Difference between revisions of "User:Jerril"

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* 5e hypothetical: [[GURPS Magic Redesign]]
 
* 5e hypothetical: [[GURPS Magic Redesign]]
 
* [http://ottgaming.grimoire.ca/maptools-resources/explosion.html GURPS Explosion] blast template generator
 
* [http://ottgaming.grimoire.ca/maptools-resources/explosion.html GURPS Explosion] blast template generator
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* [[GURPS Werewolf: The Apocalypse Fan rules for 4e]]
  
 
=== Dissipating (Chaining) modifier ===
 
=== Dissipating (Chaining) modifier ===

Revision as of 17:41, 24 October 2016

The GM for Dungeon Fantasy: Archbridge Adventures!

Also the GM for GURPS DF: Borderlands! Account manager! Special:Userlogin

Random Stuff

Dissipating (Chaining) modifier

This is an Attack Enhancement. It is generally only valid on Innate Attacks without the Area, Cone, Explosion, Jet, Malediction, or Melee-Capable enhancements, and without the Melee-Attack limitation.

Dissipating (Chaining) +30%/level (max. 3 levels)

If the initial attack hits, and the target does not make a successful active defense, the effect may jump to nearby targets. Pick a new target for the chaining attack; valid targets must meet all of the following conditions:

  • the attacker is aware of the target's existence and location
  • it has not yet been affected by this attack
  • it is within 1/5th half-damage range of the previous target in the chain
  • it is within the maximum range of the power from the attacker.

Make a new to hit roll against the new target, using range modifiers from the previous target to the new target but otherwise using lighting/visibility/etc penalties normally. If this attack hits, and the victim doesn't successfully defend, he receives half the damage of the primary target. The effect continues to jump, halving damage each time, until the attack misses, a target defends, or damage is reduced to less than 1.

These attacks are not subject to half-damage when attacking a target further than half-damage range from the attacker.

Subsequent levels increase the distance the chain can jump; for +60% to 1/2 half-damage range, and for +90% to full half-damage range.

Optional: In more complex games, the GM may allow Dissipating (Chaining) on Area attacks with Bombardment, treating each initial target hit by the bombardment as the start of a new chain. These chains may jump to a target hit by the initial bombardment as long as they have not participated in that specific chain. The Area enhancement should be enhanced by Dissipating (Chaining), as well as the base advantage, to reflect the greatly enhanced utility.
Warning: this will result in many dice rolls.

Simplified Encumbrance for GURPS Dungeon Fantasy

Reduce to three encumbrance levels.

  • Unencumbered
  • Encumbered
  • Over-Encumbered

Unencumbered now covers the entire range up to 6xBL.
Encumbered covers 6xBL to 10xBL, reduces move to 2/5ths normal, and gives a -3 Dodge penalty. For all rules that refer to your encumbrance number, Encumbered has an encumbrance number of 3.
Over-Encumbered covers 10xBL and up, reduces your Move to a maximum of 1 (GM may rule Move is reduced to 0 in modes where your unencumbered Move was only 1 or 2), Dodge is impossible, and you take 1 FP/second you remain this encumbered. When you run out of FP you pass out, collapse (and may take damage from having your load collapse onto you) and may be slowly crushed to death, depending on the nature of your load. For all rules that refer to your encumbrance number, Over-Encumbered has an encumbrance number of 6.

This is deliberately generously defined. It's for games that don't really want to deal with Encumbrance but reluctantly realize that players will try to carry off the two-ton gold idol unless prevented somehow.

Some GURPS Traps

Spring-Loaded Leg-hold Traps

A set of spring loaded blunt-toothed steel jaws concealed under leaf litter and other forest debris, chained to an iron piton hammered into the ground.

Mini Trap

Detect: Per-based Traps minus trap-setters Mos on Camouflage+1. Per-based Traps-3 if set by a generic NPC.
Disarm: DX-based Traps. Failure: roll 1d6; the trap triggers the trap on the disarmer's primary arm (on a roll of 1-5) or primary hand (6).
Circumvent: Automatic (don't step on trap once detected).
Evade: No.
Effects: 1d-1 crushing to the leg (roll randomly to pick which leg). The trap locks around the characters leg, counting as 2.5 lbs encumbrance and afflicting the character with Severe Pain until removed. The trap is chained down, preventing the character from moving or being moved from the hex until the piton is dug up (takes 30 seconds for a man with a shovel) or the trap is removed (ST contest with Pain penalty vs traps ST of 8).
Shots: 1.
Rearm, Steal: Yes. Traps roll to rearm, and uproot the piton as described under Effects to steal.

Man Trap

Detect: Per-based Traps minus trap-setters Mos on Camouflage. Per-based Traps-2 if set by a generic NPC.
Disarm: DX-based Traps. Failure: roll 1d6; the trap triggers the trap on the disarmer's primary arm (on a roll of 1-5) or primary hand (6).
Circumvent: Automatic (don't step on trap once detected).
Evade: No.
Effects: 1d+1 crushing to the leg (roll randomly to pick which leg). The trap locks around the characters leg, counting as 6 lbs encumbrance and afflicting the character with Severe Pain until removed. The trap is chained down, preventing the character from moving or being moved from the hex until the piton is dug up (takes 30 seconds for a man with a shovel) or the trap is removed (ST contest with Pain penalty vs traps ST of 12).
Shots: 1.
Rearm, Steal: Yes. Traps roll to rearm, and uproot the piton as described under Effects to steal.

Monster Trap

Detect: Per-based Traps minus trap-setters Mos on Camouflage-1. Per-based Traps-1 if set by a generic NPC.
Disarm: DX-based Traps. Failure: roll 1d6; the trap triggers the trap on the disarmer's primary arm (on a roll of 1-5) or primary hand (6).
Circumvent: Automatic (don't step on trap once detected).
Evade: No.
Effects: 1d+3 crushing to the leg (roll randomly to pick which leg). The trap locks around the characters leg, counting as 11 lbs encumbrance and afflicting the character with Severe Pain until removed. The trap is chained down, preventing the character from moving or being moved from the hex until the piton is dug up (takes 30 seconds for a man with a shovel) or the trap is removed (ST contest with Pain penalty vs traps ST of 16).
Shots: 1.
Rearm, Steal: Yes. Traps roll to rearm, and uproot the piton as described under Effects to steal.

DR Ratings Suggestions

Sunrunners Fire's guidelines for assigning DR.

Take the damage dice of the weapon you want (or expect) the PCs to use.

Light armor is 1 DR per die.
Medium armor is 2 DR per die.
Heavy armor is 3 DR per die.
-proof armor is 3.5/4* DR per die.
Very Tough armor is 5 DR per die. Impenetrable armor is 6 DR per die.

  • I would add the observation that -proof is canonically 3.5/die but 4 DR per die is perhaps a little more appropriate.