Campaign Wiki > Welcome > CIVIS ROMANVS SVM > This page
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.
These are the rules which vary from GURPS 4e RAW (rules-as-written).
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.
These begin at 10, instead of at IQ, and still cost or grant 5pts/level above or below this.
Combat Rounds are assumed to be an indeterminate period of time 3-30 seconds long.
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.
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.
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.
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.
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.
Note the differences between fighting at C, 1, 2, etc. Two-handed weapons, including longarms, cannot be used in close combat.
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.
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.
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.
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."