GURPS 4 House Rules
Section 1 - Character Creation
HR1.1 Attributes and Characteristics - B14
- DX costs ±25/level.
- Perception (Per) and Will are separate attributes and cost ±15/level and ±10/level respectively. IQ still costs ±20/level.
- Charisma (Cha) is a new attribute, which is the basis of social skills and interaction, such as the NPC Reaction Table, and costs ±15/level.
- Basic Speed equals (DX + Per)/4 and is not the basis of Basic Move. It still costs ±5 points per ±0.25 Speed.
- Basic Move starts equal to DX/2 (rounded down) rather than Basic Speed. It still costs ±5 points per ±1 yard/second.
HR1.2 People Affected - B27
This modifier, most commonly applied to Reputation, is based on the likelyhood of meeting the people who've heard of you, which depends on the desire to find them and their desire to find you as well as the group size. For example, Satanists are too rare to count in most campaigns but you might investigate them enough to make them Common in an occult mystery campaign. The modifiers are:-
- Almost everyone in your game world except, at most, for an uncommon group of people: x1.
- Almost everyone in your game world except one common group: x4/5 (round down).
- A majority of people or a particularly powerful group (all those who watch the news, the working class, all politicians, etc.): x3/5 (round down).
- Common group of people..: x2/5 (round down).
- Uncommon group of people...: x1/5 (round down).
HR1.3 Frequency of Recognition - B27
- All the time: x1.
- Almost all the time (roll of 14 or less): x9/10 (round down).
- Frequently (roll of 12 or less): x3/4 (round down).
- Sometimes (roll of 10 or less): x1/2 (round down).
- Occasionally (roll of 8 or less): x1/4 (round down).
- Rarely (roll of 6 or less): x1/10 (round down).
HR1.4 Racial Templates - B451
For easier bookkeeping, players creating a character from scratch should use racial attribute modifiers as guidelines rather than apply them. A character from a very strong race with ST 11 is weak compared to his brethren but stronger than a baseline human and, thus, pays 10 points. However, if the GM has created any campaign minimum and maximum attribute limits, the racial attribute modifiers adjust those, allowing more extreme values.
HR1.5 Optional Rule: Trait Importance
The GM may decide to make certain traits cheaper because they aren't as useful or used as much as others but doesn't want to remove them from a campaign. For example, Area Knowledge (Mars) isn't so useful if excursions to the Mars Colony are uncommon. Trait importance only affects character creation and has no effect on gameplay. The grades of importance and their cost multipliers are shown below. The cost multiplier is applied to the trait cost after any other cost modifiers and, unlike with other modifiers, the cost is not rounded. The final cost of Supporting and Peripheral traits can include ¼, ½ or ¾.
- Main - x1.
- Supporting - x1/2.
- Peripheral - x1/4.
- Discarded - not allowed for PCs.