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Campaign Wiki > Welcome > CIVIS ROMANVS SVM > This page 

CRS House Rules for GURPS

Character Creation

  • Tech Level 2
  • [50] total
  • up to [-30] in Disadvantages; low Attributes count as Disadvantages
  • up to [-5] in Quirks
  • No Exotic or Supernatural traits
  • Will and Per are separate from IQ, beginning at a bse of 10, and cost [5] per level each.
  • A background of some kind will grant +2CP, except the one which most impresses me which will get +4CP
  • A Roman-theme character image gets +2CP, any other image +1CP.
  • Tying your character by background to another PC grants +1CP, by Dis/Advantage (Ally, Dependent, etc) to another PC grants +1CP.
  • Vestinus is available to you as a Patron (appears often, appears on 9 or less) [10].
  • Vestinus is available to you as a Duty (fairly often, appears on 9 or less, not usually hazardous) [5]. Of course he may be the source of a Sense of Duty, etc.
  • Your Status may be -2 (Slave) [-10], -1 (Italian, freedman, or son of slave) [-5], 0 (Citizen of Rome, present or past legionary) [0], or 1 (born to Equestrian class, former or current Legion officer) [5], or 2 (born to Patrician class) [10]. I recommend being at least Status 0 [0] if you hope to have your guy advance at all.
  • If a character dies, the player starts a new character midway in point value between the starting 25 points, and the dead character's points. The same applies if a new player joins the campaign.

    Any character may be retired at the end of a game session. In terms of creation of the next character, this is as if the character has died. The player has the option of having their old character be the Patron of the new character for half the usual cost. This helps provide continuity to the campaign.

    GURPS 4e House Rules

    These are the rules which vary from GURPS 4e RAW (rules-as-written).

    Heroic Use of Character Points

  • Any spare Character Point may be converted to a Hero Point at any time.
  • May be used to say, “it was only a flesh wound!” After a combat is over and the character has a chance to check themselves, they can spend a Character Point, and the damage from a single wound is halved (round down). Permanent crippling injuries become lasting; lasting become temporary, and temporary, merely wounds.
  • May be used to get an extra action in a combat round.
  • May be used to convert a critical failure into a failure (1), a failure into a success (1), a success into a critical success (1). This can be multiple steps, so that a critical failure can become a critical success for 3 points.
  • May be used to influence the scene, or the plot. "Hey, isn't that guard a distant cousin of mine?" as per the Serendipity Advantage.
  • Spending of Character Points

  • The player may spend character points to improve any skill which, during the last session, they used, studied or were taught.
  • The limit to spending is not more than one level's worth, eg from 0 to 1pt, from 1 to 2pts, from 2 to 4pts, from 4 to 8pts, and so on.
  • Skill improvement by Character Points: It must be a skill that was used or practiced during the most recent game session. If a new skill, it must be one that has been taught to you, or one which you have used at default level, and made an IQ roll to "understand".
  • Players may take points from current attributes, skills and advantages, and convert them to free points, on a 2 for 1 basis. For example, Titus has Shortsword [4] – 11. He takes 2 pts off that skill, and it changes to Shortsword [2] – 10. He now has 1pt free to spend on other things. No skill may decline by more than one level per session in this way. Advantages will decline in a similar way, so for example a Contact which appears on 12-, will appear on a 9-. This represents characters neglecting practice or effort in one area of their lives in favour of another.
  • A character may not make their Disadvantages worse in order to gain points.
  • Characters may sometimes purchase new Advantages, but must consult with the GM, and it ought to fit into the story. For example after a successful drugs bust, the cop character may improve Rank, or Status, or Reputation, or perhaps Contacts – but probably not Magery.
  • All this spending and converting must be done between game sessions, or at the beginning or end of one; not during a game session. So you can't, for example, have just found out you've been hit by a franciska in the head, and say, “oh, look, I just bought a level of Hard to Kill.”

    Maintaining Skills Any skill which is unused for six months or more may decline. The player makes an IQ roll for their character. Success indicates no change, failure a decline by one level, a critical failure a decline by two levels. There will always remain at least 1pt in a skill; you always remember something of what you've learned.

    Skill Total Limit The most ''different'' skills a character may ever have is equal to the sum of their IQ, Will and Perception.

    Will & Perception

    These begin at 10, instead of at IQ, and still cost or grant 5pts/level above or below this.

    Combat

    Combat Rounds are assumed to be an indeterminate period of time 3-30 seconds long.

    Initiative

    Speed plus 1d6 plus weapon Bulk. +1 for Combat Reflexes, +2 if the character is the leader of the party, and +1 for having Tactics skill, or +2 for Tactics 12+, and +3 for Tactics 16+. Characters state their action in reverse order of initiative. Initiative remains the same throughout the combat; it's not rerolled in each combat turn. If characters are tied on Initiative, the shortest weapon goes first. If the weapons are about the same size, the character with the highest Current Move goes first. If that is tied, the character with the highest Perception goes first.

    Initiative can only change if the person changes their weapon, or drops some encumbrance, during the combat.

    Hit Location

    When using a piercing or impaling attack, a roll of 3 hits the Eyes, and a roll of 18 hits the Vitals. When targeting the Torso, if a critical hit is scored, that hit is on the Vitals. This does not apply for crushing, cutting and other attacks; only piercing and impaling.

    Fast Draw

    Bulk penalties apply to Fast Draw skill, so that it's easier to quickly pull out a knife than a sword, etc. Bulk is - length in feet of weapon, -1 if it's two-handed, -2 if it has to be mounted, -2 if it's crewed, taking more than one person to fire.

    Fast Draw may be used to instantly recover a weapon from being Unready, or changing grips.

    Range/size penalties

    In a situation in which the attacker is not under health-threatening stress (such as in an ambush), the range and size penalties are halved. In a completely non-threatening situation, such as at the archery range, there is a +5 bonus for an easy action, too. If in doubt as to whether the character feels under threat (such as, they're under indirect catapault fire, but behind a castle wall), have them make a Will roll.

    Dodge and Parry in general

    Players must determine whether or not they will Dodge or Parry before the opponent's player rolls to hit This will have results different from those of GURPS 4e RAW. Not dodigng or parrying at all is the same as a simple failure.

  • Critically-successful attack vs critically-failed dodge/parry: attacker rolls twice on critical attack table, and takes the deadliest of either result.
  • Critically-successful attack vs failed or successful dodge/parry: attacker rolls normally on critical attack table.
  • Critically-successful attack vs critically-successful parry: attack misses.
  • Successful/failed attack vs successful/failed parry: as normal.
  • Critically-failed attack vs critically-failed or failed dodge/parry: as normal.
  • Critically-failed attack vs successful dodge/parry: attacker gets -3 to their next dodge/parry; they left an opening as they attacked.
  • Critically-failed attack vs critically-successful dodge/parry: defender gets an automatic critical hit on attacker even if they didn't intend to attack; the attacker walked into their weapon.
  • Close Combat

    Note the differences between fighting at C, 1, 2, etc. Two-handed weapons, including longarms, cannot be used in close combat.

    Dodging missile weapons

    In order to Dodge, you have to be aware of the attack. Not aware that you are being attacked, but aware of the particular attack coming your way. For this, you must make a Perception roll to realise the guy is shooting at you personally. This roll is at a penalty according to his distance from you, with a -6 if it's a sling bullet, a -4 if it's an arrow, bolt, etc, and -2 if it's a spear, axe, etc. A large rock, etc would be at no bonus or malus to spot. This applies even if the attacker is the only one firing at you, his only target, since you must be able to judge exactly when he's firing, etc. Sometimes the Perception roll will be helped by Vision, other times by Hearing, depending on the situation. Plus 1 for Combat Reflexes.

    Readying Weapons

    As usual, weapons must be Readied before use, and Fast Draw (specific weapon) skill may be used to Ready them instantly. However, Fast Draw (specific weapon) may also be used if a weapon becomes Unready after use, or if it is Unbalanced, for example a Greatsword after a swing, or using a War Hammer to parry when it has just been used to attack, and vice versa. Weapon Bulk subtracts from Fast Draw skill.

    Gaining Character Points

    At the end of each adventuring session, the GM awards points to the players for each of the following: Player shows up ready for action: Player showed up, on time, with character sheet, dice, pencil and so on.

  • Munchies: Player brings anything consumable to the game, whether food, drink, papers, etc. Applies also to hosting the game at the player's place.
  • Acting: For good roleplaying of the character’s personality; particularly good roleplaying may give a double bonus. "Good acting" means, "we can tell what traits your character has without looking at their character sheet."
  • Bravery: For self-sacrifice of character above and beyond the call of duty. By which is meant, your character pushed their personal limits in some way. So a character with Bloodlust who refrains from finishing off a downed foe because their daughter is watching, would have been Brave.
  • Constructive: For actions or ideas which significantly helped the mission to completion.
  • Journal: player writes at least a one-page journal of the game session, and/or makes an illustration of its events.

  • Obligatory Disclaimer The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games."

    Last modified: 20.06.07 by Kyle

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