Difference between revisions of "GURPS House Rules"

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= Combat =
 
= Combat =
 
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[[File:masscombatmercs.jpg|thumb|Mass Combat: Mercs]]
 
== Active Defenses ==
 
== Active Defenses ==
  
'''Retreat to Cover''': if standing adjacent to cover (1 step), you can make a sideways ''Retreat'' to cover as an active defense instead of having to retreat backwards away from foe. The initial attack is not hindered by the cover, buy you still get the normal retreat bonus. Any additional attacks made against you that turn might be affected by the cover.
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'''Retreat to Cover''': if standing adjacent to cover (1 step), and you did not take a full move on your last turn, you may opt to take a sideways step into cover as part of a ''Retreat Dodge'', even versus ranged attacks. This can only be done once per turn. Any additional attacks made against you from other foe will be affected by the cover.
  
'''Duck 'n Cover''': if you are standing behind partial cover, you can make a ''Dodge and Drop'' active defense to get the normal retreat bonus, but you only have to crouch or kneel behind cover instead of having to drop prone. The initial attack may not be hindered by the cover, buy you still get the normal retreat bonus. Any additional attacks made against you that turn might be affected by the cover.
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'''Duck 'n Cover''': if standing behind partial cover (low cover), when making a ''Dodge and Drop'' active defense, you can opt to change posture to crawling, kneeling or sitting position instead of a prone position. Any additional attacks made against you from other foe will be affected by the cover.
  
 
= Darkness & Visibility =
 
= Darkness & Visibility =
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| Mid-morning thru Afternoon
 
| Mid-morning thru Afternoon
 
| Magical Light
 
| Magical Light
 +
| Bright Flashlight/Spotlight*
 
| Morning/Evening
 
| Morning/Evening
| Lantern/Torch
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| Lantern/Torch*
 
| Sunrise/Sunset
 
| Sunrise/Sunset
 
| Dusk/Twilight
 
| Dusk/Twilight
 
| Early/Late Night
 
| Early/Late Night
 
| Midnight
 
| Midnight
| Total Darkness*
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| Total Darkness**
 
|- align="center"
 
|- align="center"
 +
| 0
 
| 0
 
| 0
 
| 0
 
| 0
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| -10
 
| -10
 
|}
 
|}
<i>*Total Darkness: underground, magical darkness or windowless interiors with no lighting.</i>
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<i>* These sources will have a limited radius of there full light level, beyond which visibility is reduced by -1 per yard distance.</i><br>
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<i>** Total Darkness: underground, magical darkness or windowless interiors with no lighting.</i>
  
 
'''Weather'''<br>
 
'''Weather'''<br>

Latest revision as of 13:36, 11 December 2019

Combat

Mass Combat: Mercs

Active Defenses

Retreat to Cover: if standing adjacent to cover (1 step), and you did not take a full move on your last turn, you may opt to take a sideways step into cover as part of a Retreat Dodge, even versus ranged attacks. This can only be done once per turn. Any additional attacks made against you from other foe will be affected by the cover.

Duck 'n Cover: if standing behind partial cover (low cover), when making a Dodge and Drop active defense, you can opt to change posture to crawling, kneeling or sitting position instead of a prone position. Any additional attacks made against you from other foe will be affected by the cover.

Darkness & Visibility

Light Level
Based on either the time of day or availability of a light source, to determine the current light level (most beneficial).

Mid-morning thru Afternoon Magical Light Bright Flashlight/Spotlight* Morning/Evening Lantern/Torch* Sunrise/Sunset Dusk/Twilight Early/Late Night Midnight Total Darkness**
0 0 0 -1 -3 -4 -6 -8 -9 -10

* These sources will have a limited radius of there full light level, beyond which visibility is reduced by -1 per yard distance.
** Total Darkness: underground, magical darkness or windowless interiors with no lighting.

Weather
Determine the most severe weather penalty and apply to the light level.

Drizzle or Light Rain Heavy Cloud Cover Heavy Rain Fog or Smoke, by density
-1 -2 -3 -1 to -9

Enhanced Vision
Those with Night Vision, Infravision or Dark Vision, will be less penalized for the light level, but will still have their vision obscured by weather condition.

Effects

  • Reduces chances of spotting objects or individuals (see below).
  • Penalty to all melee and ranged attacks.

Lanterns, Torches & Magical Light

These artificial sources of light provide an enhanced light level within a 4-yard radius area of effect, but the benefit quickly diminished outside that area, with a -1 to visibility for each yard beyond the radius of light.

Spot Checks

This is a visual perception roll made to notice an object or individual, modified by:

  • Light Level & Weather
  • Size Modifier of target
  • Range Modifier
  • Cover & Concealment
  • Enhanced Vision: Acute Vision, Telescopic Vision, etc.