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With the 4.0 edition of GURPS, many of my prior house rules are no longer needed.
I use rules from the following pages below quite often in my games.
Certain aspects of Discriminatory Senses, and all uses of the emotion sense enhancement (under Discriminatory Smell) apply without penalty only to members of the character's own species. Analyzing the emotions of another species, and similar functions, use the Physiology Modifiers on page B181. Pheromone Interpretation is another route to the same effect.
Characters may specialize in any skill with the GM's permission. This includes Combat/Weapons skills.
| 0 = 1d-4 | 14 = 4d | 28 = 8d | 42 = 6d*2 | 56 = 8d*2 |
| 1 = 1d-3 | 15 = 4d+1 | 29 = 8d+1 | 43 = 6d*2+1 | 57 = 8d*2+1 |
| 2 = 1d-2 | 16 = 4d+2 | 30 = 8d+2 | 44 = 6d*2+2 | 58 = 8d*2+2 |
| 3 = 1d-1 | 17 = 5d-1 | 31 = 8d+3 | 45 = 6d*2+3 | 59 = 8d*2+3 |
| 4 = 1d | 18 = 5d | 32 = 5d*2-3 | 46 = 7d*2-3 | 60 = 6d*3-3 |
| 5 = 1d+1 | 19 = 5d+1 | 33 = 5d*2-2 | 47 = 7d*2-2 | 61 = 6d*3-2 |
| 6 = 2d-1 | 20 = 6d-1 | 34 = 5d*2-1 | 48 = 7d*2-1 | 62 = 6d*3-1 |
| 7 = 2d | 21 = 6d | 35 = 5d*2 | 49 = 7d*2 | 63 = 6d*3 |
| 8 = 2d+1 | 22 = 6d+1 | 36 = 5d*2+1 | 50 = 7d*2+1 | 64 = 6d*3+1 |
| 9 = 2d+2 | 22 = 6d+2 | 37 = 5d*2+2 | 51 = 7d*2+2 | 65 = 6d*3+2 |
| 10 = 3d-1 | 24 = 7d-1 | 38 = 5d*2+3 | 52 = 5d*3-1 | 66 = 6d*3+3 |
| 11 = 3d | 25 = 7d | 39 = 6d*2-3 | 53 = 5d*3 | 67 = 5d*4-3 |
| 12 = 3d+1 | 26 = 7d+1 | 40 = 6d*2-2 | 54 = 5d*3+1 | 68 = 5d*4-2 |
| 13 = 4d-1 | 27 = 8d-1 | 41 = 6d*2-1 | 55 = 8d*2-1 | 69 = 5d*4-1 |
For heavy and large weapons, Divide Char ST by weapon ST to get weight multiple.
new damage bonus = weight multiple * damage bonus or weight multiple / (2 - damage penalty or 0)
new weight = weight multiple * Weight
new cost = weight multiple * Cost
new reach =
I award experience on the following Scale:
| 0.5 CP | Attendance |
| 0.5 CP | On Time |
| 0.5 CP | Learning |
| 0-3 CP | Roleplaying |
| 0.5 CP | Facing Danger with Heroism |
| 0.5-1.0 CP | Progress or Success |
| 0.5 CP | Wisdom, Intelligence, or Cleverness; each action |
| 0.5 CP | Helping GM |
| -0.5 CP | Acting against character. |
This should give most characters 3-5 points per game session. If a faster developing campaign is desired, the range can be multiplied.
In some games Hard to Kill divides the damage from all attacks that the GM determines to be "out of genre" or easily survivable in his game. This could be bullets in a supers game, being pitchforked by peasants in a noble heroic game, or anything similar. All such damage is divided by the charaacter's levels of Hard to Kill plus one before damage is applied to any defenses the character possesses. The character may appear to take the appropriate damage before the modifier is applied, but the damage is purely cosmetic and doesn't need to be healed. The GM should discuss with the players what sort of attacks and damage fall under this option before play begins. At the GM's option, appropriate character types may ignore this divisor, or pay for an appropriate Unusual Background to ignore it.
You can take an optional specialization for any skill as a maneuver. As with all maneuvers you can apply this to your default value if you desire. Unless the GM determines otherwise, specialization maneuvers are Average. A particular specialization defaults to the skill, and can be increased up to the skill+6. This replaces the current specialization rules.
If a one-handed weapon is used two-handed, reduce Minimum ST by 35% for all purposes (skill penalties, ready times, etc.). Damage does not increase, as the short grip will force the hands together, robbing the user of leverage. The weapon will be better supported on a parry, though, giving +1 to defend (which is why many people held one-handed swords in two hands in real life when being attacked by someone skilful).
Once per session a player may request a subplot. Subplots are story ideas intended to add depth to a character and game session. The GM may also introduce a subplot as a way of giving a character more opportunities for roleplaying (although a player may refuse a subplot at any time). A character who's participated in a subplot gets an additional character point at the end of the session, or the GM can note that the character has a point towards an advantage or power. However, subplots will complicate things for a character.
While a subplot can be nearly anything, they tend to fall into certain groups. Goal subplots are intended to get a character something that's outside the ordinary. Martyr subplots allow a character to succeed in an endeavor, but only at the cost of his life. If a character plays the Martyr he may create a new character at the campaign maximum rather than the normal campaign value. Mistaken Identity subplots have a character mistaken for someone she isn't, or mistaking someone else. Nemesis subplots indicate someone in the campaign has a grudge against the character. Personal Stake subplots have a character becoming emotionally involved in the current adventure. Romance subplots indicate a romantic involvement between the character and someone else. The romancee can be either one-way or two-way. Suspicion subplots have the character accused of misdeeds. The suspicion can be well-founded or totally bogus. True Identity subplots have the character being someone significant to someone else, but nobody knows it.
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