| 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. |
| 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. |