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Old 04-15-2021, 07:07 AM   #1
mogoh
 
Join Date: Apr 2021
Default 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
  • Every Character gets a stress level.
  • Stress has advantages and disadvantages at the same time.
  • High stress increases the chance for a critical failure.
  • High stress adds a die to the dice pool (Alien RPG is a pool system).
  • One can reroll a success roll once and increase the stress level by one. ("Pushing the Roll")
  • Also stress level increasing: taking damage, no sleep, food, or water, one crew member attacks you, (and other things)
  • Decreasing stress level: Resting in a safe area, interacting with your “signature item”, and other things.

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?
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Old 04-15-2021, 10:02 AM   #2
Infornific
 
Join Date: Dec 2004
Default 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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Old 04-15-2021, 10:29 AM   #3
Tyneras
 
Join Date: Oct 2007
Location: Kentucky, USA
Default 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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Old 04-15-2021, 12:52 PM   #4
mogoh
 
Join Date: Apr 2021
Default Re: How to import the Alien RPG stress mechanic into GURPS?

Quote:
Originally Posted by Infornific View Post
Something like Unlucky (-10%)
Do you mean Unluckiness? What does the -10% mean?

Quote:
Originally Posted by Infornific View Post
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.
Thank you for your suggestion. I am thinking about that.

Quote:
Originally Posted by Tyneras View Post
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.
Thanks for your suggestion. I have trouble understanding, what a higher stress will cause.

Horror P. 141:
Quote:
In this model, failing an ordinary Fright Check causes the effects on the Fright Check Table and adds -1 to Stress – or -3 on a critical failure.
What does the "-3" mean? Why "or"?

Last edited by mogoh; 04-15-2021 at 01:06 PM.
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Old 04-15-2021, 01:10 PM   #5
Tyneras
 
Join Date: Oct 2007
Location: Kentucky, USA
Default Re: How to import the Alien RPG stress mechanic into GURPS?

Quote:
Originally Posted by mogoh View Post
Thanks for your suggestion. I have trouble understanding, what a higher stress will cause.

What does the "-3" mean? Why "or"?
Stress is a negative value, so when a Fright Check occurs you either succeed, fail (-1) or critically fail (-3).

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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Old 04-15-2021, 03:04 PM   #6
Shostak
 
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Join Date: Oct 2015
Location: New England
Default Re: How to import the Alien RPG stress mechanic into GURPS?

Quote:
Originally Posted by Tyneras View Post
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.
There are also the stress rules in Pyramid #3/103: Setbacks.
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Old 04-17-2021, 09:41 AM   #7
Rolando
 
Join Date: Feb 2005
Location: Panama
Default 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.
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Old 04-20-2021, 05:36 AM   #8
mogoh
 
Join Date: Apr 2021
Default Re: How to import the Alien RPG stress mechanic into GURPS?

Quote:
Originally Posted by Tyneras View Post
Stress is a negative value, so when a Fright Check occurs you either succeed, fail (-1) or critically fail (-3).

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.
Ahh makes sense. Thank you.

Quote:
Originally Posted by Shostak View Post
There are also the stress rules in Pyramid #3/103: Setbacks.
I will look into that, once I get it. Thank you for your hint.

Quote:
Originally Posted by Rolando View Post
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).
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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Old 04-20-2021, 08:27 AM   #9
Infornific
 
Join Date: Dec 2004
Default Re: How to import the Alien RPG stress mechanic into GURPS?

Quote:
Originally Posted by mogoh View Post
Do you mean Unluckiness? What does the -10% mean?




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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