temporary, and do not regenerate per Session (except Luck Points, as specified).
Spending Limitations:
- TBD
Buying Success:
- Critical failure to failure: 2 points*
- Failure to success: 1 point*
- Upgrade margin of success: 1 point
- Success to critical success: 2 points*
- Buying Failure
- Critical success to success: 2 points*
- Success to failure: 1 point*
- Failure to critical failure: 2 points*
- Cursing Mooks
- Enemy failure to critical failure: 2 points
- Buying Effect or Defense vs. Effect
- Per two dice set to 1 or 6: 1 point
- Per die for exact table result: 1 point
- One-Use Perks
- Immunity to (Specific Disease/Hazard), Low Rejection Threshold, or No Nuisance Rolls: 1 point/use; not Rules Exemption
* Costs are cumulative. Nuisance rolls, or similar situations don't count; @GMD.
|
|
Player Guidance
- Minor change: 1 point
- Moderate change: 2 points
- Major change: 3 points
- After critical success: -1 point*
- Fleeting change: -1 point*
- Trading Points for Money
- Per 10% of campaign average starting cash (w/ suitable excuse): 1 point
- Favors in Play
- NPC is present and renders aid: 0.8 x base cost of Ally, Contact, Contact Group, or Patron, rounded up
- NPC appears and renders aid: 1.6 x base cost of Ally, Contact, Contact Group, or Patron, rounded up
- One-Use Perks
- Brotherhood, Disposable Identity, Doodad, Friend, Honest Face, or Standard Operating Procedure: 1 point/use
* Added to cost of change. Minimum cost is 1 point.
Survival
- Deflect disadvantage: 0.5 x size of disadvantage cost, rounded up
- Flesh wound: 1 point per ¼ HP, minimum 1 HP (unless injury is already under ¼ HP)
- Keep Dependent alive: 0.5 x size of Dependent cost, rounded up
- Miraculous recovery: 25 points
- Resurrect Ally: Ally cost
- Second wind: 1 point per ¼ FP, minimum 1 FP (unless loss is already under ¼ FP)
- One-Use Perks
- Dramatic Death: 1 point/use
Amazing Feats
- Opt-in option (cinematic or optional combat rule-may include cinematic bow damage): 1 point/use, @GMD
- One-Use Perks
- Controllable Disadvantage, Rest in Pieces, or normally off-limits combat perk: 1 point/use, @GMD
|
Colored Dice
This concept was introduced to me through an article written by someone else (whom I would credit here, if I could remember who it was). In the absence of that article, I will summarize the idea it presented. Basically, in any situation where one is rolling multiple dice (of any denomination), one could use differing colors to indicate other aspects, saving an extra die roll. For instance, when rolling for damage, one might specify an off-colored die to indicate hit-location. Some game systems already incorporate this concept to a degree (the D6 system's “wild die” or Feng Shui's positive/negative dice is an example). This could be taken further, by giving each die its own color and “condition,” to provide more specific details as to what condition influenced success or failure. The following example is the one I use in my games: Dice of three different colors may be used when called for by the GM; normally white, red and black.
- White = Mental (IQ, Knowledge, Perception, Vision (PR))
- Red = Physical (DX, Skill, Precision, Hearing (PR))
- Black = External (Luck, Outside Influences, Coincidence, Taste/Smell (PR))
The die that had the greatest effect on the success or failure of a check is considered to indicate the condition that most influenced the outcome (success is most affected by the color of the lowest die, failure is most affected by the color of the highest die); ties are either
arbitrated or re-rolled, @GMD. For example, as a Character attempts to Dodge an attack and fails, and the
“Black” die shows a 6 result (the highest), it would be determined that some sort of outside influence or bad luck was the cause of his failure.tripped on a rock, perhaps? If the “Red” die were the highest, indicating that DX or Skill were the cause of his failure, then it could be said that he didn't react quickly enough to the attack. If the “White” die were the highest, it could be said that he didn't quite see the attack coming in time. Any of these factors are merely semantic, and have no game effect on success or failure, except to provide a better “description” of what happened.
Checks, and Degrees of Success
General Difficulties:
GURPS 4e introduced its own difficulty definitions (B345-346), so I am currently using them. I have included my old system, here, for the sake of those who may not have access to 4e, or prefer 3e.
Click Here to View the Old 3e Stuff
Degree of Success |
Base Skill Succeeds On. |
Additional Notes: |
Check Result Abbreviations: |
Pure Bad Luck | cFail only | |
- nSucc = Natural Critical Success (a roll of 3)
- cSucc = Critical Success
- xSucc = Exceptional Success (by 5+)
- Succ = Normal Success
- mSucc = Marginal Success (by 0-2)
- mFail = Marginal Failure (by 1-2)
- Fail = Normal Failure
- xFail = Exceptional Failure (by 5+)
- cFail = Critical Failure
- nFail = Natural Critical Failure (18)
|
Almost Foolproof | miss by 10 | may be a Crit |
Extremely Easy | miss by 8 | |
Very Easy | miss by 6 |
avg skill fails on cFail only |
Easy | miss by 4 | |
Somewhat Easy | miss by 2 | |
Average | made exactly |
avg @50:50, xprt cFail only |
Somewhat Difficult | made by 2 | |
Difficult | made by 4 | | Other Check-Related Abbreviations: |
Very Difficult | made by 6 |
avg cSucc only, xprt @50:50 |
- QC = Quick Contest
- CoS = Contest of Skill
|
Extremely Difficult | made by 8 | |
Almost Impossible | made by 10 | may be a Crit |
Pure Luck | cSucc only | |
- Exceptional Success (xSucc):
- A final success of more than 5 may be considered an exceptional (but not Critical) success at GMs discretion. On an exceptional success on a combat check, the GM may allow the Player to adjust the hit location by one step, add +1 to unmodified damage, or -1 to the defender's active defenses against that attack.
- Marginal Success (mSucc):
- A final success of less than 2 may be considered a marginal success at GMs discretion. I don't have any concrete examples of what I might do in this situation-mostly just used for color, I expect.
-
- Marginal Failure (mFail):
- A final failure by less than 2 is a marginal failure at GMs discretion. For example, a marginal failure on a PR check might notice something but is quickly dismissed. A Marginal Failure may warrant a second chance (e.g. a catch missed by one “tips” the object in the air, allowing a second catch attempt on the next turn). On a Marginal Failure on a combat check, the shot may strike a random location rather than the intended one.
-
- Exceptional Failure (xFail):
- A final failure of more than 5 may be considered an exceptional (but not Critical) failure at GMs discretion. I don't have any concrete examples of what I might do in this situation-mostly just used for color, I expect.
-
Taking the Average:
AKA “Take 10.” When not under duress, if one's effective skill level is 10+, then that one is allowed to forgo a dice-roll and assume a minimal success. No extra time need be taken for that task, except as Time Spent (B-346) is used to boost the effective skill.
Taking the Maximum:
AKA “Take 20.” When not under duress, if one's effective skill is 20+, then that one is allowed to forgo a dice-roll and assume a maximal (non-Critical) success. No extra time need be taken for that task, except as Time Spent (B-346) is used to boost the effective skill.
Taking 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.
Abstract Chases, Races and Dogfights
I developed this ruleset for GURPS 3e. Since then, SJG has published GURPS Action 2: Exploits, which contains good rules for exactly this sort of thing, which has rendered this section effectively defunct. I highly recommend you pick up that book if you're using 4e. I have left the old stuff here, just in case.
Click Here to View the Old 3e Stuff
- Long Turns:
- These situations will always take place in Long Turns (LT), the length of which would be set by the GM as appropriate to the situation.
- Tactics Skill:
- As for Battle Skill in Mass Combat (3e), this skill is the average of
situationally-appropriate tactical skill and the “Control Skill” for the “vehicle” being operated, and is used to determine success for each LT. Some alternative
tactical skills could include the following: Area Knowledge, Perception vs. Stealth/Shadowing, Profession (Racing, etc.). Each side need not use the same skill, but one must be used, and some may be a better match for their opponents'. Some alternative Operation Skill examples:
- Foot chases = Running (or DX, in tight crowds)
- Car chases = Driving
- Aerial =Piloting
- Boats = Boating or Shiphandling
- Horses = Riding
- Lead:
- Lead is an arbitrary unit set by the GM. Some general examples: car chase=car-length, foot chase=arms' reach. The GM will set the starting Lead at the beginning of the chase, or each participant's Lead vs. the
“leader” at the beginning of a race.
- Position:
- Position is an abstract condition, representing the optimum placement for attack (or whatever your goal is), and takes into account all range, size and movement modifiers (in most cases, the optimum (unmodified) attacker's position would be the at the defender's 6 o'clock, with the defender at the attacker's 12 o'clock). Position can also be meant as something else entirely, as determined by the GM (for instance, keeping someone in sight, when they are specifically trying not to be seen might be considered a Position-related situation (where the optimum position would be
“in clear view”)), but for simplicity's sake should be limited to one “condition.”
- Speed:
- Actual speed will usually have no direct effect on the contest. It will generally only affect the distance
traveled per LT and the severity of mishaps resulting from failed operation checks.
- Taking Risk or Playing it Safe:
- This is an abstract condition representing the level of risk at which the participant will be operating. Works like the Survival/Glory check for Mass Combat; Players choose from -½Skill to +½Skill to their Contest check for the
“operation” aspect of the contest, and take double the opposite bonus/penalty to the
“tactical” aspect. The risk factor takes into account the terrain and conditions, assuming a 0-Risk situation to be whatever is
“appropriate” for the conditions present. Note: The “doubling” assumes that both aspects will be
determined using the same check, in which case a 1-for-1 exchange would simply nullify itself (a -2 to the Control check would provide a +2 to the Lead
result, ending up with the same result as if there had been no adjustment). If separate checks are used (as with Survival/Glory), then a normal 1-for-1 exchange will suffice.
- Stunts:
- The Risk element abstracts the sort of maneuvering that will be taking place during a given LT, but a participant may wish to specify a particular maneuver or trick that he wishes to perform during the Turn. The GM will assess a difficulty, which will replace the Risk element.
- Random Events:
- The GM may roll 1d per LT; on a 5-6, an event will occur that affects the overall difficulty of the contest. The GM may roll a positive/negative (closed) roll to determine the bonus/penalty of the event, or he may arbitrate and assign a difficulty. If the participants are at
least Lead-2 or closer, the event will likely affect them both; otherwise, the GM may roll for random events separately per participant. The GM may completely ignore this part, or make it up as he goes, depending on the situation.
- The Contest:
- Each Turn, the participants roll a single QC:Chase/Race/Dogfight Skill. In a
“Race/Chase” the side who wins the contest by 5+ adjusts the Lead by one, or two on a cSucc/+10. In a
“Dogfight,” the winner puts himself in a position to attack (see Attacking below). Generally speaking, the contest will be either for
Position or Lead, but not both. Each participant in the contest must still succeed at his
check or suffer some loss of control or other mishap (provoking a Control Roll, per V148-156), regardless of who won the contest. A contest is not required if at least one side is not trying to change or prevent change to Lead/Position; the aggressor is assumed to win at +10. For added detail, the GM may require two QC checks per participant, one for the
“Control” aspect and one for “Lead/Position.”
- Attacking:
- After the contest, any ranged attacks are resolved. The “Position” winner gets one attack from a 5+ result, or two from a crit/+10, and receives a bonus/penalty to his attack check equal to his Result; the defender may also attack, once only, using his result as a penalty which may
not exceed 0 (except with rear-facing weapons). The number of attacks vs. results may be modified by the GM, if conditions warrant (e.g. Turns longer than usual). A winner by less than 5 is considered to have been
“pressing” for position, but has not fully achieved it, to the extent that it would allow an attack (a
“Wild Swing” might be appropriate under these conditions, @GMD). An attack may also consist of a hand-to-hand or melee attack, or an attack with the vehicle itself (with a
“Operation Skill”-based attack), if the Lead=0 (or possibly more, in the case of weapons with Reach of more than 1).
- Modifiers:
- To the faster (Chase) or more maneuverable (Dogfight) vehicle: +1, or more if the difference is more significant, @GMD
- Doing two things at once: -4
- Multiple firing arcs covered: ?
- Restricted by goal: -3
- Tailgating: ?
Other Rules Systems
Open Die Rolls:
I mention this here, in the event you (the reader) have not encountered this before, as I use them on occasion in some of my rules. In some systems, they use what is referred to as an “open” roll. This means that when you roll the die (whatever type) and come up with the “top” number, you roll again and add the next result to the total, continuing every time you roll the
“top” number again (i.e. on a d6, you re-roll when it comes up a 6...if the next roll comes up a 5, you have rolled a total of 11 on one d6).
Long Turns
Sometimes one-second Turns are way too slow. In those instances, I use Long Turns. This is a standard set forth in several existing “abstract” rules-situations in GURPS, such as naval or space combat, expanded for more “mundane” use. I use LTs on any long “task” that could do with a bit more structure, but does not warrant the Combat Turn treatment. A standard Long Turn is ~5min, but will vary from instance to instance. How far a character can walk or run in one Long Turn is normally based on half the Move score over the specified time (considered “long distance”), and only one or two “long” skill attempts are normally possible (more at GMs discretion). If called for, the sequence of action-declaration in Long Turns goes from the lowest IQ score to the highest, giving higher IQ characters more time to think it over (in case of ties, normal combat sequence applies). Anyone declaring that they are taking orders from another character will go directly after that character's Sequence, regardless of their own IQ. Long Turn Sequence affects only the declaration of action-the action itself is considered simultaneous for all participants. Certain Advantages or Disadvantages may change a character's Long Turn Sequence (ordered by IQ for multiple instances); some examples include the following:
- Characters with Impulsiveness always go first.
- Characters with Careful or Common Sense always go last.
If a PC enters combat, or action requiring the use of Combat Turns (hereafter referred to as an Engagement), only the involved parties go to Combat Turns, while others are frozen until either combat is resolved or they become involved (at GMs discretion). The Engagement ends when all combatants either cannot or will not attack, or when the overall action changes (i.e. all combatants are running somewhere that will take several turns to reach, or are hunkered down waiting for another to make a move).
Swinging
This section is rendered defunct for 4e by entries GURPS Martial Arts and GURPS Dungeon Fantasy 2. I highly recommend picking up either or both of those books. I would only make this addition to those rules, that one's speed during the swing will generally be equal to one's Move used going into it (except on really long swings), and will take a logical number of Turns to complete the swing based on that Move. I have left the old 3e rules I worked up here, just in case.
Click Here to View the Old 3e Stuff
I bring this up only due to the “Paterman” stuff in the Dreamland campaign, and some swashbuckling stuff in Fortune Hunters campaign. It came to my attention, then, that there is no definitive rule for the effects of swinging on ropes (or the equivalent) in GURPS (or any other system I can think of). This is not something you're always going to use-in fact, I'd avoid it at all costs, unless it just becomes really necessary-as it is a lot of math (I hate math). Most of this is guesswork based on simple physics, but here are my thoughts:
- One can start a swing no faster than one can run; the number of hexes traveled at the start of the swing determines its initial speed.
- Maximum speed is limited to that of a free-fall, unless otherwise propelled.
- Acceleration is limited to the lesser of the Swinger's Move score or half the falling constant (@5yds/sec), as a good deal of energy is expended moving forward.
- One can only accelerate up to the halfway point of the swing, at which
point one would decelerate at a “symmetrical” rate.
- Maximum swing distance can be no more than twice the length of “rope” available (more likely 1x that length, given the momentum it would require to bring it to a 90° angle.
- Lowest swing “altitude” can be no lower than the length of the “rope” from the halfway/anchor point.
So, ultimately, determine where the “rope” is anchored, figure the distance from Swinger to anchor point, and he should land (barring obstructions) that same distance opposite the anchor. If his current “run-up” speed (or broad-jump distance) is less than the total distance, the swing will (obviously) take more than one second to complete. If the rope is relatively short, just continue at the initial speed. If the rope is particularly long, the swinger will accelerate as described (compare rope length to “altitude” first, to make sure he won't hit the ground).
Melee damage from an attack while swinging long-distance would be at +2 (or whatever is listed for fighting from horseback or vehicles), any loss excused by the “awkwardness” of the attacking position. Collisions would be treated as normal, using the swinger's current lateral velocity at the impact point. A safe “dismount” along the way would require a DX or Jumping check to remain upright, at appropriate penalties if moving faster than normally possible on foot (or consult “Vehicle” rules for bailing from a moving vehicle).
Gambling and GamingThe point of these rules is to simplify
“Vegas-style” gaming to some relatively-simple dice contests, for use within a campaign or adventure. In general, use one
“Game” check and Gambling check (if req.) per LT. Min payoff on Gambling Succ=bankroll x1; max payoff on Fail=bankroll x1; min payoff on Fail=lose bankroll; no minimum on cFail (can go negative). Crit=min ±10 result, UOS. Unfamiliar games check at -2, or -1 if the game is similar to a familiar game (i.e. in same “group”). Some specific games:
- Bingo:
- No Gambling check req. GM and Player rolls 5d, roll wins if PC's roll matches GM's. Payoff: bankroll x3d(open); more than 3d for larger “pot”, @GMD.
- Blackjack/Baccarat:
- Player and GM roll 2d, +1d for a hit, to a total of 12 (boxcars=blackjack); over 12 loses, closest to 12 wins, and exactly 12 wins automatically. Payoff: Succ=bankroll x1, xSucc=bankroll x2, cSucc=bankroll x3. Alternatively, you could play one hand of Blackjack with real playing cards to determine the winner.
- Craps:
- Bet “win”, “lose”, or on a specific result; Player rolls 2d; 7/11 or result-match wins, 2/3/12 loses. Payoff: Succ=bankroll x1; for number bets, payoff=bankroll x Succ (x1 for 4-6/8-10, x1.5 for 7, x2 for 3/11, or x3 for 2/12)
- Lottery/Keno:
- No Gambling check req. Player chooses 6 dice numbers; GM rolls 6d(one at a time, for dramatic effect), result-match wins. Payoff: bankroll x3d(open); more than 3d for larger “pot”, @GMD.
- Roulette:
- Bet on specific number, range of numbers, or odd/even total; Player rolls 3d, match wins. Payoff: bankroll x10-[total range size]±Succ (multiplied further by xSucc=1.5, or cSucc=2.5).
- Slots/Video Poker:
- No Gambling check req. Player rolls 3d, 3-of-a-kind or consecutive-number runs win, 3x6's=jackpot. Payoff: bankroll x[middle die#]; jackpot=bankroll x3d(open); more than 3d for larger “pot”, @GMD.
- Sports Book:
- Bet on one team/participant or tie; GM rolls 1d per team/participant, highest roll wins, ties re-rolled once only (considered a “draw” if second roll ties). Payoff: bankroll x1; xSucc/tie-bet=bankroll x2; cSucc=bankroll x[winning die#]. Gambling check may be replaced or assisted by related Sports/Trivia Skill.
- Poker:
- I have yet to determine a good “die” system-you could use the Blackjack system, if necessary. Payoff: Succ=bankroll x1, xSucc=bankroll x2, cSucc=bankroll x3. Alternatively, you could play one hand of Poker with real playing cards to determine the winner.
- Game Tournaments:
- Works for RPG or computer game contests; use CoS:Performance (RPGs)/Hobby ([X]Games)/Games (RPG) vs. (Opponents avg. Skill or individual Skill @GMD), winner gets [pre-determined prizes]; cheating (via Sleight of Hand)/bribery (via Reaction check) may be possible, adding Skill check result as a bonus to the overall Contest, failure getting offender thrown out of the tournament and/or blacklisted.
Multiple Ranged AttackersThis rule is to simplify and speed up combats where the PCs face a large number of gun-toting opponents (and could be used in other situations, I'm sure). Treat all gun-toting foes targeting each individual PC (or other Character) as a single opponent with an automatic weapon. Determine total number of shots targeted at an individual PC or NPC, then make a single skill check at [involved BGs average skill]±average mods, using the normal Autofire rules to determine the number of hits. Each shot that hits is dodged separately, as normal, or in the case of multiple-shot groups, the entire group is dodged. In GURPS 4e, I think it would be “fair” to assess the usual Skill bonus for Autofire as described in the rules. Works best when all BGs are using similar weapons; otherwise, use the average of the weapons' Skill-affecting stats (for recoil, accuracy, etc.).
Grammaton Clerics, and the Gun Kata
This should be considered a totally cinematic style, so only a single, cinematic Style cost is given. It was also designed for GURPS 3e, and as such, would need some modification to be usable with 4e. This style was based only on what I could glean or extrapolate from the movie, and not from any sort of “research” into the matter.
Grammaton Training, Fourth Class (Basic), 36pts
- Required Advantages:
- Ambidexterity, Combat Reflexes
- Primary Skills:
- Acrobatics; Battlemind[2]; Body Language; Guns (Machine Pistol)[2]; Guns (Pistol)[2]; Judo (Grammaton); Karate (Grammaton); Meditation; Philosophy (Grammaton)
- Secondary Skills:
- Axe/Mace (pistol/rifle butt); Criminology; Fast-Draw (Magazine); Fast-Draw (Dual Pistols); Fast-Draw (Pistol);
Law Enforcement; Psychology; Speed Load (Magazine); Tactics
- Optional Skills:
- Grammaton Clerics don't have options.
- Maneuvers:
- Acrobatic Shot; Arm/Wrist Lock; Close Combat (Pistol); Disarm; Dual-Weapon Attack (Axe/Mace); Dual-Weapon Attack (Machine Pistol); Dual-Weapon Attack (Pistol); Elbow Strike; Group Gun Kata: Mobile (Machine Pistol); Group Gun Kata: Mobile (Pistol); Gun Kata: Mobile (Axe/Mace); Gun Kata: Mobile (Machine Pistol); Gun Kata: Mobile (Pistol); Gun Kata: Static (Axe/Mace); Gun Kata: Static (Machine Pistol); Gun Kata: Static (Pistol); Handcuffing; Hit Location (Axe/Mace); Hit Location (Guns); Retain Weapon; Riposte; Spinning Shot; Standing Pick-Up; Knee Strike
Grammaton Training, Third Class
- Primary Skills:
- Average primary Skills at a minimum level of 16.
- Secondary Skills:
- Add Guns (Rifle); Guns (Light Auto); Short Staff; Tonfa
- Maneuvers:
- Dual-Weapon Attack (new weapons); Group Gun Kata: Mobile (new Guns); Group Gun Kata: Static (new Guns); Gun Kata: Mobile (new weapons); Gun Kata: Static (new weapons); Hit Location (new weapons). At least 2 points in all Fourth Class maneuvers.
Grammaton Training, Second Class
- Primary Skills:
- Average primary Skills at a minimum level of 18.
- Secondary Skills:
- Add Fast-Draw (Katana); Guns (Shotgun); Katana; Speed Load (Shells).
- Maneuvers:
- Dual-Weapon Attack (new weapons); Group Gun Kata: Mobile (new Guns); Group Gun Kata: Static (new Guns); Gun Kata: Mobile (new weapons); Gun Kata: Static (new weapons); Hit Location (new weapons). At least 2 points in all Third Class maneuvers.
Grammaton Training, First Class
- Primary Skills:
- Average primary Skills at a minimum level of 20.
- Secondary Skills:
- Average secondary Skills at a minimum level of 16.
- Maneuvers:
- At least 2 points in all Second Class maneuvers.
New Skills:
- Battlemind, M/VH
- No default
- Also known as The Void. Takes 1 second to activate, with a Concentrate maneuver. Modifiers for initial activation include +4 when alone or undistracted, or -4 in the middle of combat. Activating before combat, or maintaining activation after combat starts is at no penalty. On a cSucc, the effect will not terminate until the fight is over; on a cFail, no further activation attempts may be made until the fight is over. Once activated, the character gains temporary use of the Unfazeable, Combat Reflexes, and Single-Minded (CI30) Advantages for Skill-seconds (w/ex). Single-Minded bonuses apply to all combat-related actions, including maneuvering, attack and defense, but includes associated penalties as well. At the end of the effect's duration, or any time the character is wounded or otherwise distracted (@GMD), a maintenance check is required, at a penalty equal to damage taken (or other appropriate penalty, @GMD) if applicable.
New Maneuvers:
- Gun Parry (Special)
- Defaults to Hand Parry-4; Cannot be improved
- Only usable in Close Combat, this maneuver allows the defender to guide the weapon out of effective firing position. The increased difficulty is due to the attacker's trigger finger being much faster that the defender's hand, so he must anticipate the shot and act quickly. A cSucc may disarm the attacker (requiring a Retain Weapon contest). If the defender wins the contest by less than 2, the guns goes off anyway (wasting a shot and possibly hitting bystanders); the gun never gets into good position to fire, if the defender reacts well enough.
- Riposte (Revised)
- Works as decribed, except that a Pistol (or equivalent) may be used, only when in Close Combat.
- Spinning Shot (Hard)
- Defaults to Guns (Any)-4; PRQ: Guns (Any); Cannot exceed base skill level
- Just like Spinning Punch/Kick, using ranged weapons. The user may choose to apply the bonus/penalty result to his own Passive Defense instead of the foe's attack, declared before the check is made.
- Standing Pick-Up (Hard)
- Defaults to DX-4; Cannot exceed DX+4
- Allows the character to flip a weapon from the ground and into his hands, using his feet. Some weapons are easier or harder to do this with. For instance, a staff or similar weapon might be at +2 (it's relatively easy to pop a rounded stick onto the top of your foot and toss it up to your hands), and a rifle or similar weapon might be at -4 (maybe less, with proper leverage or leaning against something). A Fail drops the weapon, while a cFail hits the user with it. At the GM's discretion, an xSucc makes the weapon immediately readied.
New Cinematic Maneuvers:
- Acrobatic Dodge (Cinematic)
- Adds an adjustment to Active Defense equal to ½ the check result (min
±1), rather than simply +1
- Acrobatic Shot (Hard)
- Defaults to Acrobatics-4; PRQ: Acrobatics and Guns (Any); Cannot exceed Guns skill level-4
- Gun attack made while jumping or flipping about. Works as for Acrobatic Kick. The user may choose to apply the bonus/penalty result to his own Passive Defense instead of the foe's attack, declared before the check is made.
- Gun Kata, Static (Hard)
- Defaults to lowest PRQ skill-4; PRQ: Battlemind, weapon skill, Karate
- Gun Kata, Mobile (Hard)
- Defaults to lowest PRQ skill-4; PRQ: Acrobatics, Battlemind, weapon skill, Karate
- Group Gun Kata, Static (Hard)
- Defaults to lowest PRQ skill-4; PRQ: Battlemind, weapon skill, Karate
- Group Gun Kata, Mobile (Hard)
- Defaults to lowest PRQ skill-4; PRQ: Acrobatics, Battlemind, weapon skill, Karate
- The Gun Kata is a special form of Whirlwind Attack, primarily designed for use with ranged weapons. Each weapon skill-type is considered a
separate maneuver. Any skill checks associated with this maneuver are made using the lowest of the prerequisite Skill levels possessed, and Battlemind must be activated to use it. A Gun Kata cannot be combined with any other maneuver, except in the case of similar Gun Kata maneuvers (i.e. Katana plus Short Staff, or Pistol plus Machine Pistol).
-
A Gun Kata is an All-Out Attack, but rather than choosing one of the standard AOA options, the attacker remains in his hex, attacking the
nearest target in the direction of each hex-facing once, indiscriminately. Each attack is checked against the Gun Kata maneuver rather than weapon skill, and suffers from no penalties except penalties arising from conditions that interfere with the attacker's ability to perform the Gun Kata (such as bad footing); darkness, vision conditions or target concealment, speed or position do not apply. Hit location is determined randomly for each foe, using the Upper Body table, and foes may defend normally. DR of cover will still count, if a location currently behind cover is hit. The Gun Kata is designed to be used when surrounded by foes, so any shots to hex-facings where there are no targets present are lost. Weapons capable of automatic or burst fire attack with a single burst per target. Any cFail during the performance of the Gun Kata will automatically interrupt the process, in addition to any other random effects, as per Basic rules.
At the end of the attack, the attacker may choose to be facing in any direction. If there are any foes left standing, it may be wise not to put one's back to them. As a result of the AOA, the attacker gets no Active Defense. However, as a result of the Gun Kata's design, keeping the attacker in the
“statistically” safest position, he gains a Passive Defense equal to his full Gun Kata maneuver rating, plus any armor-related bonuses.
All Gun Kata include re-loading as part of the Kata, replacing two of the maneuver's attacks with the reloading maneuver, providing the necessary Cleric equipment is available and functioning (without which, the Cleric will have to stop the maneuver to reload). Static Gun Kata allows no movement. Mobile Gun Kata allow movement of up to ½ Move in a (relatively) straight line, and includes some acrobatic stunts as part of the Kata, and still allows any facing at the end of the maneuver. Normal Gun Kata will attack even friendly targets in the affected area, but Group Gun Kata allow up to three additional Grammaton Clerics to act in concert, providing they are also performing the same Group Kata. A cFail in this case may get a Cleric shot by his comrade.
In the case of Gun Kata using long arms or unbalanced submachine guns, the attacker gets only three shooting attacks, but may also make Axe/Mace (butt-stroke) attacks on targets within range. Gun Kata featuring melee weapons work in the same manner as above, except that possible targets must (obviously) be within the reach of the weapon being used.
Alternatively, if using the Multiple Attack rules, the Gun Kata could also benefit from extra attacks at the usual rate.
Grammaton Cleric's Automatic Pistol
5.7mmC, 30 shots; controlled-burst capable; retractable studs in base of magazine give +1 crushing damage in melee.
|