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Hacking Rules

Magic Rules

Cinematic Fast Learning:
There are two different systems that cover quick learning in GURPS. Both appear in GURPS Compendium I: Quick Learning Under Pressure (pp. CI114-116) and Intensive Training (pp. CI116-117). I have found both of these systems to be too slow and limiting in a high-action campaign, so I have developed a third one for use in my own campaigns.

To handle learning skills and maneuvers "on the fly," use the following system:
To learn a skill or maneuver "on the fly," it must offer a default, and that default must be above 2 for the character in question; i.e., there must be a number to roll against.
The character must use the skill or maneuver at its default value in a stressful situation. "Stressful situation" means a situation where there are no bonuses (penalties are OK) and repeated attempts are not possible.
- If the character fails, that's it. No learning is possible.
- If the character succeeds, then the player may ask to learn the skill at the end of the present session/beginning of the next session.
- If this "learning roll" fails, no learning is possible.
- If it succeeds, the player is permitted to buy the ability with points earned during the session where it was used. Only half a point may be spent, except in the case of Hard maneuvers, which require at least a point.

Note: that if the skill is used in a Contest, the character need not win; she just has to make her skill roll. To actually learn the skill, the player must make an unmodified default roll. Bless spells and Luck don't count.


EXAMPLE 1: Big Billy (DX 13, IQ 15) jumps out of a helicopter. Definitely stressful! He uses his default Parachuting skill of 9 and succeeds. He earns 2 points this session, and decides to try to learn Parachuting. He tries a second default roll, and rolls less than 9, so his player may spend 0.5 point and buy Parachuting-12.


EXAMPLE 2: Jocko (Brawling-18) gets into a brutal fist fight. This counts as stressful! He uses his default Eye Gouging maneuver of 9 and succeeds. He earns 1.5 points this session, and decides to try to learn Eye Gouging. He attempts a second default roll, and rolls less than 9, so his player may spend 1 point and buy Eye Gouging-10.


Limitations on Cinematic Fast Learning: The GM should normally limit Cinematic Fast Learning to "action and adventure" skills like Driving, Fast-Talk, Guns, Lockpicking and Parachuting, and to "instinctive" maneuvers like Eye Gouging, Head Lock, Roundhouse Punch and Stamp Kick. In any event, the GM should prohibit Cinematic Fast Learning of skills that would normally require years of academic study (most Scientific skills) or access to special training and closely-guarded secrets (Military or Thief/Spy skills like Cryptanalysis and NBC Warfare, as well as all Esoteric skills and any skill that would be deemed "cinematic").

Likewise, the GM should prohibit Cinematic Fast Learning of cinematic maneuvers, maneuvers that require special training to circumvent common penalties (e.g., Ground Fighting, Hit Location) and maneuvers which are only taught by a few styles (e.g., Aggressive Parry, Shin Kick).

This is information was gathered from http://www.sjgames.com/~kromm/learning.html
Copyright © 1997 by Sean M. Punch

Additonal Info:
All willpower checks will be mad using the IQ attribute

NPC Reaction Rolls:
0 or less: Disaterous
1 - 3: Very Bad
4 - 6: Bad
7 - 9: Poor
10 - 12: Neutral
13 - 15: Good
16 - 18: Very Good
19 or Better: Excellent



Guild Membership (25pts):
Advantages:
Allies: 5 guild memberts (75-100 pt characters)
Patron: Guild leader
Rune stone with the a one-way telepathy spell linked only to the patron.

Disadvantages:
Enemy rival guild with 10 members
Sense of Duty to fellow guild members
Vow: Never turn down a request for help from a guild member


Modifiers:
Aiming on the move: +1
Aiming: +1 per turn (Max +3)
Bad Light: -1 to -9
Total Darkness: -10

Modifers per hit location
Head: -5
Eyes: -9
Hand: -4
Weapon: -2
Body: 0
Leg: -2
Foot: -4
Arm: -2


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