Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Many of these house rules are available in the GCA Files section below if you want to incorporate them into your own game.
Both Per and Will are their own attributes. They start at 10, and can be raised or lowered for 5 points/level. IQ is unchanged, at 20 points/level.
The values of all age-related traits (Extended Lifespan, Longevity, Self-Destruct, Short Lifespan) are halved, except for Unaging, which costs 5 points. Terminally Ill no
longer exists, except when granted via an Affliction.
Arm DX costs 9 or 12 points for one or two arms. Arm ST costs 3, 4, or 6 points for one, two, or three arms. Regrowth costs 10 points.
Each level of Control can be used to give people in your area of effect DR 1 versus appropriate attacks. A successful, IQ-Based Power Block will double any defensive
use of Control for one attack.
Costs Fatigue is worth -10% per level, to a maximum of -40%. If you have an advantage that would normally remain on indefinitely, you can take "Costs 1 FP per 10
seconds" for -20% or "Costs 1 FP per second" for -40%.
Armor Divisor (100) is available as a +300% enhancement. This is a fair price in comparison to Cosmic (Irresistable Attack), which is more effective but is also stopped
by Cosmic DR. Hardened DR reduces both enhancements normally.
While building characters and helping others to do so, I've come up with several new "special modifiers" for various advantages, as well as a new advantage
(Indefatigable). Unlike the other house rules, this will load as a separate page -- it's too long to do inline.
For balance purposes, an Unusual Background is required to learn and use the four Enthrallment skills. This costs 5 points, plus 5 points for each level of Charisma
(maximum 30 points.)
When using the Temporary Enchantment spell (from GURPS Fantasy and Magic), multiply the energy cost of the enchantment by (Uses)/(Uses+6), rounding up. So a
wand that can cast Fireball 30 times costs (30/36), or 84% of the normal energy cost to enchant.
Replace "HP" with "ST" for living beings in the formula for calculating the damage from slams. Use HP for inanimate objects and all other collisions or falls. If the type
of Strength matters, use Striking ST.
Resistible is no longer a limitation. Instead, it is the first level of Static, with a cost of 15 points. The normal advantage, as written, is the second level.
The starting cash you get by trading in points now scales up (using a similar progression to Wealth) and is based on your starting wealth, not the campaigns. This makes it
a fair deal for wealthy characters while reducing abuse from poor ones. Signature Gear no longer provides funds; it simply adds plot protection to gear that you've already
purchased. Because there's a table involved, this house rule is located on its own page.
In games set on modern Earth, 99% of the people will speak one of the following languages: Arabic, Bantu (Southern African), Berber (Northern African),
Cantonese/Wu (Chinese), Dutch/Afrikaans, English, Farsi/Kurdish (Iranian), Finnish/Hungarian, French, Gaelic/Welsh, German/Yiddish, Greek, Hebrew, Hindi-Urdu
(Indian/Pakistani), Indonesian/Malay, Italian/Romanian, Japanese, Korean, Latin, Mandarin (Chinese), Navajo, Norwegian/Swedish/Danish, Polish/Czech,
Russian/Ukranian, Spanish/Portugese, Thai/Burmese, Turkish/Mongol, or Vietnamese/Cambodian. A slash means that the languages are closely enough related that, for
simplified game purposes, they count as a single language.
14. Combat, Combat Art, and Combat Sport Skills Are Techniques.
When you learn a Combat skill, Combat Art skill, or Combat Sport skill (see p. B184 for details), you may buy up the other two versions as an Average technique
defaulting to your skill-3. For example, if you know Karate Art at DX+2, you know Karate at DX-1 and can buy it up to DX+2 level for 3 points.
Alternatively, if you don't mind extra detail, the firearm's HT is unchanged. However, whenever it would normally get a bonus to a HT roll -- like the HT+4 roll to resist
Slime, Sand, and Equipment Failure (p. B485) -- it rolls against straight HT, no bonus.
Note for My Players: I also have a minor house rule about Dependents and Enemies. They may be only taken with a Frequency of "6 or less" or "9 or less" without special GM
permission.