This Sorry Excuse for a Site is Under Construction!
And it probably always will be. It's full of dead links and has a general reek of incompleteness.
You have been warned....
G.U.R.P.S.
The Generic Universal Role-Playing System
House Rules
Maneuvers:
I have added 2 combat maneuvers to the system, and added additional options with all-out attacks.

Cautious Attack: Treat as a Step and Attack, but attacker is at +1 on defense this turn or may make 2 defenses, each at �2. The attack suffers one of the following sets of penalties, of the player�s choice:
-2 damage
-4 skill
-1 damage and �2 skill
Opponent gets +2 defense
-1 damage, and opponent gets +1 defense
-2 skill, and opponent gets +1 defense
Defense bonuses for the opponent apply only if he attempts an active defense. Otherwise, defense bonus is changed to a penalty on damage.

If using a technique that is resolved by a contest of skills, then ignore the above options; the attacker is at �2 skill.

Committed Attack: Treat as a Step and Attack, but attacker is at �2 on defense this turn. Player chooses one of the following sets of bonuses on the attack:
+1 damage
+2 skill
Opponent at �1 on active defenses
Attacker may attempt a Combination (see Techniques, below. Um, when I get around to posting it, that is.)
If using a technique that is resolved by a contest of skills, then ignore the above options; the attacker is at +1 skill.

All-Out Attack: Attacker has the following options:
+2 damage
+4 skill
+1 damage and +2 skill
Opponent at �2 on active defenses
+1 damage and opponent at �1 on active defenses
+2 skill and opponent at �1 on active defenses
Make 2 attacks
Make 1 Cautious attack and 1 Committed Attack or Combination(see techniques, below, whenever I come back and post it.)
If using a technique that is resolved by a contest of skills, then ignore the above options; the attacker is at +2 skill.


Other Combat Rules

Grazing Wounds: Anytime an Attack Roll succeeds by exactly 1 point, or a Defense Roll fails by exactly 1 point, damage dealt is halved. If both conditions are met, then damage is quartered.

Punches and Kicks: If an attack roll succeeds by exactly 1 point and connects, attacker must roll versus HT or take 1d-2 damage (minimum 1 point) to the striking member. If striking armor of DR 3+ this roll is required for every successful hit, and damage is automatic on a roll of 1.

Hand Parry: If hand parry succeeds by exactly 1 point, the hand or arm (defender�s choice) takes � damage. Also, if a kicking attack targeting the groin or higher is parried and the roll succeeds by  2 or more, the defender may immediately attempt a Leg Grapple as per MA52.
Links

Steve Jackson Games
The people who make G.U.R.P.S.

G.U.R.P.S. Lite
A free, downloadable introductory rulebook.

Blue Room G.U.R.P.S.
This site has some fun house rules and other G.U.R.P.S. resources.

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Note: I have a lot more house rules to put up, but it may be a while until I get around to it. Some of it will have to be put in a table format. That is so tedious... I will get around to it eventually, but I'll put that off until I've got more of the rest of the site done.
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