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Lite Extras & Options

Table of Contents
Lite Extras & Options 1
Errata 2
Guns Familiarity Modifier 2
Self-Healing 2
Slam 2
Big Issues? 2
Re-Active Defence? 2
Why only Half-skill for Defence? 2
Revised Attributes 2
Revised Attribute Cost 2
Perception Skills 3
Speed Skills 3
Attribute Limits {6-15} 3
Build Table Notes 3
Build Table Notes 3
Animal ST 3
Build Tables 3
Expanded Appearance 4
Expanded Build 4
ST Based Damage 4
Quarter ST 5
Mixed ST 5
Talents 5
Extras 5
Everyman Tasks 5
Dexterity (DX) 5
Speed (SX) 5
Intelligence (IQ) 6
Health (HT) 7
Perception (PER) 7
Will 7
Gravity 7
Hurling 8
Jumping Tables 8
Running 9
Option: Helping Flagging Runners 9
Stealth Mods 9
Lifting & Moving Things 9
Expanded Appearance 10
Expanded Build 10
Revised Language 10
Script Perks 10
Optional Melee Weapon Skill Class’ 10
Guns Skill Revision 10
Defaults and Familiarity 11
Smallarms Techniques 11
Gunner Techniques 11
Rapid Fire 11
RoF Table 11
Shots Hitting 12
MoV vs Rcl: Hits Chart 12
Multiple Hit Location Cheat 12
Piercing Damage vs Armour 12
Fatigue 13
BAT & BAL 13
BAT per Combat Turn: 13
Resting (non-combat) 13
Persistence Option 13
Tactical Options 14
General 14
Changing Posture Encumbered 14
1
Unified To-Hit Mods 14
Reach for Alt SM 14
Hesitation 14
Acc 0 Aim Bonuses 14
Hit Location Options 14
Serious Wounds 14
Limb Hits 15
Accumulated Limb Wounds 15
Extreme Dismemberment 15
Overpenetration 15
Unremoved Picks & Arrows 15
Last Wounds 15
Partial Injuries 15
Arm 15
Leg 16
Hand or Foot 16
Torso 16
Basic Bleeding 16
Severe Bleeding 16
Bandaging Severe Wounds 16
Multi-Wound Healing 16
Lasting and Permanent Injuries 17
Neck Wounds Table 17
Skull Wounds Table 17
Vitals Wounds Table 17
Advantage Options 18
Major Rewrites 18
Affliction [10/Lvl] 18
Contacts [var] 18
Minor/ New 18
Combat Veteran [2] 18
Radiation Tolerance 18
Regeneration 18
Perks 18
Cheap G-Experience [1/lvl] 18
Committed Berserker 18
Speed of Thought 18
New Disadvantages 19
Compulsive Risk-Taker [-15*] 19
Dishonest [-15] 19
Everything in Its Place [-1] 19
Larcenous [-10*] 19
Non-Discriminatory Hearing [-10*] 19
Trademarks, Copyright & Permissions 19

2
Errata
Guns Familiarity Modifier
If it's penalty size that's the issue, cut the -2 per category to -1, so that unfamiliarity ranges from -1 to -3 instead of
from -2 to -6. That way, it'll average -2, as for almost every other skill, and common penalties will be -1 and no longer
worse than default penalties for different weapon types altogether. Thinking about it more, I'd even support calling this
errata. Kromm.
Self-Healing
Originally Posted by Kromm
“Heh, it appears that the box fell out of the layout seven years ago and nobody noticed. To paraphrase: Most medical
skills cannot be used on oneself, although the GM may allow plausible uses at a suitably large penalty; eg, First Aid is
at -1 per HP of injury.”
Slam
The DFRPG intro’d a new Slam formula: Th-2+Move Factor. Move Factor is added per die and derived from the Size
Speed/Range Table (pg. B550).
Facto
Move
r
1yd -2
2yd 0
3-4yds +1
5-6yds +2
7-9yds +3
10-
+4
14yds

Big Issues?
Re-Active Defence?
Just because an attack "missed" doesn't mean you aren't defending. It just means the Attack was clumsy enough that
any sort of defending was minor and required so little effort that it didn't consume your Active Defence. It only requires
an Active Defence if the Attack was Successful and therefore took enough effort to deplete your defences.
It's important not to imagine that the defender is standing still and only reacting to a direct and successful attack. This
creates a bizarre scene where you know the attack is going to miss and just stand there, and the attacker is whacking
at the air beside you in an utterly inept manner.
Missing, in the chaos of battle, often means that you failed to anticipate your opponent’s movements and adjust to
them, and ended up attacking somewhere he wasn't, grazing his shield or putting your attack where it could be easily
and effortlessly deflected. In practice the enemy is moving about (dodging), hiding behind his shield (blocking) and
trying to brush aside your attacks (parrying) the whole time.
Why only Half-skill for Defence?
Swinging a weapon to hit an SM0 target is one thing, positioning it to deflect an SM-3 weapon is another, ie Parry or
Block. Similarly, moving your body out of the line of attack, ie Dodge.

Revised Attributes
Revised Attribute Cost
This is a major rules re-write.
Following on from Pyramid #3/83 Alternative GURPS IV; Knowing Your Own Strength, pgs 16-19, by Sean Punch;
and Eidetic Memory: Playing with Health, pgs 21-23, by David L Pulver.
 ST [5/lvl]: StST [2/lvl] + LfST [1/lvl] + HP[2/lvl].
Pyr#83-KYOS: StST should be [1/lvl] by comparing ST-based damage to Innate Attack - Crushing Damage. But
[1/lvl] is rounding down the cost from [1¼/lvl]. RAW says round up, so StST should be [2/lvl]. Lifting ST is more
limited in application than StST and should cost [¾/lvl] but that rounds to [1/lvl].
HP, however, are under-priced. Extra FP cost [3/lvl], you have only what you buy, and, despite their many uses,
running out knocks you out (unless asphyxiating).
HP are your very life, they count toward damage for Slams, replace FP in dire need, and you probably have more
than 1 for every 1 you buy - you don't necessarily die until -5*HP: if HT10 gives a 50% chance of living to lose
another #HPs, then each HP can be 1 + ½ + ¼ + 1/8 + 1/16 + 1/32.
3
HP should cost [7/lvl] but some things in GURPS are cheap for a reason.
 DX, IQ and HT [15/lvl];
we’re adding functions to HT whilst removing them from DX and IQ.
 PER remains [5/lvl] but now derives from HT.
Perception Skills
Perception Skills are now HT based and include Gunner and Small Arms (RAW Guns, Crossbow and Beams).
This makes more sense, eg of Comprehension Rolls (B358), being healthy and aware but needing brains to
comprehend. An IQ2 HT12 deer no longer needs +10 Per to be aware of a threat.
Speed Skills
Based on: Pyr. #3/83 Alt. GURPS IV; Eidetic Memory: Playing with Health, pgs 21-23, by David L Pulver.
Basic SX = (DX+HT)/2, round up; SX costs [±15/lvl], normally limited to ±3.
Replace DX with SX for all “whole body” skills/ checks, eg Armed and Unarmed Melee Combat Skills, Acrobatics,
Bicycling, Climbing, Dancing, Environment Suit, Erotic Art, Escape, Freefall, Jumping, Push, Riding, Stealth; and any
derived specialism, Technique and/ or Combat Art/ Sport.
Any Advantage/ Disadvantage/ bonus/ penalty/ help/ hindrance that may by RAW apply to DX is also in effect to apply
for SX.
Why average DX & HT vs 2xSpd: Mundane Human Attribute limits (8-15) would give SX a range of 8 to 15; in
comparison, Speed based SX would cost [10/lvl]* and have a range of 4 to 19. *Spd +0.5 for [10] = SX+1.
Attribute Limits {6-15}
For humans {and human scale humanoids} treat the 6-to-15 range described in How to Select Basic Attributes (B14)
as the scope of realistic ability for adults but:
 15 requires the Unusual Background (Peak Attribute), which costs as much as half a level of that Attribute, eg [3]
for ST, [8] for DX, IQ or HT, [3] for Per or Will, etc
 Cinematic Heroes can buy 16 – 18 but must also buy UB(PA)/lvl.
 Superhumans may go higher still but require Unusual Background (Super Attribute), which costs as much as a
level of the attribute, per extraordinary level, ie UB(SA)/lvl.
Extra HP
Anyone can reasonably have ST±3 HP (or ±30% if over ST15 or under 5) but Underweight, Skinny or Skeletal, limit
HPs to ST, ST+1 and ST+2, cf {Expanded Build}.
Build Table Notes
Build Table Notes
The Basic Set Build table, bottom of page 18, gives approximate Average height and weight for a given ST but it’s
actually more for human males. Linear height-weight values are off but the difference is a pain to sort out.
 The values from the formula 2*Wgt⅓ would mean ST9-11 was the human norm but then you’re allowed ±3 so
that’s ST6-14...
 Women really do have less muscle, pound for pound {P4P} than men. On the Build Table, that just means female
character’s get to pick the weight for their ST from 2 lines further down the chart.
Animal ST
Male animals would use one line up and females use their actual ST line. If all you have is weight,
then ST/HP are 2x cube root of Wgt lbs +1; ±3 for build variance, +20% or more if male.
Example: a ST11 male ape could be 90-150lbs; a 300lb male ape could have ST12 to 22.
Build Tables
Typical range of Height and Average Weight for the given ST according to genetic make-up.
Height in Feet (‘) & Inches (“); Weight in Pounds.
Red Line ST: this is the Build Limit; you can have this ST but it requires the Unusual Background (Build Limit) [5].
Higher values are possible in Heroic games, eg +3 for Human, but this requires the UB (Hero) [10]. Super Heroes
would know no limit but require the UB (Super) [20].
Gray Line ST: just makes the tables easier to read across :/
Truma ST Gen ST SM0 Gené ST SM+1
n é
Woma Man Height Weight Fem Hom Height Weight Fem Hom Height Weight
n
4 6 4’4”-5’2” 60-120 6 7 4’4”-5’2” 60-120 9 10- 6’6”-7’9” 225-
11 400
5 7 4’7”-5’5” 75-135 7 8 4’7”-5’5” 75-135 11 12 6’10”-8’2” 250-
450
6 8 4’10”- 90-150 8 9 4’10”- 90-150 12-13 13- 7’2”-8’6” 300-
5’8” 5’8” 14 500
7 9 5’1”- 105- 9 10 5’1”- 105- 14 15 7’6”-8’11” 355-
4
5’11” 165 5’11” 165 550
8 10 5’3”-6’1” 115- 10 11 5’3”-6’1” 115- 15-16 16- 7’10”-9’2” 390-
175 180 17 600
9 11 5’5”-6’3” 125- 11 12 5’5”-6’3” 125- 17 18 8’2”-9’5” 420-
195 195 660
10 12 5’8”-6’6” 140- 12 13 5’8”-6’6” 140- 18-19 19- 8’6”-9’9” 470-
220 220 20 740
11 13 5’11”- 155- 13 14 5’11”- 155- 20 21 8’11”-10’1” 520-
6’9” 245 6’9” 245 830
12 14 6’2”-7’ 170- 14 15 6’2”-7’ 170- 21-22 22- 9’3”-10’6” 570-
270 270 23 910
13 15 6’5”-7’3” 185- 15 16 6’5”-7’3” 185- 23 24 9’8”-10’11” 600-
295 295 995
NB: technically, over 6’0” is SM+1; over 9’ is SM+2; under 4’7” is SM-1 and under 3’ is SM-2.
Gen ST SM-2 Gen ST SM-1 Gen ST SM+2
é é é
Fe Ho Height Weig Fe Ho Height Weig Fem Ho Height Weight
m m ht m m ht m
2 3 1’10”- 6-12 4 5 2’10”- 20-40 14- 16- 9’9”- 760-
2’2” 3’5” 15 17 11’9” 1,350
3 4 2’1”- 8-15 5 6 3’1”- 25-45 16- 18- 10’3”- 845-
2’5” 3’8” 17 19 12’3” 1,500
4 5 2’4”- 11-18 6 7 3’3”- 30-50 18- 20- 10’9”- 1,000-
2’8” 3’10” 19 21 12’9” 1,700
5 6 2’7”- 15-22 7 8 3’6”- 35-60 20- 22- 11’3”- 1,200-
2’11” 4’1” 21 23 13’3” 1,850
6 7 2’10”- 20-27 8 9 3’9”- 40-70 22- 24- 11’9”- 1,300-
3’2” 4’4” 23 25 13’9” 2,000
9 10 4’0”- 45-80 24- 26- 12’3”- 1,400-
4’7” 25 27 14’3” 2,200
10 11 4’3”- 50-90 26- 28- 12’9”- 1,600-
4’10” 27 30 14’9” 2,500
28- 31- 13’3”- 1,750-
30 33 15’3” 2,800
31- 34- 13’9”- 1,900-
33 35 15’9” 3,100
34- 36- 14’3”- 2,000-
35 37 16’3” 3,350

Expanded Appearance
This is just filling in some gaps in Basic Appearance, each ±1 costs [2]±:
 [-12] Very Ugly: the kind of problem that needs surgery to correct. -3 on Reaction rolls.
 [8] Very Attractive: you might enter beauty contests but you’re always the runner-up. +2 on reaction rolls.
 Gender Attractive: this alters Attractive and Very Attractive for reaction rolls made by those attracted to your sex.
Instead of the generic +1 and +2 it becomes: Attractive +2/0, Very Attractive +3/+1.
 Gender Unattractive: you can be uglier to those who are attracted to your sex than those who aren’t...
Expanded Build
Underweight: [-2] You have approximately 5/6 the average weight for your ST. This gives you -1 to ST when you resist
knockback. You get -1 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. Your HT
may not be above 16.
Skeletal: [-7] You have approximately 1/2 the average weight for your ST. This gives you -3 to ST when you resist
knockback. You get -3 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. Your HT
may not be above 12.

ST Based Damage
S S S
Th Sw Th Sw Th Sw ST Th Sw
T T T
1 (1d-2/10) (1d+1/10) 14 1d 2d 27 3d 6d-1 40 5d-1 9d+2
2 (1d-1/10) (1d+2/10) 15 1d+1 2d+1 28 3d 6d 45 5d+2 11d
3 (1d/10) (2d-1/10) 16 1d+1 2d+2 29 3d+1 6d+1 50 6d+1 12d+1
4 (1d/10) (2d/10) 17 1d+2 3d 30 3d+1 6d+2 55 7d 14d-1

5
5 (1d+1/10) (2d+1/10) 18 1d+2 3d+1 31 3d+2 7d 60 7d+2 15d+1
6 (1d+1/10) (2d+2/10) 19 2d-1 3d+2 32 3d+2 7d+1 65 8d+1 16d+2
7 (1d+2/10) (3d/10) 20 2d 4d-1 33 4d-1 7d+2 70 9d 18d
8 1d-3 1d-3 21 2d 4d 34 4d 8d-1 75 10d-1 19d+2
10d+
9 1d-3 1d-2 22 2d+1 4d+1 35 4d 8d 80 21d
2
11d+
10 1d-2 1d 23 2d+1 4d+2 36 4d+1 8d+1 85 22d+1
1
11 1d-2 1d+1 24 2d+2 5d 37 4d+1 8d+2 90 12d 24d-1
12d+
12 1d-1 1d+2 25 2d+2 5d+1 38 4d+2 9d 95 25d+1
2
13d+
13 1d 2d-1 26 3d-1 5d+2 39 4d+2 9d+1 100 26d+2
1
ST>100 using the dDam scale, ie 1dDam = 10 normal dice.
ST Th Sw ST Th Sw
11
1+2 3d 450 6d+1 12d+2
0
12
1+2 3d+1 500 7d 14d
0
13
2d-1 35d+1 600 8d+2 17d
0
14
2d 38d 700 10d 20d
0
15
2d 41d 800 11d+1 22d+2
0
17
2d+2 48d 900 13d-1 25d+2
5
20
3d-1 55d+1 1,000 14d+1 28d+2
0
22
3+1 62d+1 2,000 28d+2 57d
5
25
3d+21 69d+2 3,000 43d-1 85d+2
0
27
4d 76d+2 4,000 57 11d+1
5
30
4d+1 84d-1 5,000 71d+1 142d+2
0
35 10,00
5d 10d 143d-1 285d+2
0 0
40 20,00
5d+2 11d+1 285d+2 571d+1
0 0

Formulae:
For Th Dam: (ST-7)/7;
For Sw Dam (#) = (ST-7)/3½.
Fraction Dam
#.00 #d
#.14 & #.29 #d+1
#.43 & #.57 #d+2
#.71 #+1d-1
#.86 #+1d
For ST below 8, use the value for +10 ST but divide by 10, keeping fractional damage (≥0.5 rounds up, unless it’s Cr).
Quarter ST
GURPS granularity means there are two or more weight classes of martial artists per ST point. IRL this small
difference can be a fight winner. The best I can do in GURPS terms is to game it as a bonus for the “heavier” fighter:
 [1]: ½ HP or ½ LfST, gives +1 in a contest against a fighter that ½ pt lower;
 [2]: ½ HP + ½ LfST, same effect;
 [2]: +1 HP or +1 LfST, not just a contest bonus;
 [3]: +1 HP & ½ LfST;
 [3]: +1 LfST & ½ HP;
 [3]: +1½ HP;
 [3]: +1½ LfST.
6
Mixed ST
When weapons have a minimum ST requirement, can I add Arm ST, Lifting ST, and/or Striking ST to my ST for
this purpose? Answer by Rev P Kitty
 Arm ST always helps;
 Lifting ST helps with non-muscle-powered weapons;
 Striking ST helps with muscle-powered weapons.
So note that you can combine ST, Arm ST, and one of Lifting ST or Striking ST for the purpose of meeting a weapon's
minimum ST requirement -- but you'll never combine Lifting ST and Striking ST.

Talents
Lowered Attribute costs require cheaper Talents: [4] for 6 skills/ [8] for 12 skills/ [12] for 18 skills.

Extras
Everyman Tasks
Pyramid 3/65 pg 27-29, Bill Stoddard.
Tasks that can be performed without a skill (and the bonuses skilled users can expect)
Dexterity (DX)
Driving: Drive a car on small town streets with light traffic. Modified skill: Driving +5.
Hunt and Peck: Typing with two fingers, while looking at the keyboard, at two-thirds the speed for regular Typing skill.
If you have Typing skill, you won’t use this method! Modified skills: Administration +1, Computer Operation +1,
Professional Skill (Journalist) +1, Research +1, Typing +4, Writing +1.
Lobbing: Throw an object into a general area (targeting a single specified hex). If you miss, use the scatter rules (p.
B414). For a small, relatively smooth object, you can gain a skill bonus – Throwing +3. Similar mechanics can be
used for dropping an object into a general area, with a modified skill of Dropping +3.
Mending: Perform simple sewing tasks such as reattaching a button to a shirt. Modified skills: Leatherworking +4,
Sewing +4.
Write or Print: Produce a clearly readable document (failure gives a scrawl; critical failure means near illegibility). Base
writing speed is 4,000 words per day. Modified skill: DX-based Artist (Calligraphy) +6.
Speed (SX)
Climbing: Climb an ordinary tree (B349). Modified skill: Climbing +5.
Cycling: Ride a bicycle at moderate speeds, without significant hazards, without falling off. Modified skill: Bicycling +4.
Grab and Run: Snatch a small object out of a display, off a table, etc, with no attempt at concealment, but followed
(usually) by immediate flight. Snatch an object from another person’s hands with a Quick Contest of DX. Modified
skills: Filch +5, Pickpocket +5.
Move Unobtrusively: Move through a room or outdoor area without calling undue attention to yourself. This won’t
actually prevent anyone looking at you from seeing you! However, you won’t specifically attract attention by making
a display of yourself or making noise. At the GM’s option, some reaction bonuses may penalize this roll. Modified
skill: Stealth +5.
Sex: Use basic sexual techniques that are commonplace in your culture. Modified skill: Erotic Art +5.
Social Dancing: Perform whatever kind of dancing is common among ordinary people in your culture, social class, and
age group well enough to fit in. This isn’t enough to perform a dance on stage or impress a partner. Modified skill:
Dancing +5.
Intelligence (IQ)
Advertising: Advertise a single job opening, a single object for sale, personal services, or something similar, using
simple means such as classified ads, fliers, or handing out business cards. Commonly used as part of a search
roll. Modified skill: Propaganda +5.
Arithmetic: Use pencil and paper to do complex problems (adding up columns of numbers, long division, fractions) in
place notation. Modified skills: Accounting +6, Mathematics (Applied or Statistics) +6.
Computer Use: Turn on an unfamiliar computer, log in, enter data, interact with standard programs (e-mail, Web
browsers, music players, etc). Works with graphic user interface systems; earlier interfaces are more difficult!
Modified skill: Computer Operation +4
Concealment: Set up prefabricated camouflage over a location or object. Modified skills: Camouflage +4, Soldier.
Cultivating a Persona: At a social event or on an ongoing basis month by month, maintain a public identity that is an
improved version of your real self, with stylizations, exaggerations, or editing out of flaws; this requires a Quick
Contest of IQ vs. the highest IQ of the group affected. Winning gives +1 to reaction or Influence rolls; losing gives
-1. Modified skills: Acting +5; Performance +3, or other skills in specific contexts, including Leadership +3, Politics
+3, Psychology (Applied) +3, Religious Ritual +3, and Teaching +3.
Deception: Tell a single, simple lie; used to resist Detect Lies in a Quick Contest. Modified skill: Acting +5.
Dogma: Know the basic creed or doctrines of your philosophy, political ideology, or religion, if it has one. You can
repeat them from memory, but not give a systematic explanation of them. Modified skills: Philosophy +6, Theology
+6.
7
Familiar Places: Recognize landmarks and locations in your “home base” area (B176) when you are actually there.
This doesn’t include recalling their locations or geographic relationships when you’re somewhere else! Modified
skill: Area Knowledge +4.
Follow Orders: Figure out what your unit leader or petty officer is telling you to do and attempt to do it. This won’t
make you skilled at the task, but will help you avoid being singled out for punishment or sarcasm. Modified skills:
Crewman +4, Soldier +4.
Going Through Channels: Submit a routine request to an organization for help or information that falls within the
organization’s purpose or function. Modified skills: Administration +5, Law +5, Politics +5.
Handyman: Perform minor repairs or maintenance: Change a fuse, check loose cables, patch a small drywall hole, etc
Modified skills: Electrician +5, Electronics Repair +5, Mechanic +5, etc
Improvise Tools: Find natural objects that can be used as simple tools, as is or with minor reshaping, or turn available
tools to unintended uses. Any such improvised tool imposes the usual penalties (Equipment Modifiers, B345).
Modified skills: Machinist +5, Scrounging, Survival.
Loading Small Vehicles: Arrange a full load of personal baggage, groceries, small gear, etc in the storage
compartment of a car, boat, or other personal vehicle. Don’t bother to roll if you’re not under time pressure! A failed
roll means that you can’t get everything to fit and either have to leave some things behind or delay your departure;
a critical failure means you left something behind without knowing it. Modified skill: Freight Handling +5. Similar
rolls can apply to packing your own personal mount, with a modified skill of Packing +5.
Lore or General Knowledge: Know facts that are common knowledge in your community or culture, whether in the
form of simple mnemonic rhymes (“Thirty days hath September”), proverbs and maxims (“Possession is nine points
of the law”), or elementary education. Modified skills: Expert Skill (Bardic Lore) +6; Naturalist +6; most academic or
knowledge-based skills or Expert Skills at +6 – but not Hidden Lore or any skill without an IQ-based default!
Manners: Get along as a guest in a subculture with specialized standards, without giving offense, but without
appearing or trying to appear to be a member of the in-group – just a respectful visitor. Subject to Cultural
Familiarity modifiers. Modified skills: Savoir-Faire +4.
Paperwork: Fill out a credit, job, license application, purchase order, or other standard form without making mistakes
or asking for help. Modified skills: Administration +5; Merchant +5 for commercial transactions.
Read: Puzzle out a scrawled or hastily written document (see Write or Print, p27). Modified skill: Professional Skill
(Scribe) or a suitable document-related skill (History, Intelligence Analysis, Literature, Research) at +5.
Respond to Questions: Give clear answers in an interview, in a conversation, or as a witness in court. The overall
direction of the conversation is provided by the questioner; success means the answers are on topic, clearly
phrased, and audible. Benefits from Voice. Modified skill: Public Speaking +5.
Rhyming: Make up doggerel, taunting rhymes, and so on. Your compositions won’t have any artistic value, but they’ll
rhyme and scan (more or less) and be catchy enough for easy recall: IQ rolls to remember them have a bonus
equal to half your margin of success, rounded up. Modified skill: Poetry +5.
Shutterbug: Capture images on a camera or cell phone. The images will not have artistic merit (the GM may allow this
on a critical success!) but will include the important information at the scene: a recognizable face, an animal
species’ identifying characteristics, the arrangement of objects, and so on. Modified skill: Electronics Operation
(Media) +5, Photography +5.
Sketch Maps: Do a quick sketch of a building, travel route, landscape, etc, showing general directions and important
details, but not precise scale or details. A successful roll will produce a good enough map to get another person to
a destination; a failure will be confusing; a critical failure will lead the user to the wrong place. Modified skill:
Cartography +5.
Tutor: Give instruction to one or two students; for larger groups, look up the number in the Linear Measurement
column of the Speed/Range Table (p. B550), rounding up, and apply the corresponding modifier from the
Speed/Range column. Roll vs. the lesser of your modified IQ and the skill you are trying to teach. Modified skill:
Teaching +5.
Health (HT)
Avoid Contagion: Resist getting ill in a disease-ridden environment; the modifiers on B443 apply. Modified skill: HT-
based Hazardous Materials (Biological) +5.
Famine Foods: Eat substances with poor digestibility, limited nutrition, and/or mild toxicity without distress, as found
either in the wild (ground tree bark, weeds. insects) or in a besieged or disaster-struck city (leather objects, trapped
rats). A failed roll leaves you nauseated (p. B428); a critically failed roll inflicts 2d-4 toxic injury. Famine foods are
only suitable to stretch out a normal diet; depending entirely on famine foods counts as missing one meal per day
(1 FP lost per day, restored only by rest and full meals). Modified skill: HT-based Survival +5 or HT-based Urban
Survival +5.
Flirt: make a casual positive impression on someone attracted to members of your sex. Sex Appeal+3.
Group Singing: Join in singing a simple song as part of a group, such as a hymn or marching song, or join in the
chorus to a folk song. Benefits from Voice. Modified skills: Singing +4; HT-based Soldier for marching songs.
Wading: Move through water that is at least up to your hips, but not over your head. Roll when you first enter the
water, and again every five minutes, with modifiers as for Swimming (B354). A failed roll requires an actual
Swimming roll, and counts as entering the water unintentionally. Modified skill: Swimming +4.

8
Perception (PER)
Detect Spoiled Food: Notice the first signs that food is no longer fit to eat – mouldy spots, a smell of decay, etc
Modified skill: Per-based Housekeeping +4.
Find Mislaid Item: Look through your own living space, or retrace your immediate past steps, to locate an item of your
own property that you have lost track of. Modified skill: Search +5.
Judge Weather: Notice immediately oncoming weather, such as a change in the wind or the start of rain or snow, just
as it starts or a few minutes ahead – early enough to be able to make basic preparations (change clothes, stow
gear, get under cover, adjust sails). This is no use for predicting weather further ahead than an hour or two.
Modified skill: Per-based Meteorology +5.
Notice Illness or Injury: Spot that someone is ill, injured, or drugged or poisoned, if there are external signs. An actual
Diagnosis roll is often needed to figure out the cause of an impaired condition. If the condition produces
incapacitation, or involves bleeding, or produces crippling injury, no roll is needed to spot it! Modified skill: Per-
based Diagnosis +6.
Notice Life-form: See or hear an animal amid natural vegetation or against a natural background; see a distinctive
plant, such as one bearing fruit, or smell its odour. To recognize the species of a common life-form, use Lore or
General Knowledge above. Modified skills: Per-based Naturalist +5, Survival +5. If the life-form is actively hiding or
sneaking, Per can be used in a Quick Contest against its Stealth, but the skill bonus does not apply!
Will
Dream Recall: You can recall the major events of a dream; on a critical success, you have detailed memory of the
dream. The roll is unmodified if you make it right after waking up; -2 for up to an hour’s delay; -6 the same day; -10
any time after that. Modified skill: Dreaming +6.
Peace of Mind: Resist the urge to fidget, chain-smoke, etc, under stressful conditions by calming yourself. Modified
skill: Meditation +6.
Poker Face: Avoid showing a visible reaction to information you receive. Used to resist Body Language or Detect Lies
in a Quick Contest. Modified skill: Will-based Acting +5.
Waking Up: If you are having a bad dream, you can wake yourself up from it. This does not let you avoid the bad
effects of Nightmares; you may cut the nightmare short, but you are still short of sleep and perhaps shaken.
Modified skill: Dreaming +6.

Gravity
[Basic Set] High gravity effects.
Assume all Attributes 10 and no relevant Traits.
All effects are temporary ie no actual loss of FP/HP but death is permanent. 
At 5G you have -20* to relevant DX based actions (not Dodge, Block or Parry) and -10 to IQ and HT. 
But you lower your FP by the same amount.
*G Experience halves this.
If you count your own extra body weight as encumbrance, 3G would be your limit for movement and cost 1FP/turn
(and you've -5FP already).
Unconscious at 5G
13G FP effect equates to -1*HP and first HT check or die.
29G -5*HP. 49G -10*HP.

G-tol levels 0 1 2 3 4 5
DX Penalty 0.2G 0.3G 0.5G 1G 5G 10G
-1 1.2G 1.3 1.5G 2G 6G 11G
G
-2 1.4G 1.6 2G 3G 11G 21G
G
-4 1.8G 2.2 3G 5G 21G 41G
G
-5 2G 2.5 3.5G 6G 26G 51G
G
-10 Move 0 3G 4G 6G 11G 51G 101G
-15 4G 5.5 8.5G 16G 76G 151G
G
-20 5G 7G 11G 21G 101G 201G
Unconscious
-40 HP0 9G 13G 21G 41G 201G 401G
-60 HP-10 13G 19G 31G 61G 301G 601G
-80 HP-20 17G 25G 41G 81G 401G 801G
-100 HP-30 21G 31G 51G 101G 501G 1,001G
-120 HP-40 25G 37G 61G 121G 601G 1,201G
-140 HP-50 29G 43G 71G 141G 701G 1,401G
-240 HP-100 49G 73G 121G 241G 1,201 2,401G
G
9
 the skill/ temporary stat penalty for: IQ, HT and FP, G-Experienced DX, are all half the DX penalty.
G-Tol Levels
Normal humans can be trained to Level 2 or G-Increment 0.5 [10]. Enhancements can give G-Tol +1; acceleration
couches halve felt G, Tanks quarter it. G-Inc for Level 3 is 1G, L4 = 5G; L5 = 10G.

Hurling
T Bone Pyramid #3/34 pg 27.
As with any standard attack, a weapon throw has the hurler return instantly to a ready, defensive combat stance.
That’s great for close-in fighting, but is all wrong for hammer tossing athletes (or even spear-throwing warriors safely
out of reprisal range).
 All-Out Attack (Strong) with thrown weapons. This confers the normal effects on damage, active defences, and
Move, and gives a 1/3 bonus to Range (½D and Max).
 Committed Attack (Strong) game as written but gives a 1/6 bonus to Range.
 Defensive Attack for hasty snap throws. Game as written, but cut Range by ⅓.
For any throw, regardless of thrown object or attack type, add distance moved (Step, half Move, etc) to ½D Range,
and twice that to Max Range. (For sports like the discus, treat a twirling routine as half Move.) Together with All-Out
Attack (Strong) and Extra Effort, this option lets athletes and fighters alike shoot for real distance!

Jumping Tables
High Jump, Inches:
6 x (Basic Move + Distance Moved) – 10.
Distance Moved
BM 0 1 2 3 4 5 6 7 8 9 10
1 2 3 4
1 2 8 20 32 50 56
4 6 8 4
1 2 3 4 5
2 2 8 26 38 56 62
4 0 2 4 0
2 2 3 5 5
3 8 14 32 44 62 68
0 6 8 0 6
1 2 3 4 5 6
4 20 38 50 68 74
4 6 2 4 6 2
2 3 3 5 6 6
5 26 44 56 74 80
0 2 8 0 2 8
2 3 4 5 6 7
6 32 50 62 80 86
6 8 4 6 8 4
3 4 5 6 7 8
7 38 56 68 86 92
2 4 0 2 4 0
3 5 5 6 8 8
8 44 62 74 92 98
8 0 6 8 0 6
4 5 6 7 8 9
9 50 68 80 98 104
4 6 2 4 6 2
5 6 6 8 9 9
10 56 74 86 104 110
0 2 8 0 2 8
Long Jump, Feet:
2 x (Basic Move + Distance Moved) – 3.
Distance Moved
1
BM 0 1 2 3 4 5 6 7 8 9
0
1
1 1 3 5 7 9 11 13 17 19
5
1 1
2 1 3 5 7 9 13 15 19 21
1 7
1 1
3 3 5 7 9 11 15 17 21 23
3 9
1 1 2
4 5 7 9 13 17 19 23 25
1 5 1
1 1 2
5 7 9 11 15 19 21 25 27
3 7 3
1 1 1 2
6 9 13 17 21 23 27 29
1 5 9 5
1 1 2 2
7 11 15 19 23 25 29 31
3 7 1 7
1 1 2 2
8 13 17 21 25 27 31 33
5 9 3 9
10
1 2 2 3
9 15 19 23 27 29 33 35
7 1 5 1
1 2 2 3
10 17 21 25 29 31 35 37
9 3 7 3

Running
Not a biggy, just a way of fractionating it all:
 Sprint = move+1, chk HT per 15 seconds (30 seconds if Very Fit, 7½ if Unfit/ Very Unfit)
 Paced = (move+1)/2, chk HT per 60 seconds (2 min if Very Fit, 30 seconds if Unfit/ Very Unfit).
You have to check HT for FP loss [(actual speed/half max) squared] times per minute.
Running Time-to-Check Table
Pac
e
Mov
1 2 3 4 5 6 7 8 9 10 11
e
1 60 15
2 135 35 15
3 240 60 25 15
4 375 90 40 25 15
13 1
5 540 60 35 20
5 5
18 2
6 735 80 45 30 15
0 0
24 10 2 1
7 960 60 40 20
0 5 5 5
30 13 3 2
8 1215 75 50 25 15
0 5 5 0
38 16 4 2
9 1500 95 60 30 20 15
0 5 0 5
45 20 5 3
10 1815 115 75 35 20 20 15
0 0 0 0
Option: Helping Flagging Runners
Your friend is exhausted so you put his arm over your shoulder and keep going... Calculate your Move with ½ his
weight as Enc or ¼ if 2 helpers. If your reduced Move is better than his, he gets +1 Move.

Stealth Mods
Modifiers
In some cases, it's not obvious if a modifier should be applied to the Stealth roll or the Perception roll. Whatever is
decided, be sure not to double dip.
 a penalty equal to your encumbrance level
 -5 to fool those with Discriminatory Smell, usually animals (unless you are downwind of them)
 darkness penalties will affect vision rolls
Environmental Modifiers
 a +10 if they're in an enclosed structure, eg they're on the other side of a closed door
 +5 if they can't possibly see you, eg their back is to you
 +3 for many hiding places, eg stalking game in a forest where tree trunks will hide you
 -3 for an area void of ambient noise, eg inside a empty building, no a/c, no fluorescent lights, isolated from outside
street noise
 -5 an area without "natural" hiding places, eg stalking someone down the hotel hallway
 -10 a bare area with no shadows, eg a clearing in the woods or an empty room
Movement Modifiers
 a penalty equal to your move-1 (ie no penalty if you're moving 1 yard/sec)
 +3 if you're move is 0, but you are still active, eg staying put but took a Ready manoeuvre
 +5 if you're move is 0, and you are effectively motionless and silent, eg staying put but took an Aim manoeuvre
 +10 if you're move is 0, you're completely hidden and not observing your foe, ie you're just plain hiding

Lifting & Moving Things


The Lift and Carry limits assume keeping the weight close to your body but if it’s something you want to keep at arm’s
length: BLx½.
Lift: One-Handed 2xBL (takes two seconds); Two-Handed: 8xBL (takes four seconds).
Carry: at face level: 4xBL; at waist: 10xBL; on Back: 15xBL. Thus, you can carry more than you can lift by yourself . . .
but every second that your encumbrance is over 10xBL (that is, Extra-Heavy encumbrance), you lose 1 FP.
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Shove and Knock Over: 12xBL. Double this if you have a running start. The GM can also make allowances for
precariously balanced objects, to make them easier to tilt.
Shift Slightly: Depending on your footing and the way you are braced, you could shift or rock 50xBL.

Expanded Appearance
This is just filling in some gaps in Basic Appearance, each ±1 costs [2]±:
 [-12] Very Ugly: the kind of problem that needs surgery to correct. -3 on Reaction rolls.
 [8] Very Attractive: you might enter beauty contests but you’re always the runner-up. +2 on reaction rolls.
 Gender Attractive: this alters Attractive and Very Attractive for reaction rolls made by those attracted to your sex.
Instead of the generic +1 and +2 it becomes: Attractive +2/0, Very Attractive +3/+1.
 Gender Unattractive: you can be uglier to those who are attracted to your sex than those who aren’t...

Expanded Build
Underweight: [-2] You have approximately 5/6 the average weight for your ST. This gives you -1 to ST when you resist
knockback. You get -1 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. Your HT
may not be above 16.
Skeletal: [-7] You have approximately 1/2 the average weight for your ST. This gives you -3 to ST when you resist
knockback. You get -3 to Disguise – or to Shadowing, if you are trying to follow someone in a crowd. Your HT
may not be above 12.

Revised Language
Pyramid #3/44: Colorless Green Ideas Sleep Wordlessly by Roger Burton West,
Using a Perk for Script is pure genius, eg it’s [1] for almost all European languages but [4] for full Japanese.
The cost of learning the Spoken component should vary from easy to very hard and differ according to your native
language but, in GURPS terms, easy to very hard is only [+1] for Accented or [+2] for Native comprehension; below
GURPS granularity unless using ¼ points; not particularly game-able.
Cost to Penalty to use Language Dependent Penalty to use Artistic
Comprehension Level
Learn Skills Skills
Broken 1 -3 -6
Basic Fluency 2 -2 -4
Accented 3 -1 -2
Professional Fluency 4 0 -1
Native 5 0 0
Script Perks
See the article: Pyramid #3/44: Colorless Green Ideas Sleep Wordlessly by Roger Burton West, for
contemporary languages.

Optional Melee Weapon Skill Class’


There are six melee weapon skill Class’; the related Basic Weapon Skills are optional specialties (OpSpecs) of a
Class; a Class’ OpSpecs default to one another at -3.
Fencing DX/H, Default DX-6, Impact-4, Sword-2;
The fencing OpSpec are Main Gauche, Rapier, Sabre, Smallsword.
Flails: DX/VH, Default DX-7, Impact-4, Whip-4;
The Flail OpSpec are Flail and Two-Handed Flail. NB Flails don’t actually exist but Rule of Cool...
Impact: DX/A, Default DX-5, Flail-4, Sword-4;
The Impact OpSpec are Axe/Mace and Two-Handed Axe/Mace.
Pole: DX/H, Default DX-6, Impact-4;
The Pole OpSpec are Polearm, Spear and Staff.
Sword: DX/H, Default DX-6, Fencing-2, Impact-4;
The Sword OpSpec are Broadsword, Forcesword, Jitte/ Sai, Knife, Shortsword and Two-Handed Sword.
Whip: DX/VH, Default DX-7, Flail-4;
The Whip OpSpec are Forcewhip, Kusari, Monowire and Whip.

Guns Skill Revision


Extended from Pyramid 3/65; Alternate Guns Specialties And Techniques By Hans-Christian Vortisch.
I’m for calling it Smallarms and cutting it down to just Long Arm and Sidearm, with Techniques, and running the other
non-muscle ranged weapons into it, ie Beam, Crossbow, Liquid Projector (but Water Cannon is Gunner).
Both specialties are DX/E and default @-4 to DX or one another. Gunner and Armoury are unchanged.
Smallarms: Long Arm
All kinds of Long Arms – fired either one- or two-handed and with the help of a shoulder stock. This includes muzzle-
loading muskets; muzzle-loading rifles; breech-loading single-shot or double-barrelled rifles; bolt-, lever-, or pump-
action rifles; semiautomatic rifles; assault rifles; single- or double-barrelled shotguns; bolt-, lever-, or pump-action
shotguns; semiautomatic shotguns; full-automatic shotguns; submachine guns; belt- or magazine-fed handheld light
12
machine guns; grenade launchers; and gyroc carbines or support weapons. It also applies for any handgun, including
a revolver, semiautomatic pistol, or machine pistol, that is fitted with a shoulder stock. And ditto beams, bolts and
squirt guns.
All guns capable of full-automatic fire are best used with the Burst-Fire technique in that fire mode.
Smallarms: Sidearm
All kinds of handguns – fired either one- or two-handed, but without the support of a shoulder stock. This includes
muzzle-loading pistols, derringers, revolvers, semiautomatic pistols, stockless sawn-off shotguns (“shot pistols”), flare
pistols, and gyroc pistols, as well as machine pistols without stock. The last are best used with the Burst-Fire
technique in that fire mode.
Defaults and Familiarity
Use the following familiarity penalties @ -1 per:
 Calibre difference, if substantial (handgun cartridge, rifle cartridge, shotgun cartridge, heavy machine gun
cartridge, any Magnum cartridge vs. an ordinary one, etc). This penalty especially applies whenever there’s a
damage difference of 1d or more.
 Ignition (flintlock, caplock, self-contained cartridge, etc).
 Action or operating mechanism (automatic, pump-action, lever-action, etc). For this purpose, there’s no difference
between semiautomatic and full-automatic.
 Grip or handling (normal stock vs. bullpup, pistol vs. revolver, etc).
 Sights (iron sights, scope, reflex sight, etc).
 Feed (internal magazine, detachable magazine, revolver cylinder, muzzle-loading, belt-feed, etc). This doesn’t
apply if someone else has loaded the gun for you!
All familiarity penalties disappear after you have had eight hours of practice with it (B169). An easy way to avoid
familiarity penalties is the Cross-Trained perk (Tactical Shooting, pg38).
As per B168, each TL difference gives a further -1, but the GM may ignore this generic rule for Guns. In the real world,
the differences between firearms of different TLs are fluid and often very minor. Rigid adherence to the TL
penalties will often lead to unrealistic results; see the discussion about tech levels in GURPS SEALs in Vietnam
(pg16). The penalties listed above more than cover any real differences.
Smallarms Techniques
Burst-Fire
Average
Default: Smallarms -2.
Prerequisites: Smallarms; cannot exceed Smallarms.
This technique enables you to buy off the -2 to Smallarms when firing full-automatic, regardless of burst length. Burst-
fire is relatively easy to master, but lack of training results in poor performance. This also covers issues like avoiding
overheating.
Payload Warhead
Average
Default: Smallarms -2.
Prerequisites: Smallarms; cannot exceed Smallarms.
This technique enables you to buy off the -2 to Smallarms when firing payload warheads from shotSmallarms, flare
pistols, grenade launchers, gyrocs, etc, that perform differently than ordinary single or multiple projectiles, such as HE,
illumination, smoke, tangler, tear gas, thermobaric, etc The technique accounts for minimum and maximum distances,
fuse lengths, estimating flight for different warhead weights, etc
Cone
Average
Default: Smallarms-4.
Prerequisites: Smallarms; cannot exceed Smallarms.
Eg flamethrower, neural lash.
Rocket
Average
Default: Long Arm -4.
Prerequisites: Smallarms; cannot exceed Smallarms.
Eg LAW.
Gunner Techniques
Just like Smallarms: Burst Fire (HMG), Cone (water cannon), Payload (AA) and Rocket (MAW).

Rapid Fire
Based on work by Mark Langsdorf
At its simplest, replace the RoF table progression with the progressions found in the Speed Range Table:

13
RoF Table
Shots Bonu Shots Bonu Shots Bonu Shots Bonu
Fired s Fired s Fired s Fired s
3 1 15 5 70 9 300 13
5 2 20 6 100 10 500 14
7 3 30 7 150 11 700 15
10 4 50 8 200 12 1000 16
For shots hitting use your Margin of Victory (MoS – target’s Dodge MoS+1) divided by the Rcl, rounded down, and
look this up on the chart below, call it MoR: (MoV/ Rcl): Minimum hits = 1 (MoV/Rcl = 0), Maximum = shots fired.
Shots Hitting
Mo Shots Mo Shots Mo Shots Mo Shots
R Hit R Hit R Hit R Hit
0 1 4 7 8 30 12 150
1 2 5 10 9 50 13 200
2 3 6 15 10 70 14 300
3 5 7 20 11 100 15 500
MoV vs Rcl: Hits Chart
Rcl Rcl Rcl Rcl
1 2 3 4
MoV 0 1 1 1 1
MoV 1 2 1 1 1
MoV 2 3 2 1 1
MoV 3 5 2 2 1
MoV 4 7 3 2 2
MoV 5 10 3 2 2
MoV 6 15 5 3 2
MoV 7 20 5 3 2
MoV 8 30 7 3 3
MoV 9 50 7 5 3
MoV 10 70 10 5 3
MoV 11 100 10 5 3
MoV 12 150 15 7 5
MoV 13 200 15 7 5
MoV 14 300 20 7 5
MoV 15 500 20 10 5
Critical Hits, RAW: only the first round hitting benefits from the critical effect. Option: critical margin of success, ie if
your chance of success gives a critical success on 3, 4 or 5, a roll of 3 is a critical success of 2; that might mean up to
3 rounds counting as critical hits.
Multiple Hit Location Cheat
This cheat is useful for multiple hits from Frag and unaimed high-RoF weapons. RAW each location hit must be rolled
for separately. It’s not needed for Aimed bursts where a hit means all shots hit the target.
Cheat: roll 1d for each hit; 1-2 = torso, 3-6 = limbs. 6 th die: 1 = skull, 5 = face, 6 = neck.

Piercing Damage vs Armour


The Damage values for firearms reflects their average penetration. According to the experts, using d6s is too random
– d2s would be more realistic. Either write up a Penetration Rating (PR) for all firearms in the game or use this table:
Dice Dam
PR 1 2 3 4 5 6
roll d d d d d d
1
1 3 6 9 15 18
2
1
2 3 6 10 16 19
3
1
3 3 7 10 17 20
4
1
4 4 7 11 18 22
4
1
5 4 8 11 19 23
5
6 4 8 12 1 20 24
14
6
You only need to roll 1d6 for PR, eg Dam 2d+2, PR roll 1 gives 8; Dam 15d, PR roll 2 gives 48 or 50, depending how
lazy you want to be (it’s either 2x6d+1x3d or 5x3d); Dam 4d+4, PR 5 gives 19.
Barrier Blind
If the PR roll is less than 3, add 2...
PR to Injury
After the bullet penetrates, then it gets random: PR-DR gives a Damage roll. Apply any Wound Mods to the rolled
damage to get the resulting Injury.
PR- Die PR- Die PR- Die
DR Roll DR Roll DR Roll
1 (3d/10) 8 2d+1 15 4d+1
2 1d-2 9 2d+2 16 4d+2
3 1d-1 10 3d-1 17 5d-1
4 1d 11 3d 18 5d
5 1d+1 12 3d+1 19 5d+1
6 1d+2 13 3d+2 20 5d+2
7 2d 14 4d 21 6d

Fatigue
If you’ve lost HP due to excess fatigue you will continue to feel fatigued until the HP are recovered.
Complimentary skills benefit recovery rate by adding to HT for the calculation. 1 st skills: Crit Success gives +2, Crit Fail
-2; Success gives +1, Fail -1; 2nd MoS/F ≥5 for ±1. 1st: First Aid, Physician. 2nd: Breathe Control, Meditation,
Physiology, Cooking/ Housekeeping.

BAT & BAL


A revision of the Fatigue rules for combat time only, derived in part from The Last Gasp by Douglas Cole (Pyramid
#3/44, AltGURPS II).
Basic Activity Tally (BAT) and Breath/ Action Limit (BAL). Also introduces Deci-Fatigue Points (DFP), ie tenths of a
Fatigue Point (FP). Yes, there are 10 DFP per FP and if you expend 10 DFP that means you’ve actually expended 1
FP.
Effect: when BAT = BAL spend 1 DFP to reduce your BAT by BAL points or perform as if ≤⅓ FP, ie ½ Move, Dodge &
ST (doesn’t apply to Dam or HP).
NB: if using a weapon that requires more ST than now you have, you will be at -1 to weapon skill per point of ST
you lack (B270).
BAL Table
The lower and upper limits use different fractions to account for HT check probabilities.
HT V.Unfit Unfit Ave Fit V.Fit
¼ HT ⅓ HT ⅔
≤8 ½ HT 2*HT
HT
9 2 3 6 9 22
10 3 4 10 13 30
11 4 6 14 17 38
12 6 8 18 20 48
13 8 10 22 26 52
≥1 3*HT 4*HT
1½*HT 1⅔*HT 2*HT
4
BAT per Combat Turn:
 Hot environment adds 1 to BAT; 2 if fully armoured/ heavily clothed per Fatigue Costs (B426).
 Heavy Weapons – if you lack the ST to handle a weapon, add 1 to BAT.
 Movement: eg Move 5
 ≤Step, adds 0; eg 1
 >Step ≤ Paced, adds 1; eg 2 - 3
 >Pacedbut <Sprint, adds 3; eg 4 - 5
 Sprint adds 4. eg 6
Paced = Move x 0.6; Sprint = Move x 1.2.
 Active Manoeuvres (add 1 + Enc Lvl to BAT): All Out Attack (Melee or Thrown Weapon); All Out Defense
(Melee); Attack (Melee or Thrown Weapon); Change Posture; Feint; Move and Attack (Melee or Thrown
Weapon).
 Passive Manoeuvres (add 1 to BAT): Aim; any ranged Attack (except Thrown Weapon); Evaluate; Concentrate;
Change Posture; (inflicted) Do Nothing; Ready; (unconverted) Wait;

15
 Special (no effect on BAT): Rope-a-Dope, ie performing as if Fatigued (B426: halve Move, Dodge and ST) when
you're not.
 Recovery Manoeuvre (may decrease BAT): if you choose Do Nothing and actually do nothing, roll against HT;
success MoS ≥ 5 subtracts 1 from BAT; CritSucc subtracts 2.
Example: sprinting heavily encumbered in heavy clothes in hot weather adds 11/turn*. Walking unencumbered in light
clothes in mild weather adds 1/turn. *Unfit HT 8 – that’ll burn an FP in 10 turns.
Resting (non-combat)
Regain 1 DFP expended in combat per minute spent resting (V.Fit or Fit per 30sec; V.Unfit per 2min), eg reading,
talking, thinking; walking or anything more strenuous is not resting (B427).
Persistence Option
Losing a FP can be traumatic, even if done voluntarily, the drain on your body’s resources makes itself known. Your
arms and legs feel leaden, and in the extreme, nausea or vomiting are possible!
To simulate this, the turn after burning a FP, voluntary or involuntary:
Roll vs. Will+3 - Pain + Training +5 for Combat unless frightened*.
Training Bonus Table
Relative Skill Level +1 +2 +4 +7 +10
Training Bonus +1 +2 +3 +4 +5
If you fail this check, you feel the urge to stop doing what-ever it is you’re doing. If you’re sprinting, you’ll want to stop
– or at least slow down.
Consult the Training Bonus Table; a Relative Skill Level (B171) of +1 or higher in the most relevant skill that you’re
using while spending or losing FP, add the training bonus to your Will when rolling.
You get an additional+5 to this roll if your manoeuvre is key to your survival (being in life-or-death combat should
almost always qualify!) and you haven’t failed a recent Fright Check. If this bonus is the only reason you make your
roll, something uncontrollable and grotesquely biological might occur (puke?) but you keep going. Unhealed injury or
pain always penalizes the Will roll to persist.

Tactical Options
General
Changing Posture Encumbered
Encumbrance level affects the time it takes to perform a Change Posture manoeuvre:
 At encumbrance level 0 (None) or 1 (Light), Change Posture takes one second, as usual;
 At level 2 (Medium), it takes two seconds to change posture; etc
 While you are partway through a posture change, you are considered to be in the old posture.
 Acrobatic Stand halves time taken.
This rule may slow play, but it can also give a realistic edge to lightly armoured combatants.
Acrobatic Stand
If you’re lying down, you can jump to your feet, using the Change Posture manoeuvre above, by making an Acrobatics
roll at -6 plus encumbrance penalties. Failure means you end up sitting; critical failure means you fall face-down.

Unified To-Hit Mods


 Short range gives bonuses To-Hit for immobile or melee targets;
 Minimum effective range cannot be less than target Size, eg Human 2 yards;
 Large weapons hitting small targets use the weapon SM as effective target size;
 Maximum target size is attacker’s SM+3+Reach;
 Relative SM bonus is limited to +4.
Reach for Alt SM
You can estimate a creatures effective reach using the Size/Speed & Range table: from it’s SM, use SM-1 for leg
length and SM-3 for arm length; the number of yards, rounded down, is the hexes of reach for each limb; 0 is C.
This does affect Armed reach, as any weapon is at the end of the arm...
S Arm Le S Arm Leg S Arm Leg
M g M M
-2< C C 1 1 2 4 3 7
-1 C 1 2 1 3 5 5 10
0 C 1 3 2 5 6 7 15
Hesitation
Pyr#3/34
An attack roll that misses by 1 or 2 is a hesitation. The attacker gains nothing, but suffers no consequence of an
attempted attack (lost ammo, unbalanced weapon, fall on kick, etc). The exception: an attacker making an All-Out or
Committed Attack doesn’t hesitate.
16
Acc 0 Aim Bonuses
http://forums.sjgames.com/showpost.php?p=101484&postcount=19
No bonus from mounted sights or targeting technology but you can still get the +1 or +2 for Aim, +1 for bracing and +1
for All-Out Attack (Determined), ie up to +4.

Hit Location Options


If you miss a targeted location, eg Head/ Neck/ Limb by 1, you hit the Torso

Serious Wounds
Any Crippling Injury, or torso/ head Injury over 1/3rd HP, requires a Fright Check (B360) on the following turn.
Loss of a limb, or a wound that breaks a bone, spurts lots of blood, etc, should give -4 or worse.
Combat Reflexes helps. Those with experience around severe injuries, eg emergency medical personnel, veteran
soldiers, etc, get +2.

Limb Hits
While an attack that’s neither cutting nor explosive can dismember (B421), the injury threshold is realistically much
higher. Notably, bullets are more likely to pass through a limb or an extremity than to blow it off. Optionally, a body
part is automatically permanently crippled (p. B422) if it suffers at least twice the injury needed to cripple it – but
impaling, piercing, and tight-beam burning attacks must inflict twice that amount to sever the body part.
Accumulated Limb Wounds
Accumulated wounds will cripple a limb/ extremity. Injury in excess of the location’s Crippling threshold is lost but may
still cause Shock.
Extreme Dismemberment
If a cutting attack would sever the leg or foot of someone who’s standing or lying down, or the arm or hand of a fighter
who’s grappling or using two hands to wield a weapon, it might cut through the target body part and strike the other
hand, arm, leg, or foot! To see if this occurs, roll damage normally, subtract DR, and multiply by 1.5 for a cutting
attack. If the resulting injury exceeds that required for dismemberment (B421), the attacker may elect to carry his
attack through to the other limb or extremity. To do this, the attacker must make a weapon skill roll to guide his
weapon to its new target. Roll against the effective skill of the initial attack at -1. Success means the second limb or
extremity is hit. The victim gets no active defence (he has already failed to avoid this attack) and the attacker doesn’t
reroll damage – use the original damage roll. Apply an effective DR equal to the new target’s DR, plus the DR of the
severed body part, plus HP/2 if that was a limb or HP/3 if it was an extremity (round up). Example: Leif swings his
greatsword (2d+3 cutting) at the arm of a mercenary who is wielding a spear in two hands. Leif’s skill is 15 and the
arm is at -2 to hit, so his effective skill is 13. His attack roll succeeds and his opponent fails to parry – a hit! Leif rolls
12 points of damage. Subtracting DR 2 for his foe’s armour leaves 10 points of damage. The cutting modifier converts
this to 15 points of injury. The spearman has 11 HP, so Leif must inflict 6 HP (injury over HP/2) to cripple the arm.
Twice that, or 12 HP, hacks it off . . . so the arm comes off. But Leif caused 15 points of injury, so he may opt to cut
through to the other arm at -1 to his original attack roll, or 12. He succeeds, his target receives no defence, and the
damage roll is the original 12. The effective DR of the second arm is its own DR 2, plus the severed arm’s DR 2, plus
6 HP for sliced meat and bone. This comes to DR 10, so 2 points of cutting damage penetrate. This deals 3 points of
injury to the spearman’s other arm!

Overpenetration
Modify the effective DR of an interposed body by the pi# Wound Modifier, eg HP10: pi- DR5, pi DR10, pi+ DR15; so
damage 12 vs HP10, pi- will overpenetrate by 7, pi by 2 but pi+ won’t. This doesn’t affect the Injury: pi- 6, pi 12*, pi+
18*; with Bleeding that’s Injury 10 but -2 and -3 to the HT roll.

Unremoved Picks & Arrows


If you have a pick or arrow stuck in you, use Partial Injuries to assess the ongoing penalties.

Last Wounds
Once you have less than 1/3 your HP left, you can totally ignore any wound to a limb or extremity unless:
(a) It is a critical hit;
(b) It is enough to cripple that body part; or
(c) It inflicts injury equal to 1/3 your HP or more at once.

Partial Injuries
When injury occurs, there’s an immediate burst of pain and then adrenaline kicks in to compensate. Shock (B419)
represents this kind of short-term pain. Eventually, though, the adrenaline wears off and the wound starts to hurt. Use
this optional rule to model the effects of such long-term pain.
You can ignore the effects of a non-crippling injury for 2xHT seconds. After that, you start to suffer impairment. The
precise effects depend on the severity and location of the wound, as indicated below. Use the worst applicable result.
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High Pain Threshold halves these DX penalties, rounding in your favour (eg -1 becomes no penalty at all). Low Pain
Threshold multiplies them by 1.5, rounding against you (eg -1 becomes -2).
Arm
 Injury up to HP/5: -1 DX for any action involving that arm, including two-handed tasks.
 Injury over HP/5, up to HP/3: -3 DX.
 Injury over HP/3, up to HP/2: The arm is almost broken. It hurts so much that you must make a Will roll to use it.
Roll at +3 for High Pain Threshold or -4 for Low Pain Threshold. Success lets you act at -5 DX; failure indicates
you Do Nothing!
 Injury over HP/2: Cripples the arm.
Leg
 Injury up to HP/5: -1 DX to kick with the injured leg. Kicking with the good leg is at -1 if standing – you must
support your body with the injured leg – but at no penalty if lying down.
 Injury over HP/5, up to HP/3: -3 DX to kick with the injured leg. If standing, kicking with the good leg is at -1, but
any roll to avoid falling is at -3. If lying down, there’s no penalty to use the good leg. Dodge is at -1 and Move is
80% normal if standing.
 Injury over HP/3, up to HP/2: Your injured leg hurts so much that you must make a Will roll to kick with it, at +3 for
High Pain Threshold or -4 for Low Pain Threshold. Success lets you kick at -5 DX; failure means you Do Nothing.
You cannot kick with the good leg from a standing posture – your wounded leg won’t support your weight – but
you can use it as usual if lying down. Dodge is at -2 and Move is 50% nor-mal if standing.
 Injury over HP/2: Cripples the leg.
Hand or Foot
Hand and foot injuries don’t give a DX penalty, but they hurt if you use the wounded extremity to strike. Use the
“Bruised Knuckles” rule under Harsh Realism for Unarmed Fighters (124).
Torso
 Injury over 1/3 HP: -1 to DX for all purposes.
 Injury over 1/2 HP: -2 to DX, Move is 80% normal.
 Injury over 2/3 HP: -3 to DX, Move is 50% normal (the usual penalty for <1/3 your HP remaining).

Basic Bleeding
For wounds that bleed: at the end of every minute after being wounded, make a HT roll, at -1 per 5 HP lost. On a
failure, you bleed for a loss of 1 HP. On a critical failure, you bleed for 3 HP. On a critical success, the bleeding stops
completely. On an ordinary success, you do not bleed this minute, but must continue to roll every minute. If you do not
bleed for three consecutive minutes, the bleeding stops for good. Otherwise, you or someone else will need to make a
First Aid roll to stop the bleeding; see First Aid (B424).
 Wounds that Bleed: cutting, impaling, and piercing wounds usually bleed; crushing wounds generally don’t, but
there are always exceptions. Minor burning and corrosion injury does not bleed significantly unless a Major
Wound, treat it as a bleeding wound, oozing blood plasma until properly treated.
 Multi-Wound Bleeding: HT roll penalised by total HP lost and worst location mod. A medic must choose which
wound is to be treated first.

Severe Bleeding
Where these rules indicate a penalty to bleeding rolls, this is cumulative with the usual -1 per 5 HP of injury; use the
highest applicable rate of blood loss, eg neck veins use -3 or -4.
Dismemberment: Destroying a body part causes profuse bleeding. Bleeding rolls are at an extra -1 to HT for a
superficial loss (ear, nose, etc), -2 for an extremity, or -3 for a limb. Add another -1 for an extremity or limb
actually severed by cutting damage. For a limb, make bleeding rolls every 30 seconds – not once per minute –
regardless of how it was lost. In all cases, once HP lost to bleeding equal the injury needed to cripple the body
part, revert to using the normal bleeding rules.
Neck: Cutting, impaling, and piercing attacks to the neck can cause severe blood loss even if they don’t hit veins or
arteries. Make bleeding rolls every 30 seconds, at -2.
Skull or Eye: Bleeding due to a cutting, impaling, piercing, or tight-beam burning attack to the skull – directly or via an
eye – reduces blood flow to the brain. The amount of blood might not be especially large but any blood loss is
severe; lasting harm occurs in only a short time. Make bleeding rolls every 30 seconds.
Vitals: Internal bleeding from injuries to vital organs is usually fatal without surgery. Make bleeding rolls every 30
seconds, and roll at -4.
Bandaging Severe Wounds
A minute’s work with bandages won’t stop really severe bleeding. To staunch bleeding from the skull, eye, neck, vitals,
or veins and arteries, make a Surgery roll at the same penalties; First Aid won’t suffice.

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Multi-Wound Healing
Bleeding: First Aid/ Surgery is used per Wound but the recovery of HP isn’t.
HP Recovery: First Aid, Surgery, Natural Healing, Medical Care, Medication, Magic and Psionics apply to the body as
a whole.
Injury Skill Spell
Contusion 0HP TLC n/a
Minor 1 to First Aid Minor Healing
Wound ½xHP
Major > ½xHP Surgery Major Healing
Wound

Lasting and Permanent Injuries


Lost HP represent blood loss and general trauma, but some hit locations have more enduring effects. Wounds to
limbs and extremities can cripple (see Effects of Crippling Injury, B421). New Hit Locations (MA137) gives rules for
severed ears and noses, and for crippling injury to the joints and spine. Since these effects are the primary reason to
strike such body parts in combat, they belong in any campaign that allows fighters to target these hit locations in the
first place. At the GM’s option, severe internal injuries can cause lasting or permanent infirmity, too. These effects take
time to show up – but when they do, they can end an adventuring career. Thus, it’s probably a good idea to reserve
them for realistic historical and military games, horror campaigns, and so on, where a “war wound” or slow decline is
in-genre.
On a Major Wound (injury over HP/2) to the neck, skull, veins/ arteries, or vitals, roll 3d on the appropriate table to see
whether there is any effect beyond lost HP. If there is, make a HT roll to determine whether the condition is temporary,
lasting, or permanent, just as per Duration of Crippling Injuries (B422). Rapid Healing (B79) has its usual effects.

Neck Wounds Table


Roll 3d. Death from a cutting attack means partial or complete decapitation. Those attempting magical or
technological resuscitation must first reattach the head!
3 – Respiratory or circulatory problems, giving -1 HT. Critical failure on the recovery roll means delayed death by
aneurysm. Treat this as Terminally Ill (Up to two years); see B158.
4, 5 – Stroke resulting in brain damage. Roll on the Skull Wounds Table for effects.
6, 7 – Severe neurological damage, resulting in Numb (B146).
8-13 – No special effect.
14, 15 – Damage to the throat, resulting in Disturbing Voice (B132) – or Cannot Speak (B125), if injured to –HP
or worse.
16, 17 – As 4, 5.
18 – Severely reduced neck mobility, giving -1 DX.

Skull Wounds Table


Roll 3d. Death from a skull injury means the brain is destroyed, preventing ultra-tech “brain reading.”
3 – Widespread neurological damage, giving Epilepsy (B136).
4 – General cognitive impairment, giving -1 IQ.
5 – Damage to the prefrontal cortex, giving Low Empathy (B142).
6 – Damage to the temporal lobes, giving Partial Amnesia (B123) – or Total Amnesia, if injured to -HP or worse.
7 – Damage to the parietal lobe, giving Dyslexia (B134).
8 – Damage to the cerebellum, giving slurred speech. Treat this as Stuttering (B157).
9 – Damage to the occipital lobes, giving Bad Sight (B123). Critical failure on the recovery roll means Blindness
(B124)!
10, 11 – No special effect.
12 – Ruptured eardrums or damage to the temporal lobe, giving Hard of Hearing (B138). Critical failure on the
recovery roll means full Deafness (B129).
13 – Damage to the cerebellum, giving a level of Ham-Fisted (B138) – or two levels, if injured to -HP or worse.
14 – Widespread brain damage, giving Neurological Disorder (Mild). See B144.
15 – Brain stem damage that impairs reaction time (“startle response”), giving -1 Basic Speed.
16 – Severe damage to the cerebellum, giving -1 DX.
17 – As 14, but Neurological Disorder (Severe).
18 – As 14, but Neurological Disorder (Crippling).

Vitals Wounds Table


Roll 3d. At the GM’s option, death from such a wound means an instantly lethal blow to the heart!
3 – Severely weakened vital organ(s), giving -1 HT. Critical failure on the recovery roll means eventual death due
to organ failure. Treat this as Terminally Ill (Up to two years); see B158.

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4 – Stabbing pains in the chest or abdomen that count as Chronic Pain (B126). The GM assesses effects worth
roughly -1 point per lost HP. For instance, 21 HP of injury might cause Chronic Pain (Agonizing; 4 hours; 9
or less) [-22].
5 – Damage to the kidneys, liver, pancreas, or other organs, resulting in Restricted Diet (B151). The special diet
amounts to a “very common” item.
6 – Shock to the immune system, giving one level of Susceptible to Disease (B158) plus one extra level if injured
to -HP, two extra levels at -2xHP, and so on.
7 – Reduced cardiovascular fitness, giving -1 FP plus an extra -1 FP if injured to -HP, -2 FP at -2xHP, and so on.
8 – Weakened heart, giving one level of Easy to Kill (B134) plus one extra level if injured to -HP, two extra levels
at -2xHP, and so on.
9 -12 – No special effect.
13 – A deep hole that counts as Wounded (B162). If this becomes permanent, it may be deliberate (a result of
surgery) or the result of incomplete healing.
14 – General damage to the vital organs, leading to Slow Healing 1 (B155).
15 – Severely reduced cardiovascular health, giving Unfit (B160) – or Very Unfit, if injured to -4xHP or worse.
16 – Chronic health problems that require daily care. Treat as Maintenance (Physician; 1 person; Daily); see
B142.
17 – As 16, but requires care three times per day. Treat as Maintenance (Physician; 1 person; three times daily).
18 – As 16, but requires constant life support. Treat as Maintenance (Physician; 1 person; Constant).

Advantage Options
Major Rewrites
Affliction [10/Lvl]
But it’s 1d6 per level, stopped by DR (and therefore modifiable for penetration) and resisted by HT v’s ½ penetrating
damage. Converting from the HT-# RAW: use the #+1d6, eg HT-3 is 4d6.
Contacts [var]
Dump Contract Groups.
A Contact purchased at the normal point cost provides access to an appropriate Wildcard skill; for instance, a friend in
the police department would provide "Police!", while a member of an ancient magical order might provide "Magical
Research!". Describe your Contact and work out appropriate skills with the GM. For base cost, the contact is available
only in the campaign's primary area. For a network of contacts that stretches through a nation or other large area, pay
double cost; for a network that stretches through the civilized world, pay five times cost. Effective Skill and Reliability
costs are as normal.

Minor/ New
Combat Veteran [2]
You are rarely surprised for more than a moment. This gives you +6 on all IQ rolls to wake up, or to recover from
surprise or mental "stun". Your side gets +1 on initiative rolls to avoid a surprise attack — +2 if you are the leader.
(This is Combat Reflexes without the Enhanced Defences, Fearlessness 2 or +1 Fast Draw [38]).
Radiation Tolerance
Divide cost by 5.
Regeneration
Radiation Only: divide cost by 5; rate of healing is in 100 Rads, eg 1 HP/ 12hrs becomes 100 Rads/ 12hrs.

Perks
Cheap G-Experience [1/lvl]
Based on Pyramid #3/15: Transhuman Space, p.8.
Crossed with a modification to Improved G-Tolerance [5/lvl]. Buying a G-Experience Perk for a different gravity level
allows you to treat that level exactly as if it were your native level, removing all penalties when operating in those
conditions. Imp.G-Tol.
G G-Tol 0.2 [0]
0.0 – 0.4 Microgravity G G-Tol 0.3 [5]
0.4 – 0.8 Light 0.0 – 0.6 Microgravity G G-Tol 0.5 [10]
0.8 – 1.2 Normal 0.6 – 1.2 Light 0.0 – 1.0 Low
1.2 – 1.6 Light accel 1.2 – 1.8 Normal 1.0 – 2.0 Normal
1.6 – 2.0 Mod Accel 1.8 – 2.4 Moderate 2.0 – 3.0 High
2.0 – 2.4 Mod High Accel 2.4 – 3.0 High
2.4 – 2.8 High Accel
2.8 – 3.2 Extreme Accel

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Committed Berserker
You can attempt a Self-Control check to use the Committed Attack option (p. MA99). If berserk by choice, use ½ the
Will MoS as a bonus.
Speed of Thought
Basic Speed = (DX + IQ)/4 for combat sequence purposes only (not for Basic Move or Dodge)
http://forums.sjgames.com/showpost.php?p=710715&postcount=18

New Disadvantages
Compulsive Risk-Taker [-15*]
You try to steal hard to get objects so that you can get people to stop you. It is not the committing of crimes which is
the prize but the challenge of opposing top crime-stoppers that gets the adrenalin going.
Dishonest [-15]
If there’s a law, you’ll want to break it. This is the opposite of Honesty. You steal what isn’t nailed down. You cheat on
your taxes. You drink in public. You smoke in no smoking areas. You jaywalk. You walk on the grass. Whenever faced
with the chance to do something illegal you must roll under Self Control to keep from doing it. If being directly
observed by authority figures you may postpone your larceny, but eventually you will have to come back to it, or their
presence may be an incentive.
Everything in Its Place [-1]
A place for everything and everything in it’s place: minor OCD (OPH?) compels you to tidy others possessions
according to your personal ethos. Make a Will check to avoid spending your free time tidying your friends gear.
Whenever the GM rules that they need more than one Ready maneuver to pull out equipment other than a weapon in
combat – typically 1d seconds if in a pocket or 2d seconds from a pack (see p.B383), your tidying doubles their time
required. This is the inverse of Pack Rat or SOP: On Alert perks.
Larcenous [-10*]
This is the criminal version of Klepto. You steal what isn’t nailed down. You have to make a resistance roll in order not
to take someone else’s money or valuables or commit a crime. This isn’t Kleptomania. You fully know what you are
doing.
Non-Discriminatory Hearing [-10*]
Physical, Exotic
You can hear sounds just fine, but have difficulty interpreting them. Whenever you need to pick out details of a sound,
you have a -4 to your Hearing roll. You do get normal hearing rolls to detect opponents sneaking up on you, small
animals running away from you, and so on.

Trademarks, Copyright & Permissions


GURPS is a trademark of Steve Jackson Games,
and its rules and art are copyrighted by Steve Jackson Games.
All rights are reserved by Steve Jackson Games.
This game aid is the original creation of James A Millar and
is released for free distribution, and
not for resale,
under the permissions granted in the Steve Jackson Games Online Policy
(http://www.sjgames.com/general/online_policy.html)

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