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G.R.A.S.S.

GURPS-Based Roll-and-Add Simulationist System

Preface G.R.A.S.S.
To elaborate on the bizarre name of this RPG: GURPS-Based: Most of the ideas,

character stats, and general philosophies showing how to properly determine modifiers: of the game came directly from Steve Jackson's Generic Universal Role-Playing Score Modifier System... etc etc Roll-and-Add: ...all except for GURPS's 1-2 -4 dice-rolling mechanism of rolling under target scores, which has been changed to 3-4 -3 a more flexible roll-and-add-the-target5-6 -2 score system, a la d20. 7-8 -1 Simulationist System: According to the GNS Model of RPG theory, three RPG 9-10 0 philosophies exist: gamism, which focuses 11-12 +1 on victory and competition, narrativism, 13-14 +2 which focuses on storytelling and thematic qualities, and simulationism, 15-16 +3 which focuses on accurately simulating 17-18 +4 the in-game world. While some etc etc combination of the three is essential to any good RPG, GRASS primarily focuses on the latter. Chapter 2: Characters

Chapter 1: Fundamentals
GRASS uses ordinary 6-sided dice exclusively. They are generally rolled three at a time (3d6) in order to get a bell curve; that is, the result will usually be close to 10.

1.1: Dice

1.1.1: Critical Rolls


Critical rolls are meant to be either lucky outcomes, or exceptionally unlucky outcomes. When the results of the 3 dice are all the exact same number (which I like to call mutant eyes), then you multiply whatever the total is by the corresponding number, shown in the table below: Roll 1, 1, 1 2, 2, 2 3, 3, 3 4, 4, 4 5, 5, 5 6, 6, 6 Multiplication x-3 x-2 x-1 x1 x2 x3

Primary Attributes are the most basic makeup of a character, representing their innate abilities. The Primary Attributes are: Strength (ST): The physical power one can exert in any given situation. Dexterity (DX): The coordination and control one has over their body. Intelligence (IQ): The coordination and control one has over their mind. Health (HT): How well one's body can endure harmful elements. One determines them by rolling 3d6 dice.

2.1: Primary Attributes

1.2: Modifiers
Modifiers are a direct summary of the overall effectiveness of scores. Since 10 is average, it creates a +0 modifier, and since 1 is low, it creates a -4 modifier. To the right is a chart

Secondary Attributes represent how well a character's basic abilities aid or hinder them in day-to-day life. The Secondary Attributes and how to determine them are as follows: Hit Points (HP): How much injury a character can take before falling down. Equal to Strength + Health. Perception (PER): How well a character perceives their surroundings. Equal to Intelligence. Speed (SP): How fast one can move in meters per second. Equal to Health + Dexterity divided by 4 (don't round off). Encumbrance (EC): How much weight a character can carry. Equal to Strength times two. Resistance (RS): How well one's body

2.2: Secondary Attributes

copes with the elements. Equal to Health.

3.2: Turns
Each turn represents one second, and each combatant can make exactly one move in their turn; I.e, move, attack, etc.

2.3: Skills
Skills represent the abilities a character learns over time. They are generally the factor most direct in deciding success in actions. Each skill has a dominating attribute to it, representing how one's innate abilities impact that which they are trying to do. This generally means a modifier from that attribute in question is applied in certain situations. Players can set the skills of their characters as they like, but they are encouraged to set their skills in a way that makes sense for their character to know. Remember, 10 is average.

3.3: Melee Combat


For melee combat, one must first figure out whether or not the attacker successfully hits the defender. To figure that out, do the following: 1. Roll 3d6 for both parties. 2. Add the skills corresponding to the attacker's weapon and the defender's armor. 3. Take the speed scores from the attacker's weapon and defender's armor, and add them to their respective tallies.

2.4: Experience Points


Experience points (or XP) are gained throughout adventures and experience. They are generally awarded for killing enemies and completing quests, but the GM can distribute them through whatever means they see fit. XP are used to increase the attributes and skills of characters. They are used like a currency; increases will cost a certain number of XP. To determine what a skill increase will cost, add a zero to the end of the score of the skill in question. To determine what an attribute increase will cost, add two zeros. EXAMPLE: If a skill increasing it to 11 XP. If an attribute was it to 11 would cost was 10, would cost 100 10, increasing 1000 XP.

Chapter 3: Combat
To start with, roll one 3d6 for everybody involved in the fight. For each of their rolls, add that person's Perception score and Dexterity modifier. Sort the results in order from highest to lowest. The highest one gets the first turn, followed by the next highest, etc. When the list runs out, repeat it. If the Initiatives of more than one combatant end up the same, the GM decides the pecking order.

3.1: Initiative

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