04-15-2021, 07:07 AM | #1 |
Join Date: Apr 2021
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How to import the Alien RPG stress mechanic into GURPS?
Hello everyone.
As I looked through the Alien RPG, I found the stress mechanic very appealing. You can find the rules of that in the Alien RPG Core Rulebook on page 103, but I will explain the basic idea and the part that I find so interesting below. Basic Idea
I like the idea of having a second chance, that has a higher chance of success and a higher chance of critical failure. Also I like that stress is not only bad. I am aware, that this is (arguably) not a particularly realistic approach, but more a cineastic one. Question One Is there something similar already in GURPS? I know that GURPS has Bonus Character Points and the optional rule of Influencing Success Rolls. But this is lacking of some aspects like increase chance of critical failure. Is there something else? So I created a rule, that I am thinking about using. GURPS custom rules for stress levels Every PC gets a stress level, starting at 0. The stress level minimum is 0 and the maximum is 6. Every point of stress can increase the chance of a critical failure: On a success role, if a roll reaches 18 minus stress level, the roll is always a critical failure. That means, at a stress level of 1 rolling a 17 is always a critical failure, at a stress level of 2 rolling a 16 is always a critical failure, and so on. Pushing the roll A player can decide to re-roll a success roll if he/she wishes to and if the roll was not a critical failure. This is called "Pushing the Roll". A roll can not be pushed, if the stress level is already at 6. A critical failure can not be re-rolled. Before the re-roll the stress level is increased by 1. A player can re-roll a success roll only once. Increasing stress The GM can diced to increase the stress level as a result of a failed fright check. Reducing stress One hour of rest can reduce the stress level by 1. A rest that is long enough to heal HP reduces the stress level back to 0. Variant A When pushing the roll, on re-rolling the effective skill is increased by 1. Variant B For every two points of stress levels, every success roll is modified by +1 That means, a stress level of 1 grants no modifier. A stress level of 2 granst a +1 modifier. And so on. Variant C For every point of stress level, every success roll is modified by +1. That means, a stress level of 1 a +1 modifier. A stress level of 2 grants a +2 modifier. And so on. Question Two What do you think of my custom rules? Now I know, that in GURPS a +1 to success rolls is a lot, but there is no +0.5. Do you have a better way? |
04-15-2021, 10:02 AM | #2 |
Join Date: Dec 2004
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Re: How to import the Alien RPG stress mechanic into GURPS?
I'm wondering if levels of Luck with the Temporary Disadvantage limitation might work a little better. Something like Unlucky (-10%), something to simulate reduced impulse control (reduced Will?) and something like Uncontrollable.
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04-15-2021, 10:29 AM | #3 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: How to import the Alien RPG stress mechanic into GURPS?
GURPS Horror 4th edition on page 141 has the Stress and Derangement rules. It wouldn't be much of a tweak to apply derangement penalties to combat rolls. Alien is horror movie in space, after all.
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04-15-2021, 12:52 PM | #4 | |||
Join Date: Apr 2021
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Re: How to import the Alien RPG stress mechanic into GURPS?
Do you mean Unluckiness? What does the -10% mean?
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Horror P. 141: Quote:
Last edited by mogoh; 04-15-2021 at 01:06 PM. |
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04-15-2021, 01:10 PM | #5 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: How to import the Alien RPG stress mechanic into GURPS?
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Bob the Colonial Marine is moving down a cramped hallway, and he's had a bad day and already has -6 Stress. He finds the body of one of his fellow marines and makes a Fright Check at -3 penalty due to Stress. If he succeeds, he keeps himself together and can act normally, no extra Stress. If he fails, gets another -1 to Stress, bringing his total to -7. He also rolls on the Fright Check table. If he critically fails, get gets another -3 to Stress, bringing his total to -9. He also rolls on the Fright Check table.
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GURPS Fanzine The Path of Cunning is worth a read. |
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04-15-2021, 03:04 PM | #6 | |
Join Date: Oct 2015
Location: New England
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Re: How to import the Alien RPG stress mechanic into GURPS?
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04-17-2021, 09:41 AM | #7 |
Join Date: Feb 2005
Location: Panama
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Re: How to import the Alien RPG stress mechanic into GURPS?
1 to 6 seems a lot for the critical failure mod.
Critically failing in 12+ is a terrible condition. I would recommend making stress 1 to 3 for critical failure (or 1 to 4 at most). 1 to 6 for fright Checks seems fine though. Also making stress 5 and 6 to work differently, like 1 to 4 increases critical failure, but 5 and 6 reduce skill by 2 or 4 respectively along increasing critical failure by 4. that is more complicated but easy to remember and only the GM have to remember that, the players just need the mods. |
04-20-2021, 05:36 AM | #8 | ||
Join Date: Apr 2021
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Re: How to import the Alien RPG stress mechanic into GURPS?
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Well, yes, but that is only the maximum. I aim for a lower stress level. But I will think about your suggestion. Thank you. |
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04-20-2021, 08:27 AM | #9 |
Join Date: Dec 2004
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Re: How to import the Alien RPG stress mechanic into GURPS?
Yes, I meant Unluckiness. -10% would be for a Temporary Disadvantage. However since stress as you describe it
1. has benefits as well as drawbacks and 2. affects everyone might work best as a 0 point metatrait. So someone at the first level of Stress functions as if: Luck [15] Unluckiness [-10] -1 Will [-5] So able to push harder due to adrenaline et al (Luck) but prone to blunders (Unluckiness) and reduced self control (-1 Will.) The other suggestions might work better for what you want though. |
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