⚙️ House Rules
Character Creation
Starting Points: Two Tiers
Mundane Characters: 300 points
- Elite operatives, executives, high-level officials
- Many expert-level skills
- Multiple advantages
- No supernatural powers ever
Supernatural Characters: 150 points
- Characters who will develop magic or psionics
- Lower starting attributes (11-13 typical)
- Fewer, more focused skills
- Limited initial advantages
- Powers develop during campaign
Effect: Choose your path at creation. Cannot switch later.
Disadvantages Give Zero Points
Standard GURPS: Disadvantages give extra character points
This Campaign: Disadvantages give 0 points
Why:
- Disadvantages are for character depth, not optimization
- Prevents "disad farming" for points
- Encourages meaningful character flaws
- All characters built on exact point total (300 or 150)
Effect: Choose disadvantages for story value only. They don't increase your point budget.
All Attributes Cost 10 Points/Level
Standard GURPS: Attributes have variable costs (ST 10/lvl, DX 20/lvl, IQ 20/lvl, HT 10/lvl)
This Campaign: All 10 attributes cost 10 points/level
Why This Works:
- Simple: No need to remember different costs
- Half-Stat Defaults: High attributes don't give free competence
- Skills Matter: Must invest in skills regardless of attribute scores
- Build Diversity: Spreading points is viable, min-maxing gives marginal gains
DX as Universal Combat Attribute:
| Combat Type | Required Attributes | Cost for "15 Base" |
|---|---|---|
| Melee Specialist | DX 16, HT 14 | 60 + 40 = 100 pts |
| Ranged Specialist | PER 16, DX 14 | 60 + 40 = 100 pts |
| Combat Generalist | DX 15, HT 13, PER 13 | 50 + 30 + 30 = 110 pts |
Effect:
- DX helps both melee and ranged (realistic - all combat needs coordination)
- Specialists invest in DX + one other (HT or PER)
- Generalists need DX + HT + PER (expensive but versatile)
- Half-stat defaults prevent high attributes from being overpowered
- Skills remain mandatory for actual competence
10-Attribute System
Standard GURPS: 4 attributes (ST, DX, IQ, HT)
This Campaign: 10 attributes
| Replaces | With | Cost |
|---|---|---|
| IQ | KN, IN, PER | 10/lvl each |
| Social Advantages | CH, PR | 10/lvl each |
| IQ/WILL split | WILL (separate) | 10/lvl |
| - | QN (Quintessence) | 10/lvl |
| ST, DX, HT | Unchanged | 10/lvl each |
Effect: More granular character definition. All attributes cost 10 pts/level for simplicity.
Advancement: Experience & Growth
Character advancement is earned through play, not awarded in bulk. There are three ways to earn Character Points (CP) each session:
1. Failed Roll Hashes (Skill & Attribute Growth)
Every time a PC fails a skill or attribute roll during play, they earn one hash mark toward that specific skill or attribute. When a skill or attribute accumulates 3 hash marks, the PC earns 1 CP that must be spent on that skill or attribute. Hash marks reset to zero after the CP is earned.
| Hashes | Result |
|---|---|
| 1–2 failed rolls | Hash marks accumulate, no CP yet |
| 3 failed rolls | 1 CP earned — must be spent on that skill or attribute |
Effect: Characters naturally improve in the areas they actually use and struggle with. A soldier who keeps failing Stealth will eventually get better at Stealth — not Diplomacy.
2. Session CP (Free Growth)
Every PC earns 1 CP at the end of each session, regardless of what happened. This CP is unrestricted — it may be saved across sessions or spent at the player's discretion on any skill, attribute, or advantage.
3. Disadvantage Roleplay Bonus (GM Award)
If a PC's disadvantage is brought into play during the session in a way that enhances the experience for the group — creating drama, complications, or memorable moments — the GM may award 1–2 bonus CP to that player. This CP is unrestricted.
- 1 CP: The disadvantage came up meaningfully and affected the scene
- 2 CP: The disadvantage drove a pivotal moment or significantly enriched the session
The GM is the sole judge of whether a disadvantage qualifies. Players should not engineer situations solely to trigger this reward.
Summary: CP Sources Per Session
| Source | CP Earned | Restriction |
|---|---|---|
| 3 failed rolls (per skill/attr) | 1 CP per skill/attr | Must go to that skill/attr |
| Session award | 1 CP | Unrestricted, may be saved |
| Disadvantage roleplay (GM) | 1–2 CP | Unrestricted |
Skill Rules
Half-Stat Defaults
Standard GURPS: Skills default at (Attribute - Penalty)
This Campaign: Skills default at (Attribute ÷ 2) - (Penalty - 5)
Formula:
Default = (Controlling Attribute ÷ 2) - (Original Penalty - 5)
Examples:
| Skill | Normal Default | Attribute | Standard | Half-Stat |
|---|---|---|---|---|
| Broadsword | DX-5 | 14 | 14-5 = 9 | (14÷2)-(5-5) = 7 |
| Guns (Rifle) | PER-4 | 13 | 13-4 = 9 | (13÷2)-(4-5) = 7 |
| Tactics | IN-6 | 12 | 12-6 = 6 | (12÷2)-(6-5) = 5 |
| Fast-Talk | CH-5 | 11 | 11-5 = 6 | (11÷2)-(5-5) = 5 |
Effect:
- High attributes don't give automatic competence
- Must invest in skills to be good at them
- Specialists become more specialized
- Jack-of-all-trades becomes harder
- Skills matter much more than standard GURPS
Melee Weapon Skills Default to (DX + HT) ÷ 2
Standard GURPS: Melee weapon skills default to DX
This Campaign: Melee weapon and combat skills default to (DX + HT) ÷ 2
Includes:
- All melee weapon skills (Sword, Axe/Mace, Knife, Spear, Staff, etc.)
- Unarmed combat skills (Boxing, Brawling, Karate, Judo, Wrestling, Sumo Wrestling)
- Fast-Draw (any)
- Shield skills
- Any DX-based combat skill involving close quarters
Why: Melee combat requires both coordination (DX) and stamina (HT). This makes HT relevant for melee fighters.
Calculating Melee Defaults:
- Calculate melee base: (DX + HT) ÷ 2
- Apply half-stat default formula: (Base ÷ 2) - (Penalty - 5)
Examples:
| DX | HT | Melee Base | Broadsword Default (Base - 5) | Karate Default (Base - 4) |
|---|---|---|---|---|
| 12 | 10 | 11 | (11÷2)-(5-5) = 5 | (11÷2)-(4-5) = 6 |
| 13 | 13 | 13 | (13÷2)-(5-5) = 6 | (13÷2)-(4-5) = 7 |
| 14 | 12 | 13 | (13÷2)-(5-5) = 6 | (13÷2)-(4-5) = 7 |
| 16 | 14 | 15 | (15÷2)-(5-5) = 7 | (15÷2)-(4-5) = 8 |
Effect: Melee fighters need both DX (finesse) and HT (endurance). Can't dump HT and rely only on DX.
Skills Remapped to 10 Attributes
Every skill has been remapped from the standard 4 attributes to the 10-attribute system:
| Attribute/Base | Skill Types |
|---|---|
| (DX+HT)÷2 | Melee weapon skills, unarmed combat, Fast-Draw |
| (PER+DX)÷2 | All ranged weapon skills (Guns, Bows, Thrown, Beam Weapons, etc.) |
| DX | Stealth, acrobatics, technical physical (non-combat) |
| PER | Observation, tracking, sensors, search |
| KN | Academic knowledge, sciences, languages, magic spells |
| IN | Engineering, tactics, problem-solving, analysis |
| HT | Endurance skills, meditation, breath control |
| WILL | Mental resistance, meditation, some esoteric skills |
| CH | Diplomacy, fast-talk, acting, persuasion |
| PR | Leadership, intimidation, interrogation |
Effect: Attributes matter differently for different character types. See complete skill list for all mappings.
Combat Rules
Basic Speed from DX + PER
Standard GURPS: Basic Speed = (DX + HT) ÷ 4
This Campaign: Basic Speed = (DX + PER) ÷ 4
Why: PER is the ranged combat attribute. Including it in Basic Speed makes perception matter for initiative and dodge.
Examples:
- DX 13, PER 14: Speed = (13+14)÷4 = 6.75
- DX 11, PER 16: Speed = (11+16)÷4 = 6.75
Dodge: Still Basic Speed + 3
Basic Move from HT
Standard GURPS: Basic Move = Basic Speed (rounded)
This Campaign: Basic Move = HT ÷ 2 (round down)
Why: Makes HT relevant for mobility. Separates speed (reactions) from move (endurance).
Examples:
- HT 10: Move = 10÷2 = 5
- HT 11: Move = 11÷2 = 5.5 = 5 (round down)
- HT 13: Move = 13÷2 = 6.5 = 6 (round down)
- HT 14: Move = 14÷2 = 7
Melee Combat: Controlling Attribute = (DX + HT) ÷ 2
Standard GURPS: Melee weapon skills use DX as controlling attribute
This Campaign: Melee weapon skills use (DX + HT) ÷ 2 as controlling attribute
How it works:
- Melee weapon skills use (DX + HT) ÷ 2 as their controlling attribute
- Buy skill points as normal (1 pt for Easy, 2 pts for Average, etc.)
- Roll vs your weapon skill to attack (just like standard GURPS)
Example Character:
- DX 14, HT 12: Melee Base = (14+12)÷2 = 13
- Broadsword (Average): Defaults at (13÷2)-(5-5) = 6
- Spend 8 points: Skill goes to 13 (Default+7) — spend 20 points to reach skill 16 (Default+10)
- Attack roll: 3d6 vs 13 (8 pts spent) or vs 16 (20 pts spent)
What Changed:
- ✅ Roll vs weapon skill (unchanged)
- ✅ Point costs normal (unchanged)
- ⚠️ Controlling attribute is (DX+HT)÷2 instead of DX
- ⚠️ Defaults calculated from (DX+HT)÷2
Effect: Both coordination (DX) and endurance (HT) matter for melee combat skills. Still roll normally to hit.
Ranged Combat: Controlling Attribute = (PER + DX) ÷ 2
Standard GURPS: Ranged weapon skills use DX as controlling attribute
This Campaign: Ranged weapon skills use (PER + DX) ÷ 2 as controlling attribute
Why: Ranged combat requires both perception (PER) to acquire and track targets, and coordination (DX) for steady aim and trigger control. Mirrors the melee formula structure.
How it works:
- Ranged weapon skills use (PER + DX) ÷ 2 as their controlling attribute
- Buy skill points as normal (1 pt for Easy, 2 pts for Average, etc.)
- Apply range/size/speed modifiers
- Roll vs your modified weapon skill to attack (just like standard GURPS)
Example Character:
- PER 14, DX 12: Ranged Base = (14+12)÷2 = 13
- Guns (Rifle) (Easy): Defaults at (13÷2)-(4-5) = 7
- Spend 8 points: Skill goes 13, 14, 15, 16, 17 (at Base+4 equivalent)
- Target at -4 range penalty
- Attack roll: 3d6 vs 13 (17 skill - 4 range)
What Changed:
- ✅ Roll vs weapon skill (unchanged)
- ✅ Apply range/targeting modifiers (unchanged)
- ✅ Point costs normal (unchanged)
- ⚠️ Controlling attribute is (PER+DX)÷2 instead of DX
- ⚠️ Defaults calculated from (PER+DX)÷2
Symmetry with Melee:
| Combat Type | Formula | What You Need |
|---|---|---|
| Melee | (DX + HT) ÷ 2 | Coordination + Endurance |
| Ranged | (PER + DX) ÷ 2 | Perception + Coordination |
Effect: Both perception (spotting targets) and coordination (steady hands) matter for ranged combat. DX is now universally useful for all combat types. Still roll normally to hit.
Damage: Know Your Own Strength (KYOS)
Standard GURPS: Swing = Thrust + various (1d-2 to 2d+2 depending on ST); damage progression is linear and unrealistic at higher ST values.
This Campaign: Uses the KYOS Revised Strength Table. Damage is logarithmic — each +1 to ST represents roughly a 10% increase in actual strength. Swing is no longer simply Thrust + 2; instead both values are read directly from the table.
Revised Strength Table (Human Range ST 8–16):
| ST | Basic Lift | Thrust | Swing | Description |
|---|---|---|---|---|
| 8 | 13 lbs | 1d-4 | 1d-2 | Two-thirds as strong |
| 9 | 16 lbs | 1d-3 | 1d-1 | Three-quarters as strong |
| 10 | 20 lbs | 1d-2 | 1d | Average person |
| 11 | 25 lbs | 1d-1 | 1d+1 | Half again as strong |
| 12 | 32 lbs | 1d | 2d-1 | Twice as strong |
| 13 | 40 lbs | 1d+1 | 2d-1 | Twice as strong |
| 14 | 50 lbs | 1d+1 | 2d | Three times as strong |
| 15* | 63 lbs | 2d-1 | 2d+1 | Three times as strong |
| 16** | 80 lbs | 2d | 2d+2 | Four times as strong |
* ST 15 requires Unusual Background (5 pts). ** ST 16 requires Unusual Background (10 pts). These are the human hard limits.
Effect: More realistic damage scaling. A ST 12 character does noticeably more swing damage (2d-1) than under the old Thrust+2 system (1d+1). High ST is more meaningful and the logarithmic scale prevents inflation at the top end.
Grapple Power (GP) — Lifting ST in Grappling
In this campaign, ST is divided into Striking ST (SST), Lifting ST (LST), and Hit Points (HP). Grappling is the one place where Lifting ST directly affects combat outcomes — raw muscle mass and leverage determine who controls a grapple.
Base grapple CP comes from Striking ST (normal thrust via GCS/GGA), unchanged. After base CP is calculated, add a Grapple Power bonus based on the Lifting ST difference between attacker and defender:
GP = max(0, floor((Attacker LST − Defender LST) ÷ 3))
This bonus applies to:
- CP inflicted on a successful grapple or control attack
- CP removed on a successful Break Free or Reduce Control action
GP never goes below 0 — being weaker gives no penalty to base CP, only no bonus.
Examples:
| Situation | Attacker LST | Defender LST | GP Bonus |
|---|---|---|---|
| Evenly matched humans | 12 | 12 | +0 |
| Strong vs. average | 16 | 12 | +1 |
| Power armor vs. human | 20 | 12 | +2 |
| Superhuman vs. power armor | 28 | 20 | +2 |
Effect: Bigger, stronger characters are meaningfully harder to grapple and easier to control. A highly-trained fighter with modest LST can still grapple effectively — their base CP from Striking ST and technique remains intact. But against a power-armored opponent or a genuine giant, raw leverage starts to tell.
📖 See The 10 Attributes → ST Components for SST, LST, and HP costs.
Multiplicative Modifiers (Dice + Adds)
Standard GURPS: Option to use Dice+Adds for damage
This Campaign: Using Dice+Adds system
How it works:
- Damage listed as dice + adds (e.g., 2d+3)
- Multipliers apply to BOTH dice and adds
- Makes damage scaling more consistent
Example:
- Broadsword does 2d+3 cutting
- ×1.5 for cutting becomes (2d+3)×1.5 = 3d+4
Effect: Cleaner damage calculations with multipliers.
Magic & Supernatural Rules
Magic Uses KN (Not IQ)
Standard GURPS: Spells are IQ-based skills
This Campaign: Spells are KN-based skills
Why:
- KN = Knowledge, including magical lore
- Separates magical learning from other mental abilities
- Prevents "super-wizard" who's also tactical genius and perception expert
Effect: Mages invest in KN for spell skills, just as fighters invest in DX/PER for combat.
QN (Quintessence) Powers Magic
Standard GURPS: Spells cost FP
This Campaign: Spells cost QP (Quintessence Points)
QN Attribute:
- QN = Quintessence (10 pts/level)
- QP = QN score (QN 12 = 12 QP base)
- Magery doesn't increase QP, but higher Magery may reduce spell costs or improve effectiveness
- Recover QP like FP (10 min rest = 1 QP)
Magic System:
- Spell Skill: Based on KN
- Spell Cost: Paid in QP (not FP)
- Spell Resistance: WILL (mental strength)
- Magic Sense: QN + Magery level
Example Mage:
- KN 14: Spell skills at 14 base
- QN 12: 12 QP total
- Magery 2: Improves spell effectiveness and reduces costs
- WILL 12: Resist spells at 12
- Magic Sense: 14 (QN 12 + Magery 2)
WILL for Resistance Only
Clarification: WILL does NOT power magic or psionics
WILL is used for:
- Resisting mental influence
- Resisting fear and terror
- Extra effort and pushing limits
- Resisting spells that target the mind
- Psionic contests (defense)
WILL is NOT used for:
- ❌ Casting spells (that's KN + QN)
- ❌ Powering psi abilities (that's IN or PER)
- ❌ Magic skill rolls
Effect: WILL is purely defensive/resistance. Prevents "WILL super-build."
Optional Rules in Effect
The following optional rules from various GURPS books are active in this campaign:
- ✅ Half-Stat Defaults - Pyramid 3/65 p.30
- ✅ Multiplicative Modifiers (Dice+Adds) - Basic Set p.269
- ✅ Know Your Own Strength (KYOS) - Pyramid #3/83 p.16
- ✅ Afflictions - Powers (for special attacks)
- ✅ Modular Abilities - Powers (limited use)
Standard GURPS Rules NOT Used
The following standard or common optional rules are NOT active:
- ❌ Lifting ST adds to damage - ST bought for damage only
- ❌ Disadvantage points - All disads give 0 points
- ❌ Standard 4-attribute system - Using 10 attributes
- ❌ IQ attribute - Replaced by KN, IN, PER
- ❌ Charisma advantage - Replaced by CH attribute
- ❌ Standard defaults - Using half-stat defaults
- ❌ Swing = Thrust + 2 (Kevin Smyth) - Replaced by KYOS damage table
- ❌ Standard ST damage table (Basic Set p.16) - Replaced by KYOS Revised Strength Table
- ❌ True AI - Banned by G.U.A.R.D. Treaty after AI Wars (world lore, not mechanic)
Quick Reference: Key Formulas
| Element | Formula | Notes |
|---|---|---|
| Basic Speed | (DX + PER) ÷ 4 | Initiative and dodge base |
| Basic Move | HT ÷ 2 | Round down |
| Dodge | Basic Speed + 3 | Active defense |
| Melee Base | (DX + HT) ÷ 2 | Controlling attribute for melee weapon skills |
| Ranged Base | (PER + DX) ÷ 2 | Controlling attribute for ranged weapon skills |
| Skill Default | (Attribute ÷ 2) - (Penalty - 5) | Half-stat defaults |
| Swing Damage | See KYOS Revised Strength Table | Pyramid #3/83 p.17 |
| QP (magic energy) | = QN | Magery 0 = +0, Magery 1 = +5, etc. |
| Magic Sense | QN + Magery level | Roll to detect magical effects |