GURPS Hyboria - House Rules

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Variations on rules or other "house rule" in play during GURPS Hyboria campaign.

Simplified Falling Damage

Rules/math on falling damage from GURPS 4th edition Basic p. 431 are not in play. See table in GURPS 4th edition Dungeon Fantasy 2: Dungeons, p. 19 for simplified falling damage table. GM has also provided a copy of these in the player folder for use at table.

Realistic Foot Travel

  • Speed in miles per hour equals Move/2.
  • Adjust for terrain, weather, and roads; see p. B351.
  • Apply the FP costs for an hour of hiking on p. B426. Extra effort (p. B357) works as usual.

Source: GURPS 4th edition Low-Tech Companion 2: Weapons and Warriors, p. 32.

Light Sources

  • A light usually eliminates darkness penalties to combat and vision, for everyone, in a semicircle in front of the bearer.
  • Candle: 1 yard; Torch, Lantern: 2 yards
  • If the party has any area-effect source, vision and combat are possible at -3 out to triple the range of the best source; e.g., 6 yards if a torch.

Source: GURPS 4th edition Dungeon Fantasy 2: Dungeons, p. 6.

Heroic Archer

Heroic Archer = Gunslinger, and Gunslinger is in the Basic set, so Heroic Archer is allowed.

How to Search a Room

Search skill is defined as "the ability to search people, baggage, and vehicles for items that aren’t in plain sight" (B 219).

Rooms are too big to search with a single roll against Search skill. Use separate skills for different types of searches, in addition to basic Perception for things sitting out in the open.

Examples:

  • Architecture for hidden features of the room itself. Defaults: IQ-5 or Engineer (Civil)-4.
  • Carpentry to notice something odd with the woodwork. Default: IQ-4.
  • Criminology to find evidence left behind by a criminal. Defaults: IQ-5 or Psychology-4.
  • Forensics to discover traces of blood, explosives, fibers, etc. Defaults: IQ-6 or Criminology-4.
  • Masonry to identify unusual stonework. Default: IQ-4.
  • Observation to "case the joint." Defaults: Perception-5 or Shadowing-5. (Remember: you always use Observation from a distance.)
  • Tracking to pick up on footprints on the floor. Defaults: Perception-5 or Naturalist-5.
  • Traps for traps and secret doors. Defaults: IQ-5 or Lockpicking-3.

Most room searches will be considered Easy or Very Favorable in terms of Task Difficulty, so will usually have an additional modifier of +2/+4.

Searching for Traps is considered Average difficulty (occasionally Unfavorable!) and will not receive any Task Difficulty bonus.