The following optional rules are being used for the Chronicles campaign setting. It should be noted that as a GM, I may occasionally turn the realism level “up” or “down” to better suit the current mood of the campaign or to heighten drama. For example, in most instances the optional rules for Bleeding (p. B420) are not used, but if a player has been injured and is still facing danger they may be used to better simulate the peril they are still in. Other rules may be added later on (I haven’t had time to finish everything at the moment).
GURPS Basic Set
- Limited Enhancements (p. B111)
- Malfunctions (p. B279)
- Modifying Dice + Adds (p. B269)
- Armor Hit Locations (p. 100)
GURPS Martial Arts
- Multiple Blocks (pp. 123). Note: This is only available to those with Trained by a Master or Weapon Master.
- Limiting Multiple Dodges (pp. 123). Note: This has been slightly tweaked: Those with Enhanced Time Sense, Trained by a Master, or Weapon Master take a -1 penalty per two subsequent dodges after the first (e.g., -0 for the first, -1 for the second and third, -2 for the fourth and the fifth, and so on). Those with any two of the three take no penalty and may dodge as many times as they wish!
- Pain in Close Combat (pp. 119).
- All the Expanded Combat Maneuvers from Chapter Four (pp. 96-124).
- Cinematic Rapid Strike (p. 127).
- Chambara Fighting (p.128-129) for characters with Trained by Master only
- Extra Effort in Combat (p. 131), all options are available (Heroic Charge, Flurry of Blows and Mighty Blows are especially appropriate).
GURPS Monster Hunters 2: The Mission
Just about most of the optional rules from this book are in effect.
The following Pyramid articles are being used for the campaign; if a magazine is not listed, and you wish to use something from it ask the GM.
- Pyramid #3/44: Alternate GURPS II (“Colorless Green Ideas Sleep Furiously,” pp. 14-23).
- Pyramid #3/58: Urban Fantasy II (“Safe as Houses,” pp. 4-10).
- Pyramid #3/67: Tools of the Trade: Villains (“How Very Tempting,” pp. 14-19)
- Pyramid #3/77: Combat (“On Target,” pp. 4-8).
- Pyramid #3/97: Strange Powers (“The Mask of Humanity,” pp. 13-20).
- Pyramid #3/100: Pyramid Secrets (“Impulse Control,” pp. 4-9); . Note, that everyone starts with Impulse Points 0 and no Villainous Points, IP are refreshed through Foibles and roleplaying. IP and VP have their usual costs. In the campaign, they are called “Destiny Points” and “Fate Points” respectively.
- Pyramid #3/103: Setbacks (“Mad as Bones,” pp. 4-8).
- GURPS After the End 1: Wastelanders: the rules for Long-term Fatigue Points (p. 24) are in play.
- GURPS After the End 2: The New World: the rules for Temperature Tolerance (p. 12) are in effect (and how they affect the rules for being cold, hot, etc.).
- GURPS Power-Ups 3: Talents: Alternative benefits for Talents are in effect for all of those who prefer those to reaction modifiers. You can get both if you want by purchasing a number of levels of a new perk: “Enhanced Talent.” All racial talents start with alternative benefits instead of reaction modifiers.
- GURPS Power-Ups 5: Impulse Buys: This book is in use, but with the Impulse Control modifications from Pyramid #3/100; see the box on p. 00 for what points can be spent.
- GURPS Social Engineering: the Expanded Influence Rolls (p. 36).
Picking Over the Bones
And that’s that. Next up, the Final Thoughts on the campaign.