Here we go:
I have re-mapped the GURPS engine from a 3d6 cumulative probability curve
onto percentile increments--I got tired of the 3-18 granularity of GURPS.
Given that they're house rules, it's more a set of notes than full-fledged
rules. Like all house rules, it's kludgy and ugly, but I can make it go,
and maybe somebody else could mine it for some ideas to suit their own
style. Remember, all of the following presumes the use of percentile
dice.
Attributes would be purchased using the following chart:
Code:
Score Cost Score Cost Score Cost
1 -44 32 -13 70 16
2 -43 33 -12 71 17
3 -42 34 -11 72 18
4 -41 35 -10 73 19
5 -40 36 -9 74 20
6 -39 37 -8 75 21
7 -38 38 -7 76 22
8 -37 39 -6 77 23
9 -36 40 -5 78 24
10 -35 42 -4 79 25
11 -34 44 -3 80 26
12 -33 46 -2 81 27
13 -32 48 -1 82 28
14 -31 49 -0.5 83 29
15 -30 50 0 84 30
16 -29 51 0.5 85 31
17 -28 52 1 86 33
18 -27 54 2 87 35
19 -26 56 3 88 37
20 -25 58 4 89 39
21 -24 59 5 90 41
22 -23 60 6 91 44
23 -22 61 7 92 47
24 -21 62 8 93 50
25 -20 63 9 94 55
26 -19 64 10 95 60
27 -18 65 11 96 65
28 -17 66 12 97 70
29 -16 67 13 98 80
30 -15 68 14 99 90
31 -14 69 15 100 100
each +1 10
ST/HT Effects Are summarized on the very long table below:
Code:
Score Swing Thrust Lift Fatigue/HP
1 0 0 1.4 1
2 0 0 1.6 1
3 0 0 1.8 1
4 0 0 2 1
5 0 0 2.2 1
6 0 0 2.4 1
7 0 0 2.6 1
8 0 0 2.8 1
9 0 0 3 1
10 0 0 3.2 2
11 0 0 3.4 2
12 0 0 3.6 2
13 0 0 3.8 2
14 0 0 4 2
15 0 0 4.2 3
16 1d-5 1d-5 4.4 3
17 1d-5 1d-5 4.6 3
18 1d-5 1d-5 4.8 3
19 1d-5 1d-5 5 3
20 1d-4 1d-4 5.2 4
21 1d-4 1d-4 5.4 4
22 1d-4 1d-4 5.6 4
23 1d-4 1d-4 5.8 4
24 1d-3 1d-3 6 4
25 1d-3 1d-3 6.2 5
26 1d-3 1d-3 6.4 5
27 1d-3 1d-3 6.6 5
28 1d-3 1d-3 6.8 5
29 1d-2 1d-3 7 5
30 1d-2 1d-3 7.2 6
31 1d-2 1d-3 7.4 6
32 1d-2 1d-3 7.6 6
33 1d-2 1d-3 7.8 6
34 1d-2 1d-3 8 6
35 1d-2 1d-3 8.2 7
36 1d-1 1d-3 8.4 7
37 1d-1 1d-3 8.6 7
38 1d-1 1d-3 8.8 7
39 1d-1 1d-3 9 7
40 1d-1 1d-2 9.2 8
42 1d-1 1d-2 9.5 8
44 1d-1 1d-2 9.7 8
46 1d-1 1d-2 9.8 9
48 1d 1d-2 9.9 9
49 1d 1d-2 9.9 9
50 1d 1d-2 10 10
51 1d 1d-2 10.1 10
52 1d 1d-2 10.1 10
54 1d 1d-2 10.2 10
56 1d 1d-2 10.3 10
58 1d+1 1d-2 10.5 10
59 1d+1 1d-2 10.6 10
60 1d+1 1d-1 10.6 11
61 1d+1 1d-1 10.7 11
62 1d+1 1d-1 10.8 11
63 1d+1 1d-1 10.9 11
64 1d+1 1d-1 11 11
65 1d+1 1d-1 11.1 11
66 1d+1 1d-1 11.2 11
67 1d+1 1d-1 11.3 11
68 1d+1 1d-1 11.4 11
69 1d+2 1d-1 11.5 11
70 1d+2 1d-1 11.6 12
71 1d+2 1d-1 11.7 12
72 1d+2 1d-1 11.8 12
73 1d+2 1d-1 11.9 12
74 1d+2 1d-1 12 12
75 1d+2 1d-1 12.1 12
76 1d+2 1d-1 12.2 12
77 1d+2 1d-1 12.3 12
78 1d+2 1d-1 12.4 12
79 1d+2 1d-1 12.5 12
80 1d+2 1d 12.6 13
81 1d+2 1d 12.7 13
82 1d+2 1d 12.8 13
83 1d+2 1d 12.9 13
84 1d+2 1d 13 13
85 1d+2 1d 13.1 13
86 2d-1 1d 13.2 13
87 2d-1 1d 13.4 13
88 2d-1 1d 13.5 14
89 2d-1 1d 13.7 14
90 2d-1 1d 13.8 14
91 2d 1d 14 14
92 2d 1d 14.2 14
93 2d 1d 14.4 14
94 2d+1 1d 14.7 15
95 2d+1 1d+1 15 15
96 2d+1 1d+1 15.3 15
97 2d+2 1d+1 15.6 16
98 2d+2 1d+1 16 16
99 3d-1 1d+1 16.5 16
100 3d-1 1d+2 17 17
101 3d 1d+2 17.5 17
102 3d 1d+2 18 18
103 3d+1 1d+2 18.5 18
104 3d+1 2d-1 19 19
105 3d+2 2d-1 19.5 19
+1 +1 per 2 +1 per 4 +0.5 +2 per 5
"Lift" is used where standard GURPS rules would use ST to determine
lifting ability, carry capacity, encumbrance level, and muscle-powered
weapon ranges.
The following tables replace the skill purchase tables
Code:
Physical Skills
Points Easy Average Hard
0.5 DX-11 DX-24 DX-35
1 DX DX-12 DX-23
2 DX+11 DX DX-12
3 DX+17 DX+7 DX-5
4 DX+22 DX+12 DX
5 DX+25 DX+15 DX+4
6 DX+28 DX+18 DX+7
7 DX+31 DX+21 DX+10
8 DX+33 DX+23 DX+12
each +2 +3 +3 +3
Mental Skills
Points Easy Average Hard Very Hard
0.5 IQ-12 IQ-24 IQ-34 IQ-41
1 IQ IQ-12 IQ-22 IQ-31
2 IQ+12 IQ IQ-11 IQ-20
3 IQ+19 IQ+7 IQ-4 IQ-14
4 IQ+24 IQ+12 IQ IQ-10
5 IQ+30 IQ+18 IQ+6 IQ-7
6 IQ+36 IQ+24 IQ+12 IQ-4
7 IQ+42 IQ+30 IQ+18 IQ-2
8 IQ+48 IQ+36 IQ+24 IQ
each +1 +6 +6 +6 +3
Martial Arts Maneuvers
Points Average Hard
0.5 Def+12
1 Def+18 Def+12
2 Def+24 Def+18
each +1 +6 +6
Mental Skill Maneuvers
Non-Very Hard Skills
points average hard
0.5 Def+24 Def+18
1 Def+36 Def+24
each +1 +24 +24
Very Hard Skills
points average hard
0.5 Def+18 Def+12
1 Def+24 Def+18
2 +36 +24
each +1 +12 +12
Voodoo Rituals
Each point gives a +6 modifier.
The following changes need to be made in the GURPS game engine:
Default penalties are multiplied by 10, as should be circumstantial
modifiers (range, equipment, visibility, etc.). For example, a skill that
defaults to DX-4 under current GURPS rules now defaults to DX-40. The GM
can now add an additional level of fine-tuning by applying "intermediate"
situational modifiers. Whether modifiers due to Advantages and
Disadvantages should be multiplied by five or by ten is debatable. I
would personally rule for a five multiple for Advantages and a ten for
Disadvantages, but I consider Advantage-derived bonuses to be far too
cheap in standard GURPS. The effect of feints and other combat-modifying
maneuvers should not be altered (from already-modified skills) if the
effect is directly read from the dice. It should be multiplied by ten if
it is a fixed effect.
Automatic critical success occurs on a natural roll of 01-02. A modified
critical success occurs when the number rolled is 90 or more points lower
than the modified skill or attribute.
An automatic failure occurs on any roll of 99-00. A natural 00 is a
fumble. Likewise a fumble has occurred if the die roll is 90 or more
points higher than the modified score against which the player was
rolling.
For contests of skill, replace "14" with "90" when adjusting downward for
high skill.
I'm sure that I haven't included everything I do, but this is what I have
gotten together for this. It does make the granularity of the game a good
deal finer.