GURPS House Rules & Variants

My Gaming Philosophy
(Or, will I like any of the house rules and variants that I find here?)

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.

My style of GMing tends to be rules heavy in a "friendly" way. I like having rules for all occasions, but I don't feel that they should get in the way of gaming. GURPS is quite easy to tack rules onto without slowing down the natural smoothness of the games system. As a GM I like to have an idea of what the "game mechanic" version of reality would be for any given situation. To this end I enjoy charts and tables and modifiers... but these should be used as a guideline rather than a straightjacket, by having a knowledge of the charts and tables you can use them discreetly. Game mechanics work best when they are unnoticed, this does not mean invisible, just that the "game" itself does not obscure what the game is representing.

Even though I ran GURPS exclusively for many years, I don't worry too much about the point value of things, or of starting characters. To this end I usually let the players roll their characters Stats randomly. If possible and desired I also let them generate a character background using (the now defunct) Task Force Games "Central Casting" books. Any advantages, disadvantages or characteristic increases are allowed without worry about point costs. After creation however, I am strict about things. However I do allow experience rolls during the game, which I will explain below.

If you like rules, dig in, hopefully you will find something you can use. If you dislike rules because they interfere with the game, you should probably run away screaming now.

I have culled a lot of my extras because I've found that 4th Edition solves whatever problem I had (like making Languages work like Advantages rather than skills).  So there is less here than there used to be. 

4th Edition goodies!

My 4th Edition GURPS Playing Card Initiative rules are on a separate page...here
Or download a PDF copy of them:  Initiative

Below are some short rules suggestions (originally for 3rd edition) for Experience, and Fatigue.

 

Experience Variant
(This will work with any edition) 

In addition to grudgingly awarded experience points, characters may attempt to increase their skill levels each time they roll a critical success or failure. Each time this occurs the player may attempt to roll 3D over his skill level, with 17 and 18 being automatic successes. If the roll is successful then the characters skill level immediately is increased by one and the point total is modified to reflect this increase. If the original critical was a failure then a roll of 3 or 4 on the increase check results in the loss of one skill level and a corresponding loss of point value.

When a character rolls a critical for something other than a skill, use the following guidelines.

Perception checks; treat the perception level as a skill level and roll as above, with an increase or decrease in perception bonuses the result.

Rolls against Attributes; each time a critical is rolled against an Attribute (ST, DX, IQ ,HT, and possibly Will and Perception) and you succeed in rolling 3D over the current level, then you receive 1D experience points towards raising that Statistic.

Psionics; When a critical is rolled with a psionic power, the player can choose to increase either the skill or the power level, but he must choose before he rolls for an increase, and must then roll higher than the applicable level.

 

Fatigue
(This could work with 4th Edition with no real change) 

In addition to the normal Fatigue that is lost from physical exertion, I have made up a form of Fatigue called Long Term Fatigue (LTF).  LTF is used for such things as starvation fatigue, fatigue from lack of sleep, or fatigue from disease.  The difference between normal Fatigue and LTF is that LTF is not recovered until the situation that caused it is remedied, you get a meal, you get a full night's sleep or you recover from the disease.  

In order to make the loss of Fatigue more of a problem in the early stages (before you are falling down with with only 3 Fatigue remaining), I have implemented the following table.  It is pretty self explanatory, simply determine the percentage of Fatigue (or LTF) that has been lost and assess the modifier to any rolls that are made.  the GM is the final arbiter on whether or not a particular roll should be modified, but Fatigue should effect just about everything that a character could do, physically or mentally.  The effects of Fatigue are as follows...

Fatigue Lost

Modifier to all rolls for all

Skills & Attributes

< 25%
(round down)

-

25 - 50%
(round down)

-1

50 - 75%
(round down)

-2

75% - Unconsciousness

-4

Example; The average character with 10 Fatigue would suffer no penalty for the first 2 Fatigue that he lost, after the 3rd point was lost he would have a -1 modifier, the 6th point would bring a -2 modifier, and 8 or more points would give a -4 modifier...with 10 bringing about nap time.

 

 

Below are all 3rd Edition things...

As are my hunting & foraging rules.

Oh yeah...and my disease rules and tables for the presence of disease.

 

 

 

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