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Join Date: Mar 2017
Location: Brazil
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Here are a few modifications Im building for my Gurps games, with some big changes into Attributes and a few new resources.
Primary Attributes Physical Strenght (ST) +/- 10 Like Base Gurps. Dexterity (DX) +/- 10 Motor Coordination and manual dexterity. Most Weapons and Vehicle skills and skills under High Manual Dexterity and Ham Fisted. Rules precise movements. Agility (AG) +/- 10 Reflex, flexibility and balance. General athletics like Acrobatics, Bicycling, Dancing, Jumping, and Riding, and rolls to keep your feet, flexibility for Climbing, Erotic Art, Escape, Wrestling, etc., not to mention rolls when grappling. Rules speed and grace. Health (HT) +/- 10 Immune system, physical resistance. Holl HT to avoid death and uncounciousness. Roll to recover health. Endurance (ED) +/- 10 Cardio-vascular and muscular endurance. Roll to recover FP. Mental Intelligence (IQ) +/- 10 Basic cognition, memory, logic and knowledge; replaces Eidetic Memory at high levels. Used for most sciences and knowledge skills Creativity (CR) +/- 10 Capacity to create and innovate. Used for artistic skills (except Entrallment skills). Replaces IQ for Thaumatology, Symbol Drawing, Alchemy, Herbalism, Engineering, Computer Programming and others when inventing new spells/potions or new technology Perception (PE) +/- 10 Same as base Gurps. Will (WL) +/- 10 Resist torture, fear, surprise, mental stun and any sort of supernatural attacks to the mind. Do NOT resist Influence Rolls, but resists Brainwashing and Hypnotism skills or abilities. Social Charisma (CH) +/- 10 Personal "charm". Governs most "social skills", like Acting, Carousing, Public Speech, Politics, Fast-Talk, Diplomacy, Intimidation, Sex-Appeal, Panhandling, Brainwashing, Savoir-Faire, Haggling (no longer part of Merchant), Streetwise, Leadership and all Enthrallment skills (including any "cinematic Leadership" skills). Replaces Charisma advantage and any typically "social" Talents (like Smooth Operator). Carisma is also used to resist Interrogation. Empathy (EP) +/- 10 "Emotional Intelligence". Replaces ALL Empathy advantages. Used for Detect Lies, Fortune Telling, Psychology (applied), Propaganda, Interrogation, Discern Emotions, skills to deal with animals and to resist Influence Rolls (instead of Will). Replaces Indomitable at high levels. Dealing with spirits still require some way to see and communicate with them. Presence (PR) +/- 10 The character's bearing and demeanor. Replaces Appeareance and many other similar traits; provides modifiers for Reaction Rolls for intrinsinc traits (it can still be modified by external ones, like Rank, Reputation etc). Some abilities may use Presence as it's controlling attribute (such as emotional control and others). Supernatural Those Attributes may not exist in all settings Mystical (Magery/Chi/Divine/Psyonic Power/Super/Others) (Mys) +/- 10 This is a special class of different attributes that signify an affinity towards a specific source of supernatural powers. Magery is the ability to cast spells; in order to be able to buy levels of Magery, you must first buy the Unusual Background Magery 0 for 5 CPs. Chi is the ability to use the internal energy of the Chi for superhuman purposes, like some cinematic skills such as Pressure Blow etc. To buy Chi levels you must first have Trained by a Master. Divine, Psy, Super and others may as well require their own UB at the GM request. Note that each one of those is a different, independant attribute; Magery is one Attribute, Chi another, Psy Power a totally different one etc. So, if you want to build a Chi martial artist who can also cast spells, you have to buy each as a separate attribute. All Mystical Attributes replace other traits for the use of their relative powers - for example, Magery replaces IQ for casting spells, Chi replaces Will or Per or any other for Chi abilities and so on. The average value is 10; only characters which posses those traits can have it bellow that value (this can represent someone who has just begun learning those abilities, using the Attribute discount to buy them in game Intuition (IT) +/- 10 A "sixth sense". This replaces the Intuition and Common Sense advantages at high levels. This attribute is used to sense any sort of supernatural phenomena; players may also ask the GM for advice when they are in doubt on a course of action with a secret roll of Intuition; the GM is also free to roll Intuition in secret whenever a player is about to do something incredible stupid - a success in this roll earns a "friendly GM warning". Some kinds of mystic senses also rely on Intuition rather than Perception or other traits; for example, Magery no longer grants bonuses for detecting magic or similar, roll Intuition for that. Intuition also replaces IQ and Per for esoteric advantages (e.g., Blessed, Clairsentience, Danger Sense, Mind Reading, Oracle, Precognition, Psychometry, Telesend and Visualization) Spirit (SI) +/- 10 This Attribute rules over the character supernatural resilience. All kinds of supernatural attacks that aint directed as mental attacks are resisted by the Spirit. This Attribute replaces Magical Resistance/Weakness and similar. It replaces any HT rolls to resist supernatural powers of any kind that isnt target at "the mind", such as body transformations, curses, possessions, "death spells" etc. Corruption -20/lvl This is a situational Attribute, fitting only for genres with supernatural forces; ideal for Horror games. It's an "anti-attribute", there is, the more you have it, the worse you are. Once your Permanent Corruption score reaches your Will, you are either driven utterly insane or consumed by evil. Meaning, you become a NPC. Every 20 points of Temporary Corruption turns into 1 Permanent Corruption; every time you acquire 1 Permanent Corruption, also acquire 20 points of Disadvantages (GM pick). Corruption may also occur due to "spiritual distortion", as discussed on Thaumatology under "Spirit assisted magic". Using angelic powers may end up shaping you into a mere celestial weapon, an pure instrument of angelic wrath devoid of free will, or a mere vessel of inhuman spiritual energies from beings from other planes. Gurps Horror has rules on acquiring Corruption. Secondary Characteristics Courage (CR) = Will +/- 2 Resistance to Fright Checks. Replaces Fearless and similar at high levels. Initiative = (Agility+Perception)/2 (round down). +/- 5 (max +/- 1 for regular humans) Initiative determines the order of play on each turn. This can be solved by: A.) Pure trait. The one with highest Initiative goes first (in case of a tie, compare Agility). B.) The GM have each player and NPC roll their Initiatives at the beggining of Combat; the order of action for the remainder of the combat will be defined by the MoS or C.) Each player rolls Initiative each turn (the GM rolls Initiative for the NPCs). The MoS determine the order of actions each turn; critical failure means "mental stun", you must "Do Nothing" for the rest of the turn while you cannot decide what to do; critical success could give some bonus (bonus to skill? Any idea here is welcomed) Dodge = 3+ (Agility+Perception)/4 (round down). +/- 10 (max +/- 1 for regular humans) Active Basic Defense as is in Base Gurps. Basic Move = Endurance/2 (round down) +/- 5 Resources I'll expand on those later as they'll need some consideration, even more so since regeneration times and depletion consequences will be vastly different from vanilla. Fatigue Points (FP) = HT +/- 2 Action Points (AP) = AT +/-2 Willpower (WP) = WL +/-2 Health Points (HP) = ST +/- 2 Soul Points (SP) = SI +/- 2 Energy Reserve (ER) = Mys +/- 2 Mana, Chi Points, Psi Points, Blood Points, Rage, Super Energy etc etc So, what do you guys think? |
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| Tags |
| alternate attributes, alternate gurps, alternate magery |
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