Rules.   Posted by GM.Group: 0
 GM, 4 posts
Thu 10 Oct 2019
at 17:05
1. Posting rate is whatever the GM and player settle on.
2. This is a Mature game, not an Adult game. Fade to black as appropriate.
3. Traits that depend on "play time" or "per session" activation will have the Game Time enhancement:

If it usually works at least once per real hour, you get uses per game day equal to its maximum possible uses per real hour; e.g., Ridiculous Luck, which works every 10 real minutes, gets six uses per game day. If itís rated in uses per session, you get that many uses per game week; e.g., Serendipity 3 gives three uses per game week.

4. The PCs can roll for themselves, except in situations involving research or information gathering, or other rolls where failure or critical failure might result in the GM lying. Clearly if you know you failed, you know the GM is lying!

For long tasks you'll roll at the end of the task, so don't roll for those until the GM asks you to.

This message was last edited by the GM at 23:44, Wed 23 Oct 2019.

 GM, 5 posts
Thu 10 Oct 2019
at 17:06
1. Gear prices and armor weights from Low Tech and High Tech override anything in the Basic Set.

2. Committed Attacks and Defensive Attacks from GURPS Martial Arts are allowed.

3. Extra Effort in Combat is allowed. Don't forget this calls for a Will roll.

4. Shin Kicks, Reverse Grips, Telegraphic Attacks, and Cross Parries are allowed.

Combat tip for unskilled characters:
You'll have a default of ~6 with most guns, ~5-6 with most melee weapons. That means you'll miss an unmoving target 70-80% of the time. Even a punch at average DX only has a 50% hit rate. So consider aiming and making all out attacks if you want to hit something.