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dvantage in gurps what i m removing all the weird stuff that comes packaged with the warp advantage why to make it easier to build specific desired advantages the base version of warp is weird it comes with a lot of built in weirdness with penalties and preparation time and fp costs i want to remove those to make it more generic don t worry you can add those back in later the advantage warp 25 level by using a concentrate maneuver you can teleport up to two yards each additional level increases the distance using the size and speed range table the size column measures your additional levels and the linear measurement column measures your new distance so 1 level increases distance from 2 to 3 yards 2 levels is 5 yards and so on the default version allows you to carry an amount of stuff equal to your basic lift use the extra carrying capacity enhancement from warp to increase that amount use affects others to carry other people with you if you want this to take penalties like warp does then add the requires attribute roll limitation and couple that with this new limitation new limitation distance penalties apply this penalty to the roll required to use this advantage 1 yard like a regular spell 30 size and speed range table 20 long distance modifiers 10 enhancements as normal affects others link reflexive limitations as normal accessibility costs fatigue emergencies only gadgets nuisance effect pact requires attribute roll takes extra time you get the idea from looking at these which ones you can use and which ones you can t the idea is that this now functions like a normal advantage taking the same limitations as enhancements without all the special unique stuff that the default version of warp uses posted by dj at 12 08 pm 2 comments email this blogthis share to x share to facebook share to pinterest wednesday july 10 2019 classic style sanity rules for gurps part 1 these rules add sanity rules similar to those found in call of cthulhu to gurps to those not familiar with these rules i will first give an explanation of the basic concept when characters encounter horrible things in the world their sanity is tested often they will become less sane which makes them less able to resist future tests of their sanity creating a death spiral leading to inevitable insanity the way this is achieved in classic call of cthulhu is by having a sanity score that one attempts to roll under with a d100 if you fail you become less sane your sanity score is lowered and then you are more likely to fail further sanity checks in addition the loss of sanity is accompanied by a variety of sorts of madness in the form of phobias and manias that s it in this post i will attempt to recreate these rules as nearly as i can for use in gurps in a future post i will attempt my own version which will improve on these rules in certain ways using 3d6 rather than the d100 and adding difficulty modifiers to the roll so that it is not the same difficulty to resist seeing a rat gnawing on a body as it is to resist staring into something which man cannot comprehend and also by having lost sanity impose a penalty on the 3d6 roll rather than rolling directly against the sanity score itself core concepts madness tables from gurps horror rather than figure out how to represent the various effects of madness mechanically in the game i will be using the madness tables found on pages 143 and 144 in the fourth edition of gurps horror d100 we re using these for now to exactly emulate the original rules new attribute sanity sanity begins at 50 goes from 1 to 99 with the maximum possible score reduced by their mythos knowledge and may be bought up or down as normal at a cost of 2 character points for each 5 sanity points new skill hidden lore mythos knowledge this skill increases rapidly during play as the characters probe things man was not meant to know a character s knowledge of the mythos reduces their maximum sanity each character point a character has in mythos knowledge reduces their maximum sanity by four points for instance mythos knowledge at a level of iq 5 costs 20 character points and thus reduces their maximum sanity by eighty points from 99 to 19 sanity loss caused by mythos entities increases a character s mythos knowledge skill if a character has no points in the skill then their first encounter with a mythos entity gives them a point in the skill each encounter with a mythos entity beyond this gives a chance to increase skill make a sanity check on a failed roll the character gains one character point in mythos knowledge the primary source of mythos knowledge in the world are tomes such as the necronomicon reading these gives points in the mythos knowledge skill these range from 1 to 4 points reading such tomes risks sanity loss as normal of course sanity check a sanity check is a roll of 1d100 against the character s current sanity score if the character rolls under their sanity score they succeed sanity loss horrific situations encountering entities from beyond this world learning unsettling truths about the nature of reality etc can all cause a character to lose sanity potential sanity loss is indicated by two numbers the first number is the amount of sanity lost if the character succeeds on their sanity check the second number is the amount lost if the character fails their sanity check mental break threshold characters have a mental break threshold equal to their current sanity divided by 10 rounded down effects of sanity loss mental break whenever a character suffers sufficient sanity loss from a single source to reach their mental break threshold their current sanity divided by 10 they risk suffering a mental break the gm chooses an appropriate skill related to the source of the lost sanity usually hidden lore mythos knowledge and the character must roll against that skill if hidden lore is chosen but not possessed by the character it may be made at a default of iq 5 this is to test the character s understanding of what they have witnessed if the character fails the skill roll then their comprehension was not sufficient to send them into a bout of temporary insanity they come up with some plausible explanation or comforting lie whatever the case they are able to carry on if however they succeed on the skill roll they have grasped some truth about the nature of reality which their mind cannot reconcile with their understanding of the world ghosts are real aliens walk among us nickelback won a grammy whatever they have learned shatters their mind temporarily they suffer from a bout of temporary insanity represented by a roll on the short term conditions table temporary insanity begins with a bout of madness get out your copy of the most excellent fourth edition of gurps horror by kenneth hite and roll on the madness table of your choice for a short term condition these are found on pages 143 and 144 also roll a d6 on a roll of 6 the character gains a long term condition the gm may either roll on the table or choose from the list of conditions on page 144 of horror after the short term condition has ended the character continues to suffer from their temporary insanity for the next 1d10 hours during this time the character suffers from delusions and hallucinations is that the harmless wail of a banshee as it approaches or have nickelback begun to practice nearby you can t be certain if a player wishes to question one of these delusions or hallucinations they may do so by making a reality check a reality check is simply another sanity check if the player succeeds they have seen past their delusion or hallucination and returned to normal whatever that is for them now that they have glimpsed some fragment of the truth if they fail then the delusion or hallucination continues and for their effort the character suffers an additional point of damage to their sanity and suffer another temporary bout of madness back to the short term conditions table and the delusion or hallucination intensifies continuing insanity if a character loses more than a fifth of their total sanity in a single day they become insane until they are able to rest in a safe place for an extended period the gm represents this as they see fit perhaps by rolling on the medium term conditions table the character should certainly be out of commission as it were while in this state the player should roleplay this appropriately permanent insanity when a character s sanity reaches zero their mind essentially is no more some physical semblance of what they once were might remain but this is no more than a vessel containing shattered remains a merciful gm might allow a recovery of a sort perhaps enough to leave a mental institution to wander aimlessly for the rest of their days but such is not at all to be expected repeat exposure characters become numb to horrors after experiencing them multiple times the first time a character reads the terrible truths contained within the necronomicon their mind might shatter yet it does not shatter further with each subsequent read once a character has taken the maximum result in sanity loss for exposure to a particular horror they no longer suffer sanity loss from that horror for instance if the maximum sanity loss from seeing a shoggoth is 20 a character cannot take more than 20 sanity loss from that source beyond that point additional exposure causes no more sanity loss restoring sanity merciful gms may allow characters to restore some of their missing sanity at the end of each session or each campaign 1d6 points might be restored this is only for the merciful however the less forgiving gm might require the characters to undergo extensive psychological treatment to be so restored or deny its possibility outright after all that which has been seen cannot be unseen examples of sanity loss 0 1d 2 encounter a mutilated animal carcass 0 1d 1 encounter a human corpse 0 1d 1 encounter a stream which flows with blood 1 1d encounter mutilated human corpse 0 1d awake trapped inside a coffin 0 1d witness friend s murder 1 1d encounter someone you know to be dead 0 1d 2 endure torture 1 1d 2 watch a corpse crawl from its grave 2 2d 5 see a giant disembodied head fall from the heavens sample monsters ghoul 0 1d6 shoggoth 1d6 1d20 great cthulhu 1d10 1d100 posted by dj at 3 06 pm 1 comment email this blogthis share to x share to facebook share to pinterest wednesday january 30 2019 gurps house rule new advantage bestow what i m introducing a new advantage that replaces the klunky affliction method of doing things why if you re asking you must not have tried to use affliction to accomplish this task affliction has a base cost of ten points that means any modifiers apply only to that ten point base cost beneficial afflictions are by their very nature enhancements this makes limitations on expensive beneficial afflictions very poorly priced you can add 10 000 in enhancements which results in an extremely costly affliction yet a crippling limitation totaling 80 still only provides eight points in exchange also ease of use is a factor as well i feel this method is much easier to understand and use this is how i intuitively expected the ability to cast buffs on people to work the raw method makes this much much more complicated than it needs to be i would hope that in a future version of the game some other method such as i have provided here would be considered the advantage bestow bestow is a new advantage this replaces affliction shenanigans when buying this advantage select another advantage bestow is always paired with another advantage or group of advantages for instance one might purchase bestow flight or bestow 5 st and claws you can select modified advantages to bestow for instance you could bestow dr with the tough skin limitation bestow has a base cost equal to double the price of its associated advantage s to bestow a trait requires a concentrate maneuver you must touch the target to receive the bestowed advantage s when you bestow an advantage the target gains the advantage if they want it s just that simple the default duration is that of the purchased trait modifiers that change this duration are applied to bestow rather than to the advantage being bestowed for instance limited duration would be applied to bestow not to the advantage being bestowed the default version of bestow ends when the bestower uses a concentrate maneuver to remove the bestowed advantage which they may do without touching the target or when the bestower bestows the advantage on a new target a bestower can bestow themselves this is part of why it costs twice as much as the default price you gain a lot of utility some potential modifiers additional targets you can have multiple versions of the bestowed advantage going at once with one additional target you could give flight both to yourself and to your friend number of additional targets and then price 1 50 2 100 3 150 5 200 7 250 unlimited 300 can t bestow self 25 this one is obvious conscious buffs 10 the buffs end if the bestower loses consciousness posted by dj at 1 53 am no comments email this blogthis share to x share to facebook share to pinterest tuesday january 15 2019 gurps house rule limited use what i ve changed the price of the limited use limitation and added a variable cost based on how big of a hindrance the limitation is why because sometimes limited use gives back more points than it should and other times it doesn t give back enough using the same price when limiting all traits is the cause of this as we already see in the raw not all modifiers have the same value when applied to each trait switchable for instance is worth 100 on mana damper this is because being able to switch that advantage on and off is worth more than the usual 10 price of the modifier it is generally understood that limited use provides too few points in the cases where players would most commonly want to apply it such as combat abilities and too many points in some other cases such as on abilities that only need to be used infrequently to begin with the rules limited use use frequency uses day high medium low 1 60 30 10 2 45 20 5 4 35 15 n a 6 25 10 n a use frequency is based on how often the ability is useful an ability that is useful many times a day receives a higher discount than an ability that is useful few times per day or that one receives little benefit from using repeatedly for instance an innate attack is useful many times per day whereas a detect oil reserves spell which informs the caster of the location of the planet s oil reserves provides nearly the same utility in one use as in many uses so the former would be discounted as a high frequency use ability and receive 60 for 1 day whereas the latter would be classed as low frequency and be discounted at 10 for 1 day it is up to the gm to determine which use frequency applies to which traits in most cases this should be fairly obvious combat abilities are high frequency abilitie...
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