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Old 01-21-2017, 10:18 AM   #11
Sciencezam
 
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Default Re: Path of Houserules: GURPS content posts

Quote:
Originally Posted by Anders View Post
Path of Houserules... okay, here's my suggestion.

Sense Houserule: Allows you detect whether a rule is a houserule, what the purpose of it is, and what the long-term effects on the campaign will be
Strengthen Houserule: Extend a houserule to cases where it did not originally apply; bestow minor houseruled advantages
Restore Houserule: Return an extended houserule to its original form
Control Houserule: Interpret a houserule to the player's advantage
Destroy Houserule: Remove a houserule or minor houseruled advantages from the campaign or a character
Create Houserule: Whip up a houserule on the fly
Transform Houserule: Take a houserule and adapt it to another game system or setting
Isn't Lesser Strengthen Houserule just the Extra Option perk?

Anyways, in today's postings we've got: Heaven's Fists - Player Intro, the player-side document for a planned Mass Combat one-shot.
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Old 01-25-2017, 03:35 PM   #12
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Default Re: Path of Houserules: GURPS content posts

Today, we've got the Bravo Company Order of Battle, a force list for my PCs in the upcoming mass combat scenario "Heaven's Fists". They're a TL 10^ orbitally-dropped infantry unit, with 2 infantry platoons, a command detachment, and a CAS group.
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Old 04-09-2017, 09:42 AM   #13
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I haven't updated this thread even as I update the blog, so enjoy a double-whammy of catch-up posts, two attempts at making some weird abilities with Powers in the vein of Tarot Arcana.

Arcana Abilities: The Devil
Arcana Abilities: The Hanged Man
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Old 01-19-2018, 05:56 PM   #14
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New year, new content. This stuff is relating to a scifi mecha campaign. I'm using modular mecha from Pyramid 3-51, with an expanded (and still in-progress) set of weapons options.

Deep Blue Kingdom
Session 1 Recap
Session 2 Recap
Mecha Profile: ADF-15 Falcon
Some other, older content as well (man I am bad about updating this thread).
Sample Martial Art: 9 Implements

Including stuff on a military superheroes adventure idea.
Operation Pushback
Heroes
Setting, Enemies
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Old 01-20-2018, 08:08 AM   #15
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Default Re: Path of Houserules: GURPS content posts

Nice. Where are you getting stats for your non-mecha opposition?
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Old 01-21-2018, 09:44 PM   #16
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Nice. Where are you getting stats for your non-mecha opposition?
I'm gonna disappoint you here; I just make stuff up that seems right and gave them mecha weapons.
Helicopters ended up with a 50 dDR and helicopter hit locations, a Gatling Rifle, Box Rocket Launcers, SL 14 for attacking and SL 12 for dodging. Tank destroyers had more armor and a Cannon, but lower skill levels as well. Didn't get them full statblocks.
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Old 02-02-2018, 09:28 AM   #17
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Double-sized update (for the thread) today:
Deep Blue Kingdom Recaps
Session 3: Battle with Basic P.475
In which I encounter the gadgeteering rules for the first time

Session 4: Cold As Ice

The protagonists finally reach the northern border, and get into a scuffle.
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Old 03-23-2018, 06:31 PM   #18
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A pair of posts today on magic (there are others, I'll include them later)

Designing an Action Magic System

Verb and Noun: Dividing The Universe

These are the first two in what will probably become a longer feature on my own houserule-d up magic system, meant to emphasize action wizardry, flexibility, and ease of play.
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Old 03-29-2018, 01:08 PM   #19
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Further work on developing a magic system, this time I try looking at how Realm might work. Pretty well, it seems.

Crossroads Magic: Examining Realms
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Old 04-05-2018, 12:58 PM   #20
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New week, new post! Here we've got magical modifiers for the new Crossroads Magic system.
Link

I'm pretty happy with how this has turned out. Next time is going to be more stuff related to deep blue kingdom though (mecha or session recaps, or both)
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