This is just a place to put my personal house rules and adaptations for
GURPS. It's also where I'm keeping various materials for my players to easily check out.
Some custom techniques. Some were inspired by D&D 4e, others by necessity (I felt the need for a way to have move and attack without the 9 skill limitation, hence Controlled Charge and Dynamic Attack). I've also added my own dual attack house rule which comes with a technique. New Techniques Houserule: There are no (Hard) techniques. All techniques are average. Reminder: Unarmed combat skills (Brawling, Boxing and Karate) are also melee weapon skills. Power Attack Defaults : Pre-requisite Skill -4 Pre-Requisites : Any Weapon skill. Max : Pre-requisite Skill -1 This is an attack where you sacrifice accuracy for power. Roll against Power Attack to Hit. If the attack succeeds, deal damage as usual but add +2 or +1 per die, whichever is better. Tide of Iron (revised) This is combination of a regular weapon attack to the torso with the Shield Shove. Defaults : Combination ( weapon/torso + Shield Shove/Torso ) Weapon Skill-6+Shield ...
This was heavily inspired by Generic Universal Eggplant's Wizardry System, as well as the Modular Powers from this other site I found one day. And then I copied the calamity table from no school grognard College Ritual Book Magic. The main thing I wanted to do was have being an effective caster something possible on 62pt games, and not become overpowered at 250pt games. The other thing I wanted was having all the traditional (in my mind) parts of being a caster still exist, so every spell requires chanting, hand movements and so on. https://enragedeggplant.blogspot.com/2023/09/introduction-to-wizardry.html https://greyson.conlang.org/2020/04/08/modular-powers-a-new-flexible-powers-magic-system-for-gurps/ https://noschoolgrognard.blogspot.com/p/blog-page.html Houserules For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, t...
Just some consumable items I made using Metatech rules. If your metatech items are more expensive, switch the multiplier (x15) for the appropriate one in the calculations. Examples of Metatech Alchemist's Burst Single use grenade that deals 2d6 burn in a 2 yard AoE. $225, 1lb 2 lvs of Innate Attack (burn) 5/lv, AoE (50%); 15 pts. 15*15=225$ Alchemist's Inferno Single use grenade that deals 6d6 burn in a 2 yard AoE. $675, 1lb 6 lvs of Innate Attack (burn) 5/lv, AoE (50%); 45pts. 45*15=675$ Alchemist's Acid Single use grenade that deals 3d6 corrosion damage to a single target. $450, 1lb 3 lvs of Innate Attack (corrosion) 10/lv, 30pts. 30*15=450 Alchemist's Ice Blast Single use grenade that deals 2d6 burn with no incendiary effect in a 2 yard AoE. Targets injured by this effect must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for 1 second. $345, 1lb 2 lvs of...
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