House Rules and Policies

Just a few notes on how I’d like to handle certain advantages, spells, situations, etc. for this game. This will be updated as time goes on. Other GMs may of course have their own preferences for when they run sessions.

New School but Old School
You’re limited both by player ingenuity and character abilities. So for example, if you didn’t say you’re checking the floor for traps, or looting that body, or crafting flaming arrows at camp – that is unfortunate, but you didn’t do it. At the same time, if you the player have some special knowledge about architecture or gunpowder or whatever, you can’t use that to help your character unless he has the appropriate skills.

Of course not going to mess with you on picking up dropped backpacks or weapons after a battle, etc., I’ll assume you recollect all your stuff unless you say otherwise. Fleeing a battle may very well mean lost gear, however …

I’m going to try to make the games challenging but fair. I’m not out to kill any PCs of course, but deaths may happen, not every adventurer makes it to retirement. Running away is always an option! Well, if you’re cowards anyway …

The adventuring company format makes it such that you can dial up a new character and have him arrive at the office in time for the next delve, and of course resurrections can be done if bodies are recovered (won’t be cheap of course). New characters will start at 300 pts.

Upkeep and Cost of Living
Typical cost of living for someone with Status 0 is $150 per week of game time, so budget some loot for that (not to mention arrows, healing potions, paut, etc.). You can choose to live above or below your Status of course, per Basic p. 265, which may affect how people react to you. You can also roll Survival or Urban Survival to avoid this cost each week, with failure resulting in being down 1d HP at the start of the adventure.

The adventuring company does not pay its members’ cost of living – we’re not in the boarding house business, we handle contracts.

I will describe rooms to you, and I’ll draw out the battle mat when needed, but I’m going to ask that one of the PCs actually map out dungeons, etc. This requires a scribe’s kit, paper, free hands and at least a few seconds of game time per room; a roll against Cartography will get you exact room measurements, etc. If you’re fleeing for your lives through an unknown section of a dungeon, entirely possible that you could get lost! Absolute Direction would be very helpful in such situations.

My default is going to be roughly:
- 1-3 cp per per session, depending on how productive it is in terms of role playing, advancing the story, defeating enemies or exploring new areas;
- 1 cp for the MVP of each session (as voted by all of us);
- a bonus for successfully completing an adventure/mission;
- another bonus for a “clean run” (no PC or allied NPC deaths during the mission)

Extra Attacks
- Limit of Extra Attack 2 for all PCs; multi-strike enhancement is fine. A Move and Attack still limits you to one attack at effective skill 9, and you still cannot Parry or Retreat Dodge when doing a Move and Attack.

- Let’s leave out any time-altering or time traveling spells. Honestly, I just think that’s going to create headaches for me haha.
- PCs are limited to the spells from Basic and Magic, no custom player-made spells; NPCs and dungeons are not subject to this restriction.

Revised Ruling on Power Items, Powerstones and Manastone spell
- Powerstones work as written in GURPS Magic.
- Manastone spell may be used to imbue anyone’s gear with mana that any mage or cleric can draw from, as long as they’re touching the object when casting their spell. The cost to cast Manastone is per Magic p. 69 – it costs quadruple energy to imbue mana into an object with a nonmagical value less that $10xP(squared) + $40xP, where P = target capacity of manastone. Enchantments and such do not increase the value of the item for Manastone purposes – it’s all based on the object’s nonmagical value.

So for example: an object worth at least $50 can take 1 casting of Manastone at regular 5 energy cost; to put a second casting of Manastone into the same object, it must be worth at least $120, or else that second casting will cost 20 energy instead of 5; to put a third casting on the object at regular cost, it must be worth at least $210; and so on.

- Failures on a Manastone spell will put quirks into the casting, such as limiting the circumstances under which mana can be drawn, making the object faintly hum or smell like rotten eggs until that mana is completely spent, etc. A critical failure will destroy the item receiving the manastone casting. Signature Gear offers no protection from this – you take the risk and live with the consequences!
- Separately, I’m ruling that a Power Item (DF1 p. 28) is a different, unique concept. This must be an object owned by a mage or cleric (someone with at least Magery 0 / Power Investiture 1) and can only be used by the owner, being mystically attuned to him. Therefore, Liana’s sword cannot be made into a power item from which Nakar can draw energy, as an example (though that sword could be imbued with mana via the Manastone spell). Manastone cannot be cast on a Power Item.
- A mage can simultaneously possess one power item as well as any number of powerstones and objects enchanted with manastone.

House Rules and Policies

Dustin's Fantasy campaign dbierut dbierut