Archive for the 'RPG - variants' Category

GURPS Variants for the Southowilson Campaign

Posted in RPG - Role Playing Games, RPG - cyberpunk, RPG - variants on October 1st, 2009

Since we have switched to GURPS for the Southowilson campaign, there are a couple of areas that needed to be built up somewhat. These rules make heavy reference to GURPS Ultratech, 4th Edition.

GURPS Netrunning House Rules

GURPS Quick and Dirty Robot Design

GURPS: ‘Hero Points”

Posted in RPG - Role Playing Games, RPG - variants, RPG - metagaming on November 9th, 2008

Instead of using character points to influence the drama of an action, instead we will be using the “hero point” mechanics found in so many different game systems. In a typical campaign where we use them, 3pts will be given to each PC at the start of each session. These points cannot be banked, but additional points can be awarded for dramatic play, regular attendance, et cetera.

GURPS Hero Points

GURPS: 4th Edition Armor Tables

Posted in RPG - Role Playing Games, RPG - variants, RPG - Aestas on July 3rd, 2007

Revised Armor Tables, Ver. 3.1 (Excel)

Revised Armor Tables, Ver. 3.1 (HTML)

These tables are loosely based on the GURPS 4th Edition equipment lists for pre-modern era armors, streamlined and simplified for ease of use. Some compromises have been made for game balance. The armors have been modified based on suggestions offered by Dan Howard on the SJG Forums. A few additional tweaks have been made to allow for additional types of armor not listed in the basic rules.

Ritual Magic on Aestas

Posted in RPG - Role Playing Games, RPG - variants, RPG - Aestas on April 25th, 2007

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GURPS - Poetic Sensitivity Skill (Humor)

Posted in RPG - Role Playing Games, RPG - variants, humor on November 6th, 2005

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D20 - The Poleaxe

Posted in RPG - Role Playing Games, RPG - variants, RPG - D20 on October 17th, 2005

This is a fun little weapon that d20 seems to lack in the core equipment lists. It’s essentially a 5′-6′ staff with a piercing point on one end, and any combination of two of an axe blade, a pick, or a hammer head on one end… kind of a shorter halberd. They were used to fight people in plate armor.
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GURPS 3rd Magic converted to Ritual Magic Paths

Posted in RPG - Role Playing Games, RPG - variants on September 24th, 2005

The following is not a complete list, merely an interpretation of those spells from GURPS Magic and GURPS Grimoire that best fit the slower, subtler mood of GURPS Ritual Magic. These have all been converted using the magic conversion rules I previously developed, plus an adjustment of no more than +/-2 from those rules to fit the flavor. Please note that a great many spells can be modeled using existing rituals, with a little specificity on the part of the caster; Path of Spirit is best for duplicating many of the spells with grossly material effects… light, motion, sound, etc, the common “fantasy spells”.

The “paths” listed below can all be considered to be the standard M/VH skill, per GURPS Spirits.
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Warring States - GURPS Battle Rules, Bushido Variant

Posted in RPG - Role Playing Games, RPG - Warring States, RPG - variants on August 16th, 2005

First, the PC must choose a “risk modifier” from –6 (Very
Risky) to +6 (Very Cautious), per CII118. The modifier is first added to the Survival
Roll for each Battle Turn, and the opposite modifier is applied to the Glory
Roll. This roll should be done at the beginning of each Battle Turn to
determine the fate of each player character.

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Warring States - Heroic Slaughter

Posted in RPG - Role Playing Games, RPG - Warring States, RPG - variants on August 12th, 2005

GURPS Rules for Cinematic Samurai Slaughter

A staple of samurai fiction, be it cinematic or in ancient chronicles, is the lone samurai hero slaughtering hordes of onrushing rabble, be they peasants, ashigaru, or yakuza mobs. In such a case, the GURPS rules are far too detailed to game out the ensuing melee in a reasonable amount of time. Instead, the following rules should be used to model such fast and furious action. This should only be used for a few extremely skilled combatants (with the cinematic advantages “Weapon Master”) versus a massed rabble of disposable, faceless Scrubs. If there are too many combatants overall, it might be better to use the standard GURPS Mass Combat Resolution rules. In the case of two “Heroes” squaring off, utilize regular combat to properly display the martial prowess of both fighters, and make a more exciting scene.
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