PDA

View Full Version : Combining GURPS, D&D, and my own stuff



Decahedral Tofu
2008-12-20, 09:38 PM
I lent my books to a friend for a while and was without them for about 2 years, so I came up with my own rulesets and playstyles based on what I had liked about my experiences playing D&D and GURPS with friends. I recently got my books back, so I've been working on getting all my stuff written down so I'd have a more solid reference, since I'm too used to my own format to go back to D&D or GURPS. Here's what I have:

[note: I haven't played 4.0 and don't plan to; my D&D influences come from 3.0 and 3.5)

-Stats are 3-digits, but follow the same form as D&D. 110=11, 150=15, etc, except that modifiers are actually a little different.

1-19: -40%
20-37: -30%
38-51: -25%
52-60: -20%
61-70: -15%
71-80: -10%
81-95: -5%
96-115: no modifier
116-130: +5%
131-140: +10%
141-150: +15%
151-160: +20%
161-170: +25%
171-180: +30%
181-192: +35%
193-206: +40%
207-220: +45%
221-236: +50%
237-254: +55%
255-274: +60%
275-296: +65%
297-320: +70%

-Non-restrictive classes; the class forms around an experienced character, rather than the other way around. This allows more unique characters and makes interactions less mechanical.

-Eliminated skills. They're a poor method of representing growth. Instead, skill modifiers are composites of 1-4 stats.

-Speaking of stats, I added a few: Focus, Martial Wisdom, Arcane Wisdom, and Spiritual Wisdom.

-Tweaked alignments; I've kept Lawful/Chaotic as-is, but I decided to twist things around by killing all the gods and demigods in a cataclymic destruction of the heavens, then reconstructing them, and splitting Good and Evil into three Pantheons, so that Good and Evil labels are where they belong: in the eye of the beholder.
-Rather than just having an all-encompassing "Attack Rating" value, there are six basic combat actions, which I've identified based on 5 years of Martial Arts experience:
~Vertical Arc (uses abdominals, triceps, deltoids, carpal flexors, and biceps),
~Horizontal Arc (uses pecs, deltoids, triceps, carpal extensors, and quadriceps),
~Thrust (uses biceps, trapezals, carpal flexors and extensors, calves, quadriceps, and pecs)
~Round Kick (uses abdominals, rectus femorus, and peroneus longus)
~Thrusting Kick (uses biceps femorus, gluts, abdominals, and calves.)
~Grappling (throws, pins, and holds; muscles used vary)

-I've adapted a lot of experience and skill mechanics from Final Fantasy 2. You improve a stat by using that stat, you improve your proficiency with a weapon by using that weapon (in both GURPS and D&D, it's possible to learn how to become a master swordsman just by picking locks; that's stupid), etc. Every action gives you experience. A stat will increase by 1 point for every 5000 experience you earn towards that skill. A combat skill will increase at 10000 experience. A weapon proficiency will increase at 10000x current proficiency level, or you can gain proficiency with a weapon by earning 5000 points toward proficiency with that weapon type.

-Weapon proficiencies are treated as attack modifiers and defense modifiers. As defense modifiers, they effect your defensive action as a modifier equal to your proficiency level - 3, unless it's a body-type weapon (leg, arm, head), in which case it's simply equal to the proficiency level. This is because you're better off blocking an attack with your bare arm than with a weapon you don't know how to use. This also helps to make monk-type characters more valuable in parties.

-Spells, Feats, and Advanced Skills are learned in a few different ways. For arcane spells, a character can simply inscribe the spell in their spellbook and meditate. A successful meditation roll will give them an opportunity to roll for retention of spell knowledge based on an Arcane Wisdom roll. A roll of 20 or higher will grant full retention. A roll of 5 or lower will result in failed retention. 6-19 will grant retention equal to five times the number rolled as a per cent figure. For feats, there are two ways to learn them: the easy way is to train. The character declares that they are learning the feat, then it's written onto the character sheet. When the character reaches 100,000 experience points with that feat, the feat is then learned. The hard way to learn a feat is in battle. If the character is targeted by the feat, they may roll 1d20. On a roll of 20, they then roll % with Wisdom Modifier (use the per cent modifier, not the 1/20 modifier). A roll of 80-94 will grant them 10,000 experience towards that skill. A roll of 95-100 will grant them 30,000 points towards that skill. A roll above 100 (after modifier) or a natural 99 will grant them 99,900 points toward that feat, but they must use the feat successfully within 10 turns or lose 49,900 points. If the character is not targeted by the feat, he or she must roll 2d20, which must have a combined total of 39 or greater (no modifiers). On a successful roll, the same process above is followed. Advanced skills are learned in a similar way to feats, but only require 10,000 skills.

-More about experience
Training and extended amounts of combat will require toughness and focus checks, depending on the skills being used. These are some approximate values for how skills are effected over time by combat, training, and laziness. Stats always deteriorate, with paces varying by age, race, and injuries, but one can maintain their mind and body by spending an hour training, unless they're too exhausted to do so, or just too lazy.

1 hour of combat (600 turns) = 1500xp
1 hour of training = 600xp
1 day of doing nothing = -400xp
1 day of training = 4000xp
1 day of combat = 7500xp
1 day of intense training = 9000xp
1 week of doing nothing = -2800xp
1 week of training = 20000
1 week of intense training = 60000xp
1 month of doing nothing = -9500
1 month of training = 80000
1 month of intense training = 250000xp (will probably kill you; just sayin')
1 year of doing nothing = -12500xp
1 year of training = 1000000xp (will also probably kill you)
1 year of intense training = 3000000 (will kill you. Don't try.)

-1v1 combat can be done at a narrative rate. That is, the characters (usually an important NPC and a PC) can engage in combat at a faster speed because the nature of the various attacks and defensive responses implies positions, so that the battle can move fluidly and pressure players to get their head in the fight and off of the paper.

-Even more on experience
With Weapon Proficiencies, Feats, Spells and Advanced skills, if they go unused for 2 weeks or more (generally; it varies), they will go passive. Their effects will be cut in half unless the character acquires 100xp recovery. The character will lose 10 of these per day, so the fast it's done the better. If these go unused for 6 months or more, that number will increase to 500, but will still only lose 10 per day. Experience towards recovery doesn't require that the spell be cast or that the feat or ability be used. Spending 10-15 minutes rereading your spellbook's dustier pages or exercising some of those muscles you haven't been using will usually recover an ability or spell that's gone passive without too much effort.

-So, I have a big, long backstory for the dieties and stuff:

Prior to the Awakening, Alignment was considered on a range from
an arbitrary label of "Good" and an arbitrary label of "Evil", with
little actual relation to Morality. The Awakening occured when the
warriors of the Abyss penetrated the Heavens and split the former
Godly Order in twine. Thus, the Drakes, in their wisdom, joined
the Fiends in the mystery of the Abyss, the Dwarves and Elves held
fast to the Old Religion, and the Goblins soon joined them, though
not without hesistation. The Humans and Aquatic races sought a new
sense of Spiritual Advancement within the realms of a plane that
had burst into creation when the Celestial Plane was sundered,
called the "Shimmering" Plane.
When the Celestial Plane severed, it destroyed and rewove the
existing gods, demigods, and lesser beings within both of the Great
Planes, as well as most of the shrines and temples that followed
them. Thus, seven new groups of gods were born of the soulmesh,
all more deeply entwined with the elemental nature of the universe
than before.
From a bolt of lightning was born Zhevarius, who resembled the
human races. Upon his creation, he created Dranus, the god of
speed; Thagre, the god of sight; and Magnus, the god of laughter.
Zhevarius himself became the greater god of wisdom, and the four
human gods found their home in the Shimmering Plane, Kygi
From an icy rain was born Lunas, who resembled the aquatic
races. Upon her creation, she created Mortel, keeper of the dead;
and Loqua, goddess of the sands. Lunas became the greater goddess
of fortitude, embodied in the never-resting ocean tide. The three
aquatic gods joined the human gods in Kygi, where Mortel's ferrymen
guide the fallen warriors from the open plains of land and water
into Kygi's heavens.
When Corellon Larethian's fibers split, all the world's sound
was lost, until a brave bard sacrificed his life so that Corellon
could be reborn within his soul. Thus was born Laveth, the eldest
god of today, whose soulfiber is undiluted, resembling the elven
races. Laveth planted four seeds in the soulfiber, belonging to a
Maple, an Oak, a Fir, and a Sunflower. The Maple seed became Lian,
goddess of the grove. The Oak became Akro, god of the swamp. The
Fir became Dhoglus, the protector, god of the fortress. The seed
of the Sunflower became Solas, goddess of festival. Laveth became
the greater god of sacred knowledge, leading the reconstruction of
the Celestial Plane.
As the fiends pierced the Celestial planes, Maglubiyet realised
what destruction they had caused, and turned on Nerull. Bahamut,
then destroyed both of them before his own destruction. The fiber
of Maglubiyet's soul later fused with Gruumsh, Delleb, and 1000
goblinoid souls to form Akkatta, whose creation synced with the
birth of the Great Shaman Phaskitzki. When Phaskitzki matured to
an age of seven, Akkatta instructed him to join the Goblinoid races
and make peace with the Dwarves and Goblins. Phaskitzki did both
within his lifetime, and in his death, gave his eternal soul to a
great fire at the peak of Mt. Hyaph. Akkatta felt the death of his
mortal brother, and spoke to the 27 great goblin warlords present.
He instructed them that the Abyss would soon reform, and they must
protect the ancient Celestial plane and those who seek it. He
foretold a great war waged by the Drakes of Mt. Khan which would
destroy the old religion if the Goblin races did not stop him. Thus
the bravest goblins travel to the peak of Mt. Hyaph from their
homelands to seek strength and wisdom, and Psygoria remains safe
from Khandor's warriors. Akkatta thus became the greater god of
reason, and a great ally to Laveth and his kin.
When the Abyss cut into the Celestial Plane, Moradin rushed into
the chaos and destruction, seeking to stop the rift that would
destroy the Great Planes and their inhabitants. When he reached
center of the chaotic rift, however, he was stopped by Hextor, who
he killed. However, when Hextor's fibers split, they only offered
power to the rift, Moradin saw this, and rushed to contain it.
When the rift overcame him, Moradin's soul violently split into six
shards. One shard killed Heironeous, and later became Hatorno, god
of bravery. The second shard killed Garl Glittergold, and later
became Grakkat, god of wealth. The third shard killed both Wee Jas
and Kord, and later became Jovarkat, guardian of souls, who guides
The fallen souls of Goblins, Dwarves, and Elves to their eternal
rest. The fourth shard killed Urbanus, Joramy, and Kyuss, and
became Bray, god of artifice, who helped Laveth rebuild the
Celestial Plane, named Likiuj. The fifth shard killed Mouqol, and
created Gramm, lesser god of merchants, and Matre, lesser goddess
of travelers. The sixth shard killed Tiamat and Bahamut, which
destroyed all the great dragons.
Thus Laveth, Lian, Akro, Solas, Akkatta, Hatorno, Grakkat,
Jovarkat, Bray, Gramm, and Matre are the 11 Gods of Likiuj, built
upon Mt. Pelor - the last true remnant of the old Celestial Plane.
When the Tiamat and Bahamut fell, Zoser ate their hearts, then
fled. Although Hextor spared him, Tiamat corrupted him and Bahamut
destroyed him. Of the fibers of these three gods, Mithrila,
greater goddess of the skies, was born. Mithrila killed all the
creatures on Mt. Khan, and recreated them with the essence of
dragons. Thus the draconic races were born, yet Mithrila could not
recreate the true dragons of ancient lore; her soul was unbalanced
by the presence of Zoser's fiber. Thus, Mithrila determined that
she and her followers must conquer the other 20 gods, so she could
harness their power to recreate the dragons of old.
Boccob, who foresaw the destruction of the Great Planes, sought
to save himself. He determined that Hextor would embody the
destruction itself, and determined that the only way for his fiber
to remain pure would be to teach Hextor of the rift and how to
control it, and hope that Hextor would consider him an ally when
his great reckoning came. Instead, Hextor devoured Boccob's soul
after Boccob had taught him what he wanted to know. Boccob had
foreseen this, however, and after Hextor rent the heavens asunder,
Boccob corrupted him, creating Crobax, god of mystery. Hextor,
however, had another plan that Boccob had not foreseen. Hextor
intended to use the rift to create a flawless goddess of chaos.
He took measured portions of the fibers of Lolth, Ehlonna, Afflux,
Cas, and Chaav, creating Llescivea, goddess of temptation. In the
beginning, Llescivea shunned Hextor for his arrogance and brutal
nature. When Boccob corrupted him, however, their fusion created a
force even more intriguing than her own. The two fiendish gods,
both of whom lusted for the other, found themselves in a situation
that would prove problematic: Crovax could not speak an absolute
truth, and thus could not share himself with Llescivea. Llescivea
could not reveal lust for any other, or her temptation would be
lost. In their frustration, Crovax and Llescivea lost interest in
maintaining evil as an opposition to good, because good was so
weakly defined. They welcomed Mithrila into the Abyss and shared
their powers with her, creating the Wyrms - dragon-like fiends who
specialised in Illusion and Cunning. When a Drake or Fiend passes
on, the spirit is consumed in a wholesome darkness. Crovax allows
only the most pious of the Clerics of the Dark Eye to contact
these dead, and binds them to never share what the learn.

GREATER GODS:
Zhevarius - Human - Wisdom
Lunas - Aqua - Fortitude
Laveth - Elf - Sacred Knowledge
Jovarkat - Dwarf - Guardian of Souls
Akkatta - Goblin - Reason
Mithrila - Drake - Skies

MAJOR GODS:
Dranus - Human - Speed
Thagre - Human - Sight
Mortel - Aqua - Keeper of the Dead
Loqua - Aqua - Sands
Lian - Elf - Grove
Akro - Elf - Swamp
Dhoglus - Elf - Fortress
Hatorno - Dwarf - Bravery
Grakkat - Dwarf - Wealth
Bray - Dwarf - Artifice
Crovax - Fiend - Mystery; Spirit Lord
Llescivea - Fiend - Temptation

LESSER GODS:
Magnus - Human - Laughter
Solas - Elf - Festival
Gramm - Dwarf - Merchants
Matre - Dwarf - Travelers

-I also went ahead and made a document detailing playable races and playable elementals:

Aqua (Aquatic)
Primary Races: Bascu (medium), Otter (small), Ursa (large), Swalor
(giant)
Toad races live in moist climates near lakes, rivers, islands, and
bays. The amphibious lifestyles of these people have evolved into
adaptations that include high lung capacity, increased swim speed,
high pressure tolerance, and temperature adaptations such as thick
fur, high metabolism, compact body shapes, and oily skin.

Skill modifications:
Strength -
Toughness +15
Focus -
Dexterity +5
Charisma -5
Intelligence -
Martial +10
Arcane -5
Spiritual -10
Wisdom -5


Human
Humanoid
Primary Races: Magne (medium), Hobbit (small), Drane (large), Titan
(giant)
Human races live in the open plains and light forests, usually near
rivers. Human races have learned how to harness and (to a degree)
control lightning without the use of arcane practices. Human races
have adapted such that they have good harvesting skills, increased
running speeds, good tracking skills, and keen senses.

Skill modifications:
Strength -
Toughness -
Focus +10
Dexterity -
Charisma +5
Intelligence -5
Martial -5
Arcane -10
Spiritual -5
Wisdom +15


Elf
Elven
Primary Races: Dre (medium), Fae (small), Vri (large), Ent (giant)
Elf races live in forests and wetlands, often in dugouts, trees, and
brambles. Elven lifestyles lend themselves to a strong sense of
community, keen senses, artisticism, and a close connection to nature.

Skill modifications:
Strength -5
Toughness +5
Focus +10
Dexterity +5
Charisma +5
Intelligence -
Martial -10
Arcane -10
Spiritual +15
Wisdom -5


Goblin
Goblinoid
Primary Races: Goblin (medium), Kobold (small), Orc (large), Ogre
(giant)
Goblin races live in rocky, clean regions with dry climates. Goblins'
mastery of flame and forge allows them to produce fantastic artifacts.
Additionally, goblins can easily move through difficult terrain and
climb well. They are also naturally tough fighters with a high heat
tolerance.

Skill modifications:
Strength -
Toughness +5
Focus -
Dexterity +10
Charisma -5
Intelligence -10
Martial -
Arcane -5
Spiritual -
Wisdom +15


Dwarf
Dwarven
Primary Races: Dwemer (medium), Gnome (small), Troll (large), Jang
(giant)
Dwarf races live underground in dark, damp climates, and live off of
a diet of farmed fungi and livestock. Dwarves have good architectural
sense, proud fighting tradition, skills in metalworking, and keen
senses.

Skill modifications:
Strength +5
Toughness +5
Focus +10
Dexterity -5
Charisma -5
Intelligence -
Martial +10
Arcane -10
Spiritual -
Wisdom -


Drake
Draconic
Primary Races: Aeran (medium), Bat (small), Wyvern (large), Dragon
(giant)
Drake races live in high mountains and treetops, with a diet of birds,
leaves, fruit, and small ground animals. Drakes are swift and
graceful, and have a natural link with arcane forces. They are also
proud and arrogant, and rely on their natural abilities.

Skill modifications:
Strength -
Toughness -5
Focus +10
Dexterity +15
Charisma -5
Intelligence +5
Martial -5
Arcane +10
Spiritual -10
Wisdom -5


Fiend
Fiendish
Primary Races: Gargoyle (medium), Imp (small), Dune (large), Wyrm
(giant)
Fiend races live in the deep desert, but make no one place their home.
Fiends personify mischief and illusion, immitating the draconic
races in appearance, fiends are nearly opposite. They are naturally
tough-skinned and superstitious, as well as clever. They also care
little for social status, acting frequently based on whim.

Skill modifications:
Strength +5
Toughness +10
Focus -10
Dexterity +5
Charisma +10
Intelligence -
Martial -5
Arcane -15
Spiritual +10
Wisdom -


ELEMENTALS

Current
Skill modifications:
Strength +10
Toughness -
Focus -10
Dexterity +10
Charisma -10
Intelligence -
Martial -10
Arcane -
Spiritual +20
Wisdom -

Bolt
Strength -10
Toughness -10
Focus -
Dexterity +10
Charisma -10
Intelligence -
Martial -
Arcane -
Spiritual +20
Wisdom +10

Melody
Strength -
Toughness -10
Focus +10
Dexterity -
Charisma +10
Intelligence -
Martial -10
Arcane -10
Spiritual +20
Wisdom -

Flame
Strength +10
Toughness +10
Focus -10
Dexterity -
Charisma -
Intelligence -10
Martial -
Arcane -10
Spiritual +20
Wisdom -

Fungus
Strength -10
Toughness -10
Focus +10
Dexterity +10
Charisma -10
Intelligence -
Martial -
Arcane -
Spiritual +20
Wisdom -

Gust
Strength +10
Toughness -
Focus -10
Dexterity -
Charisma -
Intelligence +10
Martial -10
Arcane -10
Spiritual +20
Wisdom -

Shade
Strength -10
Toughness -
Focus -
Dexterity +10
Charisma +10
Intelligence -10
Martial -
Arcane -
Spiritual +20
Wisdom -10