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DG2 Rules in Use

Page history last edited by Kristopher Garrett 9 years, 7 months ago

House Rules:


CP Awards: I keep everyone at the same general point level, regardless of absences...as long as those absences are justified. So don't fear you'll be left behind. Your character will still be awarded CP...he is still there, the player may not be.


The Big One: DECIDE.


Declare defenses before knowing the to-hit result.


Quoting from the above page:
"Option 2, all attacks: Use the tweak for any attacks – bullets, beams, arrows, knives, punches – in one of the two flavors below:

2b, last-second defense: If you don't choose to defend and the TH roll succeeds... wait, it's not over yet. Instead of an "immediate defense", you delayed for an extra split second to gauge the attack's exact path (i.e., to check TH) – and have confirmed that mace-on-head impact is indeed imminent. Time for a last-second defense!
You can make a last-second defense at a penalty: -1 for a melee attack, -2 for a thrown weapon, -4 for a missile like an arrow (knife, rock, bottle, Molotov Cocktail, etc.), -8 for a bullet, or -16 for a hypervelocity round. (That's pretty well impossible for bullets and faster – because it represents actually dodging or blocking the bullet itself, not jumping out of the muzzle's path.)
The Dodge penalty versus a laser beam would be infinite. If you didn't dodge the perceived path of fire before the trigger is pulled, there's no way you can even see, let alone dodge, the beam after it leaves the gun. (It's not a problem in a cinematic game, where "blaster" beams travel at a speed that makes arrows look fast.)"

Weather and Terrain Penalties:
Light Rain (-1 per 100 yards); (Medium) Rain (-2 per 100 yards); Heavy Rain (-3 per 100 yards). Applies to Hearing checks, Vision checks, and as a penalty to Survival checks.
Lightning: -1 to -4 to Vision and Hearing rolls for being outside near frequent lightning (multiple strikes per minute). Protected Vision and Protected Hearing work as usual.
Snow: Light Snow (-1 per 100 yards); Medium Snow (-2 per 100 yards); Heavy Snow (-3 per 100 yards). Applies to Vision checks.
Fog/Mist: -1 to -9 to Vision checks.
Wind: up to -4 to attack with projectile weapons, -1 to -8 in Hearing penalties (for an imminent hurricane or tornado).
Gravel, loose sand, mud, snow: -1 to -4 to Stealth, same bonus to Tracking.
Slippery or unstable surfaces: Mud, slick pavement, etc.: -2 to attack, -1 to defend, -2 to -4 to Climbing, Jumping, Running, or misc. DX checks for movement (to grab the wet rungs of a fire escape ladder, for example), penalties (-1 to -3) to control rolls for mounts and vehicles.
Especially difficult terrain may necessitate slowing down to avoid risking falling down (DX check to avoid).

Reasoning: These rules are an attempt to differentiate combat areas. A fight in a windy thunderstorm vs. a fight in a dark auto repair shop with oil all over the floor will be very different...to avoid every combat being set on a infinite featureless plain.


GURPS Dollars and Sense

G$1 =   US$1. Use current prices for weapons, gear, etc.



Rules In Use



GURPS Basic Set: Campaigns

p. B420, Bleeding: This optional rule is in use. Hard to Kill and Hard to Subdue, do not apply to the Health roll, Fit or Very Fit (as well as any special modifiers for coagulants or alien racial perks, etc.) do apply.

p. B407 Special Ranged Combat Rules, Malfunctions: This rule is in effect.

(Note that for beam weapons,  Stoppages are treated as Mechanical/Electrical problems. For this purpose this means that (like revolvers) if a blaster, sonic weapon, etc. malfunctions, it malfunctions HARD--you're not likely to get it working again outside of a dedicated repair session. Two is one, one is none, as they say.)

p. B420: Important note! If you take enough damage in the face, skull, or eyes, or vitals for enough damage to cause a shock penalty, you must make a knockdown roll. Knockdown rolls are at -5 for the face, -10 for the skull or eyes--but this penalty only applies to major wounds. Lesser wounds are normal knockdown rolls.

p. B366: Wait maneuvers can only be transformed into All-Out Attack, Attack, Feint, and Ready maneuvers.

p. B364: The Aim maneuver allows a step. You cannot step with a two-handed, braced weapon (but see rifle slings, p. HT164).

p. B387, Facing Changes and Movement Costs: I found this enlightening as to movement costs.


GURPS Action! 1

Pulling Rank: See GURPS Action! 1, p.24-25.

GURPS High Tech

Cellphones: The generic cellphone that comes with your standard of living has no special features. A Good-quality phone ($500), has two special functions (voice recognition, push-to-talk radio, GPS, digital camera, digital video camera, or wireless connectivity), and provides a +1 (quality) bonus to skill. A Fine phone ($2000) has five of them, and provides a +2 (quality) bonus. Note that these gadgets count as improvised equipment (-5 quality) for anything but the most mundane uses.


p. HT66, Concealing Armor: Ignore these rules until further notice. They're really, really out of whack.

P. HT79, Firearm Quality: These rules work the same way for blasters, sonic stunners, tanglers, etc. as for familiar mechanical, gunpowder-based firearms.

p. HT81-82, Drawing Your Weapon and the modifiers there for when drawing weapons from various positions.

p. HT93, Pistol Whipping: This can be done with a weapon of up to Bulk -3. Additional Bulk penalties from extended magazines, scopes, silencers, etc. don't count for this purpose. Otherwise, use Staff skill (p.HT198) to hit with the butt of a rifle-sized weapon.

Optional Wounding Rules (p.HT162), Body Hits, Limb Hits, Stopping the Bleeding, and "You shot me, Mister!" are all in effect.

p. HT198, Sheaths: These rules are in use.

pp. HT249-252, Appendix: Gunmen, everything except what's labeled cinematic.


GURPS Martial Arts

These optional rules are in use: p. MA68, Targeted Attacks; p. MA80, Combinations; p. MA100 and p. MA109, the uses of Evaluate under Countering Feint and Deceptive Attacks and Evaluate and Non-Combat Skills; p. MA100, the bit under Feints about resisting with your best skill, not just the one you're using, and Beats (same page) for unsubtle attempts at removing defenses.

See p. MA103, Fast-Draw from Odd Positions, and p.MA104, Quick-Readying Nearby Weapons for grabbing weapons during surprise attacks.

p. MA111, Reversed Grip allows for a tad more impaling damage and the use of unarmed parries while using knives.

p. MA118 Shoving People Around; pp. MA119, Pain in Close Combat; and p. MA118, Grab and Smash! allow for hostage-takers (literally) strong-arming someone.


p.MA136, Partial Injuries: Partial Injuries

When injury occurs, there’s an immediate burst of pain and then adrenaline kicks in to compensate. Shock (p. B419) represents this kind of short-term pain. Eventually, though, the adrenaline wears off and the wound starts to hurt. Use this optional rule to model the effects of such long-term pain.
You can ignore the effects of a non-crippling injury for 2¥HT seconds. After that, you start to suffer impairment.

The precise effects depend on the severity and location of the wound, as indicated below. Use the worst applicable result. High Pain Threshold halves these DX penalties, rounding in your favor (e.g., -1 becomes no penalty at all). Low Pain Threshold multiplies them by 1.5, rounding against you (e.g., -1 becomes -2).


Example Damage thresholds:


HP 10:

HP/5: 1-2

HP/3: 3-5

HP/2: 6+


Injury up to HP/5: -1 DX for any action involving that arm, including two-handed tasks.
Injury over HP/5, up to HP/3: -3 DX.
Injury over HP/3, up to HP/2: The arm is almost broken. It hurts so much that you must make a Will roll to use it. Roll
at +3 for High Pain Threshold or -4 for Low Pain Threshold. Success lets you act at -5 DX; failure indicates you Do Nothing!
Injury over HP/2: Cripples the arm.


Injury up to HP/5: -1 DX to kick with the injured leg. Kicking with the good leg is at -1 if standing – you must support
your body with the injured leg – but at no penalty if lying down.
Injury over HP/5, up to HP/3: -3 DX to kick with the injured leg. If standing, kicking with the good leg is at -1, but
any roll to avoid falling is at -3. If lying down, there’s no penalty to use the good leg. Dodge is at -1 and Move is 80%
normal if standing.
Injury over HP/3, up to HP/2: Your injured leg hurts so much that you must make a Will roll to kick with it, at +3 for
High Pain Threshold or -4 for Low Pain Threshold. Success lets you kick at -5 DX; failure means you Do Nothing. You
cannot kick with the good leg from a standing posture – your wounded leg won’t support your weight – but you can use it
as usual if lying down. Dodge is at -2 and Move is 50% normal if standing.

Injury over HP/2: Cripples the leg.


Hand or Foot
Hand and foot injuries don’t give a DX penalty, but they hurt if you use the wounded extremity to strike. Use the “Bruised Knuckles” rule under Harsh Realism for Unarmed
Fighters (p. 124).

Injury over 1/3 HP: -1 to DX for all purposes.
Injury over 1/2 HP: -2 to DX, Move is 80% normal.
Injury over 2/3 HP: -3 to DX, Move is 50% normal (the usual penalty for having less than 1/3 your HP remaining).


p. MA137, both New Hit Locations and Notes for Existing Hit Locations are in use.
pp. MA144-146, Choosing a Style, and p.MA184 The Purpose of Military Hand-to-Hand are helpful for designing characters.
The rules for Hidden Weapons, p. MA218; are useful for sneaking weapons past security...


GURPS Tactical Shooting

p.TS6, Shot Shredder: At close range, shotgun blasts use pi++ damage code and the Rcl for slugs for their host weapon. Which I was already doing anyway...


p.TS11, Situational Awareness. Just as in Jagged Alliance, "you see what your mercs see", in GURPS you see what your character sees. Roll Per, Observation, Per-based Tactics or Soldier to look at things in combat--at -4 for a glance (a free action), no penalty with a Concentrate maneuver (cumulative +1 for each successive Concentrate maneuver), +2 for Combat Reflexes, any Vision, range, spread-out or multiple targets, +10 for visible targets in plain sight, reduced for cover and position modifiers.


For example, a character, Perceptive Peter, with Combat Reflexes and Per 12 (total of 14). takes a glance from behind cover. It is daytime, and he can potentially spot three human targets.


Enemy 3 is standing up, in the open (+0), partially in a smoke cloud from a smoke grenade (-2), 25 yards away (-7) for a target number of 15 (posture[+0] +cover[+0] +range[-7] +Smoke[-2 Vision]+ plain sight[+10]  = +1, Per 12+1  = 15).


Enemy 2 is kneeling (-2), behind heavy cover (-4), 20 yards away (-7), for a target number of 11 ([-2] posture+[-4] cover+[-7] range+[+10]plain sight = -3, Per 14-3  = 11).


Another is camouflaged (requiring a Vision vs. Camouflage quick contest ), prone (-4), behind light cover (-2), 30 yards away (-8), for a target number of 10 ([-4] posture+[-2] cover+[-8] range+[+10]plain sight, = -4; Per 14-4  = 10). Depending on the success of the quick contest, Peter might succeed on his Per roll by enough to spot all the enemies, but miss the third because of his camouflage.


p.TS11-14, Shooting Stances and Using the Sights: Here's a cheatsheet for the TS shooting stances and sight usage.

TS shooting stances and sighting.bmp


p.TS21, Fire and Maneuver:

"For added realism, someone without Combat Reflexes who takes cover or performs a dodge and drop must make a DX or Acrobatics roll; if this fails, he must take a

Do Nothing maneuver next turn to recover from the ungainly arrival. In addition, anyone under fire must make a Will-2 roll each turn, unless he has Combat Reflexes or

Unfazeable; failure means he stays safely  behind cover – though he may take actions that don’t expose him to fire (e.g., moving further or laterally behind cover,

communicating, reloading). 

This is only an absolute for NPCs; a PC may choose to leave cover, but if so, all of his rolls that turn are penalized by the margin of failure on his Will roll."


p.TS28-31, Cover and Concealment. Here's a cheatsheet for object DR and cover modifiers from Tactical Shooting:

  TS cover guide.bmp


p.TS32: Harsh Realism for Tactical Shooters: The following rules are in effect:


Concealed Carry: Some handguns are more appropriate for concealed carry than others: Semiautomatics are usually easier to conceal than revolvers, pistols with singlestackmagazines
are slimmer than those with high-capacity magazines, etc. The GM may give certain models +1 to Holdout in Quick Contests against Vision or Observation.

Eyestrain: Peering through telescopes and night vision sights exerts considerable eyestrain: Apply -1 to Vision after an hour, and another -1 per further half-hour, up to -4.
Once you stop, you shed -1 per 10 minutes.


Hammerless Handguns: Sidearms with exposed hammers give -1 to Fast-Draw (Pistol) rolls, in addition to the -3 for drawing from a pocket (p. 42).  On a failure, the gun remains

caught in the pocket, but can be removed with a Ready maneuver next turn. On a critical failure, it tears the pocket liner and takes 1d+1 seconds to extract.

See Hammerless Handguns (High-Tech: Pulp Guns 1, p. 8).


Shot Effect: Don’t announce the game-mechanical results of the PCs’ shots to the players! Even if opponents visibly drop, shooters might want to put in another round, just to make sure. See Situational Awareness (p. 11) for additional considerations.




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