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...
Protection and Warning Spells ========== Protection from Energy Full Cost: 14+5/level Casting Roll: Skill. Components: V, S. Cost: 1 Casting Time: 1 Range: Touch Duration: 3 min One target you touch receives DR 5 per level against one damage type; This DR is ablative. Affliction [10], Protection from energy (+10%), Wizardly Magic (-30%)D&D Magic (-30%)Touch Spell (-55%)Cost Fatigue 1 (-5%)Buff: Buff (10pts): (+100%). Protection from energy is Damage Resistance (Ablative, -80%; Force Field, +20%; Limited, 1 damage type, -40%; Magical, -10%) [5] 10-30-30-55-5+100=-10 10+(10*-10%)=9 ========== Fey Sight Full Cost: 13 Casting Roll: Skill. Components: V, S. Cost: 1 Casting Time: 1sec R...
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