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DAMAGE ROLLS

A “damage roll” is a roll made in a fight, to see how much harm you did to your foe. Damage rolls use the “dice+adds” system (see p. 2).
Many things can affect the final injury inflicted by your attack. Armor reduces the damage received by the wearer. Certain attacks do extra
damage if they get through armor. All these things are explained in the combat rules – see p. 29.

CHARACTERS
When you roleplay, you take the part of such as wealth, and special abilities called details. There are several ways to approach
another person – a “character” that you cre- advantages (see p. 8). this.
ate. GURPS lets you decide exactly what If you want more abilities than you can You can choose the abilities you want,
kind of hero you will become. Asteroid afford on the budget given to you by your spend your character points, and work out
miner? Wizard? Professional time-traveler? GM, you can get extra points by accepting a character concept that fits the abilities. A
You can take your inspiration from a fic- below-average strength, appearance, good character is much more than a collec-
tional hero or heroine, or create your new wealth, social status, etc., or by taking dis- tion of abilities, but “shopping” for abilities
“self” from the ground up. Once you know advantages – specific handicaps such as bad can be a great inspiration.
what role you want to play, it’s time to bring vision or fear of heights (see p. 10). You might instead decide on your char-
that character to life! The two most important things to know acter’s focal qualities first – the handful of
The GM (Game Master – the person about your character are who he is and things that define him, such as personal his-
“running” the game) will give you a number what role you want him to play in his adven- tory, appearance, behavior, aptitudes, and
of character points with which to “buy” your tures. Find out what kind of game the GM skills. Think about how he acquired those
abilities. For instance, the stronger you plans to run and what kinds of characters qualities, then spend your points on features
want to be, the more points it will cost. You he intends to allow. Then start filling in the that go with these traits.
can also buy advantageous social traits,

CHARACTER POINTS
Character points are the “currency” of Feeble (under 25 points): Small children, This beginning point level is sometimes
character creation. Anything that improves mindless thralls, zombies, etc. referred to as the power level of the
your abilities costs character points: you Average (25-50 points): Ordinary folks, campaign.
must spend points equal to the listed price such as accountants and cab drivers.
of an ability to add that ability to your char- Competent (50-75 points): Athletes, cops, Disadvantage Limit
acter sheet and use it in play. Anything that wealthy gentry . . . anyone who would have A disadvantage is anything with a nega-
reduces your capabilities has a negative a clear edge over “average” people on an tive cost, including low attributes, reduced
cost – that is, it gives you back some points. adventure. social status, and all the specific disabilities
For instance, if you start with 125 points, Exceptional (75-100 points): Star ath- listed under Disadvantages (p. 10). In theo-
buy 75 points of advantages, and take -15 letes, seasoned cops, etc. ry, you could keep adding disadvantages
points of disadvantages, you have 125 - 75 + Heroic (100-200 points): People at the until you had enough points to buy whatev-
15 = 65 points remaining. realistic pinnacle of physical, mental, or er advantages and skills you wanted. In
social achievement; e.g., Navy SEALs, practice, most GMs will want to set a limit
Starting Points world-class scientists, and millionaires. on the disadvantage points a PC may have.
The GM decides how many character Larger Than-Life (200-300 points): A good rule of thumb is to hold disadvan-
points the player characters (PCs) – the Leading roles in kung fu movies, fantasy tages to 50% of starting points – for
heroes – start with. This depends on how novels, etc. instance, -75 points in a 150-point game.
capable he wants them to be. Some example Legendary (300-500 points): Protagonists
power levels, with suggested starting points: of epic poems and folklore.

BASIC ATTRIBUTES
Four numbers called “attributes” define mean you get those points back to spend on weaknesses – throughout the game. Choose
your basic abilities: Strength (ST), Dexterity something else!) wisely:
(DX), Intelligence (IQ), and Health (HT). Most characters have attributes in the 1- 6 or less: Crippling. An attribute this bad
A score of 10 in any attribute is free, and 20 range, and most normal humans have severely constrains your lifestyle.
represents the human average. Higher scores in the 8-12 range. Scores above 20 7: Poor. Your limitations are immediate-
scores cost points: 10 points to raise ST or are possible but typically reserved for god- ly obvious to anyone who meets you. This is
HT by one level, 20 points to raise DX or IQ like beings – ask the GM before buying such the lowest score you can have and still pass
by one level. Similarly, scores lower than 10 a value. At the other end of the scale, 1 is the for “able-bodied.”
have a negative cost: -10 points per level for minimum score for a human. 8 or 9: Below average. Such scores are
ST or HT, -20 points per level for DX or IQ. The basic attributes you select will deter- limiting, but within the human norm. The
(Remember that negative point values mine your abilities – your strengths and GM may forbid attributes below 8 to active
adventurers.

4 GURPS LITE

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