House Rules

Table Management Rules

  • The Rule of Two: If you want to do something for which the rules support is unclear—or poorly understood at the table—you have 2 minutes to make your case to the GM. This time includes any hunting through books or online resources to support your position! At the end of that time, the GM makes a call that is final for the remainder of that session. Further exploration of the matter is permitted, and welcome, between sessions, and if a better solution is found, it will be adopted for future situations of a similar type.
  • Combat Rules: The rules which appear in Chapter 11: Combat of GURPS Campaigns, on page 362, are assumed to be in effect during all combat situations, unless otherwise specified by the GM.
    • Assume that any figures or hex map in use serves primarily as a shared visual aid—unless there is compelling reason to do so in a specific situation, the majority of the rules in Chapter 12: Tactical Combat may be ignored.
    • The rules that appear in Chapter 13: Special Combat Situations may be implemented as-needed in certain cases. Special techniques that appear in this chapter, such as hit locations, unarmed techniques, dirty tricks, etc. may be invoked by anyone at the table provided that person either already knows the relevant rules or can implement them within the restrictions of the Rule of Two. The same applies to any further expansions on combat rules that appear in other volumes, such as Martial Arts.
    • The prevalence of Force Lightning in a Star Wars setting bears special note. See the rules for Electricity on pages 432-433 of GURPS Campaigns:
      • A grounded target grants an attacker +2 to hit, and an uninsulated target must often make HT rolls to avoid debilitating conditions beyond the raw damage. Armor may only be considered insulated against these effects if it is expressly noted as such AND it is currently fully sealed – if the wearer has left key elements such as gloves or helmets off, they are NOT insulated (an exception is made for unsealed, insulated armor and the attack bonus for grounding, unless an exposed body part is grounded through direct contact).
      • Any armor that is significantly metallic – as most armors that are not flexible are – only provides DR 1 against electricity.
      • Unless otherwise specified, Force Lightning is assumed to use the Lethal Electrical Damage rules.
        • Use of the Variable enhancement enables a user of Force Lightning to switch to the NonLethal Electrical Damage rules instead of, or in addition to, reducing the number of dice of damage being dealt.
      • Versions of the power that have the Jet modifier rather than Cone use the Localized Injury rules.
      • Obviously, anything or anyone with the Electrical disadvantage also suffers Surge effects.
  • Self-Control and Frequency of Appearance: Many Advantages and Disadvantages are required to take some form of self-control and/or frequency of appearance modifier. While these must still be taken as part of the trait, the rules that apply to these modifiers may be considered as guidelines only in most situations.
    • Players are expected to role-play their characters appropriately, taking into account disadvantages that would modify their behavior as needed. As such, discretion on whether to make self-control rolls, or to simply determine their character’s actions in context, is left to them. The GM reserves the right to force a self-control roll if he feels a player is not appropriately considering his character’s traits, however.
    • Frequency of Appearance and similar modifiers, which the GM is meant to roll for, will usually only be treated as a general guide to how often the relevant trait will come into play. The GM reserves the right to bring any trait into play at any time, and players are free to attempt to make use of such traits at any time (though the GM may rule them unavailable at that time depending on their Frequency of Appearance modifier).

Experience Awards

  • A typical session earns a PC between 2-6 experience points, at the GM’s discretion. The primary criteria for these awards are: achievement of significant mission objectives or other noteworthy milestones, stand-out roleplaying of your character, and creative problem-solving.
  • In addition to normal experience awards, a PC may earn bonus experience of between 2-6 points for writing an in-character journal entry on this site. This journal must be written before the next session to be worth points!
    • Specifically, journals are due by a week from the following Wednesday (e.g. 11 days later) of the last session or 8 days before the next session, whichever comes first. For every week after this date (inclusive) a journal is completed, 1 point will be deducted for lateness. At the start of the weekend before the next session, this penalty increases to an additional -1 per day.
    • Timeliness is encouraged – the GM reserves the right to award extra experience if the journal is written promptly. However, you are still encouraged to write journals even when they are extremely late – the GM also reserves the right to award some nominal experience anyway.
    • Points are awarded based on the utility for future sessions of the material written. Meaning the principle purpose of these journals is to convey the reactions of your characters to recent events and how it relates, in their minds, to their past experiences and future expectations. A dry recitation of what went on in the session is of minimal utility (although some recounting of events is useful, of course, to place things in context), while an exploration of your character’s emotional state and future plans is far more valuable.
  • As this is Star Wars, some actions may move one along the path of the Dark Side. The GM may award some XP in the form of Dark Side points. These must be spent on appropriate mental or physical disadvantages with the Dark Side limitation applied (they may be added to existing disadvantages in the form of increased effects or lowered resistance rolls). These negatives may then be balanced out with an equivalent purchase of additional Force powers. You may “bank” these points if a suitable disadvantage may not be added or increased with available points (but don’t forget quirks! They can later be increased into full disadvantages too!), or until enough are collected in disadvantages to buy a desired new power, or improve an existing one. All powers improved or purchased in this manner, however, must have the Dark Side limitation applied to them as well (and, obviously, this limitation may not be applied to any power that already has the Light Side limitation on it). Players are encouraged to spend Dark Side points quickly—try not to bank more than 5, at most, at a time—many mental disadvantages may have their costs reduced significantly by increasing the self-control roll, remember.
    • Redemption : Conversely, certain actions may put one on the path back to the Light. The GM may encourage a player to spend XP earned in play towards buying off Dark Side disadvantages if some or all of the actions that earned them those points suggest noble intentions. This is always up to the player however—no one can force redemption on you, it must be chosen voluntarily. Expenditures of this sort may also be put towards removing the Dark Side limitation from powers, but this does not come for free—in the event that removing the Dark Side limitation from an ability does not change its cost, one XP must still be spent to “cleanse” that power of the taint of the Dark Side.

Custom Game Mechanics

  • The Dark Side: Keep track of the total number of points your character has in Disadvantages with the Dark Side modifier applied to them, as well as any Dark Side points awarded but not yet spent. Add up the total number of points and divide by 2. This is your level of Dark Side Corruption, which is broken into 4 tiers:
    • 0. Gray : your points in Dark Side Corruption are less than 1/2 your Will score. All Force powers are used normally, with no extra bonuses or penalties.
    • 1. Tainted : your points in Dark Side Corruption are equal to or greater than 1/2 your Will score. You use all powers with the Dark Side limitation at +1 to any applicable skill rolls, and all powers with the Light Side limitation at -2.
    • 2. Devotee : your points in Dark Side Corruption are equal to or greater than your Will score. You use all powers with the Dark Side limitation at +2 to any applicable skill rolls, and all powers with the Light Side limitation at -4.
    • 3. Consumed : your points in Dark Side Corruption are equal to or greater than 2x your Will score. You use all powers with the Dark Side limitation at +4 to any applicable skill rolls, all powers with the Light Side limitation at -8, and all neutral powers at -1.
  • This rule replaces the previous leveled disadvantage of the same name.
  • This state is one of several things that the Force Sight power can explicitly detect. Successfully concealing one’s Dark Side Corruption from detection requires the use of Force Concealment.
  • Alternate Signature Gear Calculation: See this forum post, by the GURPS Line Editor. This is really only relevant for Signature Gear of extremely high cost, as the standard rules are fine for most purposes.
  • Precognitive Parry: replace Trained By a Master prerequisite with Force Sensitive, and lower the weapon skill requirement to 16.
    • A new Hard technique, Deflect Blaster Bolts, defaults off of Precognitive Parry at -6. This penalty may be improved as normal with points spent on the technique.
  • Ultra-Tech Weapons and Armor: halve damage for all standard weapons used from the GURPS Ultra-Tech book.
    • Increase the Armor Penetration modifier on all lightsabers (force swords) to 10.
    • Reduce DR on all non-ablative armor to 2/3 of its original value.
    • Hardening of any level is unusual and rarely exceeds 3 unless made of special materials that significantly increase cost, if they are available at all.
    • Replace the special form of split DR for all flexible ballistic armors in use from Ultra-Tech (which get full value against piercing and cutting attacks, but reduced value against all other damage types) with the standard split DR defense for lower-tech flexible armors, e.g. the lower value is for crushing damage only, and the higher value is for all other damage types. Blunt trauma from crushing, cutting, impaling, and piercing damage is handled normally.
  • Altered Time Rate (Force Speed): Only the first level of this advantage is available for purchase. Force Users can dramatically increase their speed for a short time, but there are limits even for the Force.
    • Other abilities, such as Extra Attack and Enhanced Move must be purchased as Alternate Abilities of Altered Time Rate, if taken (or each other, if ATR is not). However, the AA modifier may be bought off in play on these advantages. The Costs Fatigue modifier may not be bought off, though.

GURPS Optional Rules In Use

The below is not necessarily an exhaustive list—other optional rules may be implemented with GM approval—but they are the ones explicitly permitted and expected for now.

  • Limited Enhancements: Basic: Characters p. 111: with GM approval
  • Dice + Adds: Basic: Characters p. 269
  • Improvement Through Study: Basic: Characters p. 292
  • Maintaining Skills: Basic: Characters p. 294: applies only to skills known higher than 20. Buying the Rules Exemption Perk (Power-Ups 2: Perks p. 20) is possible, however, on a per skill basis. Skill levels over 25 are not permitted, regardless.
  • Influencing Success Rolls: Basic: Campaigns p. 347: Buying Success Only
  • Extra Effort in Combat: Basic: Campaigns p. 357 & Powers p. 160: Generally applies only to physical effort and active abilities, but other uses are possible with GM approval.
    • For truly stupendous applications with certain powers, the Super Effort enhancement (Powers p. 58) is available, subject to GM approval (this would be for lifting and throwing vehicles or spaceships with Move Object, for example, or taking down whole lines of enemies with Force Push). This enhancement is expensive (+400%) and is meant to model the feats of truly exceptional Force-users.
  • Fast Damage Resolution for Multiple Hits: Basic: Campaigns p. 379
  • Dual-Weapon Attacks: Basic: Campaigns p. 417
  • Last Wounds: Basic: Campaigns p. 420
  • Alternative Abilities: Powers p. 11
  • Multiplicative Modifiers: Powers p. 102
  • Trading Fatigue for Skill: Powers p. 161
  • Coordinated Attacks: Powers p. 165
  • Trading Fatigue for Resistance: Powers p. 169
  • Temporary Enhancements: Powers p. 172: It must be stressed, this is allowed only with GM approval. He always gets final say on any such proposal!
  • Using Abilities at Default: Powers p. 173: Again, with express GM approval only!
  • Targeted Attacks: Martial Arts p. 68: These techniques do not replace called shots to specific Hit Locations, which anyone may always elect to do. They are simply to allow someone to specifically train at reducing the penalties associated with such attacks.
  • Combinations: Martial Arts p. 80: Unlike other techniques, these are only available for use if points have been spent to train in it. If they have not been, it is treated as a normal Rapid Strike instead.

House Rules

Knights of the New Republic Taellosse