TEXT: STEVE JACKSON GAMES
  Stock #37-0032
  Version 0.8 – January 2009
  ®
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  of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, 
  or used under license. GURPS Ultra-Lite Version 0.8 is copyright © 2009 by Steve Jackson Games Incorporated. All rights reserved. 
  GURPS Ultra-Lite Version 0.8 is intended for free distribution. You are encouraged to copy and share this page freely. You may not
  charge for it, except to cover the actual cost of copying. You may not remove any part of it. You may not change or modify it. 
  You absolutely may not incorporate this game, or parts of it, into another product for distribution in any way.
  GURPS Ultra-Lite is available in PDF format from www.sjgames.com/gurps/lite/. You may distribute this PDF file freely 
  under the above restrictions, and post copies of it online. You may not sell it or include it as part of any product for sale 
  without the written permission of Steve Jackson Games Incorporated.
  INSTRUCTIONS
  After you print this PDF, lightly fold the second page on
  the faint lines. (Make all folds in both directions to loosen
  the creases.) With the page folded in half in either direction,
  the joining edges should match; if they don’t, trim the overly
  long edge(s). Then unfold the page and lay it flat.
  Look at the sheet landscape style, so the Ultra-Lite cover
  is in the upper-right corner (see picture). Make a horizontal
  slit on the dotted line in the middle of the sheet, below pages
  6 and Back and above 3 and 2; if you cut to either edge of
  the paper, you went too far!
  Fold the paper in half lengthwise, text-side-out, and –
  holding the Front and page 1 in one hand and pages 5 and
  4 in the other – bring your hands together, so that the pages
  on the top layer (6 and Back) pop up and the pages on the
  bottom layer (2 and 3) pop down. Looked at from a certain
  view, it should resemble a plus (+) sign.
  Fold page 6 toward page 5, then fold page 1 toward page
  2. This forms a booklet with the cover on top and the copy-
  right page on the back; the rest of the book should now read
  in the correct order.
  BONUS TIP
  Once properly assembled, GURPS Ultra-Lite folds and
  unfolds easily. Did you notice that the other side of the sheet
  is blank? You can print a character sheet there, player info
  for your game, flyer information for your store, or anything
  else that suits your fancy!
  5
  6
  Back
  Front
  4
  3
  2
  1
  Cut where 
  indicated by 
  the red line.
  About GURPS
  Steve Jackson Games is committed to full support of
  GURPS players. Our address is SJ Games, P.O. Box
  18957, Austin, TX 78760. Please include a self-
  addressed, stamped envelope (SASE) any time you
  write us! We can also be reached by e-mail:
  info@sjgames.com. Resources include:
  New supplements and adventures. GURPS continues
  to grow – see what’s new at www.sjgames.com/gurps.
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  tures, play aids, and support in PDF form . . . digital
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  (www.sjgames.com/pyramid). 
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  monthly PDF magazine includes new rules and articles
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  for 
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  and much more. To discuss GURPS with our staff 
  and your fellow gamers, visit our forums at
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  be found at www.sjgames.com/gurps/lite.
  Bibliographies. Many of our books have extensive
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  links to let you buy the resources that interest you! Go
  to each book’s web page and look for the “Bibliography”
  link.
  Errata. Everyone makes mistakes, including us – but
  we do our best to fix our errors. Up-to-date errata pages
  for all GURPS releases, including this book, are avail-
  able on our website – see above.
  Rules and statistics in this book are specifically for
  the GURPS Basic Set, Fourth Edition. Page references
  that begin with B refer to that book, not this one.
  ULTRA-LITE
  TM
  GURPS System Design ❚ STEVE JACKSON
  GURPS Line Editor ❚ SEAN PUNCH
  Marketing Director ❚ PAUL CHAPMAN
  e23 Manager ❚ STEVEN MARSH
  Managing Editor ❚ PHILIP REED
  Art Director ❚ WILL SCHOONOVER
  Production Artists ❚ ALEX FERNANDEZ
  and NIKOLA VRTIS
  Prepress Checker ❚ MONICA STEPHENS
  Director of Sales ❚ ROSS JEPSON
  Errata Coordinator ❚ FADE MANLEY
  GURPS FAQ Maintainer ❚ –––––––
  VICKY “MOLOKH” KOLENKO
  GURPS Rules by STEVE JACKSON
  GURPS Ultra-Lite Abridged Rules by
  SEAN PUNCH
  
  Levels
  To build a PC, allocate levels to
  capabilities. Most heroes have 3-5
  levels, but the GM can pick
  another 
  number. 
  Capabilities
  include Strength (ST), Dexterity
  (DX), Intelligence (IQ),
  and
  Health (HT). You start at Normal,
  can add levels to each, and can
  gain one extra level somewhere
  else by going below Normal in one 
  category.
  ST: Sets Hit Points (HP) and
  Basic Damage. Levels are Weak (8
  HP, 1d6/2), Normal (10 HP, 1d6),
  Strong (14 HP, 2d6), and Very
  Strong (18 HP, 3d6).
  DX: Gives your base roll
  whenever precision or reflexes
  dominate: attacking, driving, etc.
  Levels and base rolls: Clumsy (8),
  Normal (10), Agile (12), Very Agile
  (14), and Extreme (16).
  IQ: Gives your base roll when
  brains 
  matter 
  (code-breaking, 
  science, etc.): Dull (8), Normal
  (10), Smart (12), Very Smart (14),
  and Genius (16).
  HT: Gives your base roll to
  resist poison, unconsciousness,
  and death: Sickly (8), Normal (10),
  Hardy (14), and Very Hardy (18).
  Tasks and Skills
  To perform a task or resist
  something, roll 3d6. On a result no
  greater than your base roll, you
  succeed; otherwise, you fail. Apply
  -6 to base rolls for tasks that
  require 
  training: 
  attacking,
  code-breaking, driving, etc.
  The GM can vary difficulty by
  assigning a modifier from -10
  (hard to do/resist) to +10 (easy!);
  e.g., Very Hardy (18) resists 
  “poison -5” at 13.
  To be better at tasks, you can
  put some of your levels into skills.
  Skills go with professions the GM
  allows on this adventure – Crook,
  Knight, Ninja, etc. Each skill has
  four levels; each level gives +4 for
  its tasks. Note level and bonus; e.g.,
  Crook 2 (+8). 
  Example: Neutralizing an alarm
  is a Crook task that takes brains
  (IQ). Two levels in IQ Very Smart
  (14) makes the roll 14 - 6 = 8. A
  criminal with IQ Normal (10) and
  those two levels in Crook 2 (+8)
  rolls 10 - 6 + 8 = 12.
  A 3 on the dice always succeeds
  and an 18 always fails!
  Reactions
  The GM designates NPCs as
  hostile (fights/uses abilities against
  PCs), 
  undecided, 
  or 
  friendly
  (fights/uses abilities for PCs). For
  an undecided NPC, the GM rolls
  3d6 for a reaction: 3-6 means he
  turns hostile, 7-14 means he won’t
  get involved, and 15-18 means he
  helps. Heroes can put one level in
  Charismatic,
  a capability that
  turns hostile reactions neutral and
  neutral ones helpful.
  Gear
  Skills include relevant gear.
  Levels in combat skills (like
  Knight) give superior gear that
  improves weapon damage and
  armor. Heroes can put one level in
  Wealthy, a capability that adds two
  levels to combat skills for the sole
  purpose of weapon damage and
  armor.
  Combat
  Combat proceeds in turns.
  Each turn, each fighter picks one
  option (and one foe, if he attacks):
  Melee attack: A trained task
  using DX and a skill like Karate
  Master (if unarmed) or Knight (if
  armed). The skill must fit the
  weapon (e.g., Samurai for katana)
  to count when armed. Subtract
  half your enemy’s combat skill
  bonus; e.g., with Agile (12) and
  Samurai 2 (+8), you need 12 - 6 + 8
  = 14 to hit, or 10 if your foe has
  Ninja 2 (+8).
  Success when unarmed does
  damage equal to half your Basic
  Damage roll (drop fractions);
  Weak heroes inflict 1 point. Use
  the full roll when armed. Add com-
  bat skill level (not bonus) to dam-
  age; e.g., Knight 2 (+8) gives +2.
  Ranged attack: As above, but
  skills are things like Ninja for
  shuriken or Infantryman for rifles.
  Don’t subtract half your enemy’s
  bonus. The GM may give up to -10
  for range. Success does Basic Dam-
  age for bows and thrown weapons,
  2d for pistols, or 5d for rifles. Skill
  level still adds to damage.
  Move: Run from ranged to
  melee or melee to ranged.
  Defend: Duck! Subtract your
  full skill bonus from enemy melee
  attacks, half that from ranged
  ones.
  Armor protects the wearer
  against damage. Subtract 1 from
  enemy damage rolls per level in a
  skill that uses light, low-tech armor
  (e.g., Swashbuckler), 2 per level in
  one that uses heavy low-tech armor
  (e.g., Knight) or light high-tech
  armor (e.g., Cop), or 4 per level in
  one that uses heavy high-tech
  armor (e.g., Commando). Whatever
  is left comes off HP.
  At 0 HP, roll base HT each turn
  before acting; failure means you
  pass out. At -HP, you collapse; 
  roll base HT or die. If you 
  survive, make a daily HT roll to
  recover 1 HP.
  Stock #37-0032
  GURPS Rules by STEVE JACKSON
  GURPS Ultra-Lite Abridged Rules by SEAN PUNCH
  GURPS Ultra-Lite Version 0.8 is copyright © 2009 by 
  Steve Jackson Games Incorporated. It is intended 
  for free distribution. You are encouraged to copy and 
  share this page freely. You may not charge for it, except to 
  cover the actual cost of copying. You may not remove 
  any part of it. You may not change or modify it. You
  absolutely may not incorporate this game, or parts of it,
  into another product for distribution in any way.
  GURPS Ultra-Lite is available in PDF format from
  www.sjgames.com/gurps/lite/. You may distribute 
  this PDF file freely under the above restrictions, 
  and post copies of it online.
  You may not sell it or include it as part of any 
  product for sale without the written permission of 
  Steve Jackson Games Incorporated.
  Please visit our website at www.sjgames.com. You may
  also write to us at PO Box 18957, Austin, TX 78760. 
  STEVE JACKSON GAMES
  This game assumes you 
  know what “RPG,” “PC,” GM,”
  “3d6,” and “NPC” mean. 
  Learning it will teach you some
  GURPS concepts, but not all –
  GURPS is much larger!
  ®
  TM
  Version 0.8
  ULTRA-LITE
  
SOURCE: textdata/thevault/GURPS [multi]/GURPS - 4th Edition - Ultra-Lite.pdf