GURPS
House Rules
Written July 13th, 2001.
- 100. Character Background: If
a player types up a background for their character (outlining his/her/its
childhood, friends and family, education, and general history -- be
sure to explain any unusual powers/advantages/skills!) that meets
my requirements, I will award the player and additional amount of
points equal to 5 + 5% of the starting level (e.g., 100 point characters
receive (5+(100/20)) 10 points while 250 point characters receive
(5+(250/20)) 17.5). The requirements are: a typed page, single-spaced,
12 point Times New Roman font, no fewer than 600 words, and 1 inch
margins all around. This has to be presented before your character
enters play and is subject to my approval. I encourage players to
write up backgrounds regardless, but this is the only way to get points
for it.
- 101. Initiative in Combat: Roll
1d and add your Basic Speed (plus any modifiers from Combat Reflexes,
etc.). Higher numbers go first.
- 102. Real-Time Gaps Between Sessions:
When possible, for each day of real time that passes, upon which we
do not have a GURPS game, one week of game time is assumed to pass.
If you'd like your characters to do things that arn't monumental to
the campaign (that is, it won't require the notification of other
players), you can e-mail me (e.g. "Hey, for the first two weeks
my character is going to practice shooting his blaster at the target
range for an hour a day.").
- 103. Skill Limits and Age: For
beginning characters, I will usually disallow any skills over 18 (excluding
specializations). Additionally, any character with all naturally learned
skills (that is, skills that are not from Deep Learning, Skill Chips,
or Innate Skills) must be at least as old as the number of points
he has invested in skills divided by two (e.g. minimum age for a character
with 90 points in skills is 45 years). [modified 11/21/01]
- 104. Remembering Disads: As
a general rule, I will remember your character's disadvantages and
flaws, but I will expect you to notify me of effects of advantages.
For example, if your character has a Gentleman's Code of Honor, I
will notify you of your limitations during combat and so forth, but
if you have Charisma Level 2, you should mention it when you meet
the Mayor of Wye.
- 105. Experience Points: I divide
Character Points into 100 EPs each. I find entire CPs to be too granular.
I'll try to award EPs during play and at the end of adventures. I
don't award EPs based on the moral value of your deeds or anything
like that, but how well you (the PC) define yourself as a person and
how pro-active you are (as opposed to reactive -- pro-active
characters go out and do things and make plans and so forth; reactive
characters sit around until a blatantly obvious adventure hook is
dangled in front of them). Dialogue, independent thinking, and character
development are the main points. And of course, I award points for
killing things, stealing stuff and blowing up junk. It wouldn't be
a role-playing game if I didn't. If your character is built around
a cliche (the Mad Scientist, the Gallant Knight, the Uzi-Toting Gangster,
etc.), I'll reward reinforcements of that cliche. Of course, I award
points to full-formed (3 dimensional?) characters too. And drama is
always worth a couple EPs. And witty remarks. And treating NPCs like
real people. Come to think of it, I award them for lots of things.
- 106. Miniatures for Combat:
If possible, get a figure of some kind to represent your character.
I don't care what it looks like, only that it's clearly different
from the others and has directional indicators (a front and back--you
can't use dice for your minis). 25mm minis work well, but you can
use anything; Cardboad Heroes, nickels, wood chips with arrows on
them, whatever. In some of my games, players use the same Knights
of the Dinner Table figurines for every PC they run.
- 107. Optional Combat Rules:
I use both the 'All-Out Charge' and 'All-Out Defense Option: Increased
Defense' rules listed on pages 56-57 of Compendium II. [updated
9/12/01] I try to keep my games as realistic as possible in the
physical sense, but there are a few allowances; I do use the
"Cinematic Knockback" rule on page 76 of Compendium II (which,
BTW, is totally canon and legit if you refer only to Basic).
This rule just says that bullets knockback the same way as any other
weapon--1 hex per 8 points of damage before DR subtraction. Also remember
the proper modifiers for attacks with multiple weapons... this
legit FAQ clarifies it. [appended 11/22/01]
- 108. Interrupted Knockback Damage:
If someone is knocked back a number of hexes, but hits a solid object
a lesser number of hexes away, he/she takes the damage as if he/she
had fallen from the height of the remaining knockback hexes. I got
this from a post Lupo made to GURPSnet in response to my knockback
question (Basic and CII don't cover interrupted knockback for guns):
My suggestion: determine the 'stopped knockback', and
compute damage as if the character was falling from that height.
For example, if Mr. D is knocked back 5 hexes, but there is a solid
wall 2 hexes behind him, he will take damage as if he was falling
from 3 hexes, 3d-9.
See page 131 of Basic for falling damage. [rule added 9/12/01]
For knockback from guns, quarter and round down any damage from interrupted
knockback. [exception added 11/21/01]
- 109. Allowed Books: Typically,
when I run a campaign, I will state explicitly which books
players are allowed to use. Most of the time, I allow any book (within
reason -- don't use Bunnies & Burrows advantages in my Steampunk
game) except Martial Arts, due to the ease with which it's maneuvers/skills/advantages
can be abused. Really, I only use MA in MA-oriented campaigns; if
only one player in a group of 5 uses MA, the character, IME, tends
to be very unbalanced in regards to the rest of the party, esp. at
higher point levels. In my Steampunk campaign, the only books players
are allowed to use are Basic, Compendium I, Old West and Stempunk
(of course, some dis/advantages are still off-limits). Anyway, all
characters are subject to my review and alteration before play begins.
- 110. Additional Advantages, Disadvantages,
and Skills: I have a list of Ads, Disads and Skills, along
with point values and descriptions, that are not listed in
any GURPS book (at this time) that I will allow players to take. Also,
I have some peices of cyberware and bio-modifications listed only
on my website that I will allow (where appropriate). You can find
the ad/disads/skills here and the cyberware/biomods
here. [rule added 9/14/01]
- 111. Everyone Gets ONE: In addition
to a couple other mildly cinematic rules, I allow this: every player
can save his/her character from death once. Now mind you, there
has to be a conceivably possible way to evade the reaper--someone
stranded in deep space, 100 parsecs from the nearest outpost, with
no oxygen will die. But if someone gets hit with a bullet to
the lung, there's a number of acceptable fiats we can use to save
him/her. Each player can use this once and only once (...per campaign,
at the GM's option). His/her character will receive no EPs for the
session in which he/she uses this house rule. [rule added 10/15/01]
When this rule is used, remember that it simply saves the character
from death; he/she will still have to deal with any severe damage
they've taken (but the GM must reduce the damage to a minimum of 1
point less than (5 x HT) + HT -- thus saving the character from automatic
death via the -5 x HT rule). [amended 11/21/01]
- 112. No Death By Extremity Damage:
Once a character's total hitpoints fall below 3, only hits to the
head and/or torso can push the hitpoint total below 3 (although damage
to limbs, hands and feet is still recorded seperately for purposes
of crippling and immobilization/disarmament) for purposes of loss
of consciousness and death (note: bleeding damage is exempt from this
rule). When a character is being hospitalized (or whatever) later
on, these uncounted hits to the extremeties are considered
and take time to heal. [rule added 11/21/01]
- 113. Use of Luck Advantages:
You may expend your Luck (or Ridiculous Luck or Super Luck...) before
a roll, granting 3 rolls in addition to the normal roll, or
after the normal roll for 3 more rolls. This is actually canon; it's
gleaned from the GURPS
FAQ on the SJ Games website, section 3.18. [clarification added
11/22/01]
- 114. Character Sheets: Try to
really pound this one into your brain: The GM is not responsible
for missing character sheets of any kind. Players must keep track
of their own papers. If you show up for a planned session without
your character sheet, your character is fined 100 EPs and play continues
without him/her/it (unless all other players unanimously decide to
allow you to cancel the game or switch to a different campaign--though
your missing character is still fined). Also, your character sheets
are subject to random audits at any time. That means you need
to have your inventory current, your encumbrance marked and calculated,
your hitpoints/wounds listed, your fatigue tabulated, and any and
all dis/advantages, skills or attributes properly and legitamitely
recorded. Failure to comply with this mandate will result in a 5 to
15 EP fine per infraction (as defined by the GM... this could
mean "per hitpoint not listed," for example). If you cannot
bear to write on your main sheet, at least use additional 'scrap'
sheets for this information (note: these sheets must be kept with
your character and are subject to the same rules as missing Character
Sheets). [rule added 11/26/01]
- 115. Absences: If you're going
to be absent for a planned* game (i.e. a weekly game at 4:00 on Saturdays),
tell the GM and the other players. If you don't give us heads-up at
least the day before the game, your character gets fined 400 EPs.
If you're late for the game by more than 1 hour, the GM will fine
you 1 EP per minute until your arrival to a maximum of 350 EPs. If
you call at least 1 hour before the game's stated starting time, you
will be fined only 2 EPs per 5 minutes (round up). Note that your
character is subject to anything that might happen in the game if
you are not present for a scheduled* session.
*Scheduled/Planned games are those which are planned at least three
days in advance with the consent and contact of all players. [rule
added 11/26/01]
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