Campaign House Rules
Characteristics
No notable changes.
Skills
No notable changes.
Skill Enhancers
No notable changes.
Perks
No notable changes.
Talents
LIGHTNING REFLEXES ![]()
(Introduced in An Eye For An Eye)
A character with Lightning Reflexes has an increased effective Dexterity only for the purposes of acting earlier in a phase. Each +2 Lightning Reflexes for all actions costs 3 points. Each +1 Lightning Reflexes for a single action or attack costs 1 point. A character with a base Dexterity of 18 and +4 Lightning Reflexes (Total effective Dexterity 18+4=22), would act before a character with a base Dexterity of 20. Lightning Reflexes does not effect combat value, figured characteristics, skill rolls, or characteristic rolls. It does not change the rate at which a character recovers from Dexterity Drains and Transfers. If the cost of a character's Dexterity would be effected by Normal Characteristic Maxima, then the cost of the Lightning Reflexes would be effected as well. Double the cost for each point of Lightning Reflexes that brings a character's effective Dexterity over his Characteristic Maxima. A character with Normal Characteristic Maxima and a base Dexterity of 18 would pay 3+(2x3)=9 points for +4 Lightning Reflexes. Characters can have Lightning Reflexes that only effect a single action or maneuver. This action can include a specific weapon attack, maneuver, form of movement, power, or other capability. When such a character uses Lightning Reflexes to increase his effective Dexterity, he may only execute that specific action or maneuver and none other in that phase. So, if a character has +4 Lightning Reflexes that only work with his Defensive Strike, then he may only execute the Defensive Strike (no movement, acrobatics, etc.) in a phase where he uses the +4 effective Dexterity.
Lightning Reflexes Cost: 3 Character Points for +2 Lightning Reflexes for all actions. 1 Character Point for +1 Lightning Reflexes for a single action or maneuver.
UNIVERSAL CONTACT ![]()
This Talent is for the character who seems to know someone everywhere. For 20 Character Points, he is considered to have an 11- chance at having a Contact in any situation, +1 to the roll for 5 Character Points. The GM decides on the usefulness of the Contact based on the flow of the game and the situation. Generally, most Contacts are relatively "low level" connections, but more influential connections can be seen if the GM so chooses. This Talent is most appropriate for superheroic campaigns, but it can be seen in any campaign if the GM deems it acceptable. As always, common sense should be used in conjunction with this; if there is no possible way the character could have a Contact in a particular situation, then the GM should not feel required to throw logic out the window and grant a Contact anyway.
Universal Contact Cost: 20 Character Points for an 11- Contact in all situations; +1 to the roll for 5 points.
UNIVERSAL SCHOLAR ![]()
This Talent is for characters whose knowledge covers such a broad range that they can reasonably be said to know something about almost everything. For 20 Character Points, he is considered to have the equivalent of an 11- roll in every subject that would be bought as a Knowledge Skill (except Area Knowledge and Culture Knowledge -- see Universal Traveler). This roll can be increased by +1 for 5 Character Points. This Talent is most appropriate for superheroic campaigns, but it can be seen in any campaign if the GM deems it acceptable. As always, common sense should be used in conjunction with this; if there is no possible way the character could have knowledge of a particular subject, then the GM should not feel required to throw logic out the window and grant such knowledge anyway.
Universal Scholar Cost: 20 Character Points for an 11- roll with all Knowledge Skills; +1 to the roll for 5 points.
UNIVERSAL SCIENTIST ![]()
This Talent is for characters whose mastery of science covers such a broad range that they can reasonably be said to know the basics of almost every science. For 20 Character Points, he is considered to have the equivalent of an 11- roll in every subject that would be bought as a Science Skill. This roll can be increased by +1 for 5 Character Points. This Talent is most appropriate for superheroic campaigns, but it can be seen in any campaign if the GM deems it acceptable. As always, common sense should be used in conjunction with this; if there is no possible way the character could have skill in a particular Science, then the GM should not feel required to throw logic out the window and grant such skill anyway.
Universal Scientist Cost: 20 Character Points for an 11- roll with all Science Skills; +1 to the roll for 5 points.
UNIVERSAL TRADESMAN ![]()
This Talent is for characters who've seemingly done everything at one time or another æ or who at least seem to be able to pick up any profession almost instantly. For 20 Character Points, he is considered to have the equivalent of an 11- roll in every subject that would be bought as a Professional Skill. This roll can be increased by +1 for 5 Character Points. This Talent is most appropriate for superheroic campaigns, but it can be seen in any campaign if the GM deems it acceptable. As always, common sense should be used in conjunction with this; if there is no possible way the character could have skill in a particular Profession, then the GM should not feel required to throw logic out the window and grant such skill anyway.
Universal Tradesman Cost: 20 Character Points for an 11- roll with all Professional Skills; +1 to the roll for 5 points.
UNIVERSAL TRAVELER ![]()
This Talent is for characters whose travels have seemingly taken them everywhere. For 20 Character Points, he is considered to have the equivalent of an 11- roll in every subject that would be bought as an Area Knowledge or Culture Knowledge Skill. This roll can be increased by +1 for 5 Character Points. This Talent is most appropriate for superheroic campaigns, but it can be seen in any campaign if the GM deems it acceptable. As always, common sense should be used in conjunction with this; if there is no possible way the character could have knowledge of a particular area or culture, then the GM should not feel required to throw logic out the window and grant such knowledge anyway.
Universal Traveler Cost: 20 Character Points for an 11- roll with all Area Knowledge and Culture Knowledge Skills; +1 to the roll for 5 points.
Powers
HAND-TO-HAND ATTACK
This Power works and costs the same as listed in the book. However, it can raise some weird questions based on how it's used. Treat this Power as having a Magnifying Glass, and check with the GM's to make sure you're on the same page about how it will be handled and that it will accomplish what you're trying to simulate.
LIFE SUPPORT
In addition to all of the normal Life Support elements, you may also buy Life Support: Immune to Poisons/Toxins for 3 Character Points. Immunity to one specific poison/toxin (per the Talent) is still 1 Character Point.
TELEKINESIS
Check The Ultimate Mentalist for many clarifications on how this Power works. Three major points are: 1. Objects can be moved a distance per Phase equal to the distance they could throw it with a Standing Throw 2. Objects can be thrown a distance equal to a Running Throw. 3. Telekinetic Grabs do not have the same CV penalties to the attacker as melee Grabs do, but the penalties to the Grabbed character stay the same.
Power Modifiers
RELIABLE ![]()
A Power with this Modifier is defined in such a way that its effect is very consistent. Reliable can be applied to any Power whose effect is normally rolled. When such a Power has been made Reliable, it is always assumed to have rolled the average amount on its dice of effect. So for example, 50 points of Energy Blast would always result in 35 STUN and 10 BODY, instead of rolling the effect on 10d6. Whether to make a Power Reliable is a decision that must be made when the Power is purchased -- you cannot choose to switch back and forth between rolls and reliable effects. The Reliable Modifier can only apply to the actual effect of the Power it's applied to -- not the Attack Roll, Knockback roll, etc. Reliable does not increase or decrease the cost of the Power. It is considered to be an option rather than an Advantage or a Limitation.
Reliable Cost Modifier: +0.
Power Advantages
No notable changes.
Power Limitations
RAMPS
This Power Limitation is only used on Flight. Ramps is for the character who uses some sort of material, such as ice or crystal, to swoop and slide about on. It limits the Power in three ways: 1. The Flight turns off if the character is knocked back. (They are knocked off of the ramp slide.) 2. The Flight turns off if the ramp is attacked by any attack of an appropriate opposite special effect. This special effect must be defined when the Power is bought. This destroys the ramp. (An example would be a fire attack vs. an ice ramp.) 3. The Flight turns off if the ramp is attacked by any attack that does more BODY than the Active Points in Flight divided by five. This destroys the ramp. (This is similar to the effect of attacking a Focus.)
Example: Prism, a crystalline being, can generate great ramps of crystal on which to slide. He buys 15Ó of Flight with the Ramps Limitation. When Prism goes into battle, he uses his Flight to swoop around the battlefield. On Phase 3, Prism is hit by an Energy Blast and is knocked back 3"; this causes his Flight to turn off. Luckily, Prism wasn't Stunned and manages to turn it back on (building a new ramp) before he hits the ground. On Phase 6, a smart villain nails his crystal slide with a Ranged Killing Attack, doing 8 BODY. Since this exceeds 6 (Prism's Active Points of Flight/5), the ramp is shattered and Prism again begins falling. Fortunately, he gets it turned on again. Finally, on Phase 12, his arch-nemesis -- Shrieker the Sonic Man -- levels an area effect sonic attack at Prism. Since the ramp was in the area, and since Prism's player had defined sonics as the special effect which would destroy the ramp, Prism again goes plummeting off of his ramp. Sadly, this attack had also knocked Prism out. Unable to turn his Flight back on in time, Prism will be bouncing off of the solid ground below in a moment...
Ramps Limitation: -1/2
Disadvantages
OBLIGATION
(Introduced in The Ultimate Martial Artist)
This is a new Disadvantage that is common among martial artists in genre movies and stories, and of course is often used by other types of characters as well. Essentially, this is the reverse of a Favor Perk: When you have an Obligation, you owe a favor (or multiple favors) to someone else. This someone else is usually an NPC, though the GM can permit you to have an Obligation to another player-character (though this should be allowed very rarely). An Obligation can be treated as a special type of Psychological Limitation, if you want to classify it according to the existing rules. However, an Obligation is a one-time thing; normally, once youÕve fulfilled your Obligation, you don't have to worry about it again. If you have an ongoing obligation to someone or some group, this can be bought as a Psychological Limitation. Obligations result in story lines or subplots involving the character. An Obligation is an excellent hook for a GM who needs a story. Generally, fulfilling an Obligation involves something difficult and dangerous for the hero. Since Obligations are one-time Disadvantages which must then be "paid off" or "bought off" with experience, they can be thought of as points that have been taken "on credit." When you take an Obligation, you know that you must someday pay it back. An Obligation is worth 5 Character Points.
QUIRKS
In the GURPS game system, Quirks are very minor Disadvantages that are really more like roleplaying points and personality traits than anything truly limiting. A Quirk is worth 1 point, but the Quirks Disadvantage is only taken at the 5 point level. So if you can define 5 Quirks for your character, you can take Quirks for 5 Character Points. The only drawback of a Quirk is that you have to roleplay it! Failing to play the character's Quirks will result in loss of experience points that might otherwise have been gained for good roleplaying. Since a Quirk is only worth 1 point, you would rapidly lose more points than it was worth if you didn't roleplay them. Be careful in defining a trait as a Quirk or some other, more serious, Disadvantage. Things like "Eats M&Ms at every meal" or "Won't eat blue M&Ms" would be Quirks, but things like "Terrified of M&M's" or "Attacks anyone eating M&M's on sight" would be rather bizarre Psychological Limitations. A batch of 5 Quirks is worth 5 Character Points.
SECRET
A Character with this Disadvantage harbors a terrible secret that could somehow harm them if ever revealed. This Disadvantage is built along the lines of the Hunted Disadvantage, as follows:
Severity Points Secret being revealed would Embarrass character, possibly resulting in public ridicule, skits about them on sketch comedy shows, etc. 5 Secret being revealed would Disgrace character, possibly causing loss of status, privileges, group membership, etc. Could result in public scorn or even hostility. 10 Secret being revealed would Harm character, most likely resulting in tragic loss or even (in some instances) imprisonment or death. 15 Secret being revealed would have Extensive Repercussions, possibly affecting family, friends, teammates, etc. +5 Secret being revealed would be Meaningless outside a limited area or circle of people. -5 Impact Secret is threatened Occasionally (8-) +0 Secret is threatened Frequently (11-) +5 Secret is threatened Very Frequently (14-) +10 Consequences Consequences of revelation would be quickly forgotten or erased. X1/2 Consequences of revelation would most likely be reversed or reduced over time. -5 (Thus, Secret Identity becomes Secret: Identity (Embarrass, 11-, Extensive), worth 15 points.)
SECRET IDENTITY
This Disadvantage is not used; see Secret, above.
SOCIAL LIMITATION
A character with this Disadvantage is a member of a race, sex, class, age range, or other subgroup that bears the burden of some kind of stigma in their culture. Their rights and/or actions will be limited in some way by the fact that they are labeled as being in the effected group. The value of the Disadvantage is based on how severe the restrictions are, how severe the consequences are for rebelling against the strictures, and how large the area in which the restrictions hold sway is.
Severity Points Character is seen as a second class citizen: has some limitations on what activities are open to them and how their rights compare to members of the mainstream. Most common social effects are to be viewed with distrust or not to be taken seriously. Examples include a woman in 19th century America, an African-American in the American south today, members of some religions, or a minor in contemporary society. 5 Character is seen as valuable property: has many limitations on what activities are open to them and their rights are far more limited than others in the society. Most common social effects are a clear subordinate role in the "pecking order" or lack of intellectual respect and opportunity. Examples include a woman in 18th century America or 16th century Japan, or an African-American in the American south in the early 20th century. 10 Character is seen as common property or as an outsider in the society: has little or no rights or opportunities in the society at all. Most common social effect is severe ostracization and disdain. Examples include an African-American in the American south in the 18th century, a Goth in Imperial Rome, or an Untouchable in India. 15 Consequences Failure to "behave" within the societal restrictions brings Social consequences (being looked down on even more, being treated as an even lower social strata than appropriate, etc.) +0 Failure to "behave" within the societal restrictions brings Legal consequences (can be fined, jailed, etc.) +5 Failure to "behave" within the societal restrictions brings Dire consequences (can be severely flogged, exiled, killed, etc.) +10 Area Social Limitation is in force in a Limited Area (The American South, A small nation, etc.) -5 Social Limitation is in force in a Widespread Area (Christendom, A large nation, etc.) +0 Social Limitation is in force Nearly Everywhere (Everywhere on Earth except a small nation, etc.) +5 Examples
A woman in almost any society prior to the Industrial Revolution. (Valuable Property (10), Social (0), Nearly Everywhere (+5) = 15 Points)
A slave in 1850 Georgia (Common Property (15), Dire (+10), Limited Area (-5) = 20 points)
A mutant in the Furies Universe. (Second Class Citizen (5), Social (0), Widespread (0) = 5 points)
A witch in Medieval Europe. (Outcast (15), Dire (+10), Widespread (0) = 25 points)
A Jew in Nazi Germany. (Outcast (15), Dire (+10), Widespread (0) = 25 points)
A minor in contemporary society. (Second Class Citizen (5), Legal (+5), Widespread (0) = 10 points)
Combat and Adventuring
Killing Attacks
STUN multiples are rolled by rolling 3d6 and using the STUN multiple listed for that number on the Hit Location chart. The Hit Location chart does not actually determine where the attack hits, we just use its 3-18 bell curve for rolling the STUN multiples.
Falling
Damage is 1.5 times that listed in the book. So terminal velocity would
be 45d6 instead of 30d6.
[Revision 1.15, April 15, 1997]
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